Laiashi |
Laiashi knocks the agent's sword strike harmlessly away. I don't know how much longer I can keep this up...
Unless otherwise specified, Lai spends a swift action each round to maintain her +1 fire damage.
Dagger 1 vs green: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d4 + 4 ⇒ (2) + 4 = 6 +1 fire
Dagger 2: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d4 + 2 ⇒ (3) + 2 = 5 +1 fire
-Posted with Wayfinder
Beardy Bot 89000 |
Initiating Ulfen-bot....launching application [Talk about the inevitable doom of all mortal beings]...
Seeing that his usual tactics have been unable to seriously affect the boss man, Jann moves closer underneath the bridge and targets the man's seemingly endless supply of knives. He draws a wand and weaves a spell to heat the metal to such an extent that the poor, doomed man will either suffer needless pain, or have to drop one of his knives. Casting Burning Disarm from Jann's wand
Reflex save: 1d20 + 8 ⇒ (19) + 8 = 27
Knife falls of bridge if >50: 1d100 ⇒ 60
Kalim feels the spell begin to heat the metal of his weapon and quickly releases his grip, and suffers no harm, but the knife turns in the air in just such a way that it slips through the slats of the bridge, leaving him unarmed for the moment.
GM Mjolbeard |
Laiashi's supernaturally heated blade slices into Agent Green, and the man falls at last, a vial of healing potion still in his hand, ready for him to use at the next opportunity. He was too late in healing himself, however, and that delay allowed the fiery Laiashi to strike him down.
On the other end of the bridge, the Aspis leader draws his final dagger and strikes fiercely at Ser Willem, then tries to retreat quickly into the treehouse.
Dagger: 1d20 + 7 ⇒ (15) + 7 = 22 Damage: 1d4 + 4 ⇒ (2) + 4 = 6
Acrobatics to avoid AoO: 1d20 + 4 ⇒ (13) + 4 = 17
The leader finds a gap in Willem's armor and wounds the knight, then just manages to avoid Willem's counter attack as he moves away. No AoO! Just made it!
INITIATIVE!
Battle at the Krihirik Village - Round 5
Bold may go
Laiashi (-16)
Denair (-9)
Willem (-6)
Meredith
Five-Knives Kalim (-2)
Saritirnen (-1)
Jann
Jann Ulfenssen |
Sorry, I missed Jann's name at the top of the list. I was looking at the bottom!
Jann nods as the knife falls, as all life must fall. Now he offers the man the gift of madness! Will DC 15 or confused 1d100 ⇒ 56 for 1 round = Deals 1d8 points of damage + Str modifier to self with item in hand!
GM Mjolbeard |
Sorry about the confusion, Jann! I was experimenting with format a bit there. I'll stick with the regular format for the rest of this fight at least.
Will save vs Madness: 1d20 + 2 ⇒ (13) + 2 = 15
"Stay. Out. Of. My. HEAD!" The leader glares daggers at Jann as the oracle's gift rolls off of him.
Saritirnen |
Saritirnen puts his bow away making sure to secure it before it gets 'misplaced' by The Many and then moves towards the ladder leading up.
GM Mjolbeard |
With Jann's gift shaken off, and Saritirnen climbing the ladder. It now falls to the others to ascend catch and dispatch the leader.
Meredith, you will make it to the bridge this round. Denair. Give me another climb check to make sure you make it up all the way.
INITIATIVE!
Battle at the Krihirik Village - Round 6
Bold may go
Laiashi (-16)
Denair (-9)
Willem (-6)
Meredith
Five-Knives Kalim (-2)
Saritirnen (-1)
Jann
Meredith's Eidolon |
Denair continues climbing.
Climb: 1d20 + 3 ⇒ (16) + 3 = 19
Phew
"I'm up! I'm up! And ready to... flank..." She sees the fallen Aspis agent. "Yoink!" she snatches the potion from the agent's hands. "Laiashi, do you want this? Otherwise I'm drinking it!"
Laishai can take the potion first. Denair can't really use it this round, anyway. She just finished climbing.
Meredith Ulmari |
Meredith finishes climbing up.
Do I have a full action or standard?
Meredith draws her mace while charging.
Masterwork Heavy Mace: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Arcane Strike, Damage: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13
AC is 13, yaaay
Meredith moves up while drawing her mace, stopping 1 more square to the northeast.
Please move my icon.
"I'm only gonna ask once. WHERE ARE THE GRIPPLI?"
Laiashi |
"Badly. Unless Meredith has a wand thingy handy." Laiashi smiles apologetically as she quaffs the potion. "I think I can take this guy quicker than you can. And you look as hurt as me." She tosses the tiny empty vial and moves in.
Potion of I'm assuming Cure light wounds?: 1d8 + 1 ⇒ (3) + 1 = 4
What kind of action is it to take something being offered?
-Posted with Wayfinder
GM Mjolbeard |
Good question! The way I'd call it is that it's a move action, just like it was a move action for Denair to pick up the potion from the unconscious agent's hand. That means you were fine retrieving the potion from Denair as a move and drinking it as a standard. Although you do need to be adjacent. You should have been adjacent to take out the agent anyway, so we'll say you were in the treehouse when she came up.
Meredith, you had a standard action as it took your move to get the rest of the way up the ladder and closer to the treehouse.
In the corner of the treehouse, Meredith can see at least a partial answer to her question, as she spots one of the elders cowering there, his face and arms covered in fresh cuts and bruises. The Aspis leader stands over the elder and sneers at Meredith. "Most of them managed to flee, much to my disappointment. I'd much rather have had them stick around so I could have fun with them like I did with this one!"
INITIATIVE!
Battle at the Krihirik Village - Round 6
Bold may go
Laiashi (-12)
Denair (-9)
Willem (-6)
Meredith
Five-Knives Kalim (-2)
Saritirnen (-1)
Jann
Ser Willem Dargerion |
Willem wastes no time, shouldering his way into the small hut and running the man through.
Stab!: 1d20 + 6 ⇒ (9) + 6 = 15
Challenge Damage: 1d8 + 6 ⇒ (8) + 6 = 14
"You won't get the chance to finish the job."
If you'll move me, as I'm away groom my PC, that would be awesome..
-Posted with Wayfinder
GM Mjolbeard |
The knife-master quickly deflects Willem's powerful stroke with his small blade. "Ah, Sir Knight! Perhaps I'll have the opportunity to work on you next!" With those words, his dagger flashes out toward Willem.
Dagger: 1d20 + 7 ⇒ (20) + 7 = 27 Damage: 1d4 + 4 ⇒ (2) + 4 = 6
Confirm crit?: 1d20 + 7 ⇒ (3) + 7 = 10 Damage: 1d4 + 4 ⇒ (2) + 4 = 6 Does not confirm. Only 6 points of damage this time. Phew!
INITIATIVE!
Battle at the Krihirik Village - Round 6
Bold may go
Laiashi (-12)
Denair (-9)
Willem (-12)
Meredith
Five-Knives Kalim (-2)
Saritirnen (-1)
Jann
GM Mjolbeard |
Saritirnen ascends the ladder and finally reaches the rope bridge to join the others in their final assault to save the village.
INITIATIVE!
Battle at the Krihirik Village - Round 6
Bold may go
Laiashi (-12)
Denair (-9)
Willem (-12)
Meredith
Five-Knives Kalim (-2)
Saritirnen (-1)
Jann
GM Mjolbeard |
Jann climbs the ladder!
INITIATIVE!
Battle at the Krihirik Village - Round 7
Bold may go
Laiashi (-12)
Denair (-9)
Willem (-12)
Meredith
Five-Knives Kalim (-2)
Saritirnen (-1)
Jann
Alright, folks! Let's do our best to kick it into overdrive here so we can hopefully start part 3 on Friday to line up with the start of Gameday VI!
Meredith Ulmari |
"Good, they're safe." Meredith tumbles around Kalim. "No escape for you."
Acrobatics vs Kalim's CMD: 1d20 + 1 ⇒ (9) + 1 = 10 Almost certainly provoking an AoO
And then she swings her mace at him.
Masterwork Heavy Mace: 1d20 + 5 ⇒ (14) + 5 = 19
Arcane Strike, Damage: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Meredith's Eidolon |
Denair delays, letting everyone else go ahead. She would just get in the way at this point.
GM Mjolbeard |
Kalim AoO: 1d20 + 7 ⇒ (10) + 7 = 17 Damage: 1d4 + 4 ⇒ (4) + 4 = 8
"Too slow, girl," Kalim growls as slashes Meredith in the side as she tries to skirt past him. He cuts her deeply, leaving a gaping wound just below her ribs. She returns the favor, however, as she spins around and cracks the hunter over the head with her mace.
INITIATIVE!
Battle at the Krihirik Village - Round 7
Bold may go
Laiashi (-12)
Denair (-9) Delay
Willem (-12)
Meredith (-8)
Five-Knives Kalim (-10)
Saritirnen (-1)
Jann
Laiashi |
Laiashi moves in to help her allies make quick work of the last agent.
Getting next to him is technically a double move for me.
Damage: 1d4 + 2d6 + 4 ⇒ (4) + (2, 5) + 4 = 15 +1 fire
Bah. Doesn't matter anyway.
-Posted with Wayfinder
Ser Willem Dargerion |
Willem grimaces in determination, the blood starting to show through his tunic. He continues his assault on the knife wielder, finding a hole in his defense.
Sword Strike: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d8 + 6 ⇒ (2) + 6 = 8
Confirm?: 1d20 + 6 ⇒ (17) + 6 = 23
Crit Damage: 1d8 + 6 ⇒ (7) + 6 = 13
Meredith's Eidolon |
Watching Willem line up (and wanting to help Meredith, as she almost tripped into the cutthroat), Denair bounds ahead, double moving into the hut.
GM Mjolbeard |
Kalim's eyes go wide as Willem drives his blade into his stomach. In his face, you can see the smug sneer evaporate and turn to a look of utter panic. His lips silently form the words Have to get away...have to get away..., then Willem twists his blade in the wound, and Five-Knives Kaliim goes limp on the floor of the treehouse.
COMBAT OVER!
Well done, everyone!
As Kalim falls to the floor, one of the elders stands shakily to his feet in the corner of the room. "Is...is it over?" he asks, cradling his arm, which has several long, shallow cuts along its length. "That wretched man, he...he is dead? Oh, thank you, Pathfinders!" With that, the old grippli hobbles toward the eastern door of the treehouse and croaks out a call to signal that the threat is over.
Over the next several minutes, dozens of grippli filter back into the village, including the rest of the elders. The elders assemble in the treehouse where you brought about Kalim's end, and their leader, Mother Bogwynne, holds at her side a parcel wrapped in rough cloth.
She moves to one of the windows and throws open the shutters. Mother Bogwynne raises a hand and lifts her head as if performing a blessing, and dozens of gripplis gather to listen. “More than a thousand cycles ago, the dwarven refugees came to us from the distant north, fleeing a home lost ages ago. We aided the dwarves and welcomed them as neighbors in the nearby hills—a land even harsher than our own. When they fled their home for a second time, we offered them aid once more, though they requested only that we honor their memory and accept a gift: this talisman that bears the power to defeat the golden beast that now haunts Ashkurhall.” She unwraps the parcel and holds up a melon-sized ovoid made of clay. “The descendants of Sigrin spoke of this as their greatest treasure, which they had left behind. It is a legacy that continues to this day, for none have ever braved the Golden Guardian to claim the riches as their own.”
A chorus of croaking vocalizations follows the elder’s story, and she adds, turning to address you all directly, “The talisman’s power is hidden within, and it must be unsealed in the beast’s presence. To do so too soon would expend its energy needlessly or even invoke a terrible disaster. We have entrusted you with this relic of our people; use it wisely.” She extends the talisman toward Ser Willem, her head slightly bowed.
GM Mjolbeard |
"Um...Mother Bogwynne? What about...the other thing?"
"Other thing? What other thing? Oh! Yes! Um...Pathfinders, did you happen to find any of those eggs we discussed before?"
Meredith Ulmari |
"Good riddance to bad rubbish." Meredith sneers as Ser Willem finishes the last Aspis agent.
Meredith is glad to see the village survived, and does whatever she can to help them recover. The trinket is nice, it will bring them one step closer to locating Sharrowsmith. And one step closer to crushing Aspis. Those snakes are everywhere, choking the life from everything they touch.
Meredith's Eidolon |
Denair seems excited and gladdened by the entire ordeal. She rambles a bit about the overeager panther. "You would think he or she wouldn't attack a group of 7, but hey!"
Denair can't help but celebrate with the Grippli, and she asks to see how they climb. Watching their sticky fingers meld with the tree to find grooves, Denair recalls her memories of traveling through forests, watching the sunset and talking to bugs. Denair feels her bark starting to regrow and grins.
Meredith Ulmari |
"Um...Mother Bogwynne? What about...the other thing?"
"Other thing? What other thing? Oh! Yes! Um...Pathfinders, did you happen to find any of those eggs we discussed before?"
"Yes, of course. Ser Willem found some of those eggs. Their mother was rather angry at us, but she took it out on Aspis." She grins. "Hand them over, Ser."
Saritirnen |
Saritirnen shows no emotion as he hobbles into the hut with the rest of the Pathfinders. The voices of The Many stir in his head but he focuses his attention to the talisman and the history behind it. He nods taking everything in and wondering just how powerful this Golden Guardian is.
In a quiet voice Saritirnen asks Mother Bogwynne "Do you know what the dwarves fled from?"
"The people of the mountain fled twice. Cowards!"
"No they are a stubborn folk. What would have caused them to flee their second home would be dire."
"Yes for the fled and left that which they desire most...treasure."
Laiashi |
"Oh good, you're here. I was afraid they'd killed you, or most of you." Sheathing one of her daggers, Laiashi takes the other and goes to each Aspis agent, calmly slitting their throats. "Don't want you getting back up." She inspects one of their badges. I could've sworn I had the details right. Maybe they don't allow ifrits. She makes a mental note to more closely observe the racial makeup of the Aspis Consortium later on.
-Posted with Wayfinder
Meredith's Eidolon |
Denair also pulls out the fruit she grabbed during the chase. "This fruit is really tasty, but...um... I don't know much else about it. Do you know what this is?" She asks the tribe.
Jann Ulfenssen |
Jann nods. "The eggs represent a new beginning, for against all hope and reason you must keep trying to stand against the horror that comes for us all in the end. I hope the scaly babies bring you much joy before they inevitably devour you."
Ser Willem Dargerion |
Willem reluctantly hands over the eggs as he accepts the trinket in return. "You have held up your end and we will hold up ours. "
He looks to the others. "Well, friends, it seems we have but one thing left to do."
-Posted with Wayfinder
GM Mjolbeard |
The grapple excitedly show Denair how they climb with perfect ease up and down the trees. "It's a lot about grip," chirps one of the younger villagers as she bounds up the side of a tree and onto one of the treehouse platforms.
As Denair watches and learns, she also finds out that the fruit she retrieved is called a Kaava sun pear. Many of the children of the village gawk at the softly glowing fruit while one of the elders explains that the glow will go out in the next several hours, and that the fruit's healing properties will also fade at that time.
The sun pear glows with soft yellow light equivalent to that of a candle for 8 hours after being picked. During this time, if a creature eats the fruit as a full-round action, it confers the benefits of cure moderate wounds and neutralize poison (CL 7th).
While Denair plays with the younger members of the tribe, the rest of you graciously hand over the eggs you retrieved from the tyrannosaur nest in exchange for the talisman. "Thank you, Pathfinders," Mother Bogwynne says as she holds the eggs tenderly in her arms. "These will grow strong and will help us against all the lizardfolk's attacks."
Saritirnen looks beyond the present into the distant past, and perhaps into his own future, as he asks about what could have inspired enough fear in the dwarves to drive them from their homes. Mother Bogwynne closes her eyes as if she is looking deep into her own memory, and softly answers the question, "They fled from threats too numerous to name; threats who sought to seize the great treasures the dwarves of the Bandu Hills brought with them from their first home far to the north. In their absence, though, they left behind the Golden Guardian, a being of great and terrible power. News has reached us of late that the Guardian has awakened, and is spreading carnage. The dwarves gave us the talisman as protection, but perhaps it will serve you great warriors as a weapon against the beast." She opens her eyes and stares directly at you, "Thank you, once again. Now, have some rest before you go, but do not tarry long. Your destiny awaits you."
I'll have Chronicles up tonight, folks! Then we'll get started on part 3!
Meredith Ulmari |
Denair asks for a fruit knife. "Well, the tree worked very hard to make this fruit I harvested- it shouldn't go to waste. Trust me, it hurts when your hard effort is ignored." She doesn't eat the fruit but she's all too willing to share. Denair does ask for an extra ration of water, though.
Meredith helps the Grippli restore their crops. She's used to a more moderate climate, but she's glad to teach the basics, even if she is driven by instinct.
Jann Ulfenssen |
1 person marked this as a favorite. |
Jann is now 3rd level'd. He took Grippli as his Linguistics language, since it made sense. Also, I bought a Cloak of Resistance +1. And I gained darkvision and the ability to cloak myself in shadows. Now with added creepiness!
GM Mjolbeard |
Not long ago, the Pathfinder Venture-Captain Nieford Sharrowsmith discovered dwarven ruins in the Bandu Hills of the Mwangi Expanse. Unbeknownst to him, a clan led by one of these scions of Jormurdun—Sigrid of Ashkurhall—had built the settlement. In an ambitious and foolish attempt to explore the ruins alone, Sharrowsmith ventured into the ruins and greatly angered a tribe of kobolds that inhabited the ruins.
Several months later, when it became clear that the venture-captain had vanished without a trace, Sharrowsmith’s business partner Aya Allah dispatched a group of Pathfinders (That's you!) to look for the missing venture-captain. The agents followed his trail from Nantambu up to Fort Bandu, where they found out not only that the Aspis Consortium was very influential in the region, but also that the local miners were blaming Sharrowsmith and the Society for recent kobold attacks. After dealing with the kobolds and restoring some of the miners’ trust in the Society, the Pathfinders discovered that Sharrowsmith had indeed found the dwarven ruins. They also learned that a deadly creature known as the Golden Guardian was protecting the place and that the only weapon that could defeat it, a dwarven talisman, was currently in the possession of the Krihirik, a grippli tribe.
Right before the start of this adventure, the Pathfinders tracked down the Krihirik and curbed the Aspis Consortium’s devious plan to acquire the talisman. Thankful for the help and convinced that the Pathfinders could defeat the Golden Guardian, the gripplis gave them the talisman. Armed with the talisman, you are now prepared to face the Golden Guardian and locate the missing venture-captain.
With these preparations complete, you return to your base of operations in this region for your search for Sharrowsimth: Fort Bandu. As you arrive at the fort, a middle-aged knight with a Wayfinder emblazoned on the light tabard he wears approaches you. "Greetings, Pathfinders," he says, saluting you, "I've been sent with a message directly from Venture-Captain Valsin. Please take it with my congratulations on your exemplary work thus far." With that, he hands the letter to Meredith, gives a short bow to the group, then turns on his heel and makes for the next river-boat headed back toward the coast.
News of your mission in the Bandu Hills has reached me. It is unfortunate that Venture-Captain Sharrowsmith angered teh kobolds so much that they attacked the local miners, but I have also heard that thanks to your efforts, the kobolds have ceased their attacks, at least for now.
According to the latest report, you learned about an ancient monster watching over the dwarven ruins that Sharrowsmith had been studying, and you decided to visit the Kaava lands to acquire a powerful weapon that could defeat the guardian. I hope that your negotiations with the tribe of gripplis guarding the weapon were successful and you are now ready to continue your mission to find Sharrowsmith.
I want to remind you that Nieford Sharrowsmith is our foremost scholar in the region, and thus, your first priority is to bring him back alive, or at least find evidence about what has happened to him. Naturally, also record any information of historical value as you explore the ruins.
If you run into kobolds while exploring the dwarven ruins, try not to antagonize them any more than is necessary to find Sharrowsmith, The earlier trouble with the kobolds has already harmed our reputation with the locals. It is vital to the continued success of the Nantambu lodge that we secure allies, not make enemies.
One more thing, we have reason to believe that the Aspis Consortium is planning to intercept your mission and kill or kidnap Sharrowsmith. Make haste and keep an eye out for trouble at all times.
Blessing of the Ten,
Venture-Captain Ambrus Valsin
GM Mjolbeard |
After reading the letter, you take some time to remain at Fort Bandu collecting supplies and asking around about what has been going on since you last were in the fort a little over a week ago.
About the Aspis Consortium's recent movements in the area
[spoiler=Diplomacy (Gather Info) or Knowledge (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.
About the Golden Guardian
About the kobolds of Mount Nakyuk
Saritirnen |
Diplomacy: Aspis Consortium: 1d20 + 8 ⇒ (1) + 8 = 9
Knowledge Religion: 1d20 + 7 ⇒ (8) + 7 = 15
Diplomacy: Kobolds: 1d20 + 8 ⇒ (1) + 8 = 9
While the others gather supplies and speak with the miners of the community. Saritirnen is content to seek the solace of his own company. From what little he does he find out it seems that the Golden Guardian for those that do not think it it only a legend is some creature gifted with immortality.
Meredith Ulmari |
1 person marked this as a favorite. |
"Dirty snakes." Meredith spits. "Aspis never gives up. Neither do I." Meredith calls the other Pathfinders over so they can read the letter. "Looks like we're up. I'll ask around the fort."
Diplomacy vs Aspis: 1d20 + 7 ⇒ (2) + 7 = 9
Diplomacy vs Kobolds: 1d20 + 7 ⇒ (9) + 7 = 16
"No one's willing to talk to me about Aspis. Maybe they have a bad reputation around here. Good. The kobold tribe, of Mount Nakyuk kept to themselves until Sharrowsmith disappeared. We'll see what all of this really means, and soon."
Denair has been quiet over the last few days. Besides her usual disappearing act, she has spent time trying to climb trees, using the grooves as support. Memories of climbing through forests come back to her, and it causes her to weep as Meredith sleeps.
Meredith, for her part, purchased a couple of scrolls. "Just in case we need to climb a few more trees..."
Buying 2 scrolls of Spider Climb.
Ser Willem Dargerion |
1 person marked this as a favorite. |
Diplomacy Aspis: 1d20 + 12 ⇒ (8) + 12 = 20 Know (Religion) Guardian: 1d20 + 1 ⇒ (12) + 1 = 13 Diplomacy Kobolds: 1d20 + 12 ⇒ (14) + 12 = 26
Ser Willem spends his time talking to the various merchants coming through the area and making deals for his own caravan. When he meets with his companions over dinner, he relays the following.
"Turns out Valsin is right, Aspis sent a group a mercenaries to hunt us down. Led by a tracker named Zaril Namoth, they are headed to Blood Cove from the Northwest. Not only that, some local boy has been telling stories of a hidden city infested with traps that he narrowly escaped from. Something tells me the Guardian may be protecting more than we think."
-Posted with Wayfinder
Meredith's Eidolon |
Denair continues to be an unusual sight and remains out of sight, or looks like a sleeping fox atop a pile of logs.
When dinner time approaches she pops up nearby Meredith. The roses in their hair bend in the breeze. "Hey Boss, where's the new guy? The one who is joining us?"
Laiashi |
1 person marked this as a favorite. |
Diplomacy: 1d20 + 9 ⇒ (17) + 9 = 26
Knowledge (local): 1d20 + 6 ⇒ (8) + 6 = 14
Diplomacy: 1d20 + 9 ⇒ (12) + 9 = 21
Laiashi spends some time getting information from the locals her own way-- but despite her efforts, most of those she coaxes don't seem to know anything interesting. One man, however, has some interesting things to say about the Aspis contingent's leader. She wipes her mouth and checks her appearance in a mirror before rejoining the others. "It gets worse. Zaril, the Aspis leader? He's into some pretty dark stuff. Apparently he was held captive by a group of demon-worshipper cannibals called the Bekyar for a while, and learned some of their magic. Now he keeps the heads of the people he kills, to do... we'll, the gods only know what."
-Posted with Wayfinder
Jann Ulfenssen |
Arcana: 1d20 + 8 ⇒ (15) + 8 = 23
History: 1d20 + 8 ⇒ (17) + 8 = 25
Jann listens to the others. "The locals speak of the Guardian as a gold dragon or a statue, or some timeless thing. But a local boy went missing and returned with tales of a city surrounded by cruel traps. Mortality is a cruel trap. Perhaps he is dead now and beyond such torments?"
GM Mjolbeard |
After spending a day or two picking up gear and collecting information, you begin the next leg of your journey, which takes you to the kobold-infested region of Mount Nakyuk. 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 recognize this as the site of your last great encounter with the hordes of kobolds who nearly sacrificed a group of miners that you rescued when you began your search for Sharrowsmith. Now you have returned, and you descend the stairs into the ancient dwarven ruins of Ashkurhall.
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.
Dolamite |
Standing with the middle-aged knight with a Wayfinder emblazoned on his tunic is what you first mistook as a statue. It turns out that this dark stone colored man is an Oread and announces that he was sent by Venture-Captain Valsin as reinforcements for your team. He wears simple monk's robes belted at the waist and if he has weapons they are not currently on his person.
Greetings fellow Pathfinders. I am Dolomite, warpriest and disciple of Irori. He wastes little time on pleasantries and helps the group get to work.
Knowledge Religion: 1d20 + 5 ⇒ (9) + 5 = 14
Knowledge History: 1d20 + 5 ⇒ (18) + 5 = 23
Later, when the group prepares to depart he retrieves a small satchel that contains [b]All that I shall need for the trip. Now he has both Kama and Nunchaku tucked into his belt and leans on a spear of local make.
As the group travels Dolomite's spirits are undaunted by the rain and heat and he asks you many questions about what has already happened.
Laiashi |
I imagine Denair will want to do the storytelling. :-)
"As tempting as that hallway is," Laiashi says when they reach the two oreads statues, "it'd be better to not leave anything behind us I think." She approached the east door.
Perception (looking for traps): 1d20 + 5 ⇒ (3) + 5 = 8
Seeing nothing, she tries pushing the door open.
-Posted with Wayfinder
Meredith's Eidolon |
"Oh, hello Dolomite!" Denair runs around the statue/oread. "Thanks for coming and helping us rescue Sharrowsmith and calm the Golden Guardian and fend off Aspis. And I found this sweet fruit- I'll skip the details, most people aren't interested for some reason- but I gave it to a village of Grippli! They live in this big tree village!" Denair is talking a lot until Meredith manages to calm her down. "Oh yeah, we're approaching a temple. I should be quiet now."
Stealth: 1d20 + 13 ⇒ (15) + 13 = 28
"What are we looking for? Traps?" Denair looks at the door for anything obvious.
Perception: 1d20 + 13 ⇒ (20) + 13 = 33
GM Mjolbeard |
Laiashi and Denair do not notice any traps in this area, though Denair does see that the door Laiashi is inspecting appears to have some damage to it, as if someone used a tool of some sort to break the door open. The door is jammed shut now, however, though it would only require a person of average strength to open the door again.
Meredith Ulmari |
"Hmm, someone's messed with the door. I guess we're close." Meredith prepares to open the door...