DM B's Scions of the Sky Key PFS PbP LOW Tier Campaign (Inactive)

Game Master Beckett

MAP LINK

INIT:

[spoiler=INIT ROLLS
[dice=C.A. Gwyllgi]1d20+5[/dice]
[dice=Nemesis]1d20[/dice]
[dice=Peribras]1d20+5[/dice]
[dice=Shar-Lyn]1d20+3[/dice]
[dice=Tholand]1d20+3[/dice]
[dice=Thoril]1d20+2[/dice]
[dice=Van]1d20+2[/dice]
----------------------
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

PART 3. . .
Having bested the Aspis Consortium and recovered a powerful weapon, the PCs return to the Bandu Hills to delve into its ruins, confront the ancient guardian within, and find their missing venture-captain. Even greater secrets lie below, and the Pathfinders soon find that there is more to the so-called Golden Guardian than legends suggest. Are you resourceful enough to survive the mounting danger and find Nieford Sharrowsmith?

Delays:


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Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Spending a few days in Fort Bandu, you have the opportunity to rest and ask around a bit:

The Aspis Consortium. . .

Diplomacy or Know Nobility DC 15:
A contingent of Aspis mercenaries was seen approaching the Bandu Hills from the northwest, the direction of Bloodcove.

Diplomacy or Know Nobility DC 20:
The leader of the group is an Ustalavic aristocrat named Zaril Namoth, who is also known to be an expert tracker and hunter.

Diplomacy or Know Nobility DC 25:
According to some rumors, Zaril Namoth takes trophies from the people he tracks down and kills. Some say he needs their heads for dark rituals he learned while held by the Bekyar, a people infamous for kidnapping, cannibalism, and demon worship.

------------------------------------------------------------------------
About the Guardian. . .

Know Arcane, Local, or Religion DC 10:
Almost everyone at Fort Bandu knows the legend of the Golden Guardian, but no one seems to know anything substantial.

Know Arcane, Local, or Religion DC 15:
Since the stories about the local boogeyman have circulated in the region for centuries, most people speculate that the creature is immortal or not a living creature.

Know Arcane, Local, or Religion DC 20:
Some people believe it is a gold dragon, while others say it is probably a living statue, a golden machine, or a god-like entity. The only thing the locals are unanimous about is that only a special weapon lost to antiquity can defeat the Golden Guardian.

------------------------------------------------------------------------

And about the kobolds of Mount Nakyuk.

Diplomacy or Know History or Local DC 15:
Until recently, the kobolds have largely kept to themselves. Most local people didn’t even know about the kobolds before the incident with Sharrowsmith.

Diplomacy or Know History or Local DC 25:
Decades ago, a local boy went missing but returned weeks later with amazing stories about a hidden city protected by cruel traps that he only narrowly escaped. This also grants your party a +1 to all skill checks and saving throws to find, disable, bypass, and evade traps during this adventure.

Please let me know when you are ready to begin.

The Exchange

NN female Aasimar Theologian 7
Spoiler:
|AC 20, T 10, FF 20|HP: 35/35|F +4, R +2, W +9|Init 0, Perc +4|CMB +5 CMD 15|Radiance 2/2, Sulunai 1/1, Channel 7/7, Fire Bolt 7/7

I'm ready any time.

Diplomacy re Aspis: 1d20 + 4 ⇒ (18) + 4 = 22

Knowledge (Religion): 1d20 + 5 ⇒ (15) + 5 = 20

Diplomacy re kobolds: 1d20 + 4 ⇒ (15) + 4 = 19

Nemesis addresses the party as they sit in the fort cantina.

"I'm familiar with the legend of the Golden Guardian. It's a sort of local campfire tale that's been around here for centuries. People aren't clear on what it is, but it seems to be some ageless and incredibly powerful being, like a dragon or a golem or even a divine manifestation. The one thing everyone knows about it is that it can only be defeated by some ancient lost weapon, so may the gods help us if we should run into it."

"I've also learned a few more mundane things from asking around: First of all, the unsurprising but annoying news: The Consortium apparently isn't giving up - another group of their mercenaries has been sighted coming down from Bloodcove way. What's a bit more interesting is that they're led by an Ustalavic nobleman named Zaril Namoth, who apparently is a formidable outdoorsman, so we'll need to stay alert. The other thing I've learned: Apparently, these kobolds were so mild-mannered that most of the people around here didn't even know they were there...and that only changed after whatever Mr. Sharrowsmith did to anger them. That, of course, is even worse news, in a way, *but* it at least gives hope that they might be open to returning to their normal benign presence."

Grand Lodge

Male halfling rogue (unchained, knife master, scout) 1 | hp 9 | AC 19 (+1 vs. larger opponents) | T 16 | FF 14 | Fort +0 | Ref +7 | Will +0 | CMB -1; CMD 14 | Init +5 | Perc +7 | Move 30' | Current Conditions and Modifiers:

Diplomacy for Aspis: 1d20 + 5 ⇒ (13) + 5 = 18

Knowledge (local) for Guardian: 1d20 + 4 ⇒ (15) + 4 = 19

Knowledge (local) for kobolds: 1d20 + 4 ⇒ (13) + 4 = 17
Diplomacy for kobolds: 1d20 + 5 ⇒ (1) + 5 = 6

Liberty's Edge

Male Dwarf (+2Con, +2Wis, -2Cha) 30/30HP, AC: 16 T: 16, FF: 14, CMD: 19, F: +6, R: +4, W: +6, Init +1, Pereption +7, Sense Motive +7 LN Male Dwarf Master of Many Styles/ Monk of the Sacred Mountain 3, Unarmed Strike: +7, (1d6+8, x2) MW Cestus: +7, (1d4+8, 19-20x2)

Sorry for the absence but I'm ready now when ya'll are.knowledge Religion: 1d20 ⇒ 10knowledge History: 1d20 ⇒ 7really need to invest ranks into my knowledges haha!

The Exchange

M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

"Ah nuts, we gotta make nice with the kobolds. Ah well, it can't be worse than outrunning a dinosaur. Oh wait, we gotta tangle with some gold guardian now too. The fun never ends."

I'm ready to move on.

The Exchange

NN female Aasimar Theologian 7
Spoiler:
|AC 20, T 10, FF 20|HP: 35/35|F +4, R +2, W +9|Init 0, Perc +4|CMB +5 CMD 15|Radiance 2/2, Sulunai 1/1, Channel 7/7, Fire Bolt 7/7

"Unless the stories are greatly exaggerated, it sounds like the only safe way to face the Golden Guardian is on a reverent knee - unless a miracle occurs and we find some relic buried so deep in the ashes of legend that it's been lost for as long as people have been talking about it."

Grand Lodge

Male Tiefling Bard 2 15/15 HP AC 17 FF15 T12 | F2 R4 W1 | Init +2 Per +6 Stealth +5 Longsword +6 D8+4 * CMB +4 CMD 16

dip sorril aid : 1d20 + 3 ⇒ (13) + 3 = 16
dip re apsis: 1d20 + 11 ⇒ (2) + 11 = 13

dip sorril aid : 1d20 + 3 ⇒ (11) + 3 = 14
dip re kobolds: 1d20 + 11 ⇒ (4) + 11 = 15

Shar-lyn seems a little down cast that Nemesis knows a lot more about what's going on than him...

it would be good if we can pacify the Kobolds, rather than simply slaughtering them... With this golden guardian, we must focus on finding the weapon - I'm sure it's out there and with that, we will prevail!

otherwise good to go.

The Exchange

NN female Aasimar Theologian 7
Spoiler:
|AC 20, T 10, FF 20|HP: 35/35|F +4, R +2, W +9|Init 0, Perc +4|CMB +5 CMD 15|Radiance 2/2, Sulunai 1/1, Channel 7/7, Fire Bolt 7/7

"Aren't we the positive thinker? There is something to be said for that, I'll admit - but 'out there' is a big place, and we haven't got time to burn, so if we're really going to try that, how and where are we supposed to even begin looking for it? I never said I knew what this relic looks like."

Liberty's Edge

male 44/44 [52/52 ]HP, [Rage:10/13 ] AC: 18[15], T: 11[8], FF: 17[14], CMD: 19[22], F: +6 , R: +3, W: -1, Init +2, Pereption +4, CN Male Nagaji Abyssal Bloodrager, +1 Large Falcata: +9, (2d6+9, 19-20x3) Rage [+1 Large Falcata +11 (3d6+14, 19-20x3)]

"Smash first talk later"

-Posted with Wayfinder

Liberty's Edge

Male Dwarf (+2Con, +2Wis, -2Cha) 30/30HP, AC: 16 T: 16, FF: 14, CMD: 19, F: +6, R: +4, W: +6, Init +1, Pereption +7, Sense Motive +7 LN Male Dwarf Master of Many Styles/ Monk of the Sacred Mountain 3, Unarmed Strike: +7, (1d6+8, x2) MW Cestus: +7, (1d4+8, 19-20x2)

"Easy there Lizzie, we don't need to be goin' around slaught'rin every thing in sight. Aye, we do need to be goin tho, when you be ready come get me I need an ale."Its been mission after mission, and Tholand is seeing all these innocent people that he can't save be slaughtered and it's starting to wear down on him.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Just want to point out you just received an ancient dwarven "weapon" from the Grippli who told they received it long ago from a group of dwarves who could not properly defend it. :P
Working on updating. I've just switched over the map to Slides.

Liberty's Edge

male 44/44 [52/52 ]HP, [Rage:10/13 ] AC: 18[15], T: 11[8], FF: 17[14], CMD: 19[22], F: +6 , R: +3, W: -1, Init +2, Pereption +4, CN Male Nagaji Abyssal Bloodrager, +1 Large Falcata: +9, (2d6+9, 19-20x3) Rage [+1 Large Falcata +11 (3d6+14, 19-20x3)]

ouch

-Posted with Wayfinder

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

Diplomacy: 1d20 + 7 ⇒ (19) + 7 = 26
Knowledge (Local): 1d20 + 6 ⇒ (15) + 6 = 21
Diplomacy: 1d20 + 7 ⇒ (8) + 7 = 15

Peribras nods as Nemesis shares what she's learned. "Yes, my discussions have revealed that as well. I've also heard a few whispers about the nobleman, that he takes trophies those he slays; that he uses heads for dark rituals. Rumor has it he was once held by the Bekyar; kidnappers; cannibals; demon worshippers."

He pauses to let it sink in. "We should keep an eye out for him. If the rumors are true, then he's a creep that should probably be behind bars somewhere. At best."

As Shar-Lyn and Nemesis banter, Peribras smirks a little. "Guys, calm down. Did you forget everything we went through to get that dwarf thingy from those Gripplis?"

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

So a quick refresher. In part 1 you where sent to look for clues to find the trail of the missing VC Nieford Sharrowsmith. Sharrowsmith’s business partner Aya Allahe, asked you to look into his possible disappearance and indicated that he was last seen around Forte Bandu in the Mwangi Expanse, not far from the Aspis Consortium haven of Bloodcove. Arriving at Forte Bandu, you find that the Aspis Consortium had already arrived, and begun to spread some misinformation about the Pathfinder Society, playing up on the fact that the very Pathfinder you seek had somewhat recently stirred up trouble with the local tribal Kobolds. Believing he might have been captured or killed investigating the area, you decide to follow the trail further into Kobold territory, finding a few clues indicated he was there, but had survived and moved on. While there, you do partially undo some of the damage he did, earning a bit of respect from the locals at Fort Bandu who then point you to a Grippli village, where VC Sharrowsmith had mentioned would be one of his destinations before he had left some time ago. <It's not terribly clear on when this happened in relation to your arrival.>
-
Traveling to go meet with the Grippli, you discover that the Aspis Consortium has also just arrived, and attempted to win the Grippli's favor by gifting them with an assortment of metal weapons. The Grippli, however, wanted a dinosaur egg to be able to raise and train as their defender, and where willing to trade an ancient dwarven weapon <intentionally left unclear at this point> for it, to whom ever returned wit the egg(s) first. The Aspis had already left, so you set off quickly, running into their team who had just fought a small war with the local Lizardfolk and managed to really piss-off the T-Rex mother and kill the father, then get out quick. Back at the Grippli village, the other Aspis, not wanting to wait and spotted your arrival, decided to jut attack and take the weapon, so began slaughtering the Grippli to find it. You arrived shortly after, with the eggs, and managed to save the village. In thanks for this, they gave you the weapon, a talisman locked inside of a clay jar and details on how to use it and where it came from.
-
You then returned to Forte Bandu to rest up a bit and report in. There, you received a letter with further clues and where able to ask around a bit more. Knowing that the Aspis Consortium is involved, and that they are now on the move means things might not fully be as they seem. Returning now to the ruined temple where you fought the Kobolds (end of part 1), it's time to explore what else is down there in that pit. . .

Save for torrential rain alternating with scorching heat, the journey from Fort Bandu to Mount Nakyuk progresses smoothly. Ancient, crumbling stone buildings choked with vines and adorned with bone fetishes emerge from a patch of thick jungle underbrush. A scattering of bones and discarded tools hints that this location was recently inhabited. A gaping stairwell yawns behind a blood-spattered altar, descending to the mysterious depths where the Golden Guardian makes its home.

You already know the way, and it's only been a short time since your last expedition into the Kobold lands, you know how to avoid too much detection and that they are still likely on high alert and out in warparties still looking for you. It actually makes it a little easier to sneak in to the ruined temple once more.

Dropping down into the pit, you find the stone walls below offer a certain degree of cool respite from the blistering heat above. The Halls of Ashkurhall are clearly old, and of the sturdiest dwarven craft, but it's infestation and ruination at the hands of the Kobolds has clearly left it's mark. At the entrance, there clear marks of blood splatters from various victims thrown down in sacrifice from above. You see the pile of corpses as well, though it seems to have been both cleaned up a bit and a few new victims have been added. There is nothing of value, and moving beyond it, you come to a small room.
The beginning of the new map, (which is slides).

Two granite statues of dwarves in full armor stand guard in this entrance hall, flanking the entrance to a corridor to the south. Antelope skull patterns painted in red ochre cover each statue’s face. In the wall to the south are two rust-stained iron doors.

Just to note, a lot of this is dungeon exploration, so I'm going to need people to be proactive with their actions. There are also a lot of traps, which I will include in spoilers as they come up, assuming that people are passively looking for danger unless otherwise noted. I'm using the honor system, so if no one spots something, please try to avoid metagaming it if you can. Also, for that last Diplomacy check, it looks like we have a total of 23 so far. Can anyone else Aid for a 25?

Liberty's Edge

Male Dwarf (+2Con, +2Wis, -2Cha) 30/30HP, AC: 16 T: 16, FF: 14, CMD: 19, F: +6, R: +4, W: +6, Init +1, Pereption +7, Sense Motive +7 LN Male Dwarf Master of Many Styles/ Monk of the Sacred Mountain 3, Unarmed Strike: +7, (1d6+8, x2) MW Cestus: +7, (1d4+8, 19-20x2)

I think Thorill can. I'm pretty sure I tried a knowledge check as my action, but if I can I'll try.Diplomacy Aid: 1d20 - 3 ⇒ (18) - 3 = 15lol

Grand Lodge

Male halfling rogue (unchained, knife master, scout) 1 | hp 9 | AC 19 (+1 vs. larger opponents) | T 16 | FF 14 | Fort +0 | Ref +7 | Will +0 | CMB -1; CMD 14 | Init +5 | Perc +7 | Move 30' | Current Conditions and Modifiers:

C.A. carefully resharpens all his knives and carefully tucks them all away. Knotting his silk rope while the others discuss how to proceed, he secures it and prepares to begin.

Grand Lodge

Male halfling rogue (unchained, knife master, scout) 1 | hp 9 | AC 19 (+1 vs. larger opponents) | T 16 | FF 14 | Fort +0 | Ref +7 | Will +0 | CMB -1; CMD 14 | Init +5 | Perc +7 | Move 30' | Current Conditions and Modifiers:

Old Shuck lights his pipe with the two headed striker and considers the hall for a moment. Active perception for camoflagued threats. Watch the path of the smoke to check the air currents. He takes a hand full of sand and casts it about as he walks, probing with his walking stick and drawing from his pipe. He approaches the two granite statues of dwarves and thinks to himself, "What would I do if I were a dwarf, then what shenanigans would these kobolds add?". He considers the meaning of the Antelope skull patterns painted in red ochre cover each statue’s face and then moves to the south to the two rust-stained iron doors.

active perception on the room: 1d20 + 7 ⇒ (20) + 7 = 27
perception to search for secret doors and hidden with the smoke: 1d20 + 7 ⇒ (12) + 7 = 19
perception for the sand and traps on the floor: 1d20 + 7 ⇒ (9) + 7 = 16
perception for the statues and traps related to the statues with special attention to the areas in between: 1d20 + 7 ⇒ (15) + 7 = 22
perception on the doors and the area before and around them: 1d20 + 7 ⇒ (3) + 7 = 10

I'm going to be actively searching for traps with an eye towards stone work and portals for the dwarven elements and stuff meant for creatures taller than kobolds.

Grand Lodge

Male halfling rogue (unchained, knife master, scout) 1 | hp 9 | AC 19 (+1 vs. larger opponents) | T 16 | FF 14 | Fort +0 | Ref +7 | Will +0 | CMB -1; CMD 14 | Init +5 | Perc +7 | Move 30' | Current Conditions and Modifiers:

I'll just leave these here so we don't have a ton of exposition. I'm going to insist on checking and listening at doors, checking floors and walls, and probing with my walking stick. I will generally proceed first, but I will leave the actual door opening to others. Smoking the whole time, I make it appear as carefree as possible, but shifting my eyes constantly and looking for hidden kobold traps overlaying the dwarven temple.

perception 1: 1d20 + 7 ⇒ (4) + 7 = 11
perception 2: 1d20 + 7 ⇒ (15) + 7 = 22
perception 3: 1d20 + 7 ⇒ (1) + 7 = 8
perception 4: 1d20 + 7 ⇒ (7) + 7 = 14
perception 5: 1d20 + 7 ⇒ (19) + 7 = 26
perception 6: 1d20 + 7 ⇒ (4) + 7 = 11
perception 7: 1d20 + 7 ⇒ (10) + 7 = 17
perception 8: 1d20 + 7 ⇒ (2) + 7 = 9
perception 9: 1d20 + 7 ⇒ (17) + 7 = 24
perception 10: 1d20 + 7 ⇒ (12) + 7 = 19

The Exchange

NN female Aasimar Theologian 7
Spoiler:
|AC 20, T 10, FF 20|HP: 35/35|F +4, R +2, W +9|Init 0, Perc +4|CMB +5 CMD 15|Radiance 2/2, Sulunai 1/1, Channel 7/7, Fire Bolt 7/7
Peribras Sandlock wrote:


As Shar-Lyn and Nemesis banter, Peribras smirks a little. "Guys, calm down. Did you forget everything we went through to get that dwarf thingy from those Gripplis?"

While still at the cantina...

Nemesis begins to take a swig of her firewater, then mishandles it rather badly in reaction to Peribras's revelation.

"Is that what that is? I feel like an idiot. Serves me right for assuming the 'weapon' was something more traditional."

/flashback

Nemesis scrutinizes the skull patterns with interest.

I try to detect magic and...

Knowledge (Religion): 1d20 + 5 ⇒ (12) + 5 = 17
Knowledge (Arcana): 1d20 + 5 ⇒ (16) + 5 = 21
Spellcraft: 1d20 + 5 ⇒ (17) + 5 = 22

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

my idea would be for Peribras to always take 10 for 19. The others could then aid him to boost it higher. Just a thought. I'm fine all rolling separately too.

-Posted with Wayfinder

Scarab Sages

|| Phantom Phenomena || || ||
Nemesis Melek wrote:

/flashback

Nemesis scrutinizes the skull patterns with interest.

I try to detect magic and...

[dice=Knowledge (Religion)]1d20+5
[dice=Knowledge (Arcana)]1d20+5
[dice=Spellcraft]1d20+5

The weapon is actually inside the sealed clay container, but you where warned that for it to be effective, it needed to be opened and released within the presence of the Golden Guardian, whatever that is.

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

oh! The Map is in your profile! The campaign link is out of date.

Peribras moves along the back wall, inspecting the statues first and then looking down the hallway. taking 10 for 19 on all three checks

-Posted with Wayfinder

Grand Lodge

Male halfling rogue (unchained, knife master, scout) 1 | hp 9 | AC 19 (+1 vs. larger opponents) | T 16 | FF 14 | Fort +0 | Ref +7 | Will +0 | CMB -1; CMD 14 | Init +5 | Perc +7 | Move 30' | Current Conditions and Modifiers:

The base DC for mechanical traps is 20 and magical is 25.

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

Right, so only one of you needs to make the aid check for us to find most mechanical traps. Magical traps would take about 3 successful aids.

The Exchange

M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

You can just take 20 on the Perception rolls for checking the doors and area, I don't believe we are on any time crunch.

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

good point. I'll take 20 instead of 10. You guys aid. Or whatever.

-Posted with Wayfinder

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Taking your time to explore a bit, you uncover more than a few traps. Once pointed out, they are easily bypassed. From what you can tell, everything beyond the entrance room seems to have been hastily built, and by Tholand's best estimate, nearly 3,000 years old, though it seems the Kobolds have made some small changes here and there.

In one of the rooms you see one pile of rocks that seems out of place somehow, like it was placed there by hand. After a thorough search, you find no traps, and begin to look under it. Hidden beneath the rocks, you find a satchel, carefully placed, and also bearing Sharrowsmith's initials and the glyph of the open road. Inside you find a wand of cure light wounds, a wand of lesser restoration, and two
potions of cure moderate wounds. Additionally you find portions of a journal.

Player Handout 2:
Every time I plan to depart on the expedition, a new responsibility crops up and demands my attention. There will never be a perfect time, and Aya is more than capable of handling the business and the lodge in my absence for a few weeks. That settles it; at first light, I will begin my journey at last.

Player Handout 3:
I did not run into any guards on the way here, but the religious decorations and traps suggest that kobolds live in these ruins. I found a room that had not been used recently. It seems safe enough to rest a bit and to store some of my equipment here. If my hunch is right, there is a temple somewhere deeper in these ruins.

At the end of the hall, blocked off by a barricade, are two Kobold sentries, but they are quickly and silently dealt with, allowing you to explore more beyond. The hall curves tot eh right, and then opens up into a larger chamber. It is dark, but within the larger room you see 4 smaller rooms set around a center fountain.

At the center of a large fountain, a white marble statue of a dwarf in scholarly robes faces east in a defiant posture. In one hand, the dwarf holds a staff, and in the other an open book. While most of the statue’s elaborate details are still intact, its face has crumbled away, and water pours down from two holes where the statue’s eyes had once been. Within the fountain you see a well constructed longsword shedding a soft green light, and only a few feet away a large pile of rocks, indicative of a collapsed trap. It seems someone had been through here recently, and while there are no bodies, you can see more than a few bloodsplaters on the ground around the area. Kobold, by the looks of it. It seems someone was fighting off Kobolds here, set off the trap, and dropped their sword, but there is no indication of what happened next.

Debating the risks of reaching into the fountain to retrieve it, you suddenly hear a hissing sound, from some large reptile, and it's close. Breaking up a bit to go have a look around the different corners, you spot a Basilisk, a powerfully magical creature able to turn the living into dead stone with but a glance. It is young, and looks a bit differently than the pictures you have seen, but you are certain.

Luckily, you recall another fact about the beasts. It is said that their blood, if fresh, can also cure a victim, returning them to both flesh and life. Hopefully there is some truth to it, as it seems to be blocking your way.

Instead of fighting it, you could also try to "negotiate" a bit with it with Handle Animal or Wild Empathy and some food, or possibly even trick it to move out of your way with a distraction. Group decision time.

Liberty's Edge

male 44/44 [52/52 ]HP, [Rage:10/13 ] AC: 18[15], T: 11[8], FF: 17[14], CMD: 19[22], F: +6 , R: +3, W: -1, Init +2, Pereption +4, CN Male Nagaji Abyssal Bloodrager, +1 Large Falcata: +9, (2d6+9, 19-20x3) Rage [+1 Large Falcata +11 (3d6+14, 19-20x3)]

"Thoril Smash" lol

-Posted with Wayfinder

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

do we have time to investigate the sword first.

"Maybe we can offer it some of those dead kobolds." I have +7 Handle Animal

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Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Thoril The Slayer wrote:
"Thoril Smash" lol

Go for it.

Peribras Sandlock wrote:
do we have time to investigate the sword first.

Not really. Well, not outside of "combat" at least.

The Exchange

NN female Aasimar Theologian 7
Spoiler:
|AC 20, T 10, FF 20|HP: 35/35|F +4, R +2, W +9|Init 0, Perc +4|CMB +5 CMD 15|Radiance 2/2, Sulunai 1/1, Channel 7/7, Fire Bolt 7/7

If Thoril can smash it, I can work with that. If Peribras can bribe it, go for it.

Grand Lodge

Male halfling rogue (unchained, knife master, scout) 1 | hp 9 | AC 19 (+1 vs. larger opponents) | T 16 | FF 14 | Fort +0 | Ref +7 | Will +0 | CMB -1; CMD 14 | Init +5 | Perc +7 | Move 30' | Current Conditions and Modifiers:

Wedging his smoldering pipe into a crack in the wall, his eyes pass between the serpent and the thief catcher, wondering who will win the test of wills.

stealth just in case and move as close as will not alert the creature: 1d20 + 13 ⇒ (10) + 13 = 23

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

Just waiting for more feedback before I take action.

The Exchange

M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

Without missing a beat, Van slides his smoked goggles down around his eyes, and whispers to the others, "Hey, I can speak with animals. I actually talked a viper once into not trying to kill a group of us in exchange for some rats to be named later. I'm not too sure I can talk one of those things into anything though, and I definite ain't looking it in the eye. I can also try to trick it with an auditory illusion, sending it away from the door so we can hussle in."

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

"good ideas, Van, let's take 'em one at a time. See if you can trick it into chasing a sound. If that fails, you can try to make a deal with it. I'll do whatever you need me to do to help." He puts his hand to his chin in thought. "I'm pretty sure I have a mirror here somewhere too..."

-Posted with Wayfinder

The Exchange

M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

The range of Ghost Sound is only 25 feet, I'm not sure it will be effective in leading the basilisk away from the door without being spotted. As a magical beast, I don't think speak with animals will work either. We might have to go with the direct approach, but that could end in death or a TPK. Anyone else have any ideas?

The Exchange

NN female Aasimar Theologian 7
Spoiler:
|AC 20, T 10, FF 20|HP: 35/35|F +4, R +2, W +9|Init 0, Perc +4|CMB +5 CMD 15|Radiance 2/2, Sulunai 1/1, Channel 7/7, Fire Bolt 7/7

It would be good to have an idea of how much of a thrashing it needs before it goes down. My grooming kit includes a miniature mirror, and I could try channeling it to death. Also, I believe closing our eyes while fighting it will protect us from its gaze - and whoever does that will still have a 50% chance NOT to miss. As was said above, too, if someone gets petrified, we can restore them with its blood.

Maybe if Van distracts it with illusions, Thoril runs in and swings blindly, I erode it with waves of negative energy, and everyone else pelts it from a safeish distance?

Liberty's Edge

male 44/44 [52/52 ]HP, [Rage:10/13 ] AC: 18[15], T: 11[8], FF: 17[14], CMD: 19[22], F: +6 , R: +3, W: -1, Init +2, Pereption +4, CN Male Nagaji Abyssal Bloodrager, +1 Large Falcata: +9, (2d6+9, 19-20x3) Rage [+1 Large Falcata +11 (3d6+14, 19-20x3)]

are we far enough back to cast and not draw its attention... Cast buff that is

-Posted with Wayfinder

Scarab Sages

|| Phantom Phenomena || || ||
Van Potter wrote:
The range of Ghost Sound is only 25 feet, I'm not sure it will be effective in leading the basilisk away from the door without being spotted. As a magical beast, I don't think speak with animals will work either. We might have to go with the direct approach, but that could end in death or a TPK. Anyone else have any ideas?

The scenario specifically allows for Handle Animal or Wild Empathy, or Bluff as alternatives. It shouldn't, you are absolutely right, but it says to and I have to follow what it says.

The Exchange

NN female Aasimar Theologian 7
Spoiler:
|AC 20, T 10, FF 20|HP: 35/35|F +4, R +2, W +9|Init 0, Perc +4|CMB +5 CMD 15|Radiance 2/2, Sulunai 1/1, Channel 7/7, Fire Bolt 7/7

Makes enough sense to me; it's obviously a domesticated basilisk. :3

Liberty's Edge

male 44/44 [52/52 ]HP, [Rage:10/13 ] AC: 18[15], T: 11[8], FF: 17[14], CMD: 19[22], F: +6 , R: +3, W: -1, Init +2, Pereption +4, CN Male Nagaji Abyssal Bloodrager, +1 Large Falcata: +9, (2d6+9, 19-20x3) Rage [+1 Large Falcata +11 (3d6+14, 19-20x3)]

i would like a buff but want to make sure it wont startle creature

-Posted with Wayfinder

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

So, where does this put us with the plan I proposed to Van?

The Exchange

M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

So, if Handle Animal and Wild Empathy work, then would the spell Speak with Animals work as well? We might be able to bargain with the kobold corpses we killed off screen.

I don't think the illusion will probably be worth it. I suggest we arrange ourselves so the melee are ready to charge it and everyone else readies a ranged attack in the best way to avoid cover penalties. Then just shout to attract its attention and hope we roll high on our attacks and percentage miss chances.

Liberty's Edge

male 44/44 [52/52 ]HP, [Rage:10/13 ] AC: 18[15], T: 11[8], FF: 17[14], CMD: 19[22], F: +6 , R: +3, W: -1, Init +2, Pereption +4, CN Male Nagaji Abyssal Bloodrager, +1 Large Falcata: +9, (2d6+9, 19-20x3) Rage [+1 Large Falcata +11 (3d6+14, 19-20x3)]

i was going to use my enlarge person then a true strike charge and rage that away we can kill it in hopefully 1 round and not worry about gaze

-Posted with Wayfinder

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Van Potter wrote:

So, if Handle Animal and Wild Empathy work, then would the spell Speak with Animals work as well? We might be able to bargain with the kobold corpses we killed off screen.

I don't think the illusion will probably be worth it. I suggest we arrange ourselves so the melee are ready to charge it and everyone else readies a ranged attack in the best way to avoid cover penalties. Then just shout to attract its attention and hope we roll high on our attacks and percentage miss chances.

Actually no, I just looked it up and it looks like both Handle Animal and Wild Empathy do actually work in this case, there is just a penalty involved. However, I just found out I may be tied up at work for a bit in the coming days, so to avoid the risk of (worst case) leaving everyone hanging, I'm going to try to push this game as fast as possible to finish up.

Van casts his illusionary sound, which at first startles the beast, but then angers it to rush after whatever is invading it's territory. It gives you a few moments to hide, then slip around the other side, but not before grabbing the sword. As soon as you make it to the far door and crack it open, the Basilisk spots you, and closing your eyes, you get everyone through and slam the door shut.

A huge block of intricately sculpted stone dominates the center of this vast temple chamber. To the east, a flight of stairs leads up to a walkway, which connects to the stone block’s surface. Six pillars lie around the edges of the room, each decorated with carved patterns of scales and dragon heads. Several large paintings of dragons adorn the floor.

Unlike the previous rooms, this one is fully lit. A small group of Kobolds stands near you, utterly surprised at your abrupt entrance, while you see another group above on a catwalk, as far as you can tell, praying before a massive golden gargoyle.

The gargoyle creature with golden scales and armor stands unmoving as you catch bits of their pleas to "Destroy the intruders" or "Kill the unworthy", but as you burst into the room and slam the door shut, one up on the catwalk above shouts shrilly "There they are. Kill them. Kill them.", and suddenly the gargoyle's large head turns, looking at you as it begins to step away from it's perch. Obviously it is no mere statue after all.

You suddenly remember the warning, that the talisman within the clay jar you hold should only be opened within the presence of the Golden Guardian for it to function as the weapon. . .

Just as surprised to see you as you are they, the Kobolds around the room quickly begin to grab weapons and ready to defend themselves.

INIT ROLLS:

C.A. Gwyllgi: 1d20 + 5 ⇒ (3) + 5 = 8
Nemesis: 1d20 ⇒ 17
Peribras: 1d20 + 5 ⇒ (1) + 5 = 6
Shar-Lyn: 1d20 + 3 ⇒ (19) + 3 = 22
Tholand: 1d20 + 3 ⇒ (13) + 3 = 16
Thoril: 1d20 + 2 ⇒ (19) + 2 = 21
Van: 1d20 + 2 ⇒ (19) + 2 = 21
----------------------
Kobold Warriors (1 & 2): 1d20 + 1 ⇒ (10) + 1 = 11
Kobold Trapper (3): 1d20 + 8 ⇒ (19) + 8 = 27
Kobold Bomber (4): 1d20 + 3 ⇒ (5) + 3 = 8
Kobolds Sniper (5): 1d20 + 3 ⇒ (10) + 3 = 13
Golden Guardian: 1d20 + 2 ⇒ (10) + 2 = 12
-
<roll-offs>
Thoril: 1d20 + 2 ⇒ (11) + 2 = 13
Van: 1d20 + 2 ⇒ (3) + 2 = 5

You did grab the sword, so can use it. Turns out that it was just water. But, you have not had any time to study it, so no idea what it does, if anything.

One of the kobolds above grabs a few potions from it's belt, quickly mixing them into a strange smoking concoction, then hurls it straight at Old Shuck, smashing against his chest and then exploding outwards to catch everyone in a fiery burst.

Bomb vs Old Shuck (FF Touch AC 11): 1d20 + 5 ⇒ (6) + 5 = 11 <HIT>
Fire Damage: 1d6 + 2 ⇒ (3) + 2 = 5

Refl DC 13 Negates Splash Damage to everyone else: 3d3 ⇒ (1, 2, 1) = 4

Round 1
Kobold Trapper 3 ()
------------------------------------------------------
Shar-Lyn (), Thoril (), Van Potter (),
Nemesis (), & Tholand ()

------------------------------------------------------
Kobold Sniper 5 (), Golden Guardian (),
Kobold Warrior 1 (), Kobold Warrior 2 ()
------------------------------------------------------
C.A. Gwyllgi ()
------------------------------------------------------
Kobold Bomber 4 ()
------------------------------------------------------
Perabris ()

The Exchange

NN female Aasimar Theologian 7
Spoiler:
|AC 20, T 10, FF 20|HP: 35/35|F +4, R +2, W +9|Init 0, Perc +4|CMB +5 CMD 15|Radiance 2/2, Sulunai 1/1, Channel 7/7, Fire Bolt 7/7

Reflex save: 1d20 ⇒ 1

Nemesis makes no effort to dodge the flames and smiles gently as they scorch her. A sacrifice promised, Ymeri, a sacrifice made.

Almost as though in a trance, she walks forward with the clay jar and opens it....

Liberty's Edge

Male Dwarf (+2Con, +2Wis, -2Cha) 30/30HP, AC: 16 T: 16, FF: 14, CMD: 19, F: +6, R: +4, W: +6, Init +1, Pereption +7, Sense Motive +7 LN Male Dwarf Master of Many Styles/ Monk of the Sacred Mountain 3, Unarmed Strike: +7, (1d6+8, x2) MW Cestus: +7, (1d4+8, 19-20x2)

Knowledge Religion: 1d20 ⇒ 8 Tholand tries to figure out if some sort of ritual is going on but can't seem to figure it out, when suddenly old shuck gets drilled by a fire bomb. Reflex Save: 1d20 + 4 ⇒ (12) + 4 = 16 Tholand's quick reflexes keeps him from getting hit from the splash."Shuck you alright lad!? dragon styleTholand charges at #1 And makes a claw like swipe across the bridge of the Kobold's nose. Attack: 1d20 + 5 ⇒ (15) + 5 = 201d6 + 4 ⇒ (2) + 4 = 6

Liberty's Edge

male 44/44 [52/52 ]HP, [Rage:10/13 ] AC: 18[15], T: 11[8], FF: 17[14], CMD: 19[22], F: +6 , R: +3, W: -1, Init +2, Pereption +4, CN Male Nagaji Abyssal Bloodrager, +1 Large Falcata: +9, (2d6+9, 19-20x3) Rage [+1 Large Falcata +11 (3d6+14, 19-20x3)]

Swift action wrist sheath wand begin casting enlarge person

-Posted with Wayfinder

Liberty's Edge

male 44/44 [52/52 ]HP, [Rage:10/13 ] AC: 18[15], T: 11[8], FF: 17[14], CMD: 19[22], F: +6 , R: +3, W: -1, Init +2, Pereption +4, CN Male Nagaji Abyssal Bloodrager, +1 Large Falcata: +9, (2d6+9, 19-20x3) Rage [+1 Large Falcata +11 (3d6+14, 19-20x3)]

i can break weapon on next turn or someone else can do it now and see if its melee or ranged

-Posted with Wayfinder

The Exchange

NN female Aasimar Theologian 7
Spoiler:
|AC 20, T 10, FF 20|HP: 35/35|F +4, R +2, W +9|Init 0, Perc +4|CMB +5 CMD 15|Radiance 2/2, Sulunai 1/1, Channel 7/7, Fire Bolt 7/7

I just did.

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