GM Ariarh's The Dragon's Demand (Inactive)

Game Master Ariarh Kane

Current Date: Starday, 2nd day of Gozran, 4700 AR

Current Map

Map of Belhaim


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F Aasimar Life Oracle 2 [hp:16/16 | AC: 16 T: 11 FF: 13 | F: +1, R: +1, W: +4 | Init +1, Perc: +8

She looked over the sword, curious as to its value.
Appraise: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8 Ouch ;A;

---

Even as Riley speaks, Rhialtyra is already moving forward to assess the situation, her usual passive demeanor overtaken by that of a woman that means business. She did a quick check of the person's vitals, prepared to imbue him with her healing energy. Although she might normally be more careful about expending her magic and stick to traditional methods, this was clearly not a place where she'd find most of the herbs and potions she would use for her common treatments.
Heal: 1d20 + 6 ⇒ (10) + 6 = 16

Lay on Hands if necessary.
Lay on Hands: 1d6 + 1 ⇒ (5) + 1 = 6


F Human Alchemist 3 [hp:24/24 | AC: 17 T: 13 FF: 14 | F: +4, R: +6, W: +2 | Init +3, Perc: +6]

Braylee listens as the soothsayer prophesies and then collapses. "Glib, what the hell is he talking about and who is Dread Lord Aeteperax?"


Current Map

Rhia's Appraise:

With the natural one on the roll, Rhia has no real idea the worth of the sword. Rhia hazards a guess of a hundred gold pieces, but it could be grossly inaccurate.

Rhia's Heal check on Kobold Priest Jakkol:

It seems with his very old age, abandonment with little food or water (he was blind and couldn't really feed himself although there are remnants of food and bowl of fresh water by his pallet), you can presume the kobolds left the old, blind priest here to die. It seems the act of speaking the words he did to your party was simply too much for the venerable kobold and he died as soon as his message was delivered. No healing can bring him back unfortunately.

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

Riley: What was in Jakkol's hand:

In the old kobold priest's hand, Riley discovers a tiny box containing religious scripture, affixed to a leather cord that can be tied around the forehead (worn so that the box sits upon the wearer's brow).

I'm just going to hand wave the Detect Magic and Spellcraft rolls on this and say Rhialtyra undertook those when Riley took hold of the item.

Rhia shares with you that the item has a faint divination aura. The wearer is aware of any action or item that could adversely affect his alignment and his standing with his deity, including magical effects. He acquires this information prior to performing such an action or becoming associated with such an item if he takes a moment to contemplate the act. (The item is a Phylactery of Faithfulness.) It is worth 1000 gp. (Again, I'll hand wave the Appraisal check to save some time and say Rhia made the check.)


A the back of the group, Nighttail cringed as the old priest mentioned the name Aeteperax. When the woman with the bombs turned and asked her to explain, Nighttail sighed and then answered simply, "The Blood Vow tribe once worsshipped the infernal duke Vapula. Jakkol was one of Vapula'ss priestss. Now the tribe worsship Aeteperax, the dragon. That'ss why Jakkol was left here to die, for he wouldn't worship Aeteperax. Being held in chainss mysself, I know nothing about any batss. Perhapss an old kobold's dwindling mind playing trickss for he'ss been left in here, on his own, for too long," and then says no more.

(Know. History or Know. Local (both DC 20) can give you more info on Aeteperax, or you can try asking someone (a local historian) back in town if they know anything about Aeteperax.)


Male Catfolk bard 1 / swashbuckler 2 Archetypes Archaeologist, Inspired Blade, NG (catfolk) Init +4, Senses low-light vision; Perception +3 AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex, ) hp 23 ((1d8)+(2d10)+4 Fort +1, Ref +9, Will +1
Skills:
Acro +9, Bluff +7, Climb +4, Diplo +7, Disable Dev +5, Intimidate +7, Knowledge (Nature) +6, Knowledge (Planes) +6, Ling. +5, Percept +3, Perf (Dance,Sing) +7, Sense Mot. +3, Spellcraft +5, Stealth +9, Surv +5, UMD +7

Appraise untrained on sword: 1d20 + 1 ⇒ (4) + 1 = 5

Felix looks at the sword but shakes his head and says It's not a type I'm familiar with unfortunately.

When the old kobold expires from the effort of speaking, Felix starts muttering to himself saying ...Aeteperax...Aeteperax...where do I know that name from?

K. History Bardic Knowledge: 1d20 + 1 + 2 ⇒ (3) + 1 + 2 = 6
K. Local Bardic Knowledge: 1d20 + 1 + 2 ⇒ (18) + 1 + 2 = 21


Current Map

Felix's Know. Local:

Before joining Silas Gribb's caravan, Felix sought information about the towns he and his fellow caravan guards would travel through to reach their final destination. In Cassomir, the bard heard spoken the tale of Tula Belhaim and her fellow dragonslayers.

-----

Tula Belhaim lost her family when a black dragon named Aeteperax destroyed her hometown of Nazilli on the southern edge of the Verduran Forest. Tula and her mercenary company, known as the Slayers of Nazilli, were great heroes and defeated many a dragon during The Dragon Plague years. Tula Belhaim's final triumph was slaying Aeteperax in the heart of a swampland deep in the Verduran Forest, now known as Dragonfen. For her service, Tula was awarded the title of Baroness and the stewardship of the Verduran Fork region, including all of Dragonfen. Her legion of admirers soon founded a town bearing her name.

-----


Male Catfolk bard 1 / swashbuckler 2 Archetypes Archaeologist, Inspired Blade, NG (catfolk) Init +4, Senses low-light vision; Perception +3 AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex, ) hp 23 ((1d8)+(2d10)+4 Fort +1, Ref +9, Will +1
Skills:
Acro +9, Bluff +7, Climb +4, Diplo +7, Disable Dev +5, Intimidate +7, Knowledge (Nature) +6, Knowledge (Planes) +6, Ling. +5, Percept +3, Perf (Dance,Sing) +7, Sense Mot. +3, Spellcraft +5, Stealth +9, Surv +5, UMD +7

Felix wracks his brain before saying Of course! Aeteperax was the name of the black dragon that Tula Belhaim lost her family during the Dragon Plague years. Seeking revenge, she founded a mercenary company known as the Slayers of Nazilli. Strange thing though is that supposedly, Tula Belhaim slayed Aeteperax in the Verduran Forest, now known as Dragonfen. If that is true then who is this Aeteperax the kobold spoke of I wonder?


Male HE Unchained Rogue/Scout 3 [HP: 27/27 | AC: 17 T: 14 FF: 13 | F: +3 R: +7 W: +2 (+2 vs enchantment) Init: +4, Perc: +8]

Riley pockets the item. "We can put all of the loot together at the end." He turns to Felix. "Maybe he is just old and having delusions. I guess we need to ask any of the Kobold's we capture."

After collecting the valuables, Riley leads the group further south.

Perception/Guidance: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17 +1 vs traps


F Human Alchemist 3 [hp:24/24 | AC: 17 T: 13 FF: 14 | F: +4, R: +6, W: +2 | Init +3, Perc: +6]

Braylee follows behind Felix as they resume moving.


F Aasimar Life Oracle 2 [hp:16/16 | AC: 16 T: 11 FF: 13 | F: +1, R: +1, W: +4 | Init +1, Perc: +8

"Perhaps a descendant or relative?" Rhialtyra suggested. She knew little about dragons, but some stories said they had endless lives so long as they came to no folly - but there was no telling what was real and what was false.

She continued on with the others, as before, refreshing life's blessing as necessary.


Current Map

The group continues southward (with the aid of the dancing lights and Emarthine's light spell on her scythe) and the tunnel expands in width (not ceiling height, which remains at almost 5ft) until two tunnels present themselves before the group. (Any attack rolls in low-ceiling tunnels in the lair will continue to be at a -2 penalty.)

The west tunnel has a simple, wooden barricade with a stout latch similar to the gate that held the Allosaurus prisoner in his cave. You believe this leads into a new cave and from the looks of the ceiling you can see from beyond the gate - it is much lower than the low ceilings you've already moved through - looking to be around three-feet high. If you want to try to go into this tunnel, opening this gate will require a full round action. Note: The penalty to attack rolls due to the 3ft ceiling inside the cave beyond the barricade will increase to -4.

Felix sniffs the scents in the air and although the lair strongly smells of kobold, he is able to pick up the faint trace of mouldy straw and rodent coming from the west tunnel and a faint rodent odour coming from the southern tunnel.

The southern tunnel you believe leads down and continues on. Riley can see no traps set in either tunnel but does pick up the faint sounds of scratching/scurrying upon the stone in the area beyond.

For GM's eyes only:

1d20 + 11 ⇒ (3) + 11 = 14
1d20 + 11 ⇒ (4) + 11 = 15
1d20 + 11 ⇒ (2) + 11 = 13

Current Map


Male Catfolk bard 1 / swashbuckler 2 Archetypes Archaeologist, Inspired Blade, NG (catfolk) Init +4, Senses low-light vision; Perception +3 AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex, ) hp 23 ((1d8)+(2d10)+4 Fort +1, Ref +9, Will +1
Skills:
Acro +9, Bluff +7, Climb +4, Diplo +7, Disable Dev +5, Intimidate +7, Knowledge (Nature) +6, Knowledge (Planes) +6, Ling. +5, Percept +3, Perf (Dance,Sing) +7, Sense Mot. +3, Spellcraft +5, Stealth +9, Surv +5, UMD +7

Felix whispers back and gestures to their Kobold companion Where does the tunnel lead and what is this way? he says, motioning beyond the barricade.


Male HE Unchained Rogue/Scout 3 [HP: 27/27 | AC: 17 T: 14 FF: 13 | F: +3 R: +7 W: +2 (+2 vs enchantment) Init: +4, Perc: +8]

Riley nods his approval at Felix's question. After seeing how tight it is, Well mates...I'm not crawling in there unless it is our last option..."


Nighttail looks up from her place in the back and replies, pointing to the tunnel with the barricade, "Our dire ratss nesst in there. Besst not to enter."

Pointing southward, she continues, "If you follow the tunnel around, you will return to the ssnapper'ss pool. There'ss another cave along that tunnel that will lead uss down to the lower cavess. It'ss the only way down."


Male HE Unchained Rogue/Scout 3 [HP: 27/27 | AC: 17 T: 14 FF: 13 | F: +3 R: +7 W: +2 (+2 vs enchantment) Init: +4, Perc: +8]

"Thank you, Nighttail." Riley follows Nighttail's instructions and leads the group toward the lower caves.

Perception/Guidance: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13 +1 vs traps


F Human Alchemist 3 [hp:24/24 | AC: 17 T: 13 FF: 14 | F: +4, R: +6, W: +2 | Init +3, Perc: +6]

Braylee keeps an eye out as they continue deeper into the Kobold lair.


Current Map

Your group moves cautiously, steadily forward (Riley sees no traps) and into the tunnel to the right as instructed by Nighttail from behind the party. You then proceed to move through the narrow tunnel until Riley and Felix reach the entrance of the new cavern.

Those in front (predominantly Riley and Felix) can now see that the ceiling of this chamber rises to a lofty twelve feet. The cave floor drops away into a pair of long, ten-foot-deep pits (the dark/shaded areas on map). Between them, a ridge of stone (5ft wide) forms a dubious walkway to the landing on the opposite side.

For GM's eyes only:

1d20 + 5 + 10 ⇒ (5) + 5 + 10 = 20
1d20 + 5 + 10 ⇒ (5) + 5 + 10 = 20
1d20 + 5 + 10 ⇒ (7) + 5 + 10 = 22
1d20 + 5 + 10 ⇒ (20) + 5 + 10 = 35
1d20 + 5 + 10 ⇒ (12) + 5 + 10 = 27
1d20 + 5 + 10 ⇒ (17) + 5 + 10 = 32

1d20 + 5 ⇒ (20) + 5 = 25
1d20 + 5 ⇒ (10) + 5 = 15
1d20 + 5 ⇒ (20) + 5 = 25
1d20 + 5 ⇒ (10) + 5 = 15
1d20 + 5 ⇒ (9) + 5 = 14
1d20 + 5 ⇒ (2) + 5 = 7

Current Map


Male Catfolk bard 1 / swashbuckler 2 Archetypes Archaeologist, Inspired Blade, NG (catfolk) Init +4, Senses low-light vision; Perception +3 AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex, ) hp 23 ((1d8)+(2d10)+4 Fort +1, Ref +9, Will +1
Skills:
Acro +9, Bluff +7, Climb +4, Diplo +7, Disable Dev +5, Intimidate +7, Knowledge (Nature) +6, Knowledge (Planes) +6, Ling. +5, Percept +3, Perf (Dance,Sing) +7, Sense Mot. +3, Spellcraft +5, Stealth +9, Surv +5, UMD +7

Felix looks at Riley and whispers You want me to go first?


Male HE Unchained Rogue/Scout 3 [HP: 27/27 | AC: 17 T: 14 FF: 13 | F: +3 R: +7 W: +2 (+2 vs enchantment) Init: +4, Perc: +8]

"Sure, brother. Be careful."


Male Catfolk bard 1 / swashbuckler 2 Archetypes Archaeologist, Inspired Blade, NG (catfolk) Init +4, Senses low-light vision; Perception +3 AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex, ) hp 23 ((1d8)+(2d10)+4 Fort +1, Ref +9, Will +1
Skills:
Acro +9, Bluff +7, Climb +4, Diplo +7, Disable Dev +5, Intimidate +7, Knowledge (Nature) +6, Knowledge (Planes) +6, Ling. +5, Percept +3, Perf (Dance,Sing) +7, Sense Mot. +3, Spellcraft +5, Stealth +9, Surv +5, UMD +7

Felix moves swiftly across, letting his nose and light lead the way.

Acrobatics: 1d20 + 8 ⇒ (16) + 8 = 24


Current Map

Felix moves from his place and then along the ledge using a series of acrobatics. The dancing orbs shift forward, too. He stops ten feet from the end and is still on the ledge. Those in front can see that the ledge is sturdy enough to accommodate such movement/his weight.

What will the rest of you like to do now?

Current Map


Male HE Unchained Rogue/Scout 3 [HP: 27/27 | AC: 17 T: 14 FF: 13 | F: +3 R: +7 W: +2 (+2 vs enchantment) Init: +4, Perc: +8]

Seeing that the walkway is 5ft wide, Riley wonders why Felix is being so careful. He moves up 30 feet and takes a defensive stance. Standard Action-Total Defense +4 AC for 1 round


F Human Alchemist 3 [hp:24/24 | AC: 17 T: 13 FF: 14 | F: +4, R: +6, W: +2 | Init +3, Perc: +6]

Braylee follows Riley's leading and moves up 30' then defends. 21 AC for one round


Current Map

The others move up (Enarthine, Rhia and Nightail/Hak) as far as they can - some on the narrow ledge/walkway and others still in the tunnel leading in.

Emarthine takes a defensive stance (+4 AC for 1 round) behind Braylee. She looks around the space.

As soon as the majority of the adventurers are on the walkway, they are quickly assaulted from somewhere to the east of them.

Surprise Round: Enemy.

Enemy Attacks:
Ranged Attack on flatfooted Riley: 1d20 + 3 ⇒ (18) + 3 = 21 Hit on Riley for 1 pt damage
Damage, if hit: 1d3 - 1 ⇒ (2) - 1 = 1

Ranged Attack on flatfooted Felix: 1d20 + 3 ⇒ (17) + 3 = 20 Hit on Felix for 1 pt damage.
Damage, if hit: 1d3 - 1 ⇒ (2) - 1 = 1

Ranged Attack on flatfooted Braylee: 1d20 + 3 ⇒ (9) + 3 = 12 Does not hit
Damage, if hit: 1d3 - 1 ⇒ (1) - 1 = 0

Ranged Attack on flatfooted Braylee: 1d20 + 3 ⇒ (14) + 3 = 17 Does not hit
Damage, if hit: 1d3 - 1 ⇒ (2) - 1 = 1

Ranged Attack on flatfooted Emarthine: 1d20 + 3 ⇒ (15) + 3 = 18 Hit on Emarthine but grazed only.
Damage, if hit: 1d3 - 1 ⇒ (1) - 1 = 0

Ranged Attack on flatfooted Emarthine: 1d20 + 3 ⇒ (15) + 3 = 18 Hit on Emarthine for 1 pt damage.
Damage, if hit: 1d3 - 1 ⇒ (2) - 1 = 1

So Riley, Felix and Emarthine have each sustained one pt of damage in the surprise round. Can everyone please confirm their current HP, please? Some of the status bars are still showing injury and I believe Rhia did some healing after the snapping turtles. Thanks!

Adventurers' Initiative: 1d20 + 3 ⇒ (19) + 3 = 22
Enemy's Initiative: 1d20 + 1 ⇒ (16) + 1 = 17

Adventurers win initiative!

At the moment, none of you can see the enemy. You may toss up a Perception check in your Round 1 actions, if you'd like to try to locate their position. Okay, Round 1 begins with adventurers. No penalty to attacks as the ceiling in this cavern is 12 ft high.

Nighttail, seeing the flying sling bullets, calls out in the Common tongue from her place at the back, "Thosse in front move quickly toward the sshaft at the end of the cavern. There'ss a rope to climb down to the lower chamber. Don't keep killing my people! We must find Chief Roaghaz."

From his position in front and with the aid of the two dancing lights, Riley can easily see the shaft that Nightail advised them to use.

The shaft is five-feet-wide and there is a knotted rope hanging down into it. A DC 15 Climb Check is needed to safely climb down.

Round 1: Botting Felix

Perception: 1d20 + 3 ⇒ (18) + 3 = 21

Felix uses his eyes to gaze about the chamber as his nose is assailed with the scent of kobold as has been the case in every part of the lair since they entered. From his place on the walkway, the bard/swashbuckler can just make out the figures of two kobolds through two slits in the curtain of rock on the eastern side of the eastern pit.

"They're hiding behind that rock there, gesturing to the eastern rock face, and shooting from the openings. Move quickly toward the shaft!" NOTE: Enemy has Improved Cover and can only shoot at you while you're on the walkway.

Acrobatics to tumble along remainder of walkway and past Riley: 1d20 + 8 ⇒ (16) + 8 = 24 Successful

At the pit/shaft, Felix grabs hold of the rope and gestures for the dancing light to go down before him and then he begins to climb down when he sees his other companions approach.

Climb with Guidance bonus (DC 15): 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18 Success. Felix makes it down the shaft to the lower chamber.

Round 1: Riley, Braylee, Emarthine, Rhia and Nightail/Hak to go. I will be botting Rhia (and then posting for the NPCs) after Riley and Braylee have taken their actions.

Current Map


Current Map

Okay, after discussion with a player, and going back to the module and trying to interpret its basic narrative, it would seem the climb check is 0 due to knotted rope and a wall to brace against as you go down the shaft. Therefore a climb check is not required at this time. Apologies and thank you. Just waiting on the actions of the other PCs now and then I'll proceed.


Male HE Unchained Rogue/Scout 3 [HP: 27/27 | AC: 17 T: 14 FF: 13 | F: +3 R: +7 W: +2 (+2 vs enchantment) Init: +4, Perc: +8]

Riley moves to the hole and waves his sword, hoping to draw the attacks. Move over to the edge and total defense while the others move into the hole.

"Go everyone! Hurry!"


F Human Alchemist 3 [hp:24/24 | AC: 17 T: 13 FF: 14 | F: +4, R: +6, W: +2 | Init +3, Perc: +6]

Braylee moves to the pit and descends as quickly as possible.


Current Map

As Riley moves to the shaft and calls the rest forward, defensively waiting for the others, the companions in the back begin to move forward; Emarthine protecting Rhia as best as she can and Nightail riding Hak across the walkway. Nighttail jumps off the allosaurus' back when they reach the shaft. "We'll need to lower Hak down!"

"Rhia, you can go down, now, and I'll help Nighttail lower her companion below." An unhappy Rhia moves nervously down the shaft using the knotted rope.

Braylee follows straight after and uses the rope to climb down.

The female kobold quickly ties a rope around Hak's middle. The Elven druidess speaks up, "I will lower him down with your aid, Nighttail," and together they successfully lower the allosaurus while Riley keeps watch for any new attacks.

GM's rolls:
Emarthine's STR check: 1d20 + 13 ⇒ (16) + 13 = 29
Nighttail's STR check to aid: 1d20 + 1 ⇒ (11) + 1 = 12

Nightail whispers urgently in the Common tongue, "You'll go firsst. I'll go lasst - they may not hurt me."

Once Emarthine and Riley have lowered themselves down the shaft, Nighttails grabs hold of the knotted rope and lowers herself with a final word to the hidden kobolds, "Tir ti shoot. Origato ve gethrisj."

Draconic translation:

"Don't sshoot. Let me go."

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

The group descend into the depths of the lair without issue and with the aid of the dancing lights can see they have reached an empty cave, with two tunnels leading northward.

"Both tunnelss lead to the old Blood Vow Sshrine,", Nighttail advises, happily reuniting with Hak.

Current Map


Male Catfolk bard 1 / swashbuckler 2 Archetypes Archaeologist, Inspired Blade, NG (catfolk) Init +4, Senses low-light vision; Perception +3 AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex, ) hp 23 ((1d8)+(2d10)+4 Fort +1, Ref +9, Will +1
Skills:
Acro +9, Bluff +7, Climb +4, Diplo +7, Disable Dev +5, Intimidate +7, Knowledge (Nature) +6, Knowledge (Planes) +6, Ling. +5, Percept +3, Perf (Dance,Sing) +7, Sense Mot. +3, Spellcraft +5, Stealth +9, Surv +5, UMD +7

Felix continues forward staying with the group. He takes the passage to his left of no one else decides.


F Human Alchemist 3 [hp:24/24 | AC: 17 T: 13 FF: 14 | F: +4, R: +6, W: +2 | Init +3, Perc: +6]

Braylee breaths a sigh of relief after escaping the ambush in the cavern above. "That was a close one."


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Current Map

Botting Rhia

Rhia nodded at Braylee's words. "We need to find the Chieftain sooner rather than later. Killing the kobolds of this tribe is not what we were tasked with. I am a preserver of life - not a destroyer." The pretty Oracle's brow was etched in deep worry.

Before they proceeded any further up into the northern tunnel, Rhia quietly called to her companions, "Could the injured please draw closer for healing."

Once assembled, a wave of warm energy releases and surrounds the injured, coating their wounds.

Channel Energy with Blessed Touch: 1d6 + 1 ⇒ (3) + 1 = 4

Riley is now at 18/19 HP, Felix is back to full HP, Braylee is at 16/17 HP and Emarthine back to full HP.

Noting that Riley and Braylee still had injuries, Rhia moved to them and laid a hand on each, further drawing on her divine magic.

LoH with Blessed Touch on Riley: 1d6 + 1 ⇒ (6) + 1 = 7
LoH with Blessed Touch on Braylee: 1d6 + 1 ⇒ (3) + 1 = 4

and the remainder of their wounds knit and they are made fully hale.

All the party are back to full HP now. Please update your status bars. :)

Rhia's Current Status:

1st level spells: 2/5
LoH: 4/5
Channel Positive Energy: 3/5


Male HE Unchained Rogue/Scout 3 [HP: 27/27 | AC: 17 T: 14 FF: 13 | F: +3 R: +7 W: +2 (+2 vs enchantment) Init: +4, Perc: +8]

Riley leads the group up the left passage while watching for traps. If he encounters a chamber, he stops and peers in before entering.

Perception: 1d20 + 8 ⇒ (8) + 8 = 16 +1 vs traps


Current Map

Riley, can you please update your status bar to show full HP? Thanks.

The party moves forward, up the chosen north tunnel. Riley leads, his eyes searching out traps and other threats, however there are none in the tunnel.

The tunnel leads into another cave, with a twelve-feet-high ceiling. In the middle of the cave, a crude idol stands, decorated with grisly strips of dried viscera.

Know. Religion (DC 20):
This is a shrine to the infernal duke Vapula. Vapula overseas the treasure house of Dis - the second layer of Hell - the infernal city for the souls of those who used the law to prey upon those around them. Vapula is known as the Keeper of the Pyrite Vault. You recollect Nighttail saying the Blood Vow tribe once worshipped Vapula.

----------

To the back of the cave, you see three figures: Two Human Skeletons in broken chain shirts and with broken scimitars in hand and a cloaked, red-scaled Kobold, with staff in hand, standing behind them.

The kobold's eyes are on you as you enter (as are the eyeless sockets of the two skeletons) and the kobold speaks in deep-resonating Draconic, "Si mi Churgri di Vapula. Wux re irlym persvek nomeno goawy. Svabol ui wer meaning di nomeno?"

Draconic Translation:
"I am Churgri of Vapula. You are intruderss in thiss place. What iss the meaning of thiss?"

Current Map


Current Map

Rhialtyra stepped forward, remaining between Riley and Emarthine for protection, and took a closer look at the red-scaled kobold. She couldn't understand the words it spoke and once more made note to learn the Draconic tongue once they had returned to town and had some time to do such things.

Perception: 1d20 + 8 ⇒ (1) + 8 = 9

She got a glimpse of something gold peeking from the gap in the kobold's cloak, but frustratingly could not make out what it was exactly.

The Oracle turned her eyes to the crude idol and inspected it closer while she waited for one of her companions to translate the creature's words.

Know. Religion (DC 20): 1d20 + 7 ⇒ (20) + 7 = 27

She had heard of such shrines, or more like it, read about such shrines during the course of her training.

To her companions, the Oracle quietly warned, wrinkling her nose at the smell of the innards, "This is a shrine to the infernal duke Vapula. Nighttail told us not long ago that the Blood Vow tribe once worshipped him. I suppose then, that kobold there is a one of Vapula's followers."

From her place beside Rhialtyra, Emarthine quietly confirmed it, "The kobold introduced itself as Churgri of Vapula, called us intruders and demands to know why we are here, in this place. Braylee, since you also speak the kobold tongue, do you wish to answer the kobold? I am not an official representative of this party and prefer only to translate where need be."

Although Rhialtyra had skill in such talks, she was ineffectual with her words being she could not make herself understood by the present kobold. She would try to use her gestures and the positioning of her posture/body to try to show the kobold they meant no harm and simply wanted to pass.

"Braylee, I will do what I can to aid you as you speak to Churgri. I cannot use my words but I might be able to convey peace through my motions, gestures and posturing," responded Rhia.

Rhia's Diplomacy to aid via body language: 1d20 + 11 ⇒ (12) + 11 = 23

From the back, Nighttail atop Hak, simply added in Common, "I don't know thiss female kobold. No ssurprisse ass I've been chained up the passt month."

You know that the Blood Vow tribe are made up of green-scaled kobolds (for that is all you have seen so far in your dealings with the tribe), so it appears unusual for a red-scaled kobold to be here, living among them, even though kobolds tends to get along well enough with their own kind.


Male Catfolk bard 1 / swashbuckler 2 Archetypes Archaeologist, Inspired Blade, NG (catfolk) Init +4, Senses low-light vision; Perception +3 AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex, ) hp 23 ((1d8)+(2d10)+4 Fort +1, Ref +9, Will +1
Skills:
Acro +9, Bluff +7, Climb +4, Diplo +7, Disable Dev +5, Intimidate +7, Knowledge (Nature) +6, Knowledge (Planes) +6, Ling. +5, Percept +3, Perf (Dance,Sing) +7, Sense Mot. +3, Spellcraft +5, Stealth +9, Surv +5, UMD +7

Felix listens but then says Do you speak the common tongue? That way we might converse more easily as not all speak the language of dragons.

If she says no, Felix has someone translate, We are here due to the attack upon the tower in the town nearby. As it was caused by your tribe, the townsfolk seek for you to find residence elsewhere. If you leave, you will be allowed to go in peace. Resist, and you will be destroyed. An unfortunate circumstance but this was brought upon yourselves.


Current Map

There is no response forthcoming from the staring, red-scaled, cloaked kobold upon Felix's question and continued dialogue.

From her position in the back, Nighttail advises Felix in the Common tongue, "My kind mainly sspeak Draconic."

Braylee could translate Felix's words for him to Churgri.


Current Map

For the rest of you, what are your plans/actions at this time, please?


Male Catfolk bard 1 / swashbuckler 2 Archetypes Archaeologist, Inspired Blade, NG (catfolk) Init +4, Senses low-light vision; Perception +3 AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex, ) hp 23 ((1d8)+(2d10)+4 Fort +1, Ref +9, Will +1
Skills:
Acro +9, Bluff +7, Climb +4, Diplo +7, Disable Dev +5, Intimidate +7, Knowledge (Nature) +6, Knowledge (Planes) +6, Ling. +5, Percept +3, Perf (Dance,Sing) +7, Sense Mot. +3, Spellcraft +5, Stealth +9, Surv +5, UMD +7

Felix looks at Nighttail and says Could you translate for me?


F Human Alchemist 3 [hp:24/24 | AC: 17 T: 13 FF: 14 | F: +4, R: +6, W: +2 | Init +3, Perc: +6]
Churgri wrote:
"Si mi Churgri di Vapula. Wux re irlym persvek nomeno goawy. Svabol ui wer meaning di nomeno?"

Braylee lifts her bow with one hand and raises her other as well as a sign of peace.

In Draconic, "Greetings Churgri. We are not here to harm you. Like my friend just said, we are here due to the attack upon the tower in the town nearby. As it was caused by your tribe, the townsfolk seek for you to find residence elsewhere. If you leave, you will be allowed to go in peace. Resist, and you will be destroyed. An unfortunate circumstance but this was brought upon yourselves."

Diplomacy: 1d20 - 1 ⇒ (11) - 1 = 10


Male HE Unchained Rogue/Scout 3 [HP: 27/27 | AC: 17 T: 14 FF: 13 | F: +3 R: +7 W: +2 (+2 vs enchantment) Init: +4, Perc: +8]

Riley stands and listens as Braylee attempts to parlay with the Kobold.


Current Map

Churghi listens to the human female and hisses every now and again, turning her gold eyes to the other intruders before responding in deep-accented Draconic, "Chief Roaghaz has gone mad and his crimes against the Humans are not the Blood Vow's. I have tried to convince the tribe to abandon this dirty hole in the ground for a proper lair like that of the Hangtooths, but their fear is greater than their common sense at present. Yo..."

Just as Churgri starts to utter another word, Nighttail interrupts in swift Draconic, "The Blood Vows won't join the Hangtooths! I will rule once Roaghaz is dead. This isn't your fight, priestess, return to your tribe or this lot will kill you!

Heated words in Draconic are exchanged between the green-scaled kobold and the red-scaled kobold for a minute longer.

Churgri's next words cut through the squabble and are directed at the intruders in Draconic, "Your presence and purpose have angered Vapula and you - intruders - have threatened me. You have perpetrated crimes against the kobolds in this lair and you will not permitted to continue."

Churgri then speaks several brisk words and the two skeletons before her threateningly raise their broken scimitars in the air at the intruders.

GM's rolls:

Enemy 1's Initiative: 1d20 + 6 ⇒ (11) + 6 = 17
Enemy 2's Initiative: 1d20 ⇒ 14
Adventurers' Initiative: 1d20 + 3 ⇒ (3) + 3 = 6

Enemy wins initiative and goes first and then Adventurers.

-------

Round 1: Enemy

Skeleton #1 moves down toward Riley and attacks.

Broken Scimitar Attack on Riley: 1d20 + 0 ⇒ (5) + 0 = 5
Damage, if hits: 1d6 + 2 ⇒ (4) + 2 = 6

but misses the rogue.

-------

Skeleton #2 moves down toward Felix and attacks.

Broken Scimitar Attack on Felix: 1d20 + 0 ⇒ (2) + 0 = 2
Damage, if hits: 1d6 + 2 ⇒ (1) + 2 = 3

but misses the catfolk bard.

-------

Churgri remains where she is and begins speaking low Draconic words and touches her side.

Spellcraft (DC 16):

Churgri is casting Protection from Good on herself.

-------

Round 1: Adventurers are up! Someone may bot Rhialtyra during this encounter.

Rhia's Current Status FYI:

1st level spells: 2/5 used this day
LoH: 4/5 used this day
Channel Positive Energy: 3/5 used this day

Link to Rhia's sheet

-------

Current Map


Male Catfolk bard 1 / swashbuckler 2 Archetypes Archaeologist, Inspired Blade, NG (catfolk) Init +4, Senses low-light vision; Perception +3 AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex, ) hp 23 ((1d8)+(2d10)+4 Fort +1, Ref +9, Will +1
Skills:
Acro +9, Bluff +7, Climb +4, Diplo +7, Disable Dev +5, Intimidate +7, Knowledge (Nature) +6, Knowledge (Planes) +6, Ling. +5, Percept +3, Perf (Dance,Sing) +7, Sense Mot. +3, Spellcraft +5, Stealth +9, Surv +5, UMD +7

Felix, now having a bit more room in which to work, leaves the skeletons for the moment and concentrates on the spellcaster, calling upon his luck to help him. Ducking the skeletons awkward blow, he allows his momentum to carry him into a roll, bringing him next to Churghi.

Activate Arch. Luck, Acrobatics to avoid AoO from Skeleton: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16

Once there, he moves up onto the balls of his feet with he grace of a dancer, thrusting the thin blade at the Kobold.

Rapier w/ arch luck: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 201d6 + 2 ⇒ (1) + 2 = 3

Current Status, I think that's either the last round or next to last round of arch luck.


Male HE Unchained Rogue/Scout 3 [HP: 27/27 | AC: 17 T: 14 FF: 13 | F: +3 R: +7 W: +2 (+2 vs enchantment) Init: +4, Perc: +8]

Rhia Bot

Knowledge Religion: 1d20 + 7 ⇒ (3) + 7 = 10

Rhia channels energy to protect her allies and destroy her foes.

Channel: 1d6 ⇒ 6

DC 15 Will for 1/2 damage


Current Map

Felix, if you're moving at full speed, then unfortunately you will get an AoO against you in the endeavour.

Skeleton #2's AoO with broken scimitar on Felix: 1d20 + 0 ⇒ (19) + 0 = 19
Damage, if hits: 1d6 + 2 ⇒ (2) + 2 = 4

Felix is hit for 4 damage. He's now at 12/16 HP. You have two rounds of lingering performance after this round and then only one use of Archaeologist's Luck remaining for the day.

Felix is wounded by an attack of opportunity in his attempt to use his acrobatics tricks past the skeleton, but manages to get beside the red-scaled Kobold. Unfortunately, due to the low-ceiling where Churgri is standing, his rapier cannot bypass the kobold's defenses and she remains unscathed.

Note for all: The ceiling at the centre of this cave (the 5ft square upon which the idol/shrine is situated on) is 12ft high. Everywhere else in the chamber the ceiling is the usual 5ft high. Thus the -2 penalty to attacks still applies to everywhere but the centre of the room.


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Current Map

Rhia's Know. Religion check re enemy's strengths and weaknesses fails, unless she is attempting to identify something about Churgri? Even if that is the case, the roll isn't high enough for further info.

Earlier info (Know. Religion) Rhia shared with the group:

Quote:

Know. Religion (DC 20): 1d20 + 7 ⇒ (20) + 7 = 27

She had heard of such shrines, or more like it, read about such shrines during the course of her training.

To her companions, the Oracle quietly warned, wrinkling her nose at the smell of the innards, "This is a shrine to the infernal duke Vapula. Nighttail told us not long ago that the Blood Vow tribe once worshipped him. I suppose then, that kobold there is a one of Vapula's followers."

So, your group knows that Vapula is an evil god and that Churgri is possibly one of his clerics.

GM's rolls:

1d20 + 2 ⇒ (9) + 2 = 11 Fail
1d20 + 2 ⇒ (15) + 2 = 17 Suceed
1d20 + 8 ⇒ (8) + 8 = 16 Suceed

Not entirely sure if her endeavour will work or not, Rhia begins to channel positive energy to try to stop the two attacking Skeletons (and Churgri?).

Skeleton #1 feels the positive energy wash over it and try as it might cannot shake its effect and it is damaged by its full force for 6pts and it is now wounded severely but still standing.

Skeleton #2 is assaulted by the positive energy wave but it manages to persevere with its will and only takes half damage (3pts).

From her place, Churgri manages to dig deep inside and through sheer willpower and other defenses, manages to stave most of the effect and only takes half damage (3 pts).

Rhia's channel of positive energy manages to just reach Felix and it washes through him, knitting all his recent wounds whole and clean. Felix is back to full HP after Rhia's channel.

Rhia's Current Status:

1st level spells: 2/5 used this day
LoH: 4/5 used this day
Channel Positive Energy: 4/5 used this day (one us remains for day).

Round 1: Riley, Braylee, Emarthine and Nightail/Hak to go.

Current Map


Current Map

Correction to the above: Churgri is unaffected by Rhia's Positive Channel and does not suffer any damage. I shouldn't try to post from work when I'm busy. Thanks.


Male HE Unchained Rogue/Scout 3 [HP: 27/27 | AC: 17 T: 14 FF: 13 | F: +3 R: +7 W: +2 (+2 vs enchantment) Init: +4, Perc: +8]

Riley attempts to attack the skeleton in front of him with his sword.

mwk elven curve blade: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d10 + 1 ⇒ (10) + 1 = 11

If he kills the skeleton, he will move over and get in melee with the caster, making sure not to draw and AOO on the way.


Current Map

The arc of Riley's Elven Curved Blade did not possess the usual strength/impact it generally had as it hit the Skeleton (#1), but the damage was enough to drop the already injured Skeleton to the ground.

Riley:
(Riley, I wasnt sure which square you wanted to move to, so I have moved you into the furthest square by the caster. If you'd rather another square, then let me know. Thanks.)

Skeleton #1 is down. Only Skeleton #2 remains and Churgri.

Round 1: Braylee, Emarthine and Nighttail/Hak to go.

Current Map


F Human Alchemist 3 [hp:24/24 | AC: 17 T: 13 FF: 14 | F: +4, R: +6, W: +2 | Init +3, Perc: +6]

Seeing that Felix and Riley have the caster locked down and there is no need to interrupt his casting, Braylee prepares to attack. She moves to the spot where Riley just stood and launches an arrow at the Kobold's chest.

Bow/precise shot/pbs: 1d20 + 6 + 1 - 2 ⇒ (5) + 6 + 1 - 2 = 10
Damage: 1d8 ⇒ 2


Current Map

Braylee's arrow does not penetrate the kobold caster's defenses.

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

Round 1: Emarthine

Emarthine drops her scythe by her feet and draws her sling and loads a bullet.

She aims at the remaining skeleton and fires.

Sling Attack on Skeleton #2: 1d20 + 3 - 2 ⇒ (19) + 3 - 2 = 20
Damage, if hits: 1d4 + 1 ⇒ (2) + 1 = 3

Alas, the bullet simply grazes the bone, not injuring the Skeleton.

Round 2: Nighttail & Hak

Nighttail rides up to the Skeleton and attacks it ferociously with her masterwork spear,

Power Attack with M/W Spear on Skeleton #2: 1d20 + 6 ⇒ (8) + 6 = 14
Damage, if hits: 1d6 + 7 ⇒ (3) + 7 = 10

but the spear cannot breach its defenses and does no damage.

Hak tries to bite at it.

Bite Attack on Skeleton #2: 1d20 + 3 ⇒ (7) + 3 = 10
Damage, if hits: 1d6 + 2 ⇒ (3) + 2 = 5

but the bite cannot penetrate through the Skeleton's chain shirt.

End of Round 1

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