[GD5] GM Lari's Beyond Azlant Ridge (Core) (Inactive)

Game Master Dhenn

Azlant Ridge

Approaching the Site

Starwatcher Tor

Drank the Water: Everyone?
Dusty Foreheads: Beorin, D'Lack, Doubtful, Dunkel, Wyatt

Slots

  • Moon: Light
  • Void: Darkness
  • Sun: Empty
  • Stars: Empty


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    Silver Crusade

    The journey from Jalunth back to Nantambu is uneventful, though Fola quickly runs low on edible fauna to distract Imrana with. When you return to Nantambu, it is late in the evening. While Aya Allahe is thrilled to hear about the improved relations with the Ekujae, she encourages you to get plenty of rest, as she'll have an urgent mission for you the next day.

    When you arrive in her office the next morning, Aya Allahe gestures to a sideboard of iced drinks and jungle fruits as she settles in behind her tidy desk. “Please, refresh yourselves, for I’m about to ask you to journey far from the comforts of civilization. I’m sorry it must come so quickly on the heels of your last expedition.”

    Fola stands behind a massive oak table, meticulously adding details to a half-finished map.

    Allahe’s brow wrinkles over her golden eyes, hinting at her worry. “North of Bloodcove is the mountainous Terwa Uplands and a scarp called Azlant Ridge. For more than six years, Pathfinder archeologists at Azlant Ridge have been excavating an Azlanti outpost of vital historical significance; it’s perhaps the only Azlanti outpost on the Mwangi coast.”

    Allahe pauses. “Fola, you mentioned to me earlier that you wanted to learn how Pathfinder agents begin a mission. Why don’t you hold off on that map for a few minutes and listen?”

    The half-elf carefully sets her cartography aside and strides over behind the desk. Allahe nods approvingly and continues, “My good friend, Juliet Dias, leads the expedition at Azlant Ridge. During their first year, the expedition was beset by a horde of ape-men, but was saved by the timely intervention of a group of Pathfinder agents.

    The site has been mostly quiet ever since—Juliet provides monthly reports. Archeology is a slow and careful science, as Juliet is keen to remind me. Not all Pathfinders are reckless thrill-seekers.” Allahe flashes a conspiratorial smile.

    Fola Barun speaks up. “Juliet Dias’s monthly correspondence is a week overdue. Her last missive described a strange light emanating from somewhere deeper in the Terwa Uplands, and her intense curiosity about it.” She slides a folded letter across the desk.

    Aya adds, “I fear for my friend. Go to Azlant Ridge and seek out Juliet Dias. If she has met danger, please assist her. If my fears prove true, and Juliet is injured or worse, please ensure that the Pathfinder archeologists under her supervision are safe and continuing their valuable work, and then bring Juliet back to me. I have a riverboat to Bloodcove ready to depart, and I’ll provide you directions from Bloodcove to Azlant Ridge. Although I ask that you hurry, it is important that you ask whatever questions you may have before departing.”

    Knowledge History might give you more background about the history of the region.

    Julet Dias’ Last Missive:

    Good Friend,

    Our work proceeds well, and my cleverest linguists are working to decipher the runes uncovered in the cliff’s deepest room. They seem to confirm that this site was no mere Azlanti outpost, but a weapons repository to aid the cyclopes of the declining Ghol-Gan empire against the serpentfolk and their fiendish allies. I’ll send a full translation and rubbing once we’re complete. One other item of note: we’ve recently spotted a pale, steady light deeper in the Terwa Uplands, about a day away. It’s persisted for two nights. I’d like to investigate, in case it’s a temporary phenomenon, but we have our ongoing work for the Society to consider. The journey should not take too long. I’ll update you next month.

    -Juliet Dias

    Scarab Sages

    Sorcerer 6
    Spoiler:
    HP 32/32 | AC23 (11FF, 14T) | Perception +7, Sense Motive -1 | +4 Init | Fort +3, Ref +6, Will +4 | Spell 1 : 7/7 Spell 2 : 5/5

    After enjoying getting back to civilization and having found another clues of Old Mage Jatembe whereabout, D'lack enjoyed his rest.

    Fresh and thrilled by a new mission in his beloved Mwangi Expense he happily get to see Aya, their newly appointed Venture Captain.

    Surprise to see Fola, he waves his hands to her, smiling.

    D'lack comments Allahe speech I know, I was in the team !

    Know. History (with secret of the sphynx): 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22

    Sovereign Court

    LN Dwarf Monk 10 *Core*

    "Wait, we were not far from civilization before?" Doubtful mutters unhappily at the news they might go even further afield.

    "Probably have even bigger mosquitoes." He adds with a sigh.

    Knowledge (history): 1d20 + 4 ⇒ (4) + 4 = 8

    So we'll get to use the Kaghaze Redeemed boon right off?

    Silver Crusade

    Doubtful knows nothing about the history of the region, but assumes the worst.

    D'lack knows more, and in fact met Juliet Dias on his last expedition to Azlant Ridge.

    Several millennia ago, the western Mwangi Expanse was a contested battleground between the declining serpentfolk empire and the cyclopes of Ghol- Gan. Although the Azlanti were not generally allies of Ghol-Gan, they had the insidious serpentfolk as a common enemy.

    Though not much is known about them, the Ghol-Gan cyclopes were renowned astronomers and worshiped celestial bodies.

    Indeed, both boons from the previous scenario will be relevant.

    Fola gestures to a nearby table, where individually wrapped packages bear your names.

    "Please consider this a token of appreciation for what you have done to help my people'

    The Exchange

    Male Dwarf Fighter1/Wiz5 | Max HP 65 | AC 15* (T11/FF15) | F: +8 (+10)* R: +2* W: +5* | Perc +15 | Init +0

    Dunkel grins to himself when he scans the missive.

    Deepest room. Ah'm sure 't wasn't tha' deep...

    Placing a hand on Doubtful's shoulder, Dunkel tries to placate his cousin.

    "Ah, ah'm sure t' was jess for dramatic effect. This Uplands sounds quite pleasant after our last outin'. Jess a camp o' archaeologists, so hopefully no chance fer much 'cept rescuin' Juliet from her daydreams and maybe a spot o' diggin' down to a newer chamber."

    Dunkel doesn't really have any questions. Sounds straightforward.

    Sidenote the RSS link in the upper right is broken, so I'm manually checking this one until Paizo fixes that.

    Sovereign Court

    LN Dwarf Monk 10 *Core*

    Doubtful looks at Dunkel with alarm.

    "Oh, you just had to go and say that now, didn't you!"

    He sighs. "Its sure to all go wrong now." He laments.

    How long is the trip

    The Exchange

    PFS #76925-36 Male Dwarf Cleric 6 | HP: 57 /57| AC: 17/10/17|Init: +4| Perc: +8| Fort: +10 | Ref: +4| Will: +11| CMB: +6| CMD: 16| Warhammer: +7;1d8+3| Sling: +3;1d4+2 |Channel Energy 3d6 3/4
    Skills:
    Acrobatics: -3| Appraise:+0| Bluff:+1| Climb:-1| Diplo:+8| Heal:+7| Intimidate: +1| Kn.( Reli): +6| Kn (His & Nob):+5/4| Ling:+4| Sense Motive: +11| Stealth: -3| Survival: +4| Swim: -1|

    Knowledge (History) 1d20 + 4 ⇒ (12) + 4 = 16
    "I seem to recall certain texts from the Lodge's library...." Beorin muses

    Silver Crusade

    Beorin is familiar with the overarching conflict between the cyclopes, serpentfolk, and Azlanti, but not to the same extent as D'lack.

    The trip will take about a week, traveling by river towards Bloodcove and overland from there.

    Will give the others a little nudge.

    Sovereign Court

    LN Dwarf Monk 10 *Core*

    I know Imrana has indicated some rather hectic RL stuff... and getting the arrow to the face so she was out of the last part of the previous scenario probably didn't help =)

    Grand Lodge

    Male Elf DEAD

    Hey, sorry - the 'Dead Man's Debt' thread did not show any new posts for me over the last week, so I did not know about this thread until Lari sent me a PM; I'll post something more appropriate when I get home from work, and update my PC.

    Grand Lodge

    Male Elf DEAD

    Wyatt gives Fola a companionable nod.

    When he hears the Juliet may be in trouble, however, his countenance darkens.

    "I was part of the group that rescued her the last time something went wrong at Azlant Ridge... I would hate to think that that had been in vain! We must make haste."

    Knowledge(History): 1d20 + 7 ⇒ (13) + 7 = 20.

    The Exchange

    Male Human Rogue 8 (CORE) Magsman HP:75/75), Init: +5, Perception: +17 (+21 v. traps) Fort: +5, Ref: +11 (+13 v traps), Will: +4 | AC: 23, Touch: 17, FF: Uncanny Dodge, CMD: 24

    A voice without source speaks from the shadows of the room, "I wasn't paint on the canvas for that one, but I certainly went to the museum."

    Thorn steps from the shadows. He wears a wry grin, and the emotion behind it is inscrutable. "I don't like leaving people in the lurch, it's a cramp word in this garden. We'll find this lost bird, and if I have to add a smile on some ape-men necks, it's no sweat."

    Thorn stops long enough to relax, "It feels good to see agents I know. Hope you don't mind a sharper coming along."

    The Exchange

    Male Dwarf Fighter1/Wiz5 | Max HP 65 | AC 15* (T11/FF15) | F: +8 (+10)* R: +2* W: +5* | Perc +15 | Init +0

    Still not having any luck with an RSS link for this thread. @GM Lari: Can you set up a campaign shell with a discussion thread around this gameplay thread? Maybe that will jumpstart the Paizo site to provide an RSS link for us?

    Dunkel grins ear to ear as Thorn walks into the room.

    "Ahhh! Thorny! Good t' see ya, lad!"

    He stops just short of wrapping two meaty arms around the rogue and instead awkwardly places one on his hip and the other on the haft of his axe.

    The Exchange

    Male Human Rogue 8 (CORE) Magsman HP:75/75), Init: +5, Perception: +17 (+21 v. traps) Fort: +5, Ref: +11 (+13 v traps), Will: +4 | AC: 23, Touch: 17, FF: Uncanny Dodge, CMD: 24

    "Good to lay eyes Dunkel. I hope your fingers are inked. Good to see most of you. Some like recent weddings, but that's to be expected."

    Sovereign Court

    LN Dwarf Monk 10 *Core*

    Dunkel: there is a campaign set up, you just don't get there using the original link from the previous campaign that Lari gave us.
    Click on the "[GD5] GM Lari's Beyond Azlant Ridge (Core)" thread title at the top, and that should take you to the right Gameplay thread.
    Perhaps whatever you're trying to do will work properly from there.

    Sovereign Court

    LN Dwarf Monk 10 *Core*

    "Who'd you piss off to get shipped off to this hell hole?" Doubtful adds, with a frown.

    He doesn't look happy to see Thorn... but then again, that's pretty much normal for everything.

    "Imrana still isn't back on her feet after that last bit of business." He says. "I'm sure this will be worse."

    Silver Crusade

    Dunkel, might want to give the Website Feedback portion of the forums a check and see if someone can fix the problem.

    "Imrana will be assisting me in sorting through Sharrowsmith's papers and books." Aya comments.

    Once you've had a chance to visit the markets of Nantambu for any supplies, you can head down the Vanji River to Bloodcove and then overland to Azlant Ridge.

    Approaching Azlant Ridge

    A series of thin switchback trails climb ever higher out of the jungle. Near the top, a dilapidated camp comes into view. The camp is surrounded by a wooden palisade wall forming a semicircle that both starts and ends at an imposing cliff face looming hundreds of feet above the camp. A gatehouse towers over the palisade, guarding a wooden gate. Near this gate is a large gap of splintered wood, as though some enormous creature recently smashed its way through the wall.

    Map will be up tomorrow, but for those of you who've played Rescue at Azlant Ridge, it will look almost identical.

    A guard in the tower waves you through once you identify yourselves, and directs you towards the main camp.

    Main Camp

    Two large but sagging tents stand here—one is used for cooking, and the other serves as a mess hall. Between them are 10 canvas tents that the workers and archeologists share. The belongings in most tents have been neatly packed.

    A red-haired, round-faced man comes out of one of the tents to greet you,

    "Welcome to Azlant Ridge, such as it is. You must be the team Aya sent. I'm Happ Voltz." Pausing for a moment, he turns to those he recognizes from several years ago.

    "And thank you for returning. For those who are new to the site, Azlant Ridge is, fundamentally, an arms repository. The ivory sphere is a defense mechanism of some sort, and it’s somehow connected to the Azlanti monoliths—cold iron golems stored within the cliff as powerful weapons.

    When some of you were here last, a howling horde of ape-men descended upon the camp, led by an enormous four-armed gorilla. n Azlanti monolith activated to defeat the gorilla champion and drive off the horde, thanks to the timely intervention of a team of Pathfinders. Since then, the camp has had only sporadic trouble with the local ape-men.

    That changed a few weeks ago. A steady white light appeared in the Terwa Uplands. Juliet Dias and six archeologists went to investigate. Although the light appeared to be only a day away or so, no one has returned.

    Since then, we've focused our research on the ivory sphere, and learned that its glow doesn’t just indicate danger—it indicates powerful fiendish activity. When a fiend is near, the sphere activates an Azlanti monolith to seek and destroy the fiend. We've been much more concerned about Dias’s welfare upon learning this, but didn’t feel qualified to trek across the Terwa Uplands themselves.

    Two days ago, another Azlanti monolith activated, smashed its way through the camp, killing several workers and guards in its way, and plodded off toward the distant light. Convinced that Juliet Dias and her crew must already be dead and that some formidable fiend is most certainly active in the area, several survivors immediately fled back to Bloodcove.

    We're doing what we can to pack the site up and secure everything. We plan to leave first thing tomorrow. Hopefully we can return to the site later with more people and defenses."

    Azlanti Repository

    The dig site exposes an impressive ancient metal door 15 feet high and 10 feet wide. The doors are closed to protect the chambers carved into the cliff face, but they do not seal and are easy to open.

    A wide set of stairs descends into this large room. The floor, walls, and ceiling are kept smooth and clean by subtle ancient magic. Two enormous monoliths—15-foot-tall human-shaped metal statues forged to resemble a suit of full plate armor— stand in corners of this room. These Azlanti monoliths are cold iron golems that are currently inert.

    That room leads to a hallway with six alcoves. Each contains an empty, lidless sarcophagus made of smooth, white stone. It ends at a 15-by-15-foot room is constructed entirely of smooth, white stone. A pillar stretches from floor to ceiling in the room’s center. Carved runes surround an empty niche in the pillar, and another set of glyphs occupies the wall opposite the entrance. A small table covered with notes and reference works stands near the pillar.

    If you speak Azlanti, you don't need to make a check for the following spoilers

    Empty Niche Glyphs Linguistics DC 20:
    Iron Warrior Override Device

    Wall Glyphs Linguistics DC 20:
    Our one- eyed allies may falter in their vigilance; if their fiendish prisoner loosens its bonds, our iron warriors stand ready to respond

    Scarab Sages

    Sorcerer 6
    Spoiler:
    HP 32/32 | AC23 (11FF, 14T) | Perception +7, Sense Motive -1 | +4 Init | Fort +3, Ref +6, Will +4 | Spell 1 : 7/7 Spell 2 : 5/5

    D'lack listen to Happ Voltz and said.

    It's good to see you back Happ ! Even for the reasons we are here.
    I'm sorry for the loss of your coworker but it will be a shame to abandon this site after so much effort given !
    Aya send us to investigate. Before leaving the place, please, give us the time to get to the place where Juliet went and get back. I'm sure she's ok. Knowing her she must be too amaze by the wonder she found to get back here, isn't it ?
    Four days is all I ask.

    But first, lets see what Juliet found in the Repository before leaving this place !

    He follows Happ to the Azlanti Repository.

    D'lack recognizing the writtings as Azlanti draws his wand of comprehend languages and use it to read them.

    Oh! I remember now ! The Monolith override device was sent to the Grand Lodge ! It was here the first time we got in this place. He says showing the empty niche.
    Looking around he says The glyphs on the walls says "Our one- eyed allies may falter in their vigilance; if their fiendish prisoner loosens its bonds, our iron warriors stand ready to respond" May be that's why one of the Monolith get out ? Something happend to a fiendish prisoner ?

    Grand Lodge

    Male Elf DEAD

    Wyatt raises an eyebrow.

    "I remember what the Monoliths were capable of; I shudder to think what sort of fiend they had locked-up out here, that those things were being used as guards..."

    He then sighs.

    "We are going to have to follow it, aren't we?"

    The Exchange

    Male Human Rogue 8 (CORE) Magsman HP:75/75), Init: +5, Perception: +17 (+21 v. traps) Fort: +5, Ref: +11 (+13 v traps), Will: +4 | AC: 23, Touch: 17, FF: Uncanny Dodge, CMD: 24

    Taking 10 on both Linguistics checks for a total of 23.

    Thorn calls the party over. Despite his gruff and streetwise speach the rogue settles into the job with alacrity. His training as a linguist is a stark contrast to the rest of his training.

    "This one here says it's sime kind of 'iron warrior override device' but I'll be Cayden's codpiece if I know what to do with that information. The other piece is a bit more... interesting 'Our one- eyed allies may falter in their vigilance; if their fiendish prisoner loosens its bonds, our iron warriors stand ready to respond'."

    The sharper takes in D'Lack's update on the device with a nod, but then Thorn thinks about the second part and shakes his head a bit, "I've got a baaaaad feeling about this."

    ------
    Once people ask whatever questions

    "The jungle isn't my gig, but I'm still a solid scout. I'm happy to stand slightly apart to help us get the drop on any of those ape-men we might encounter."

    Scouting Stealth: 1d20 + 14 ⇒ (10) + 14 = 24
    Scouting Perception: 1d20 + 16 ⇒ (5) + 16 = 21 (Add 3 if any traps, yes to Trap Springer.)

    Sovereign Court

    LN Dwarf Monk 10 *Core*

    Doubtful frowns. "If it takes one of those things," He waves back towards the two remaining inert golems, "To deal with this, what the hell are we here for other then cannon fodder?"

    He doesn't not appear happy by the news.

    "At least the trail will be easy to follow." He mutters, remembering the smashed wall. "Not that it will go anywhere good. Sounds like its as likely to stomp on us if we do find it."

    Silver Crusade

    Convincing Happ and his team to stay until you find Juliet will take some convincing. Diplomacy or a similar approach.

    He does direct you towards Juliet's tent, in case there's any useful information. You find a partially completed report to Aya Allahe,

    Report:

    Aya,
    The light from deeper in the hills remains steady. It seems like some sort of beacon, and as each night passes I think it’s warning us of some danger, or asking for help. I know, a light can’t communicate like that, and it must sound like the heat is finally getting to me, but I’m going to take a small team into the hills to investigate. I’ll leave Happ in charge here; I don’t plan to be gone long.
    Juliet Dias

    Other documents with the report include notes on the direction of the light and the broader region, providing a +4 bonus on Geography and Survival checks to navigate in the region.

    You also find several magical items. If asked, Happ will encourage you to take them, as Juliet may find some use for them if she still lives, and if the worst has happened they might as well go to some practical use.

    Magical Lens Spellcraft DC 24:

    Magical Bracers Spellcraft DC 16:

    Magical Belt Spellcraft DC 16:

    While Thorn makes a lap of the camp's perimeter, he hears a commotion coming from the jungle, as if a large number of apes are rapidly approaching, heading for the breach in the fence.

    Everyone can take a surprise round action and make sure you're character's fully leveled. At this point, the enemies aren't visible, but will be somewhere about 20 feet off the top end of the map. Please include an initiative roll in your next post so I can make sure I have an up to date bonus.

    Grand Lodge

    Male Elf DEAD

    Initiative: 1d20 + 7 ⇒ (14) + 7 = 21.

    Surprise Round:

    Wyatt hustles out of the tent, drawing his bow as he does so.

    Sovereign Court

    LN Dwarf Monk 10 *Core*

    Initiative: 1d20 + 4 ⇒ (16) + 4 = 20

    Doubtful swears quietly to himself. "Monkeys? You just knew it was gonna be monkeys"

    Bah, no time to use the mage armor wand!

    He moves as quickly as he can towards the gap in the wall, before its too late.

    Scarab Sages

    Sorcerer 6
    Spoiler:
    HP 32/32 | AC23 (11FF, 14T) | Perception +7, Sense Motive -1 | +4 Init | Fort +3, Ref +6, Will +4 | Spell 1 : 7/7 Spell 2 : 5/5

    Hope someone will take the lead on diplomacy as D'lack is not a diplomat. Consider it an aid if someone is better than him at diplomacy

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

    After looking in Juliet's tent, D'lack looks at the object she left.

    not having Imrana with us, I think D'lack will have used 2PP to get a wand of identify if that's Ok for you GM !

    Spellcraft (lens) DC24: 1d20 + 5 ⇒ (20) + 5 = 25 add +10 with identify
    Spellcraft (bracers) DC16: 1d20 + 5 ⇒ (4) + 5 = 9 add +10 with identify
    Spellcraft (Belt) DC16: 1d20 + 5 ⇒ (4) + 5 = 9 add +10 with identify

    Surprise Round

    Hearing the noise of many apes coming, D'lack first response was to protect himself. He casts mage armor on himself.

    Initiative: 1d20 + 4 ⇒ (13) + 4 = 17

    What could go wrong I wonder...

    The Exchange

    Male Human Rogue 8 (CORE) Magsman HP:75/75), Init: +5, Perception: +17 (+21 v. traps) Fort: +5, Ref: +11 (+13 v traps), Will: +4 | AC: 23, Touch: 17, FF: Uncanny Dodge, CMD: 24

    Initiative: 1d20 + 5 ⇒ (18) + 5 = 23

    Thorn gives a signal and then dashes to hide!

    Stealth: 1d20 + 14 ⇒ (12) + 14 = 26

    The Exchange

    PFS #76925-36 Male Dwarf Cleric 6 | HP: 57 /57| AC: 17/10/17|Init: +4| Perc: +8| Fort: +10 | Ref: +4| Will: +11| CMB: +6| CMD: 16| Warhammer: +7;1d8+3| Sling: +3;1d4+2 |Channel Energy 3d6 3/4
    Skills:
    Acrobatics: -3| Appraise:+0| Bluff:+1| Climb:-1| Diplo:+8| Heal:+7| Intimidate: +1| Kn.( Reli): +6| Kn (His & Nob):+5/4| Ling:+4| Sense Motive: +11| Stealth: -3| Survival: +4| Swim: -1|

    OMG I'm only level 3!!! Don't mind me hiding behind all of you.
    In order of checks required.
    Linguistics 1d20 + 4 ⇒ (7) + 4 = 11
    Diplomacy 1d20 + 7 ⇒ (16) + 7 = 23

    Beorin looks up as he considers his current options.
    "Plan?" he asks.

    Grand Lodge

    Male Elf DEAD

    Heh. Be that as it may, you have more hit points than I do, Beorin ;-)

    The Exchange

    Male Human Rogue 8 (CORE) Magsman HP:75/75), Init: +5, Perception: +17 (+21 v. traps) Fort: +5, Ref: +11 (+13 v traps), Will: +4 | AC: 23, Touch: 17, FF: Uncanny Dodge, CMD: 24

    We don't mind if you hid behind us at all.

    Silver Crusade

    GM Dice:
    R: 1d20 + 1 ⇒ (9) + 1 = 10
    O: 1d20 + 1 ⇒ (10) + 1 = 11
    Y: 1d20 + 1 ⇒ (19) + 1 = 20
    G: 1d20 + 1 ⇒ (2) + 1 = 3
    B: 1d20 + 1 ⇒ (14) + 1 = 15
    V: 1d20 + 1 ⇒ (17) + 1 = 18
    S1: 1d20 + 7 ⇒ (8) + 7 = 15
    S2: 1d20 + 7 ⇒ (9) + 7 = 16
    Beorin: 1d20 ⇒ 20
    Dunkel: 1d20 ⇒ 15

    The creatures Thorn heard burst out of the jungle, hooting and shrieking loudly. Hundred of miniature monkeys pour into the breach, swarming over Doubtful, shepherded by halfling sized apes that resemble baboons, wielding clubs.

    Swarms Nature DC 12:
    These are monkey swarms. Because the primates that make up the swarm are smarter and stronger than most swarms, they do more damage than one might expect. The creatures are large enough that weapons can harm them (half damage), and have all the immunities and vulnerabilities common to swarms.

    Baboons Local DC 12:
    These are charau-ka, the footsoldiers of the Gorilla King. They are masters of thrown weapons, and can bring themselves into a shrieking frenzy, granting them extra speed and attacks, though they tire quickly. They seem to be in that state now. They have near-human intelligence and surprising strength, and commonly speak the local tongue of Polyglot as well as Abyssal, the language of their Angazhani faith.

    The smaller monkeys maul Doubtful as they advance.

    Swarm: 2d6 ⇒ (4, 5) = 9 Fort DC 14 vs Distraction

    The first wave of baboon-men swing clubs at him, with one likely connecting.

    Red C: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
    Orange C: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
    Yellow C: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22
    Dam: 1d4 + 3 ⇒ (4) + 3 = 7

    The three that follow lob stones over the fray, one striking D'lack in the shoulder.

    Targets: 3d4 ⇒ (2, 2, 2) = 6 All 3 want to pick on D'lack, it seems.
    B S: 1d20 + 5 + 1 + 1 - 4 ⇒ (17) + 5 + 1 + 1 - 4 = 20
    G S: 1d20 + 5 + 1 + 1 - 4 ⇒ (7) + 5 + 1 + 1 - 4 = 10
    V S: 1d20 + 5 + 1 + 1 - 4 ⇒ (6) + 5 + 1 + 1 - 4 = 9

    Damage: 1d4 + 2 ⇒ (3) + 2 = 5

    The party may act.

    Grand Lodge

    Male Elf DEAD

    Wyatt steps back, and calmly starts shooting at the blue monkey swarm, the amber amulet at his throat glowing as he does so.

    +1 Mighty[+2]Composite Longbow: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26, for 1d8 + 3 + 1 + 1 ⇒ (6) + 3 + 1 + 1 = 11 damage.

    +1 Mighty[+2]Composite Longbow: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16, for 1d8 + 3 + 1 + 1 ⇒ (5) + 3 + 1 + 1 = 10 damage.

    Note: Thanks to my Swarmbane Clasp, my attacks do full damage to swarms.

    Scarab Sages

    Sorcerer 6
    Spoiler:
    HP 32/32 | AC23 (11FF, 14T) | Perception +7, Sense Motive -1 | +4 Init | Fort +3, Ref +6, Will +4 | Spell 1 : 7/7 Spell 2 : 5/5

    D'lack is well placed to cast burning hands and despite behing hit by one of the monkeymen he decides to go to the offensive.

    After a short incantation fire errupts from his hands.

    Burning Hands (Ref DC14 for 1/2): 4d4 + 4 ⇒ (4, 4, 3, 1) + 4 = 16 24 fire damages for the swarm (12 on a successful save)
    Both swarm are hit but not Doubtful

    D'lack status : AC19 - PV : 21/26

    The Exchange

    Male Human Rogue 8 (CORE) Magsman HP:75/75), Init: +5, Perception: +17 (+21 v. traps) Fort: +5, Ref: +11 (+13 v traps), Will: +4 | AC: 23, Touch: 17, FF: Uncanny Dodge, CMD: 24

    Thorn is going to delay until he can get a clean attack on a larger simian attacker.

    Action:

    If he can attack from hiding: ATK: 1d20 + 11 ⇒ (9) + 11 = 20 for DMG if hit: 1d6 + 3 + 4d6 ⇒ (2) + 3 + (1, 5, 3, 2) = 16

    The Exchange

    PFS #76925-36 Male Dwarf Cleric 6 | HP: 57 /57| AC: 17/10/17|Init: +4| Perc: +8| Fort: +10 | Ref: +4| Will: +11| CMB: +6| CMD: 16| Warhammer: +7;1d8+3| Sling: +3;1d4+2 |Channel Energy 3d6 3/4
    Skills:
    Acrobatics: -3| Appraise:+0| Bluff:+1| Climb:-1| Diplo:+8| Heal:+7| Intimidate: +1| Kn.( Reli): +6| Kn (His & Nob):+5/4| Ling:+4| Sense Motive: +11| Stealth: -3| Survival: +4| Swim: -1|

    Nice. Where did you get that Swarmbane Clasp.
    Beorin waits to see if any of his allies need healing....deciding to conserve what little spells granted to him this day.

    Scarab Sages

    Sorcerer 6
    Spoiler:
    HP 32/32 | AC23 (11FF, 14T) | Perception +7, Sense Motive -1 | +4 Init | Fort +3, Ref +6, Will +4 | Spell 1 : 7/7 Spell 2 : 5/5

    @Beorin Iron Gods #1

    Silver Crusade

    Blue Ref: 1d20 + 8 ⇒ (17) + 8 = 25
    Red Ref: 1d20 + 8 ⇒ (20) + 8 = 28

    D'lack's flames and Wyatt's exceptionally effective arrows produce several skewers of roasted monkey, causing about half of the remaining little creatures to flee back into the jungle. Blue swarm is gone.

    Thorn, that's a melee attack you're readying?

    Red Swarm: 12

    Doubtful and Dunkel may act.

    Neither of my core characters have much need for a swarmbane clasp, but I should check and see if either has chronicle access to one, so they can hand it off to people with fewer options.

    The Exchange

    Male Human Rogue 8 (CORE) Magsman HP:75/75), Init: +5, Perception: +17 (+21 v. traps) Fort: +5, Ref: +11 (+13 v traps), Will: +4 | AC: 23, Touch: 17, FF: Uncanny Dodge, CMD: 24

    Yes, though more properly I'm delaying. I'll jump in if an ape moves within 30' of me. If not, I'll jump in at the end with something different.

    Sovereign Court

    LN Dwarf Monk 10 *Core*

    Fort save: 1d20 + 9 ⇒ (20) + 9 = 29

    "Damned monkies!" Doubtful mutters as he gets swarmed. "Rabid, the lot of 'em!

    He lashes out in retaliation punching and kicking anything with a tail or fur.

    flurry of blows. Spend the ki point for an extra attack, and stunning fist on the first.
    Starting with the stun on red. Then the rest on orange.

    flurry1 on red: 1d20 + 8 ⇒ (20) + 8 = 28, for 1d8 + 4 ⇒ (3) + 4 = 7 damage plus stun (DC 17 fort negates)
    flurry2 on orange: 1d20 + 8 ⇒ (6) + 8 = 14, for 1d8 + 4 ⇒ (8) + 4 = 12 damage
    flurryki on orange: 1d20 + 8 ⇒ (20) + 8 = 28, for 1d8 + 4 ⇒ (2) + 4 = 6 damage

    confirm1: 1d20 + 8 ⇒ (18) + 8 = 26, for 1d8 + 4 ⇒ (6) + 4 = 10 additional damage
    confirmki: 1d20 + 8 ⇒ (9) + 8 = 17, for 1d8 + 4 ⇒ (3) + 4 = 7 additional damage

    He then takes a step to his left and back one. (cant move myself just now, if someone can move back a space down and left)

    wow... 3 20's.
    I'm out of the country at the moment, so might not be as responsive as usual... And typing on a virtual keyboard... Ick!!!

    Scarab Sages

    Sorcerer 6
    Spoiler:
    HP 32/32 | AC23 (11FF, 14T) | Perception +7, Sense Motive -1 | +4 Init | Fort +3, Ref +6, Will +4 | Spell 1 : 7/7 Spell 2 : 5/5

    well done !
    I've move your character on the map ;-)

    Silver Crusade

    Red Fort: 1d20 + 3 ⇒ (6) + 3 = 9

    The howling quiets slightly as the first charau-ka that Doubtful pummels is silenced, sent reeling by the intense blows. Both injured simians remain standing, though.

    Dunkel is up.

    Red: 17 Orange: 13

    The Exchange

    PFS #76925-36 Male Dwarf Cleric 6 | HP: 57 /57| AC: 17/10/17|Init: +4| Perc: +8| Fort: +10 | Ref: +4| Will: +11| CMB: +6| CMD: 16| Warhammer: +7;1d8+3| Sling: +3;1d4+2 |Channel Energy 3d6 3/4
    Skills:
    Acrobatics: -3| Appraise:+0| Bluff:+1| Climb:-1| Diplo:+8| Heal:+7| Intimidate: +1| Kn.( Reli): +6| Kn (His & Nob):+5/4| Ling:+4| Sense Motive: +11| Stealth: -3| Survival: +4| Swim: -1|

    Beorin is impressed by Doubtful's feats as he pummels the simians into submission.

    The Exchange

    Male Dwarf Fighter1/Wiz5 | Max HP 65 | AC 15* (T11/FF15) | F: +8 (+10)* R: +2* W: +5* | Perc +15 | Init +0

    Hrmm, figured out an RSS link at last!

    Surprise Round:

    Dunkel will apply mage armor from his wand.

    Stowing his wand, Dunkel blinks at the emergence of the enemies, shaking his head as if he were somehow nodding off throughout events.

    Flames erupt from his outstretched hand at the lone remaining swarm.

    Burning hands (DC 15): 4d4 ⇒ (3, 4, 3, 3) = 13

    Silver Crusade

    Ref: 1d20 + 8 ⇒ (3) + 8 = 11

    The remaining monkey swarm is devastated by Dunkel's flames. The few survivors flee back into the jungle.

    Two charau-ka continue to advance on Doubful, wildly flinging clubs and gnashing teeth.

    Orange Club1: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
    Damage: 1d4 + 3 ⇒ (4) + 3 = 7
    Orange Club2: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18
    Orange Bite: 1d20 + 1 ⇒ (1) + 1 = 2

    Yellow Club1: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14
    Yellow Club2: 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7
    Yellow Bite: 1d20 + 1 ⇒ (7) + 1 = 8

    Shrieking, the second wave of charau-ka pour into the compound, avoiding Doubtful to fixate on the next closest target, Dunkel, seemingly oblivious to Thorn. One hoots and hollers as it connects with an exceptionally powerful hit.

    Green Club: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19
    Damage: 1d4 + 3 ⇒ (3) + 3 = 6
    Blue Club: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
    Confirm Club: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14
    Damage: 2d4 + 6 ⇒ (3, 3) + 6 = 12
    Violet Club: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8

    The charau-ka briefly incapacitated by Doubtful's punch begins to return to its senses, but seeming less energetic than it had been.

    The party may act:

    Red: 17, Orange; 13

    Grand Lodge

    Male Elf DEAD

    Wyatt attempts to assist Doubtful.

    +1 Mighty[+2]Composite Longbow: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13, for 1d8 + 3 + 1 + 1 ⇒ (7) + 3 + 1 + 1 = 12 damage.
    +1 Mighty[+2]Composite Longbow: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16, for 1d8 + 3 + 1 + 1 ⇒ (7) + 3 + 1 + 1 = 12 damage.

    Starting on Orange, if it matters with those rolls...

    The Exchange

    Male Human Rogue 8 (CORE) Magsman HP:75/75), Init: +5, Perception: +17 (+21 v. traps) Fort: +5, Ref: +11 (+13 v traps), Will: +4 | AC: 23, Touch: 17, FF: Uncanny Dodge, CMD: 24

    Thorn steps out of the shadow of the tree and brings both his blades to bear on Blue:

    Left: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17 for DMG if hit: 1d6 + 3 + 4d6 ⇒ (4) + 3 + (2, 3, 4, 4) = 20 and Right: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15 for DMG if hit: 1d6 + 3 + 4d6 ⇒ (3) + 3 + (2, 5, 1, 5) = 19

    Scarab Sages

    Sorcerer 6
    Spoiler:
    HP 32/32 | AC23 (11FF, 14T) | Perception +7, Sense Motive -1 | +4 Init | Fort +3, Ref +6, Will +4 | Spell 1 : 7/7 Spell 2 : 5/5

    D'lack moves near Doubtful two squares on Doubtful's left and again, calls his ancestor's power to burn the simian's creatures.

    Burning Hands (Ref. DC14 for half): 4d4 + 4 ⇒ (2, 3, 4, 2) + 4 = 15 Red, Orange, Yellow

    Sovereign Court

    LN Dwarf Monk 10 *Core*

    Wouldn't Dunkel's burning hands have hit a couple of the apemen too?

    Doubtful steps to the side, muttering unhappily the whole time.

    He continues flailing about with feet and fists.

    5' step to the right, and using a ki point for the extra attack. Punching purple first, with stunning fist.
    Remaining attacks on yellow (or orange, or purple, or green in that order if things have fallen by then)

    Flurry1 vs Purple: 1d20 + 8 ⇒ (15) + 8 = 23, for 1d8 + 4 ⇒ (5) + 4 = 9 damage plus stun (DC 17 fort negates).
    Flurry2 vs Yellow: 1d20 + 8 ⇒ (11) + 8 = 19, for 1d8 + 4 ⇒ (4) + 4 = 8 damage
    FlurryKi vs Yellow: 1d20 + 8 ⇒ (11) + 8 = 19, for 1d8 + 4 ⇒ (7) + 4 = 11 damage

    Silver Crusade

    Doubtful, not with their positions at the time.

    Wyatt's second arrow drops a charau-ka, while Thorn leaps out of hiding and knocks another out of the fight. Directing second attack on Green will miss.

    Red Ref: 1d20 + 4 - 1 ⇒ (5) + 4 - 1 = 8
    Yellow Ref: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24

    D'lack burns one of the charau-ka, leaving it on death's door, though the other is only singed.

    Doubtful punches one ape-man, sending it cross-eyed, before spinning around and knocking another to the ground.

    Purple Stun: 1d20 + 3 ⇒ (7) + 3 = 10

    Beorin and Dunkel may act.

    Purple: 9, Stun

    The Exchange

    Male Dwarf Fighter1/Wiz5 | Max HP 65 | AC 15* (T11/FF15) | F: +8 (+10)* R: +2* W: +5* | Perc +15 | Init +0

    That looks like 18 damage, Dunkel at 37/55hp

    Dunkel grimaces as he takes a pair of savage wounds, but opts to repay in like kind.

    Will axe the flanked/stunned/prone target.

    Waraxe 2H, Power, Arcane Strike, Flank: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16 for 1d10 + 12 ⇒ (6) + 12 = 18

    Silver Crusade

    Botting Beorin
    Beorin takes advantage of the stunned monkey to start to patch up Dunkel.

    CLW: 1d8 + 3 ⇒ (4) + 3 = 7

    The last active monkey-man continues its assault, directing its efforts towards Thorn.

    Club1: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19
    Damage: 1d4 + 3 ⇒ (2) + 3 = 5
    Club2: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23
    Damage: 1d4 + 3 ⇒ (4) + 3 = 7
    Bite: 1d20 + 1 ⇒ (5) + 1 = 6

    The party may act. It'll take a miracle from Angazhan for these two to last the round, so including development in a spoiler below.

    After combat:

    The charau-ka carried only simple clubs and rocks. While the archaeologists are unnerved by yet another attack, the persuasion D'lack and others were attempting before the raid convinces Happ to keep his team here another three days, to give you time to find Juliet and return, though if there's no sign of you by then he'll assume the worst and evacuate.

    If there's anything else you want to do before leaving, feel free. Beorin should have enough healing to patch you up without draining resources.

    When you do leave in the morning, someone can take point on navigating with Geography or Survival (with tracking bonuses), and a +4 from Juliet's notes. Others can assist.

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