Pirate Rob's Emerald Spire Campaign (Inactive)

Game Master Pirate Rob

Emerald Spire - PFS "Campaign Style"
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Q-14 | Iron Battle

The creature seems especially pained as it takes extra damage from Sabi.

Silver Crusade

Male Ifrit Divine Hunter Paladin 3/Fighter (Archer) 2/Evangelist (Erastil) 2 hp 43/51 | AC 21 | FF 15 | T 16 | CMD 21 | Fort +14 | Ref +15 | Will +7 | Init +10 | Perception +14 | Sense Motive -3 | Movement 30ft | Darkvision 60ft | Suggested = melee, poison = 1 str dmg
Tracked Resources:
Wand of Cure Lt. 67/50, LoHs 3/6, S.C LoH (CL 4) 1/1, Burning Hands 1/1, Smite 2/2, Fire in the Blood 7/7, Reroll 1/1, Spells: 1/1

Nar will call on the aid of the Silver Crusade to heal him a bit, while also letting the fire in his blood help as well

LoH S.C.: 2d6 ⇒ (2, 3) = 5 +Fast healing 2, up to 6 rnds from fire damage

Then drop his bow with a frustrated sigh, grab his scimitar and swing at the thing, while cursing in his native tongue

Loaa aku iaʻu ia oukou, akua hoohewaia oia nahesa

In Ignan:
Get off me you godsdamned snake

Attack,Scimitar, Grappled: 1d20 + 5 ⇒ (12) + 5 = 17DMG: 1d6 + 1 ⇒ (5) + 1 = 6


Q-14 | Iron Battle

Nar's scimitar cuts into the creature but the wound is quickly covered in flame, leaving no effect. DR

Sovereign Court

Female Tiefling Ranger 7, hp 60/60, AC 29(30)|T 12|FF 27, F +7|R +7|W +5, Init +2, Perception +13 Darkvision 60 ft
skills:
disable device +12, knowledge (dungeoneering) +10, knowledge (local) +10, perception +13, stealth +12, survival +13

Quickly striding in to the room to support her companions, Valya lashes out with her sword.

Sword: 1d20 + 9 ⇒ (16) + 9 = 25 +4 if it's an evil outsider
slashing: 1d10 + 3 ⇒ (3) + 3 = 6 +4 if it's an evil outsider


Q-14 | Iron Battle

GM Dice:

Grapple PA to DMG: 1d20 + 17 ⇒ (20) + 17 = 37
Squeeze Damage: 2d6 + 13 ⇒ (5, 3) + 13 = 21
Constrict Damage: 2d6 + 13 ⇒ (2, 4) + 13 = 19

Not an outsider with the evil subtype.

Valya cuts into the fiery creature, but its wound also closes immediately with flame, erasing any damage Valya might have done.

Going to act for Tico
Tico moves up, seeing Nar in trouble and casts Cure Moderate Wounds in the Ifrit.

CMW: 2d8 + 6 ⇒ (1, 1) + 6 = 8

The fiery critter flexes its fiery muscle and attempts to finish squeezing the life out of Nar so that it can move on to other targets.

21 damage +19 from constrict. Which I believe leaves Nar unconscious. Also, a little inconsequential fire damage

The creature drops Nar's limp body and slithers up to Sabi. Provoking form Valya

Initiative:

Sabi
Valya
Nar 52
Tico 3

FIRE 39

Party is up!

Grand Lodge

Human (Tian-Min) Hydrokineticist 7 | AC 28 (t 16 ff 24) (Fortification 15%) CMD 18 | F+11 R+9 W+3 | Init +8 Perc +6 | HP 87 -21 burn/87 (Burn: 3; ×7 non-lethal)

Sabi, noticing his elemental abilities had the greatest effect, decides to double down. Stepping back slightly, he supercharges his body with cold energy. Snowflakes dance across his vision and lines of frost climb his arms. There is a loud 'whoosh' of air as the atmosphere around him is compressed by the sudden cold. And then just as suddenly, the pent up energy is released, fully flowing from the core of Sabi's body, aimed directly at the fire creature.

5' step, gather power, empowered entangling blast; takes one burn.

ranged touch: 1d20 + 12 ⇒ (6) + 12 = 18
cold: 3d6 + 8 ⇒ (6, 2, 6) + 8 = 22 (+50%, empowered = 33)
Also, entangling: DC 19 Ref of be entangled (see character sheet for more details)

Sabi sags slightly, exhausted from the effort of directing so much energy.
Releasing the extra energy caused Sabi to take 'burn': -6 nonlethal dmg


Q-14 | Iron Battle

Power Tail Whip AoO: 1d20 + 8 ⇒ (6) + 8 = 14
Reflex: 1d20 + 7 ⇒ (2) + 7 = 9

The creature screams in pain as it tries to take out Sabi vefore it gets blasted. The creature instead falls to Tico's empowered blast. Non empowered would not have dropped it, despite its vulnerability.

The flames of the creature putter out, leaving nothing but a few coals.

Out of Combat.

Grand Lodge

Human (Tian-Min) Hydrokineticist 7 | AC 28 (t 16 ff 24) (Fortification 15%) CMD 18 | F+11 R+9 W+3 | Init +8 Perc +6 | HP 87 -21 burn/87 (Burn: 3; ×7 non-lethal)

If the AoO was b/c of a 10' reach, it's actually x2 AoO (perversely): one for the ranged attack and one for the spellike ability (even though it was the same action).

Making sure to chill the ground around him slightly, and leaking water from his pores onto the hot coals, Sabi investigates the fallen foe and the surrounding room.

Perception: 1d20 + 6 ⇒ (1) + 6 = 7


Q-14 | Iron Battle

No combat reflexes, so only 1 AoO, ty though. Does have reach on the tail, got mentioned on the initial Nar grab, almost mentioned it again just to avoid a potential surprise.

Nothing of value in the coals.

There's a half forged Falchion Treat as broken.

There is a partially finished breastplate is finely engraved with dozens of flaming serpents.

Detect Magic + Spellcraft DC 18:
+1 Breastplate

There is also a Spire transport token in a pouch against a wall.

Finally one of the barrels carries an enchantment. Unlike everything else in the room it is not hot, and seems to contain cold water.

Liberty's Edge

Stuff:
Rod of Elemental Spell (Acid) 3/3; Wand of Bless 40; Wand of Cure Light Wounds 29; Holy Staff (scenario) 6; Aura of Heroism: 1 round left.
Male Human Cleric (Ecclesitheurge) 8 - HP 51/59 - Init +1 - AC (17) 14 | touch 11 | FF 13 (16) - CMD 16 - Fort +10 | Ref +6 | Will +16 - Perception +11 - Channel (3d6) 3/5 - Restorative Touch 10/10 - Touch of Glory 8/10

I was here just waiting the turn order. 2nd level spell spent to cast Cure Moderate Wound on Nar.

Seeing his friend unconscious, Tico uses Nar's wand to heal him.

Wand of CLW: 1d8 + 1 ⇒ (1) + 1 = 2
Wand of CLW: 1d8 + 1 ⇒ (4) + 1 = 5
Wand of CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Wand of CLW: 1d8 + 1 ⇒ (4) + 1 = 5

Then, he inspects the breastplate.

Spellcraft: 1d20 + 5 ⇒ (10) + 5 = 15

"I'll need more time, you know..."

The enchanted barrel calls the cleric attention, and he tries to discover more of it.

Detect Magic + Kn. Arcana: 1d20 + 5 ⇒ (5) + 5 = 10
Perception: 1d20 + 11 ⇒ (13) + 11 = 24

Silver Crusade

Male Ifrit Divine Hunter Paladin 3/Fighter (Archer) 2/Evangelist (Erastil) 2 hp 43/51 | AC 21 | FF 15 | T 16 | CMD 21 | Fort +14 | Ref +15 | Will +7 | Init +10 | Perception +14 | Sense Motive -3 | Movement 30ft | Darkvision 60ft | Suggested = melee, poison = 1 str dmg
Tracked Resources:
Wand of Cure Lt. 67/50, LoHs 3/6, S.C LoH (CL 4) 1/1, Burning Hands 1/1, Smite 2/2, Fire in the Blood 7/7, Reroll 1/1, Spells: 1/1

Thank you Tico, much appreciated it seems I will need a moment or two

Nar will pick up his wand from Tico and continue curing himself.

CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (7) + 1 = 8

Whenever possible, it would be better for me to walk second in line shooting around one person is rather simple, two not so much


Q-14 | Iron Battle

Nothing else of interest in this room. The hallway heads further south and there is another door on the east wall.

Sovereign Court

Female Tiefling Ranger 7, hp 60/60, AC 29(30)|T 12|FF 27, F +7|R +7|W +5, Init +2, Perception +13 Darkvision 60 ft
skills:
disable device +12, knowledge (dungeoneering) +10, knowledge (local) +10, perception +13, stealth +12, survival +13

I grow increasingly concerned with our ability to deal with the enemies we are now facing, were it not for Sabi's powers I fear we would be lying on the floor instead of that thing...

She frowns, then heads over to the eastern door.

Once everyone is ready she opens it and moves through.

Liberty's Edge

Stuff:
Rod of Elemental Spell (Acid) 3/3; Wand of Bless 40; Wand of Cure Light Wounds 29; Holy Staff (scenario) 6; Aura of Heroism: 1 round left.
Male Human Cleric (Ecclesitheurge) 8 - HP 51/59 - Init +1 - AC (17) 14 | touch 11 | FF 13 (16) - CMD 16 - Fort +10 | Ref +6 | Will +16 - Perception +11 - Channel (3d6) 3/5 - Restorative Touch 10/10 - Touch of Glory 8/10

Still have someone wounded?

Nar wrote:
Whenever possible, it would be better for me to walk second in line shooting around one person is rather simple, two not so much

"Certainly, it won't be a problem to me. To where now? To the south through the hallway or the door on the east wall?"


Q-14 | Iron Battle

Door is on the east wall of the hallway, not this room. Sorry for any confusion.

Liberty's Edge

Stuff:
Rod of Elemental Spell (Acid) 3/3; Wand of Bless 40; Wand of Cure Light Wounds 29; Holy Staff (scenario) 6; Aura of Heroism: 1 round left.
Male Human Cleric (Ecclesitheurge) 8 - HP 51/59 - Init +1 - AC (17) 14 | touch 11 | FF 13 (16) - CMD 16 - Fort +10 | Ref +6 | Will +16 - Perception +11 - Channel (3d6) 3/5 - Restorative Touch 10/10 - Touch of Glory 8/10
Pirate GM wrote:
Door is on the east wall of the hallway, not this room. Sorry for any confusion.

I got it, maybe I do have expressed myself wrongly. Sorry.

Silver Crusade

Male Ifrit Divine Hunter Paladin 3/Fighter (Archer) 2/Evangelist (Erastil) 2 hp 43/51 | AC 21 | FF 15 | T 16 | CMD 21 | Fort +14 | Ref +15 | Will +7 | Init +10 | Perception +14 | Sense Motive -3 | Movement 30ft | Darkvision 60ft | Suggested = melee, poison = 1 str dmg
Tracked Resources:
Wand of Cure Lt. 67/50, LoHs 3/6, S.C LoH (CL 4) 1/1, Burning Hands 1/1, Smite 2/2, Fire in the Blood 7/7, Reroll 1/1, Spells: 1/1

Nar will follow Valya down the hall and make himself ready at the next doorway.


Q-14 | Iron Battle

Opening the door...

Chains dangle from four iron rings set into the stone of this room’s eastern wall, and small knives and hooks hang from pegs nearby. Blood stains the floor beneath the chains. There are four doors to the north and four more to the south, each with a small, barred window.

A pair of reptilian humanoids taunt a 3rd. The 3rd locked in a cell and clearly malnurished. The two that are loose turn and bare their fangs at you, an animal like hunger in their eyes.

Init:
Red: 1d20 + 5 ⇒ (10) + 5 = 15
Blue: 1d20 + 5 ⇒ (5) + 5 = 10
Nar: 1d20 + 10 ⇒ (15) + 10 = 25
Ticp: 1d20 + 1 ⇒ (18) + 1 = 19
Valya: 1d20 + 2 ⇒ (15) + 2 = 17
Sabi: 1d20 + 4 ⇒ (5) + 4 = 9

Know Nature DC 15:
These are Degenerate Serpentfolk. They are devolved serpentfolk and immune to mind-affecting effects.

Initiative
Nar
Tico

Valya
Red
Blue
Sabi

Nar and Tico are up!

Grand Lodge

Human (Tian-Min) Hydrokineticist 7 | AC 28 (t 16 ff 24) (Fortification 15%) CMD 18 | F+11 R+9 W+3 | Init +8 Perc +6 | HP 87 -21 burn/87 (Burn: 3; ×7 non-lethal)

Know(nature): 1d20 + 4 ⇒ (19) + 4 = 23

Not quite sure how he knows it, as it has nothing to do with fishing or the ocean, Sabi recognizes these creatures. Maybe because they're so similar to an aquatic variant back in his native Tian. "They've devolved, somehow, and are likely immune to any mind spells."
Read spoiler

Liberty's Edge

Stuff:
Rod of Elemental Spell (Acid) 3/3; Wand of Bless 40; Wand of Cure Light Wounds 29; Holy Staff (scenario) 6; Aura of Heroism: 1 round left.
Male Human Cleric (Ecclesitheurge) 8 - HP 51/59 - Init +1 - AC (17) 14 | touch 11 | FF 13 (16) - CMD 16 - Fort +10 | Ref +6 | Will +16 - Perception +11 - Channel (3d6) 3/5 - Restorative Touch 10/10 - Touch of Glory 8/10

Tico spends a charge from his wand of bless, giving Sarenrae's blessings to his friends.

@to all: +1 on attacks and saves vs. fear.

Silver Crusade

Male Ifrit Divine Hunter Paladin 3/Fighter (Archer) 2/Evangelist (Erastil) 2 hp 43/51 | AC 21 | FF 15 | T 16 | CMD 21 | Fort +14 | Ref +15 | Will +7 | Init +10 | Perception +14 | Sense Motive -3 | Movement 30ft | Darkvision 60ft | Suggested = melee, poison = 1 str dmg
Tracked Resources:
Wand of Cure Lt. 67/50, LoHs 3/6, S.C LoH (CL 4) 1/1, Burning Hands 1/1, Smite 2/2, Fire in the Blood 7/7, Reroll 1/1, Spells: 1/1

Nar will take two shots at the nearest Serpent (red).

Attack 1: 1d20 + 9 ⇒ (6) + 9 = 15DMG: 1d8 + 7 ⇒ (8) + 7 = 15
Attack 2: 1d20 + 9 ⇒ (1) + 9 = 10DMG: 1d8 + 7 ⇒ (7) + 7 = 14

Ignoring Valya for the purposes of cover, though the doorway probably still provides some, not that it probably matters the way I'm rolling


Q-14 | Iron Battle

You're good firing from there because you get to pick the front corner, of course with those rolls...

Tico blesses and Nar fires off a couple shots.

Sabi also knows they have a poisonous bite and are immune to poison as well.

Initiative

Valya

Red
Blue
Sabi
Nar
Tico

Valya is up! Not sure why I didn't include Valya the first time.

Sovereign Court

Female Tiefling Ranger 7, hp 60/60, AC 29(30)|T 12|FF 27, F +7|R +7|W +5, Init +2, Perception +13 Darkvision 60 ft
skills:
disable device +12, knowledge (dungeoneering) +10, knowledge (local) +10, perception +13, stealth +12, survival +13

Wow that pic of the degenerate serpentfolk is nasty!

Valya steps straight up to the vile looking beast, her blade lancing out at its throat as she brings her shield to bear, smashing it at the beast's legs.

Bastard Sword: 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19
slashing: 1d10 + 3 ⇒ (8) + 3 = 11

Shield Bash: 1d20 + 11 ⇒ (6) + 11 = 17
bludgeoning: 1d6 + 3 + 2 ⇒ (6) + 3 + 2 = 11

AC 27 whilst next to one enemy, 26 otherwise


Q-14 | Iron Battle

GM Dice:
Bite: 1d20 + 11 ⇒ (4) + 11 = 15
Flanking Bite: 1d20 + 13 ⇒ (2) + 13 = 15

Valya steps through the door and smashes the red serpent-folk twice before its able to react.

The serpentfolk growl in response, almost dropping to 4 limbs as they hungrily move to surround Valya, pulling out maces as they go.
Each attempts a bite on Valya however.

Neither is able to bypass Valya's defenses though.

Initiative

Sabi
Nar
Tico
Valya

Red 22
Blue

Ya'll are up.

Grand Lodge

Human (Tian-Min) Hydrokineticist 7 | AC 28 (t 16 ff 24) (Fortification 15%) CMD 18 | F+11 R+9 W+3 | Init +8 Perc +6 | HP 87 -21 burn/87 (Burn: 3; ×7 non-lethal)

The cramps confines of the hallway provide little opportunity for action, but Sabi moves to the space recently vacated by Valya. (AoO #1)

Drawing on his elemental power (AoO #2 for Sp), Sabi releases a quick line of cold. (AoO#3 for ranged at melee)

ranged touch: 1d20 + 12 ⇒ (9) + 12 = 21
cold: 3d6 + 8 ⇒ (4, 2, 2) + 8 = 16

Sovereign Court

Female Tiefling Ranger 7, hp 60/60, AC 29(30)|T 12|FF 27, F +7|R +7|W +5, Init +2, Perception +13 Darkvision 60 ft
skills:
disable device +12, knowledge (dungeoneering) +10, knowledge (local) +10, perception +13, stealth +12, survival +13

Ah forgot I have an iterative attack now, doh!

Standing her ground, Valya lashes out again with sword and shield

Bastard Sword: 1d20 + 9 - 2 ⇒ (2) + 9 - 2 = 9
slashing: 1d10 + 3 ⇒ (8) + 3 = 11

Bastard Sword: 1d20 + 4 - 2 ⇒ (4) + 4 - 2 = 6
slashing: 1d10 + 3 ⇒ (2) + 3 = 5

Shield Bash: 1d20 + 11 ⇒ (18) + 11 = 29
bludgeoning: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6

Silver Crusade

Male Ifrit Divine Hunter Paladin 3/Fighter (Archer) 2/Evangelist (Erastil) 2 hp 43/51 | AC 21 | FF 15 | T 16 | CMD 21 | Fort +14 | Ref +15 | Will +7 | Init +10 | Perception +14 | Sense Motive -3 | Movement 30ft | Darkvision 60ft | Suggested = melee, poison = 1 str dmg
Tracked Resources:
Wand of Cure Lt. 67/50, LoHs 3/6, S.C LoH (CL 4) 1/1, Burning Hands 1/1, Smite 2/2, Fire in the Blood 7/7, Reroll 1/1, Spells: 1/1

Not seeing any real way into the room or to be helpful in the combat, Nar will hold action if Sabi is not hit by any of the AoOs he provoked. If Sabi is hit Nar will pull out his wand of CLW and heal Sabi a bit.

In Case Sabi needs it:

CLW: 1d8 + 1 ⇒ (2) + 1 = 3

Grand Lodge

Human (Tian-Min) Hydrokineticist 7 | AC 28 (t 16 ff 24) (Fortification 15%) CMD 18 | F+11 R+9 W+3 | Init +8 Perc +6 | HP 87 -21 burn/87 (Burn: 3; ×7 non-lethal)

If it matters, I'll point out that during AoO #1, Sabi is sharing a square with Tico (well, moving out of the square; I don't think that's technically squeezing, but would accept the ruling), and hopefully gets at least partial cover for being around the corner.

Liberty's Edge

Stuff:
Rod of Elemental Spell (Acid) 3/3; Wand of Bless 40; Wand of Cure Light Wounds 29; Holy Staff (scenario) 6; Aura of Heroism: 1 round left.
Male Human Cleric (Ecclesitheurge) 8 - HP 51/59 - Init +1 - AC (17) 14 | touch 11 | FF 13 (16) - CMD 16 - Fort +10 | Ref +6 | Will +16 - Perception +11 - Channel (3d6) 3/5 - Restorative Touch 10/10 - Touch of Glory 8/10

Tico moves down the hallway, trying to see Valya and bless her with the power of the Dawnflower.

He uses Blessing of the Faithful to give a +2 sacred bonus on @Valya's AC and spent a channel energy use to extend its duration for 2 rounds.


Q-14 | Iron Battle

The cover from being around the corner prevents the AoO. You will get potentially smacked once you're there in the doorway firing though.

GM Dice:

AoO: 1d20 + 11 ⇒ (3) + 11 = 14
damage: 1d6 + 7 ⇒ (1) + 7 = 8
Club: 1d20 + 11 ⇒ (8) + 11 = 19
Club: 1d20 + 11 ⇒ (14) + 11 = 25
Bite: 1d20 + 6 ⇒ (5) + 6 = 11
Bite: 1d20 + 6 ⇒ (6) + 6 = 12
More d20s: 4d20 ⇒ (5, 19, 17, 19) = 60
Damage: 2d8 + 10 ⇒ (5, 8) + 10 = 23

Sabi dodges a bite as he fires a cold ray point blank at the blue serpent.

Valya continues to focus on the red serpent, only connecting with one out of three blows, but getting a nice resounding thunk from the serpent's skull.

Nar plays defense in the hallway while Valya and her shield hold off the dumb serpentfolk, although 1 does almost connect.

---
I see no need to play this out. The degenerate serpentfolk are too dumb to change targets and Valya's too tough for them to seriously hurt.. I rolled some extra d20s and actually hit, so Valya is going to take a total of 23, and we'll call it good.

After several more rounds of the serpentfolk trying to eat Valya, the party takes them down.

The captured serpentfolk in the cage begind babbling.

“I am nothing! No one! Once this was Draa,but now it is Kro’akoth’s slave!”

Silver Crusade

Male Ifrit Divine Hunter Paladin 3/Fighter (Archer) 2/Evangelist (Erastil) 2 hp 43/51 | AC 21 | FF 15 | T 16 | CMD 21 | Fort +14 | Ref +15 | Will +7 | Init +10 | Perception +14 | Sense Motive -3 | Movement 30ft | Darkvision 60ft | Suggested = melee, poison = 1 str dmg
Tracked Resources:
Wand of Cure Lt. 67/50, LoHs 3/6, S.C LoH (CL 4) 1/1, Burning Hands 1/1, Smite 2/2, Fire in the Blood 7/7, Reroll 1/1, Spells: 1/1

Works for me.

What is Draa, or Kro'akoth for that matter? And how are there serpentfolk here, you were thought an extinct race. Furthermore, assuming we are to free you, will you not attack us and instead give us some insight into what is here?


Q-14 | Iron Battle

It responds

"Draa... who I used to be. Yes... let me go, I will serve Kro’akoth, the Fire Serpent, the true god."

Sense Motive 15:
He seems clearly insane.

Liberty's Edge

Stuff:
Rod of Elemental Spell (Acid) 3/3; Wand of Bless 40; Wand of Cure Light Wounds 29; Holy Staff (scenario) 6; Aura of Heroism: 1 round left.
Male Human Cleric (Ecclesitheurge) 8 - HP 51/59 - Init +1 - AC (17) 14 | touch 11 | FF 13 (16) - CMD 16 - Fort +10 | Ref +6 | Will +16 - Perception +11 - Channel (3d6) 3/5 - Restorative Touch 10/10 - Touch of Glory 8/10

Sense Motive: 1d20 + 10 ⇒ (18) + 10 = 28

"Well, we let you go... If you lead us to Kro’akoth."

Diplomacy + usual buffs: 1d20 + 19 ⇒ (10) + 19 = 29

Grand Lodge

Human (Tian-Min) Hydrokineticist 7 | AC 28 (t 16 ff 24) (Fortification 15%) CMD 18 | F+11 R+9 W+3 | Init +8 Perc +6 | HP 87 -21 burn/87 (Burn: 3; ×7 non-lethal)

Sense Motive: 1d20 + 0 ⇒ (11) + 0 = 11

"He seems quite reasonable, even if he misunderstands our intentions."

"So, tell us more about Dra ... the one you used to be. How did you becomenot yourself?"


Q-14 | Iron Battle

He responds. "Yes, to Kro’akoth, the Fire Serpent, is the true god of my kind! We can go there. Ydersius is dead! Kro’akoth is all!” I was Draa but We fought Kro’akoth’s holy priest and were defeated. The others are dead now, but not Draa! Kro’akoth has saved Draa! Praise to Kro’akoth, the Fire Serpent."

He appears to be in bad shape physically but can probably walk, or at least hobble.

Sovereign Court

Female Tiefling Ranger 7, hp 60/60, AC 29(30)|T 12|FF 27, F +7|R +7|W +5, Init +2, Perception +13 Darkvision 60 ft
skills:
disable device +12, knowledge (dungeoneering) +10, knowledge (local) +10, perception +13, stealth +12, survival +13

Rotating her shoulders as the lizardfolk slump to the ground, Valyabares her teeth at the captive, leaving the others to decide its fate.

She looks around and keeps guard.

hp 29/53


Q-14 | Iron Battle

Ball is in your guys court.

Silver Crusade

Male Ifrit Divine Hunter Paladin 3/Fighter (Archer) 2/Evangelist (Erastil) 2 hp 43/51 | AC 21 | FF 15 | T 16 | CMD 21 | Fort +14 | Ref +15 | Will +7 | Init +10 | Perception +14 | Sense Motive -3 | Movement 30ft | Darkvision 60ft | Suggested = melee, poison = 1 str dmg
Tracked Resources:
Wand of Cure Lt. 67/50, LoHs 3/6, S.C LoH (CL 4) 1/1, Burning Hands 1/1, Smite 2/2, Fire in the Blood 7/7, Reroll 1/1, Spells: 1/1

Soory the GenCon shennanigans have started locally, totally forgot to post

Seems like a good deed to me, free a prisoner and get a guide, I'm all for it.

Sovereign Court

Female Tiefling Ranger 7, hp 60/60, AC 29(30)|T 12|FF 27, F +7|R +7|W +5, Init +2, Perception +13 Darkvision 60 ft
skills:
disable device +12, knowledge (dungeoneering) +10, knowledge (local) +10, perception +13, stealth +12, survival +13

With a slightly scathing look, Valya comments

Pleased either free it or put it out of its misery, we have much to do!

She moves out of the room and further south down the corridor to the curve, peeking around to see what is down there.

Silver Crusade

Male Ifrit Divine Hunter Paladin 3/Fighter (Archer) 2/Evangelist (Erastil) 2 hp 43/51 | AC 21 | FF 15 | T 16 | CMD 21 | Fort +14 | Ref +15 | Will +7 | Init +10 | Perception +14 | Sense Motive -3 | Movement 30ft | Darkvision 60ft | Suggested = melee, poison = 1 str dmg
Tracked Resources:
Wand of Cure Lt. 67/50, LoHs 3/6, S.C LoH (CL 4) 1/1, Burning Hands 1/1, Smite 2/2, Fire in the Blood 7/7, Reroll 1/1, Spells: 1/1

As the rather Valya walks off, Nar will work on freeing the prisoner.

Disable Device: 1d20 + 10 ⇒ (7) + 10 = 17 I'm assuming, unless of course there are some keys around either on the degenerate serpentfolk bodies or in the room

Grand Lodge

Human (Tian-Min) Hydrokineticist 7 | AC 28 (t 16 ff 24) (Fortification 15%) CMD 18 | F+11 R+9 W+3 | Init +8 Perc +6 | HP 87 -21 burn/87 (Burn: 3; ×7 non-lethal)

Sabi is trusting, but the prisoner's words make him a bit wary.

"They're all dead now? What happened?"


Q-14 | Iron Battle

Getting the cage open is no trouble.

"Yes, dead. From Sartoss, high priest of Kro’akoth, the Fire Serpent."

Draa leads you down the hallway and into a chamber full of statues. In the center is a basalt statue of a serpentine figure, its head wreathed in flame. A dozen smaller statues are clustered on the floor.

These depict a different serpentine figure, but all the heads have been chopped off. A pathway through the statuary leads to double doors on the north wall.

Draa walks to the north door and knocks on it supplicating himself before it.

"Oh great Sartoss, I have returned and have learned the ways of Kro'akoth."

The door appears to be locked but there is some sound of motion from the other side.

Liberty's Edge

Stuff:
Rod of Elemental Spell (Acid) 3/3; Wand of Bless 40; Wand of Cure Light Wounds 29; Holy Staff (scenario) 6; Aura of Heroism: 1 round left.
Male Human Cleric (Ecclesitheurge) 8 - HP 51/59 - Init +1 - AC (17) 14 | touch 11 | FF 13 (16) - CMD 16 - Fort +10 | Ref +6 | Will +16 - Perception +11 - Channel (3d6) 3/5 - Restorative Touch 10/10 - Touch of Glory 8/10
Valya Sunrider wrote:

Rotating her shoulders as the lizardfolk slump to the ground, Valyabares her teeth at the captive, leaving the others to decide its fate.

She looks around and keeps guard.

hp 29/53

Before leave the serpentfolk's room...

"I think you need some help with your wounds, my friend. Get close, please", Tico calls Valya and uses her wand of cure light wounds to heal her.

wand of CLW: 1d8 + 1 ⇒ (4) + 1 = 5
wand of CLW: 1d8 + 1 ⇒ (8) + 1 = 9
wand of CLW: 1d8 + 1 ⇒ (5) + 1 = 6
wand of CLW: 1d8 + 1 ⇒ (6) + 1 = 7
wand of CLW: 1d8 + 1 ⇒ (7) + 1 = 8

@Valya if need more charges, just roll for me, plese.

As soon as Tico hears the sound beyond the door, he uses his wand of bless on his comrades.

"Prepare yourselves", the cleric murmurs to them.


Q-14 | Iron Battle

After about a minute of babbling supplication there is a loud click from the back side of door and then Draa pushes them open revealing a huge temple. On the left and right of the door are six alcoves, some empty and some with rough bedding on the floor. In the center of the main chamber is an enormous pillar of green crystal. A stone serpent is wrapped around it, its head aflame.

An echoing voice speaks, coming from all around, “Have you come to seek the wisdom of the prophet? Swear allegiance to the Awakener and my prophecy will be but the first of the gifts you receive!”

Grand Lodge

Human (Tian-Min) Hydrokineticist 7 | AC 28 (t 16 ff 24) (Fortification 15%) CMD 18 | F+11 R+9 W+3 | Init +8 Perc +6 | HP 87 -21 burn/87 (Burn: 3; ×7 non-lethal)

"I'm more of a 'try before you buy' kind of person. Any hint at what these fabulous gifts might be?"

"Oh, and we found this guy captured and about to be eaten. We thought we'd return him to you."

Diplomacy(aid?): 1d20 + 1 ⇒ (9) + 1 = 10

Sabi's attempt at diplomacy is remarkable uncultured.


Q-14 | Iron Battle

A less ethereal voice hisses from the back of the room,

“You have come here for one of two thingsss: to join me in the adulation of Kro’akoth the Awakener or to die. Which isss it?”

Silver Crusade

Male Ifrit Divine Hunter Paladin 3/Fighter (Archer) 2/Evangelist (Erastil) 2 hp 43/51 | AC 21 | FF 15 | T 16 | CMD 21 | Fort +14 | Ref +15 | Will +7 | Init +10 | Perception +14 | Sense Motive -3 | Movement 30ft | Darkvision 60ft | Suggested = melee, poison = 1 str dmg
Tracked Resources:
Wand of Cure Lt. 67/50, LoHs 3/6, S.C LoH (CL 4) 1/1, Burning Hands 1/1, Smite 2/2, Fire in the Blood 7/7, Reroll 1/1, Spells: 1/1
Pirate GM wrote:

A less ethereal voice hisses from the back of the room,

“You have come here for one of two thingsss: to join me in the adulation of Kro’akoth the Awakener or to die. Which isss it?”

I appreciate the offer, and I'm sure this Kro'akoth is great and all, but I regretfully say that I have already pledged my services to Erastil. Is there a third option, it would be a shame to fight in such a rare community as this.

Diplomacy (w/Sabi's aid): 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15


Q-14 | Iron Battle

Unfortunately the voice seems quite serious about those being the only 2 options.

Additionaly most of you are able to spot a constrictor snake with evil red eyes peeking around the edge of the pillar. It has hostile intent in its eyes.

Init:

Snake Blue: 1d20 + 5 ⇒ (14) + 5 = 19
Snake Red: 1d20 + 9 ⇒ (16) + 9 = 25
Snake Gold: 1d20 + 5 ⇒ (3) + 5 = 8
Nar: 1d20 + 10 ⇒ (20) + 10 = 30
Sabi: 1d20 + 4 ⇒ (19) + 4 = 23
Tico: 1d20 + 1 ⇒ (20) + 1 = 21
Valya: 1d20 + 2 ⇒ (4) + 2 = 6

Initiative
Nar
Snake Blue
Sabi
Tico
Snake Red
Snake Gold
Valya

Silver Crusade

Male Ifrit Divine Hunter Paladin 3/Fighter (Archer) 2/Evangelist (Erastil) 2 hp 43/51 | AC 21 | FF 15 | T 16 | CMD 21 | Fort +14 | Ref +15 | Will +7 | Init +10 | Perception +14 | Sense Motive -3 | Movement 30ft | Darkvision 60ft | Suggested = melee, poison = 1 str dmg
Tracked Resources:
Wand of Cure Lt. 67/50, LoHs 3/6, S.C LoH (CL 4) 1/1, Burning Hands 1/1, Smite 2/2, Fire in the Blood 7/7, Reroll 1/1, Spells: 1/1

Sorry guys

Nar will take a couple of shots at the only snake he sees (red), and step up next to their freed prisoner. Which may end up being a bad idea

Attack 1: 1d20 + 8 ⇒ (15) + 8 = 23DMG: 1d8 + 6 ⇒ (4) + 6 = 10
Attack 1: 1d20 + 8 ⇒ (10) + 8 = 18DMG: 1d8 + 6 ⇒ (7) + 6 = 13


Q-14 | Iron Battle

Nar's two arrows slam into the snake as it lets out a wounded hiss.

Turns out that's actually blue snake. All colors and initiative are correct from here, my apologies for the earlier error.

A bipedal snake with a pair of green glowing rapiers briefly steps to behind the constrictor before disappearing out of sight behind the pillar again. See map for picture, one of my favorite piece of art in the book.

Initiative
Sabi
Tico

Snake Blue 23
Snake Gold
Valya
Nar
Snake Red

Sabi and Tico are up!

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