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Technically its not sneak attack, but very similar. Very limited.
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well darn thought i was cool lol
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@GM..hunh. Is it some feat in the CRB or something special for the scenario, if you don't mind me asking?

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Abandoning his intent to experiment with his wand, Angruf moves to the nearest thug, and swats at him with hammer in hand. Above the din of joined battle he continues to intone the ancient dwarven ode.
Round 2
Move: nearest available foe (a bit map-impaired at the moment, apologie)
Standard: attack: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9, damage: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11
Free: maintain 'inspire courage' (+1/+1 - don't forget. But it won't help with natural 1s, sry)

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Its a Feat. Ill tell you once the fight is over so not to metagame it, but notice none of the initial sling attacks got it.
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Angruf just misses.
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Yanbrel Perception: 1d20 + 6 ⇒ (7) + 6 = 13
Goody Perception: 1d20 + 10 ⇒ (16) + 10 = 26
The owl nudges the witch as the latter is readying another crossbow shot.
"What's that? He is?" Yanbrel turns about to see their pathfinder charge stumbling off into the forest. "Insolence!"
He dashes up to the sleepwalker. "Bad Kalkamedes! I told you to STAY!"
Move and attempt to trip.
Trip: 1d20 ⇒ 15

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If Yanbrel is going, I suppose it's Kargen's turn too.
Kargen evades the thug in his face and finds fires at him.
5 foot step, and attack #6
Attack (PBS, Bard): 1d20 + 5 + 1 + 1 ⇒ (6) + 5 + 1 + 1 = 13
Damage (PBS, Bard): 1d8 + 2 + 1 + 1 ⇒ (2) + 2 + 1 + 1 = 6

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Group 1
Yanbrel
Kargen
Group 2
Thugs
Group 3
Las
Angruf
Thoril
Moll
Angruf moves up to attack, but his swing falls just short. Yanbrel notices Kalkamedes wandering off and takes care of that little issue for the moment. Kargen shoots and drops one of the thugs that's been vexing the group. Seeing their brothers and sisters dropping, the remaining thugs Withdraw, fleeing.
Round 3 the fight is over unless you want to chase after them or to shoot.
THE BLACK EDIFICE
The light of the sinking moon washes the sub-alpine valley ahead in silvery light. A squat, stone bunker crafted of dark rock sits nestled among the low trees, its domed roof barely peeking out from above the leafy canopy. As a cloud passes over the moon, the entire structure seems to fade from view, leaving a momentary void before the moon’s light again illuminates it. Only a single entryway mars the smooth, windowless facade of the lone building. Stepping inside, Kalkamedes seems to try to struggle more to move on. As you advance, he slips by and walks towards the door, simply tries to push it upon, and when he fails continuously tries to walk into it while slamming a fist into it. Catching him once more, you find the latch, and the ancient door swings open, revealing a darkness within a darkness.
The Sihedron Entrance
A ten-foot wide stone archway, its keystone inscribed with a seven-pointed star wreathed in ancient markings, offers ingress into an unlit corridor built of cut stone blocks. Weathered script snakes its way up and down each side of the entrance. Along the floor the trail and droppings f a variety of animals indicate that this "Black Edifice" has not been totally abandon.
Map Updated, also I'll add in anther history/nobility/arcana/bard check for some background flavor when I get a chance.

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Following the attack by the thugs, Kargen pulls out a wand and proceeds to heal himself. "Anyone else, need healing?"
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
********************************
Kargen looks around the place, uncertain of why the Paladin would be seeking out an abandoned place such as this. He tries to speak to the voice.
Ok, we're here. What now? Where are you?

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thoril does i think he took 9 or 12
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Moll is down 8
Moll watches the thugs go. "Begone, thou poxy bastards!" she calls after them. "Well, we handled ourselves without too many embarrassments." she says. "I took a few scratches though."
At the structure, Moll looks into the darkened interior. "Anyone got a light?" she asks.

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Kalk has a candel helm last I hears. Orherwise its dark if no one has light. :)
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Concerned about the health of the party, Las holds Kargen's hand before he can use the wand.
"Good sir, allow me to offer the benefit of Sinashakti on those who are wounded. However, I will ask those gathered if they would rather I save the healing for those times when we are under attack."
If no one objects, Las will channel heal the group before any wands are used. Going to spoiler the dice rolls so people can object without knowing the results.
Channel 2: 1d6 ⇒ 3
Channel 3: 1d6 ⇒ 1 Using beneficent Touch to reroll this 1. One use per day
Channel 3: 1d6 ⇒ 3
Channel 4: 1d6 ⇒ 6
12 points total, 3 channels left.

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Right, so 2 charges go back into the wand
Kargen picks up a small twig and casts a spell on it. Immediately the tip begins glowing as bright as a torch.
Cast Light.

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The dark stoned corridor only leads one way, and then turns t the right. A small step down leads to another room, and within you can see a strange Thassilonian statue and the leg of a large furry animal that seems to be gnawing on something. As you turn the corner, it seems to stop, as if smelling something new and sensing the light, freezes. The room smells sour, musky.
Angruf: 1d20 ⇒ 16
Kargen: 1d20 + 5 ⇒ (3) + 5 = 8
Las L.: 1d20 + 1 ⇒ (7) + 1 = 8
Moll: 1d20 + 3 ⇒ (6) + 3 = 9
Thoril: 1d20 + 2 ⇒ (8) + 2 = 10
Yanbrel: 1d20 + 8 ⇒ (8) + 8 = 16
Kalkamedes: 1d20 + 1 ⇒ (4) + 1 = 5
1d20 + 3 ⇒ (20) + 3 = 23
Group 1
<animal>
Group 2
Yanbrel
Angruf
Thoril
Group 3
Moll
Kargen
Las
Kalkamedes

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'Ah, I'd imagine this group will not winkle the beastie out of its lair, but will hack it down in its home. May as well help make it quick and painless.'
Angruf preps his crossbow for use next round.
Round 1
Full: load crossbow

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Hand on his great sword Thoril will hold to see if anyone else or it attacks us first
[ooc]He doesn't want to get introuble again
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Kargen glances around the group. "Anyone experienced in working with animals? Or have something to possibly scare it away?"
You're not helping. How about telling us where we are. We're trying to get Kalkamedes to you.

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With no clue about how to deal with the animal, Las casts Guidance on Angruf

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"Not a bad idea, Moll. If we can lure it out, then maybe Angruf can try to fascinate it. Last resort is to kill it, I suppose." Kargen digs into his pack for some rations and hands it to Las.
Las, you've got the highest Cha. I'm sure there's a untrained handle animal check in here somewhere.

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Unfortunately, HA is trained only. Diplomacy doesn't work on creatures of 3 or less INT. With no Ranger or Druid, we don't have a lot of options.

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Ah, you're right. Not sure I agree with that rule (seems like anyone can try to soothe an animal just like anyone can try to hide), but it's looking more and more like we may have to kill it. Still, no harm in trying.
Kargen tosses the bit of ration out towards the animal, hoping to lure it out.

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Ill update the map when I get home.
"You can see the animal flinch as it lands, but stays mostly frozen in place for a moment. Not seeing an attack, it becomes a bit curious and a large head pops around the corner to sniff thr food.
Its a massive skunk, and once it sees the party it drops the food in its mouth and moves back into a defensive position, its tail raised and ready, though it still doesnt attack.
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"Oooh, how curious," the witch coos.
Knowledge shotgun to identify, Guidance before each.
Nature: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30
Arcana: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26
Planes: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25
History...?: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14

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Las backs off making sure to stay out of the targeting line of that tail.

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Steep stairs descend into this room, whose only other entrance is sealed by a massive set of iron double doors that block passage to the east and rest upon a dais of glistening black stone. To the west stands a statue of an elderly, robed man carved from the same dark stone, and in his hand he brandishes a slender golden wand that points toward the door. Ancient script winds around the statue’s round base, and dried leaves, dirt, and small animal bones are scattered about the room.
Before the door is a raised dais with another Thassilonian inscription etched into the stone above it.
Yanbrel, you may use your above roll for Arcana.

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Knowledge (arcana): 1d20 + 1 ⇒ (13) + 1 = 14
Knowledge (history): 1d20 + 5 ⇒ (11) + 5 = 16
Knowledge (nobility): 1d20 + 3 ⇒ (8) + 3 = 11
Linguistics: 1d20 + 4 ⇒ (9) + 4 = 13
Knowledge (nature): 1d20 + 1 ⇒ (7) + 1 = 8
"I'll fascinate it long enough for us to pass beyond it. Leave some food here, and hopefully it will move away from us, and toward the food. Wish me luck, and find some tomato juice just in case..."
Angruf swaps his crossbow for his balliset, and moves slowly and carefully to the bottom of the steps, leaving room for the rest of the party (and Kalkamedes) to pass by him.
drat.. and not even enough knowledge(nature) to realize a skunk is a badger-like critter, never mind what register and tempo it prefers its lullaby music... <sigh>
Initiate 'bardic performance (fascinate) (DC13)' on 3.. 2..

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Yanbrel steps up around the corner to gain a better vantage.
"A skunk of some sort, obvious, I should hope I don't need to tell you all what those are capable of," he rambles, "but what's it doing here?"
He looks to the statue next to the best.
"And this monument, haha! Yes, Ahm'Jugarian it must be." Witch and owl nod together, leaving it unclear who is mimicking whose movements.
"High Gorelock, Thrallkeeper of the Black Edifice, potent master of Thassilonian Sloth magic, hoho! How marvelous. And his golden wand, I wonder. The warlocks of Thassilon did so love their traps. Who wants to test it?" He draws a pair of copper pennies from his purse. "Two to one on survival."

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Knowledge, Arcana: 1d20 + 4 ⇒ (2) + 4 = 6 Nope
Kargen readies his bow in case Angruf's music doesn't work. Erastil might not like him killing a creature he doesn't intend to eat, but in this case, it's necessary.

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Skunks Will Save: 1d20 + 2 ⇒ (5) + 2 = 7
It locks eyes with Angruf, allowing others to move past it. Kalkamedes simply walks by, heading to the dais, and then the door, but can not open it. The others move by, then take a few threatening motions, breaking the Fascinate, causing the skunk to bolt. It thinks about taking attacking Angruf on the way past, but in it's fight or flight, the flight instinct prevails and it simply rushes past. Kalkamedes again tries to push against the doors, but they do not budge.
As you approach him, as soon as you step on the dais, your feel strange. Some sort of magical assault that leaves you drained suddenly.
Thoril and also Moll suddenly begin to sweat as they step upon the dais, as if all of their strength is gone, and the burden of their armor, gear, and own body weight is too much. They freeze in place, still able to move, but they seem unable to walk further, and nearly fall to their knees.

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Las casts Detect Magic and tries to determine what is going on.

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The entire dais radiates nearly overwelming magic, causing a slight headache (fluff). It leaves you feeling a bit dirty. The statue's wand also radiates magic.
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Noticing that the magic is coming from items, Las attempts to use Spellcraft to identify them
Spellcraft wand: 1d20 + 4 ⇒ (17) + 4 = 21
Spellcraft dias: 1d20 + 4 ⇒ (12) + 4 = 16

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The wand is oddly Ray of Enfeeblement, and easily slips from the stone hand.
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Putting one and one together, Las makes a suggestion.
"I'm guessing that wand and the statute are some how behind what's affecting Moll and Thoril. Someone needs to grab the wand, but I'm thinking it won't be so easy as walking up there and taking it. The dias is magical so it could be a trap?"
Las look for traps without touching the statute, wand, or dias.
Perception Take 20=26

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Noting that it did nothing to him and Angruf, Kargen says. "Maybe it has something to do with magical ability. Or lack of it."
If Las doesn't see any traps, then Kargen will reach for the wand.

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I'm just assuming that everyone has hoped up (and down if they wish) and have all had the effects occur to see what happens.

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Angruf retrieves one of his own wands, holding it ready. "Oy Kergan, use all that 'tall' and give me a boost up. I'm going to swap wands with this statue. If we're lucky, we can use this to our advantage."
Assuming Kergan will boost him up, and that Angruf is dexterous enough, Angruf swaps his wand of cure light wounds for the wand in the statue's hand.
"If we're lucky, High Gorelock, Thrallkeeper of the Black Edifice here will power this platform with the magic of the wand. If we're even luckier, the wand won't be drained."