
Dungeon Master S |

Subtier 6-7. We'll begin when everyone checks in, with an understanding that it'll likely be slow through the Yule festivities.

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Auri is glad for a chance to return to some level of civilisation and creature comforts. And her counting room of course. That counting room is looking a little empty these days. On the other hand, Auri does look spiffing in her new armour.

Dungeon Master S |

Still need:
Piper
Kyra
Merisiel

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After a successful foray into the Mwangi Expanse, Merisiel spends what coin she earned on drinks with all her pregenerated friends. She wakes after the bender with the traditional summons for the Pathfinder Society.

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Piper and Amiri (GM Thunderspirit) are all who remain. I'll close the old thread once we hear from Piper.

Dungeon Master S |

Piper is MIA ATM, but it's the holiday season, so I'm not overly worried. I am going to close down the previous thread.

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Fingers crossed that we hear from RDN before dice are rolled.
Although the city of Nantambu is hot, the interior of Sharrowsmith’s
Exports is cool and dim. Aya Allahe gestures to a sideboard of iced
drinks and jungle fruits as she settles in behind her tidy desk.
“Please, refresh yourselves, for I’m about to ask you to journey far from the comforts of civilization.” The only other person in the room is a half-elf named Fola Barun, who has curly hair and dark skin painted with delicate designs. Fola stands behind a massive oak table, meticulously adding details to a half-finished map.
Allahe’s brow wrinkles over her golden eyes, hinting at her worry. “North of Bloodcove is the mountainous Terwa Uplands and a scarp called Azlant Ridge. For more than six years, Pathfinder archeologists at Azlant Ridge have been excavating an Azlanti outpost of vital historical significance; it’s perhaps the only Azlanti outpost on the Mwangi coast.” Allahe pauses. “Fola, you mentioned to me before that you wanted to learn how Pathfinder agents begin a mission. Why don’t you hold off on that map for a few minutes and listen?” The half-elf carefully sets her cartography aside and strides over behind the desk. Allahe nods approvingly and continues, “My good friend, Juliet Dias, leads the expedition at Azlant Ridge. During their first year, the expedition was beset by a horde of ape-men, but was saved by the timely intervention of a group of Pathfinder agents. The site has been mostly quiet ever since—Juliet provides monthly reports. Archeology is a slow and careful science, as Juliet is keen to remind me. Not all Pathfinders are reckless thrill-seekers.” Allahe flashes a conspiratorial smile.
Fola Barun speaks up. “Juliet Dias’s monthly correspondence is a week overdue. Her last missive described a strange light emanating from somewhere deeper in the Terwa Uplands, and her intense curiosity about it.” She slides a folded letter across the desk.
Aya adds, “I fear for my friend. Go to Azlant Ridge and seek out Juliet Dias. If she has met danger, please assist her. If my fears prove true, and Juliet is injured or worse, please ensure that the Pathfinder archeologists under her supervision are safe and continuing their valuable work, and then bring Juliet back to me. I have a riverboat to Bloodcove ready to depart, and I’ll provide you directions from Bloodcove to Azlant Ridge. Although I ask that you hurry, it is important that you ask whatever questions you may have before departing.”
Relevant knowledge: History

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"I well remember our last trip to Azlant Ridge" reminisces Auriferous.
"What other things had Juliet discuss in terms of recent finds at the site?" asks the mighty paladin.
"Could she have inadvertently disturbed more ancient defences?"
She glances at the note "Were the Azlanti allied with the Cyclops of old? " she finally adds. "And did she send copies of the runes she was examining?"

Dungeon Master S |

"“I know nothing more than Juliet put in her note. However, there is a large ivory sphere at Azlant Ridge that started glowing six years ago, when an Abyss-touched monster attacked that site. It ceased glowing once the monster was defeated, and hasn’t activated since. Perhaps the glow Juliet reported was a similar phenomenon at a different site. I'm not an expert in the historyou're asking me about sadly. That's Juliet's area.”

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"Something that would activate only in the presence of a significant adversary? " muses Auriferous.
"Has she tried to reactivate the guardian that we used last time?"

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Amiri yawns loudly. Hokey strange lights and ancient dig sites are no substitute for a greatsword at your side, she opines. There's no mystical energy field that controls my destiny. It's all a bunch of simple tricks and nonsense.

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Merisiel remembers Azlant Ridge well. "Normally, I agree with you Amiri. But I can tell you from experience that there's some magic at the site. I've seen Kyra become a participant to that. Still, I thought the area was fairly well understood. These lights must be something different. Something new."
With a shrug the rogue adds, "Either way, we'll know more when we're there. I'm ready to go."

Dungeon Master S |

"That's the problem Auri, we don't rightly know what's going on, and we won't until you get there."

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"The sooner we set off, the sooner we will get there then!" smiles Auri.
"A trip by riverboat sounds nice and relaxing."

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August racks his brain for any useful information to prepare for the trip.
Knowledge, history: 1d20 + 6 ⇒ (16) + 6 = 22
"Nice and relaxing... sure..." Although Dupine's sarcastic response indicates reluctance, he is never-the-less ready to make the trip.
"The ape men don't concern me to much, as we have handled their kind before. But let's not forget that the jungle holds many dangers, some well hidden. We should stay alert and prepare for contingencies. I do hope Juliet has not fallen prey to these dangers... she's a nice gal."

Dungeon Master S |

Several millennia ago, the western Mwangi expanse was a contested battleground between the declining serpentfolk empire and the cyclopes of Ghol- Gan. Although the Azlanti were not generally allies of Ghol-Gan, they had the insidious serpentfolk as a common enemy. The Ghol-Gan cyclopes were renowned astronomers and worshiped celestial bodies.
"Indeed the jungle carries innumerable dangers. Also, time works against us as always. If there is nothing else?"

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"Let's get moving then. I need to pick up a few things before we depart, so I will meet you at the boat."
Dupine has a lot of cash, so he will go buy an amulet of mighty fists +1 and a headband of inspired wisdom +2 (each at 4000 gp) before leaving, if that is ok?

Dungeon Master S |

That's totally fine August.
Unlike your previous journey through Bloodcove and into the Terwa Uplands, this one proceeds without incident.
A series of thin switchback trails climb ever higher out of the jungle. Near the top, a dilapidated camp comes into view. The camp is surrounded by a wooden palisade wall forming a semicircle that both starts and ends at an imposing cliff face looming hundreds of feet above the camp. A gatehouse towers over the palisade, guarding a wooden gate. Near this gate is a large gap of splintered wood, as though some enormous creature recently smashed its way through the wall.
Two large but sagging tents stand before you—one is used for cooking, and the other serves as a mess hall. Between them are 10 canvas tents that the workers and archeologists share. The belongings in most tents have been neatly packed.
A red-haired, round-faced man comes out of one of the tents to greet you,
"Welcome to Azlant Ridge, such as it is. You must be the team Aya sent. I'm Happ Voltz." Pausing for a moment, he turns to those whom he recognizes from several years ago.
"And thank you for returning. For those who are new to the site, Azlant Ridge is, fundamentally, an arms repository. The ivory sphere is a defense mechanism of some sort, and it’s somehow connected to the Azlanti monoliths—cold iron golems stored within the cliff as powerful weapons."
"When you were here last, a howling horde of ape-men descended upon the camp, led by an enormous four-armed gorilla. n Azlanti monolith activated to defeat the gorilla champion and drive off the horde, thanks to the timely intervention of a team of Pathfinders. Since then, the camp has had only sporadic trouble with the local ape-men."
That changed a few weeks ago. A steady white light appeared in the Terwa Uplands. Juliet Dias and six archeologists went to investigate. Although the light appeared to be only a day away or so, no one has returned."
Since then, we've focused our research on the ivory sphere, and learned that its glow doesn’t just indicate danger—it indicates powerful fiendish activity. When a fiend is near, the sphere activates an Azlanti monolith to seek and destroy the fiend. We've been much more concerned about Dias’s welfare upon learning this, but didn’t feel qualified to trek across the Terwa Uplands themselves."
Two days ago, another Azlanti monolith activated, smashed its way through the camp, killing several workers and guards in its way, and plodded off toward the distant light. Convinced that Juliet Dias and her crew must already be dead and that some formidable fiend is most certainly active in the area, several survivors immediately fled back to Bloodcove."
We're doing what we can to pack the site up and secure everything. We plan to leave first thing tomorrow. Hopefully we can return to the site later with more people and defenses."

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You're leaving? Amiri asks with a frown, leaning on her blade. Because something broke out of your camp? That...that doesn't make any sense. If the monolith was still here, you might be rightly concerned about fiends. But it's clearly not, so...

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"Not very good defender that crushes those it defends... of course, fiends on the loose could do so much more."
August ponders the situation a bit, and then starts talking again.
"Several millennia ago, the western Mwangi expanse was a contested battleground between the declining serpentfolk empire and the cyclopes of Ghol- Gan. Although the Azlanti were not generally allies of Ghol-Gan, they had the insidious serpentfolk as a common enemy. The Ghol-Gan cyclopes were renowned astronomers and worshiped celestial bodies. So maybe one of these groups had employed demons to try and win their battles? Were there any other archaeological digs in the area that might have uncovered something like this?"
"In any case, I suppose we have two paths. First, we could try to track this light and see if we can fin what happened to Juliet and her crew. The other would be to track the monolith and see where it went. I think either is likely to lead us to our missing persons, and perhaps both may lead us to the same location. Anyone good at tracking?"

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Merisiel shrugs. "Makes some sense to me, leaving. I'd not want to stick around to get trampled over by some merciless iron golem. Do what you have to do, Happ."
To August's question about a tracker, the elf thumbs a finger at Amiri. "I'm willing to bet our wild new companion knows a thing or nine about surviving in the wilds. I nominate her."

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"You guys can do what you want, but we're leaving. It's just too much. Good luck, and I hope you find her and her people. I hope you make it out too, but I'm not going to be here for it."

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Auri puts a reassuring hand on the shaken man.
"The jungle is much more dangerous than this camp. Perhaps if you could give us a few days to try and find Juliet and the others. If we don't return in a week, then by all means, head back to Bloodcove."
diplomacy: 1d20 + 16 ⇒ (17) + 16 = 33
"But in the meantime, you are probably safer here with the stockade, and possibly other Azlanti defenses you don't know about."
She looks around.
"Either way, perhaps if we follow the trail of destruction that may lead us towards the light, which we will see tonight."

Dungeon Master S |

Happ sighs heavily at Auri's words, "After all this, all the work. I suppose I can wait a bit. I owe her and the Society that much I suppose. I can only promise you a few days though. That's it."

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"If we don't return in a few days, I don't think I'd be in a position to complain" grins Auri.
"My thanks, and I'm hoping also the thanks of Juliet."
She does spend a couple of minutes asking around if anyone else had heard anything from Juliete before she left, and about the people who left with her.
diplomacy(GI): 1d20 + 16 ⇒ (17) + 16 = 33

Dungeon Master S |

Auri doesn't get much through talking to people, but Happ invites her to check our Juliette's tent (not yet packed up.) There Auri finds another missive.
Before you can make much of it though, a sound breaks the still. Memories of the assault come flooding back. It's no mere memory though, it's happening again!
A dozen charau-ka, bolstered by swarms of simians come crashing through!
Baddies: 1d20 + 1 ⇒ (4) + 1 = 5
Auri: 1d20 + 1 ⇒ (19) + 1 = 20
Dupine: 1d20 + 2 ⇒ (13) + 2 = 15
Amiri: 1d20 + 2 ⇒ (8) + 2 = 10
Merisiel: 1d20 + 9 ⇒ (13) + 9 = 22
Kyra: 1d20 + 0 ⇒ (2) + 0 = 2

Dungeon Master S |

Round 1:
Merisiel: Go
Auri: Go
Dupine: Go
Amiri: Go
Baddies: TBD
Kyra: TBD

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Auri advances on the Charau-Ka.
She draws her greatsword and stands ready, waiting to strike the first that approaches her.
readied attack: 1d20 + 13 ⇒ (14) + 13 = 27
NL damage: 26 + 7 + 1d6 ⇒ 26 + 7 + (2) = 35

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Auri advances on the Charau-Ka.
She draws her greatsword and stands ready, waiting to strike the first that approaches her.
readied attack: 1d20 + 13 ⇒ (11) + 13 = 24
NL damage: 2d6 + 7 + 1d6 ⇒ (3, 3) + 7 + (2) = 15

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Not sure what happened to Merisiel... Sorry, AFK tonight, but feel free to add.

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Sorry site crashed on me, Auri is 27 to hit and 15 damage.

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Dupine maneuvers around the edges to get in behind the white haired ape-man, and tries to kick him in the chest.
Attack: 1d20 + 10 ⇒ (8) + 10 = 18
Damage: 1d8 + 5 ⇒ (4) + 5 = 9

Dungeon Master S |

Fixed the map, sorry last night got away from me and Paizo kept crashing.
Auri adopts a ready stance, blade poised to swing. Meanwhile August opts for offense and quickly cracks some ribs with a heel kick in the chest.
Round 1:
Merisiel: Go
Auri: Ready
Dupine: Hit
Amiri: Go
Baddies: TBD
Kyra: TBD
White: 9

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Amiri rages and charges White with a war whoop (and Power Attack)!
yes, this IS a Large bastard sword (no, I'm not just happy to see you): 1d20 + 15 + 2 - 2 ⇒ (2) + 15 + 2 - 2 = 17
dmg: 2d8 + 18 ⇒ (7, 6) + 18 = 31
AC 17 due to charge

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Not sure if Amiri kills her target or not. Target is white if it's still up, otherwise it's blue.
Merisiel moves forward, drawing a dagger. With a flick of her wrist, she throws it!
Dagger throw: 1d20 + 10 ⇒ (7) + 10 = 17 Probably a miss, but maybe because flat-footed?
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Sneak Attack: 4d6 ⇒ (5, 6, 2, 3) = 16

Dungeon Master S |

Amiri finishes what August started, mowing down a charau-ka! Merisiel hurls one of her many daggers and scores another tremendous hit! She hits the creature clean in the eye dropping him too!
The swarms roll forward! One approaches Auri and Kyra. Auri's blade swings and cuts scores of tiny monkeys, but the creatures roll on!
Kyra and Auri take 2d6 ⇒ (2, 3) = 5 damage and must each make a DC 14 FORT save.
The other swarm crashes like a wave over Amiri and August: take 2d6 ⇒ (3, 5) = 8 damage and must each make a DC 14 FORT save.
Finally the charau-ka themselves get in on the action. Two of them target Amiri:
Club: 1d20 + 5 ⇒ (9) + 5 = 14
Club: 1d20 + 5 ⇒ (9) + 5 = 14
But can't get through her massive blade.
The last targets August
Club: 1d20 + 5 ⇒ (16) + 5 = 21 and connects for DMG: 1d4 + 3 ⇒ (3) + 3 = 6
Round 1:
Merisiel: Kill
Auri: Ready
Dupine: Hit
Amiri: Kill
Baddies: ATK
Kyra: Go
White Swarm: 8

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Point of information #1: does a swarm attack count as natural weapon damage? Asking for a damage reduction friend.
Point of information #2: swarms provoke when they move into an opponent's square, and if these are Tiny creatures they'll take half weapon damage. If they're Fine or smaller, they will not. Asking for a few attack of opportunity friends.
DC 14 Fort save: 1d20 + 9 ⇒ (3) + 9 = 12
The monkeys crawl all over Amiri, who spends the round distracted, pulling them out of certain strategic places and bashing their adorable little skulls together.

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YES to #1. As for point #2, anyone who got carpeted can take an AoO as the creatures are tiny.

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AoO on monkey swarm: 1d20 + 15 - 2 ⇒ (5) + 15 - 2 = 18
if hit, half of this: 2d8 + 18 ⇒ (3, 5) + 18 = 26

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Amiri cuts a wide arc, her blade killing monkeys by the dozens!
Round 1 AoOs remaining:
Auri: Go
Kyra: Go
Round 2:
Merisiel: Go
Auri: Go
Dupine: Go
Amiri: Go
Baddies: TBD
Kyra: TBD
White Swarm: 8
Black Swarm: 13

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Merisiel tumbles at full speed, working to avoid any strikes from the simian foes. She draws her rapier as she moves.Acrobatics: 1d20 + 20 ⇒ (19) + 20 = 39 +10 to the CMD because she's going at normal speed
Once positioned to flank with Amiri, she stabs at a charau-ka (yellow)
Attack w/Rapier: 1d20 + 13 ⇒ (11) + 13 = 24
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Sneak Attack: 4d6 ⇒ (6, 2, 6, 2) = 16

Dungeon Master S |

Merisiel glides like wind through a forest. When she lands she strikes true, running the ape-man through the heart!
Round 1 AoOs remaining:
Auri: Go
Kyra: Go
Round 2:
Merisiel: Kill
Auri: Go
Dupine: Go
Amiri: Go
Baddies: TBD
Kyra: TBD
White Swarm: 8
Black Swarm: 13