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No, sorry, I was just waiting to hear from Nemesis and then I was going to post for you, her, and the Kobold to move into the next round. Wanted to kind of parse it up a bit. :p
C.A. manages to get around behind the Kobold without him noticing, well, that is until he feels the cold steel driven into his shoulder from behind, sending gouts of dark blood spewing out at his feet and certainly gaining his attention.
From safety, Nemesis calls on her dark patron's faith once more, sealing her mortal wounds and preparing to return to the fight. The Kobold, however, seeing the situation he is in, withdraws to a more advantageous position, drawing his small rapier to make his final stand.
Even with the Withdraw Action, he does provoke an AoO from C.A. Feel free to take it.
ROUND 4
Peribras (), Thoril (-14), Van Potter (-2), Shar-Lyn (), Tholand (), C.A. (), & Nemesis (prone, -7)
------------------------------------------------------------------------
Kobold 7 (-6)
Again, please double check all your info for reporting and chronicle sheets, as that's coming up soon.

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Thoril will charge number 7
atk: 1d20 + 11 ⇒ (2) + 11 = 13
dmg: 4d6 + 15 ⇒ (4, 1, 1, 1) + 15 = 22
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worst boss fight/dice roll combo ever lol. can i get some more 1s please
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You have a Grease spell right in front of you. . .

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ok no charge just move up and base him. Still a miss lol
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Ymeri is the Elemental Lord of Fire - I wouldn't say Her faith is necessarily as 'dark' as some, just not nice at all. The Elemental Lords of the Golarion setting come with a certain Darwinian edge - apparently, the reason there aren't any Good Elemental Lords is because their more aggressive counterparts rubbed them out ages ago.
Seeing her adversary finally resorting to steel, Nemesis advances enough to focus her will on it, that this little contest of flame-bearing might hopefully be settled once and for all.
I cast burning disarm on its rapier. Make a DC 15 Reflex save!
fire damage on failure: 2d4 ⇒ (2, 1) = 3

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Aoo knife, sneak attack, inspired, flanking, @#7: 1d20 + 10 ⇒ (3) + 10 = 131d3 + 1d8 + 2 ⇒ (3) + (4) + 2 = 9
Tumble through his square to flank: 1d20 + 9 ⇒ (7) + 9 = 16
knife, sneak attack, inspired, flanking, other knife for whetstone, @#7: 1d20 + 10 ⇒ (14) + 10 = 241d3 + 1d8 + 3 ⇒ (2) + (2) + 3 = 7
Missing as the kobold moves away, he attacks in a flurry and attempts to get behind him.
I'll take the squeezed to get the shot

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Peribras moves to stand in front of Shar-Lyn and then reloads his sling staff.
trying out this template for more consistent posting. Let me know what you think.
Round 4 action:
Move action to go 4' West (someone please move me)
move action to reload sling staff (you should really be able to do that while walking, just like drawing a weapon, IMO)
Alternate action condition:
(none)
Alternate action:
(None)
Active Status effects:
Flagbearer and bardic inspiration
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Tholand will charge in and stunning fist the boss.Swift Action dragon style Tholand's blood begins pumping, he focuses his mind until it feels just right and his hand begins glowing bright. He charges the boss and gives a jumping swipe right across the face of the boss.Attack: 1d20 + 7 ⇒ (9) + 7 = 16Dmg: 1d6 + 6 ⇒ (5) + 6 = 11DC 14 will save or become stunned.
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Seeing nemesis safe from harm, Shar-lyn turns his attention once more to the enemy. Dodging around the sacrificial table he joins his companions surrounding the Kobold.
come, friends, let us finish this!
sword: 1d20 + 6 ⇒ (8) + 6 = 14
dam: 1d8 + 4 ⇒ (2) + 4 = 6

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Surrounded and by far out matched, the final Kobold goes down in a shower of blood. Cold, reptilian blood. All around you, and from deep within the pit you can hear the hoots and growls of more Kobolds. Perhaps hundreds of them. Your battle has drawn a lot of attention, and the minors begin begging you to get them out of here. With very little time, you quickly search the ruined temple, though you do not find the corpse of the missing Venture-Captain amongst the pile of corpses in the pit, you do find at least a clue that he was here.
You are able to grab a small satchel bearing the Glyph of the Open Road from amongst the pile of corpses in the pit. Within it is a field notebook as well as a few vials and trinkets. Again, the minors, their despair growing along with the calls of the Kobold warparties coming closer force you to flee.
The trek back is perilous. More than once you are forced to flee as quickly as you can as groups of Kobolds spot you and begin to charge, but even while shepherding the minors, you are able to escape, though only barely. More than once you are forced to stand and fight, and your resources are quickly drained. Without rest, low on food, and with barely any time to even patch yourself up, you nearly don't make it. But finally, running on fumes, you reach Fort Bandu.
It's people remember you, though this time, seeing you return with so many of the prisoners they thought lost, they don't look on you with hatred and mistrust as they did the first time, but rather respect and admiration. No one says it aloud, but you know that many of them now question their original views on the Pathfinder Society, and while it might not be enough to change their minds fully, you have at least planted the seed that might one day grow.
Praetor Sylien greets you himself, nodding his head. "Well met, Pathfinders. You have struck a mighty blow against the Kobolds, one they will not soon forget. I'd say that should be enough to right Sharrowsmith's folly." He offers you sanctuary for a few days to rest and resupply, and honestly seems saddened to hear that the Venture-Captain has passed. Staying in Fort Bandu for a few days gives you time to read Sharrowsmith's final journal, indicating he had explored part of
Ashkurhall before implying he traveled to the Mwangi Expanse to find the Krihirik.
Sylien is amenable to helping the you further, and he recognizes that the Krihirik are a tribe of grippli that live in the Kaava Lands just northwest of the Bandu Hills. He further shares that a member of the tribe visits several times a year to barter for good and gems, who left only a yesterday morning.
What’s more, Amersanus Valacosti abruptly wrapped up his business at the fort and departed in the same direction only a few hours later.
If you are to find the Krihirik and recover the relic with the power to neutralize the Golden Guardian, especially if you want to get there ahead of the Aspis Consortium, I suggest you make haste for the Kaava Lands!"
THE END OF PART 1.
The Scions of the Sky Key shall return in Part 2!!!

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sweet. Thanks DM Beckett. Very well done--really enjoyed it. With family this weekend but I should be able to get Peribras leveled up to 3 early next week. Hello Deadly Aim! (Or Additional Traits again)
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PART 2: "Kaava Quarry"
The journey from Fort Bandu to the Kaava Lands is oppressively hot, but it gets easier as the days go on and the terrain transitions from rugged foothills to open grasslands before giving way to dense jungle.
Following the directions from Fort Bandu’s garrison captain, it is not difficult to find Krihirik village, which lies approximately ten miles inside the jungle’s border, . . . and twenty feet off the ground. Narrow rope bridges connect a few dozen tree-dwellings overhead, forming a small but secure community. Bright-skinned, bulging-eyed gripplis go about their daily business nearby. Crates and sacks of trade goods litter the jungle floor, and several gripplis busily inspect a bundle of swords, throwing down their spears and nets in favor of freshly forged steel.
A blue-and-brown-skinned grippli in practical traveling clothes bounds forward and holds out his webbed hands in welcome. “More visitors come to trade with the Krihirik? You are most welcome here, though I fear we have little to offer at this time. Or perhaps there’s some other reason you came all this way?”
Still need to read a bit more, so feel free to chat and RP a bit. I'll get to some possible Know checks in a bit, but for now, lets hold off on that. I'll also assume that you are fully rested and healed, and have had a chance to swap out spells and whatnot.

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Old Shuck hangs in the back, watching the coming and going of the locals. He draws deeply from his darkwood pipe and sends a plume of smoke upwards.

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Tholand begins practicing his form again, recalling the moments where he was slightly off and Master Choi's voice begins to play in his head.He looks over at C.A puffing on his pipe. "Ya be thinkin bout them miners again lad?"He pauses for a moment remebering himself the despair those miners must have felt."We got them out of there and back to their kin, that's all that matters."
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"Mmmm. This place has a sickness. I could spend 100 lifetimes here and I could never make enough of a difference. I hope they truly go home."

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Peribras leans on the pommel of his saddle astride his new horse, Ash. The mule, Sal, stands a few feet behind the horse, tethered to it by several feet of rope the guard dog, Ben, sits on his haunches a few feet to the left of the horse.
Peribras shakes his head. "There were a lot of Kobolds after us as we made our way back. I'm concerned for that situation. I hope we can bring about some kind of further resolution."
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it's true, there were a lot of kobolds. But Tholand is right, we must focus on th good we and the society has achieved. We did well rescuing the miners and leading peopl to see the dark that is within aspis. I'm sure we'll have another chance today todo some good. These people seen friendly I'm sure we can improve ties between the society and them to everyone's benefit...
Shar-Lyns mood, sunny as ever is open and expansive today. In his spare time he sings and harmonises w sorril (and anyone else who wants to)

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Sorry, I meant feel free to interact with the NPC's, too. I just wanted to avoid a bunch on, for example Knowledge checks right up front, until I have time to get to them. :)

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A bunch of frog guys living in treehouses, heh.
Although he appears quite interested in examining the structures the grippli have built in the trees, the gnome hangs back and waits for one of the more silver tongued Pathfinders to explain the situation.

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"Good day to you," addressing the blue-and-brown-skinned grippli in practical traveling clothes. “Trade, no. We do not come to trade with you Krihirik. I am Gwyllgi, and we are glad to be welcomed. Who trades such quality steel? It is quite a gift in a land such as this”
Shuck examines the blades as he walks through the crowd, looking for a maker's mark.
perception: 1d20 + 7 ⇒ (11) + 7 = 18

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"You might be able to help us, we are looking for some art. A curious orb that the dwarves made. Have you seen such a thing?"
diplomacy: 1d20 + 5 ⇒ (12) + 5 = 17

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At the mention of the curious orb of dwarven make, Gwellik perks up with interest and insists that you come with him to see the Krihirik elders. He sends several gripplis to lower a tall ladder from the trees to the jungle floor. The gripplis themselves simply climb or jump into the trees. Rickety rope bridges connect half a dozen grippli tree houses to one another, though to the north, many more appear overgrown and abandoned. One dwelling is larger than the others, hangs over a small pond. Inside, three gripplis with mottled gray-brown skin pass a finely crafted short sword back and forth with admiration. Gwellik announces the PCs to the grippli elders, and introduces them to the PCs: Mother Bogwynne, the lorekeeper and chief elder; Finyik, the hunt- master; and Diblop, the chief brew-mistress and miracle worker.
After Gwellik introduces the elders of the tribe, he asks you to introduce yourselves as well.
Following introductions, Mother Bogwynne speaks.Mother Bogwynne, the largest of the gripplis, slowly gets to her feet and hands the sword to the trader. "“Thank you Gwellik. You have done well in our time of need, bringing both weapons and travelers from afar to lend aid to the Krihirik.”
She pauses and looks over her guests in the meetinghouse. “So, you seek a weapon to fight against the guardian of the Bandu Hills? Word of our tribe’s secret seems to have reached many ears of late. The Krihirik have such an object, but it is a treasured possession, entrusted to us long ago—one we could not surrender lightly. However...” She looks to Finyik, the hunt-master, whose old bones creak as he gets to his feet to speak.
“We are fewer in number with each season, for we are hemmed in by enemies on all sides. Those who would seek our remaining weapon would do well to bring us one in return, and this is the same opportunity we gave to those who came before you. Travel to Deepblood Ridge, where two beasts of the Kaava Lands reign, and bring back one or more of their eggs. These we can nurture as our own, far from the hungry talons of the lizardfolk who fear the beasts and would eat their young. Do this while surviving the dangers of our forest home, and you shall have our gratitude and our respect.”
Finyik sits down, and Diblop, by far the oldest and grayest of the three, speaks. “The great scaled ones are mighty creatures, the king and queen of the Kaava Lands’ many beasts. But the lizardfolk, may curses haunt their breed to the ends of the jungle, chased them off, leaving the nest vulnerable. Now is the time to strike! Those who can defy the lizardfolk and aid us now will be most fit to wield the weapon the dwarves gave us so long ago and end the vile guardian’s threat once and for all.”
Finyik then turns to you, letting it all sink in for a few moments, then comments, "I'm certain you may have questions, yes?"

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"Certainly. Who was it that came before us?"

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"They called themselves the Agents of the Aspis. They seemed interested in helping us as well. They helped us in getting these", pointing to the sword, looking similar to the weapons seen outside, though they are unmarked, they seem of good quality, "and wished to forge a strong bond, so have already departed to seek the same eggs we asked for in exchange for the Weapon."
Might be missing the obvious, but I can't seem to find when they Aspis Consortium left.

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Peribras looks at his companions. He says nothing to them, but his eyes communicate urgency.
"I believe we will depart soon. But first, is there anything else, in addition to retrieving these eggs, that we might be able to do for you?"

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"Eh, what sort of dangers are in the area between here and there? Also, can you tell us anything more about these great scaled beasts?" Van asks, maybe for preparation purposes, maybe to know what's going to try to eat him.

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greetings wise ones, we are travellers from afar. Dedicated to peace and justice. The Pathfinder Society we represent. My name is Shar-lynx and honoured am I to walk with these companions.
I am sure we can complete your task, and I am also sure that we of the society would make better trade companions than the Aspis' who you have already met.
Could you give us a map, tell us more about the lands we must travel through, and as my friend Van Porter asks what dangers we might face?

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"I believe we will depart soon. But first, is there anything else, in addition to retrieving these eggs, that we might be able to do for you?"
“We Krihirik have suffered much at the claws of the lizardfolk in recent years, and we hear rumors that the guardian of the Bandu Hills is causing trouble and fear that it might come this way. With so few warriors left, we can appreciate a stranger’s help, even if it would not normally be our way. For now, let us just speak of the eggs, though we would very much appreciate any other aid you might be able to offer our people, we do not yet know you well enough to simply tell you of our struggles.”
"Eh, what sort of dangers are in the area between here and there? Also, can you tell us anything more about these great scaled beasts?" Van asks, maybe for preparation purposes, maybe to know what's going to try to eat him.
"The Great Scaled Beasts,. . . Your kind calls them dinosaurs. They are the mightiest creatures for miles in any direction, dangerous and untamable. The lizardfolk must have suffered great losses in chasing them off.”
"As for the lizardfolk, they are cruel and disgusting creatures who eat the flesh of anyone they can get their claws on—including us. We have warred with them for many generations, but now they have the upper hand. They think only of resources, and any threat to their food sources is their enemy. If they find the eggs first, they will simply eat them as a way of eliminating a future competitor.”
greetings wise ones, we are travellers from afar. Dedicated to peace and justice. The Pathfinder Society we represent. My name is Shar-lynx and honoured am I to walk with these companions.
All four nod their heads in respect, croaking in a particular fashion which seems to be their equivalent to a hand shake. "We are pleased and honored as well, Shar-Lyn of the Pathfinder Society that you would risk much to aid our people."
I am sure we can complete your task, and I am also sure that we of the society would make better trade companions than the Aspis' who you have already met. Could you give us a map, tell us more about the lands we must travel through, and as my friend Van Porter asks what dangers we might face?
"“It would take far too long to tell you all the possible dangers you might face. Since you say you are worthy of carrying our tribe’s treasured Weapon, we assume you are quite capable of handling yourselves out there… and if not, then it was simply not meant to be.”
A bit later on, Gwellik gives you simply directions and draws a crude map in the mud, suggestion if you require more, he has a few maps of the area for purchase, (50gp).

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Shar-lyn nods, and tries to follow the societal signals for openness and appreciation. At the mention of a map.
thank you wise ones, I am sure that this map and the wisdom it shows will be of help to us.
pays 50gp for the map.
we would wish to form bonds of friendship, that we may aid you, and be honoured with the tales of struggle - forming bonds of kinship amongst our people's. Can you tell us how we may be able to aid you?

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The map is an actual a normal item you can buy, which normally grants a +1 Survival to navigate within the area and a +1 on Know Dungeoneering for underground. In this case, because of some of the markings and tips the grippli have done, those will instead be a +2, for this scenario only.

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fine. Seems in keeping story wise. Also forgot to post a dip roll to see if I can get them to spill some beans. Here's a roll.
sorril aid another diplomacy : 1d20 ⇒ 19
diplomacy: 1d20 + 11 ⇒ (2) + 11 = 13
with sorril aiding and using my trait for +4 applicable after roll. That takes me to 19, might need a few more aids to get them to spill the beans....

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I got the impression all the beans had been spilled.

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I'm confused. What are you trying to find out?

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I think he's either referring to more information about upcoming danger or, more likely his "Can you tell us how we may be able to aid you?"

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Spending a bit of time before heading out, you are able to get a bit more information about the area.
Kylar due to your past in and around the area, you get these two for free.
-------
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Unless there are any other questions or purchases. . .
The jungle canopy shades the understory during the day, casting the ground in dim light even at noon. Some parts of the wilderness are especially dense with vines, tree trunks, and broad-leafed plants that try to soak up what little light reaches the ground. Other stretches are relatively open thanks to the relative darkness. Thankfully, the Kaava Lands are slightly less humid than other parts of the Mwangi Expanse and don’t expose travelers to dangerous heat levels.
The Kaava Lands teem with wildlife, from squawking birds and stinging insects to humongous trees that create a dense canopy above. Vines, roots, and large-leaved plants cover much of the ground. The gripplis’ directions lead northwest through the dark, virtually trackless terrain. The myriad sounds of the jungle grow louder, and the undergrowth grows thicker, as the Krihirik village vanishes into the distance.
Can I get a Survival check from everyone to find the way. Please specify if you are rolling or attempting to Aid Another. It does matter and you can only do one or the other.

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is Kylar someone from the higher-tier table?
Knowledge (Geography): 1d20 + 5 ⇒ (2) + 5 = 7
Diplomacy (gather information): 1d20 + 7 ⇒ (9) + 7 = 16
"It seems that these lizardfolk are more open to parley with other species than most of their brethren. But they are proud and their violence is both quick in coming and great in its strength. We may be able to negotiate with them, but we must expect it to turn badly at any moment." Peribras frowns deeply, clearly concerned. "I'm afraid those Gripplis do not have the strength or numbers to survive against a concentrated effort from the lizardfolk. I hope we can do enough to change that. They seem to be good people."
As they enter the jungle, Peribras is useless at trying to find a route. I guess the last time wasn't quite enough for me to feel comfortable in the jungle. He pats Ash on the neck and looks to his companions. "Do any of you know the way?"
Survival: 1d20 + 5 ⇒ (2) + 5 = 7
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Dang it, yep. One of the things I try to do is copy all of the text to a Word document to help get it ready to post. I made a small note, as the scenario does call out that PCs with a history around the area automatically get that Know Geography check, and I was posting to update both games pretty closely together, and forgot to remove the note. Sorry.

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survival aid another: 1d20 ⇒ 6
Diplomacy gather info: 1d20 + 5 ⇒ (8) + 5 = 13
Know Local: 1d20 + 4 ⇒ (13) + 4 = 17
"The lizardfolk of the Kaava Lands are generally more open than others of their kind when dealing with non-lizardfolk. Nonetheless, they are highly unpredictable, proud, and violent—a combination that has resulted in a many deadly encounters over the years. The lizardfolk of Deepblood Ravine, in particular, are aggressively pragmatic survivors. Their conquest of the Krihirik village is inevitable unless the gripplis can secure some advantage."
Shuck feels lost in this foreign land.
He sharpens his knives imagining how best to kill a dinosaur with 4 inches of steel.

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Knowledge (local): 1d20 + 7 ⇒ (15) + 7 = 22
"On top of what they said, it sounds to me from the grippli's description that the humans are lead by a fella named 'Fiveknives.' He probably gets that name from all the knives he carries on him. He also wears a snake necklace, probably an Aspis thing."
Survival (aid another): 1d20 - 1 ⇒ (12) - 1 = 11
As the group begins its journey, Van casts Endure Elements on himself, then switches that spell out for Color Spray. 1 Arcane Res. point spent.

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who amongst us knows their way through these foreign lands? Whom ever takes the lead pleas use this map from the Grippli people, I'm sure it will help.
survival aid another : 1d20 - 1 ⇒ (15) - 1 = 14
map adds +2 to whoever thinks they've got the best chance of making the roll...

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if we're going by my roll we're up to 13 with aids and the map. I'm hoping someone else is decent enough with Survival to attempt the check, but if not we might do okay with some more aids.
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Is it still swelteringly hot, or might the canopy be making things halfway hospitable? I've got a wand of endure elements if such is desirable.
Seeing her party beginning to head into bumbling territory, Nemesis takes the map with a look of annoyance. Outdoorsmanship may not be her calling, but how hard can it be when you've got a map from the locals?
Survival+map+2 aids: 1d20 + 10 ⇒ (6) + 10 = 16

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Tholand takes a look at the group trying to figure out the map, and begins to chuckle..."Havin trouble there lads? Need the lady to tell you how to read it eh?" Survival: 1d20 + 4 ⇒ (14) + 4 = 18"Well that's your first pro'lem ya had the thing upside down. Ya call yerselfs pathfinders? Hahaha! just kiddin' lads, lets be on our way, this way.Tholand, still chuckling from his comments, begins leading the group according to the map.with the +2 from the map and the two aids, we should be good to go i would think.

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i am following along i just cant make any of these checks
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