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Fendahl nods to the halfing Aye!
The lion shaman calls out to Kirrah Kirrah! Come!
He calls forth an augmented tiger into the opposite corner, then strides with katana in hand behind the halfling.
The tiger (no room for pounce, sadly) will try to savage the red garbed creature to its south.
Causing a Aug Tiger [67hp] to appear (AC16 F10/R7/W3 G17/D25) as Cold Iron
Aug Tiger bite: 1d20 + 12 ⇒ (12) + 12 = 24 for dmg: 2d6 + 8 ⇒ (3, 1) + 8 = 12
Aug Tiger claw: 1d20 + 12 ⇒ (20) + 12 = 32 for dmg: 1d8 + 8 ⇒ (3) + 8 = 11
Aug Tiger claw: 1d20 + 12 ⇒ (4) + 12 = 16 for dmg: 1d8 + 8 ⇒ (2) + 8 = 10
Aug Tiger CRIT: 1d20 + 12 ⇒ (11) + 12 = 23 for dmg: 1d8 + 8 ⇒ (1) + 8 = 9
GRAB is possible on any of those, but since it is a summons, GM please adjudicate if it uses it

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Been a while since I've played the magus so correct me if I screw things up.
Maldoc casts Intensified Shocking Grasp and moves to attack the trident-wielder!
Black Blade: 1d20 + 15 - 2 + 3 ⇒ (17) + 15 - 2 + 3 = 33 for Damage: 1d6 + 9 ⇒ (6) + 9 = 15 plus ISG: 9d6 ⇒ (5, 2, 1, 3, 1, 1, 6, 4, 1) = 24

DM Feral |

Grab: 1d20 ⇒ 5
Bart's dagger is buried deep in the side of the yellow-eyed boggard. The frog-like humanoid croaks in pain but doesn't go down. Fendahl's conjured feline mauls another but struggles to get a good grip on the boggard's rubbery flesh.
Maldoc's sparking blade scores a deep wound on the tian-dtang savage filling the air with the smell of burning human flesh.
The savage glowers at the magus with eyes full of madness and brandishes his wicked trident. Intimidate: 1d20 + 20 ⇒ (4) + 20 = 24
Maldoc is shaken. Also he takes a -2 penalty to saving throws for 5 rounds. A DC 14 will save reduces this duration to 1 round.
The boggards go into a hopping frenzy and emit a series of terrifying croaks.
Everyone needs to make three DC 14 will saves vs fear. If you fail one you are shaken. If you fail two or more you are frightened. If you somehow fail all three you are panicked. The duration is 1d4 ⇒ 1 rounds. Keep in mind that after you fail the first one you take a -2 penalty to the following rolls from being shaken.
The party is up.

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Fendahl WILL: 1d20 + 14 ⇒ (7) + 14 = 21
Fendahl WILL: 1d20 + 14 ⇒ (1) + 14 = 15
Use Samurai Resolve WILL: 1d20 + 14 ⇒ (13) + 14 = 27 2nd Roll (or remove shaken)
Fendahl WILL: 1d20 + 14 ⇒ (8) + 14 = 22
Kirrah WILL: 1d20 + 5 ⇒ (3) + 5 = 8 shaken
Kirrah WILL: 1d20 + 5 - 2 ⇒ (12) + 5 - 2 = 15
Kirrah WILL: 1d20 + 5 - 2 ⇒ (20) + 5 - 2 = 23
Tiger WILL: 1d20 + 3 ⇒ (14) + 3 = 17
Tiger WILL: 1d20 + 3 ⇒ (14) + 3 = 17
Tiger WILL: 1d20 + 3 ⇒ (12) + 3 = 15
Wow, expected the tiger to be running for the hills!
Fendahl and Kirrah both start to fall to the piercing croaks. Kirrah is shaken by the experience, but enters the fray.
Fendahl uses his resolve to remove the shaken feeling and continue. The tiger continues to try to grab its meal.
Aug Tiger bite: 1d20 + 12 ⇒ (11) + 12 = 23 for dmg: 2d6 + 8 ⇒ (6, 5) + 8 = 19
Aug Tiger claw: 1d20 + 12 ⇒ (15) + 12 = 27 for dmg: 1d8 + 8 ⇒ (2) + 8 = 10
Aug Tiger claw: 1d20 + 12 ⇒ (10) + 12 = 22 for dmg: 1d8 + 8 ⇒ (4) + 8 = 12
Fenahl steps up and hacks at the frogman by Black Bart.
STOP WITH THE NOISE!
Fendahl +2 keen katana: 1d20 + 15 ⇒ (7) + 15 = 22
for dmg: 1d8 + 7 ⇒ (6) + 7 = 13
Fendahl +2 keen katana: 1d20 + 10 ⇒ (4) + 10 = 14
for dmg: 1d8 + 7 ⇒ (2) + 7 = 9
Kirrah bounds into the room and spots Maldoc in trouble.
Kirrah +1Bite, shaken: 1d20 + 14 - 2 ⇒ (17) + 14 - 2 = 29 damage : 1d8 + 9 - 2 ⇒ (3) + 9 - 2 = 10
Kirrah GRAB: 1d20 + 14 - 2 ⇒ (5) + 14 - 2 = 17 vs CMD
on green - not sure if cover fro
rail applies .

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Will vs Fear: 1d20 + 8 + 4 + 2 ⇒ (17) + 8 + 4 + 2 = 31
Will vs Fear: 1d20 + 8 + 4 + 2 ⇒ (17) + 8 + 4 + 2 = 31
Will vs Fear: 1d20 + 8 + 4 + 2 ⇒ (1) + 8 + 4 + 2 = 15 (sadly, a 1 fails even though it beats the DC)
Noisy finally manages to trudges his way into the room, a little thrown by the ominous croaking sounds.
He brings his foot down emphatically in response, sending vibrations thrumming through the room. The vibrations seems to linger and grow and work their way into his companions bones, inspiring them.
Inspire Courage. +2 to attacks and damage (and any future saves vs fear (or charm))
This will affect the various kitties as well
Again, only if someone is feared, not just shaken
He taps a quick beat on his drum while muttering a few arcane words.
cast Remove Fear, targeting 3 people: Maldoc, Bart (if he's feared or shaken), himself, then Kirrah (if not used on Bart).

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Will vs Intimidate: 1d20 + 9 ⇒ (8) + 9 = 17 So shaken for one round with the -2 to saves.
Will vs Fear: 1d20 + 9 - 2 ⇒ (11) + 9 - 2 = 18
Will vs Fear: 1d20 + 9 - 2 ⇒ (20) + 9 - 2 = 27
Will vs Fear: 1d20 + 9 - 2 ⇒ (19) + 9 - 2 = 26
Maldoc seems a bit taken aback by the menacing trident threat but seems to be pulling himself together. He resists the fear of the other creatures. Maldoc tries to cast Arcane Mark but fails miserably! He then tries to strike the enemy! Cast Defensively: 1d20 + 12 - 2 ⇒ (1) + 12 - 2 = 11
Attack: 1d20 + 15 - 2 - 2 ⇒ (14) + 15 - 2 - 2 = 25 for Damage: 1d6 + 9 ⇒ (1) + 9 = 10
Attack: 1d20 + 10 - 2 - 2 ⇒ (1) + 10 - 2 - 2 = 7 for Damage: 1d6 + 9 ⇒ (6) + 9 = 15
I think that's right.

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Keep track of what hits... if Bart manages to avoid getting feared, then the inspire courage goes up, and there will be a +2 on all the damage rolls for Fendahl, Maldoc, Bart, and both kitties.
Oh, and Fendahl's second attack might hit if it gets a +2 on it as well?
The suspense!

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Will: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
Will: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16
Will: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10
Shaken for 1 round.
"I'm better if someone can get behind them to distract them," Bart notes, "but it's a little too crowded in here for that, I guess." Nonetheless he stabs with his two daggers at the yellow frogman.
Improved Two-Weapon Fighting, +2 bard song
+1 mithral dagger: 1d20 + 16 + 2 ⇒ (16) + 16 + 2 = 34
damage: 1d3 + 2 + 2 ⇒ (3) + 2 + 2 = 7
+1 mithral dagger: 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30
damage: 1d3 + 2 + 2 ⇒ (2) + 2 + 2 = 6
mwk cold iron dagger: 1d20 + 16 + 2 ⇒ (18) + 16 + 2 = 36
damage: 1d3 + 2 + 2 ⇒ (2) + 2 + 2 = 6
mwk cold iron dagger: 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17
damage: 1d3 + 2 + 2 ⇒ (2) + 2 + 2 = 6

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Master Flaxseed, I will step beyond this one, unless it drops. Yonder tiger would not mind having you softening up the one it toys with in the corner.

DM Feral |

It looks like two of you are shaken so I'm going to assume Noisy goes with the latter option.
Bart leaves four more shallow cuts on the yellow-eyed boggard. Despite the many bleeding wounds he doesn't go down!
The wounded savage snarls as he jabs at Maldoc with his barbed trident. The boggards quickly join the attack, lashing out with their sticky tongues and stabbing with their spears.
Primary Trident vs Maldoc: 1d20 + 16 ⇒ (11) + 16 = 27
Damage: 1d8 + 10 ⇒ (3) + 10 = 13
Iterative Trident: 1d20 + 11 ⇒ (10) + 11 = 21
Damage: 1d8 + 10 ⇒ (7) + 10 = 17
Touch vs Maldoc: 1d20 + 8 ⇒ (2) + 8 = 10
Primary Spear: 1d20 + 15 ⇒ (3) + 15 = 18
Damage: 1d8 + 11 ⇒ (6) + 11 = 17
Iterative Spear: 1d20 + 10 ⇒ (13) + 10 = 23
Damage: 1d8 + 11 ⇒ (5) + 11 = 16
Touch vs Summoned Tiger: 1d20 + 8 ⇒ (9) + 8 = 17
Primary Spear: 1d20 + 15 ⇒ (7) + 15 = 22
Damage: 1d8 + 11 ⇒ (1) + 11 = 12
Iterative Spear: 1d20 + 10 ⇒ (19) + 10 = 29
Damage: 1d8 + 11 ⇒ (4) + 11 = 15
Touch vs Bart: 1d20 + 8 ⇒ (13) + 8 = 21
Primary Spear: 1d20 + 15 ⇒ (4) + 15 = 19
Damage: 1d8 + 11 ⇒ (4) + 11 = 15
Iterative Spear: 1d20 + 10 ⇒ (9) + 10 = 19
Damage: 1d8 + 11 ⇒ (2) + 11 = 13
If the touch hits you, you're stuck by the tongue. You cannot move more than 10 feet from the boggard and take a -2 penalty to AC until the tongue is removed. You can remove the tongue with a standard action strength check or by doing slashing damage to it.
The party is up.

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No one got feared, so it would have been the Inspire Courage option (ie: option 1)
So a few additional points of damage here and there.
Noisy ceases stomping, though the vibrations continue to affect his nearby allies as if he had.
Not maintaining song... but affects will linger for 2 more rounds.
He steps up to the rail, lifts his musket and takes careful aim...
Only two without cover... so...
5' step, then firing at the red boggard hoping to kill it and get the grit back I spend... if the first shot does it in, the second one will go towards the Tien man (green), else both on the boggard to kill-steal the kitty (it can pounce on one of the others! =)
Two shots (primary (barrel 1), iterative (barrel 2)), using deadly aim and spending one grit point to add charisma to damage for the round.
Ranged Touch (primary) on Red, inspire, DA, heroism, PBS: 1d20 + 12 + 2 - 2 + 2 + 1 ⇒ (15) + 12 + 2 - 2 + 2 + 1 = 30, for 1d12 + 1 + 2 + 4 + 1 + 5 ⇒ (9) + 1 + 2 + 4 + 1 + 5 = 22 damage.
Ranged Touch (iterative) on Red/Green: 1d20 + 7 + 3 ⇒ (20) + 7 + 3 = 30, for 1d12 + 13 ⇒ (1) + 13 = 14 damage.
Confirmation: 1d20 + 10 ⇒ (19) + 10 = 29, for an additional 3d12 + 39 ⇒ (11, 8, 2) + 39 = 60 damage.
edit: well, guess a crit will get me the grit back too 8P

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Spear misses but Bart is barely hit by the tongue!
Bart finds himself stuck to the creature! Despite this disgusting situation, he decides that the best thing to do is to hack away at the tongue and hope the frogman falls quickly.
+1 mithral dagger: 1d20 + 16 + 2 ⇒ (7) + 16 + 2 = 25
damage: 1d3 + 2 + 2 ⇒ (1) + 2 + 2 = 5
+1 mithral dagger: 1d20 + 11 + 2 ⇒ (12) + 11 + 2 = 25
damage: 1d3 + 2 + 2 ⇒ (1) + 2 + 2 = 5
mwk cold iron dagger: 1d20 + 16 + 2 ⇒ (3) + 16 + 2 = 21
damage: 1d3 + 2 + 2 ⇒ (2) + 2 + 2 = 6
mwk cold iron dagger: 1d20 + 11 + 2 ⇒ (10) + 11 + 2 = 23
damage: 1d3 + 2 + 2 ⇒ (3) + 2 + 2 = 7

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Maldoc gets hit once by the trident before the man has his head blown off. Maldoc then shifts targets to the other blue enemy next to him!
Cast Defensive, Arcane Mark: 1d20 + 12 ⇒ (6) + 12 = 18 I think that makes it.
Black Blade, Arcane Mark: 1d20 + 15 ⇒ (10) + 15 = 25 for Damage: 1d6 + 11 ⇒ (2) + 11 = 13
Black Blade: 1d20 + 15 ⇒ (6) + 15 = 21 for Damage: 1d6 + 11 ⇒ (3) + 11 = 14
Black Blade, Iteriative: 1d20 + 10 ⇒ (17) + 10 = 27 for Damage: 1d6 + 11 ⇒ (2) + 11 = 13

DM Feral |

Bart finishes off the boggard stuck to him and Maldoc swiftly cuts down the other.
The last one actually has a good chunk of hp left but I'm going to call it.
Among the valuables found on the slain guardians the party finds 6 potions of cure serious wounds, a potion of water breathing, and 2 potions of shield of faith.

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Maldoc will use one of the potions to heal the wound he receive by the trident.
CSW: 3d8 + 3 ⇒ (2, 7, 4) + 3 = 16 That'll do it.
Are we ever alone? Maldoc peers down the stairway. Might be time to gear up for our underwater adventure by the look of this room.

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Is it underwater, looking down the stairwell?
Can't say I'm looking forward to it." Noisy replies with a resigned sigh, as he glances over the rail down the stairwell along with Maldoc.
Perception: 1d20 + 15 ⇒ (14) + 15 = 29
Might have been the last of my gun use! Will be standard action loading once we're underwater, can't use the cartridges.

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Well, might as well head down there. Unless there are objections or something I forgot about, Maldoc will lead the party downward, making sure the way is safe before traveling.
Percpetion: 1d20 + 14 ⇒ (8) + 14 = 22

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Tiger will be around for a bit longer - I will send it first if you are ready
10 rounds remaining, maybe 9. Meeting tonight, will be back to post in 2 hrs.

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Well, I assume we have to spend some time here, searching/looting/identifying stuff, rather then just rushing down the steps. Dunno how long that'd take.
"Then lets see what lays below." Noisy says, indicating his readiness to continue.
"Perhaps the place has not flooded at all yet." He adds hopefully.
Ready!

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Sorry, long hot day out in the field again. Hopefully we'll be passing the peak soon. And it should rain later this week, which might give me a day or two to catch up.
Bart nods along after cleaning off his knives and searching over the top floor. "Down it is then. I'll lead the way. Everyone right behind me?"

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Aye, Master Flaxseed. Lead on.
Fendahl will bring up the rear if needed so the cat(s) do not clog the stairs. He also casts barkskin upon himself and Kirrah.

DM Feral |

The party descends the long zig-zagging stairs.
An open, winding stairway encircles the fifteen-foot-tall statue of a staglike creature with backward-facing horns and fiery hooves, sculpted as though it was ascending skyward through the opening to the floor above. Rich tapestries adorn the walls, and a pair of statues depicting noble samurai flank each of the four doors found at each corner of the room. Against the south wall, a railed stairway heads down.
A large turtle-like humanoid with a water-filled hollow in his forehead is seated in meditation when the party arrives. He opens one eye to study the newcomers.
"You are intruders in this place" it says with one eye still closed. "Give me one reason I shouldn't toss you out on your behinds."

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Umm.... knowledge to know what it is?
Going to use 1 of my 2/session uses of my Confidante faction card boon to get a boost on this....
Knowledge (any): 1d20 + 11 + 9 ⇒ (4) + 11 + 9 = 24 (+4 if undead, +1 nobility, +2 if daemon/devil/demon)
Noisy is surprised to run into something that seems to want to talk, over stabbing them.
At least it appears to speak Common!
He glances at the others, to see their reactions, then steps forward hesitantly.
"Umm... no need for tossing anyone on anything." He says.
"You try to toss us, my companions object... so they try to toss you." He holds up his hands in a wide shrug. "Next thing you know, everyone's unhappy!"
"We mean you no harm, if you mean none to us. The fact you're talking instead of um... more violent introductions, that's good. So perhaps a better end will come of this than those who greeted us up top?"
He takes a moment, trying to gauge the creatures reaction. But is not very well-versed in reading reptilian humanoids with ??water bowls?? on their heads.
"My name is Noisy." He continues. "A nobleman of my country, but a visitor here in yours. And you?"
He pauses for a response, before continuing. (Hope this isn't Lord Rybos... that might be awkward =))
"We are here in Shen-Shu, at the behest of some who used to call this place home." He glances up at the stag-like creature depicted above them (I'm guessing its a ki-rin?)
"In search of certain artifacts that have been long lost."
did the Tengu lady say why she wanted these all the sudden?
"Perhaps you know of them? Or can assist us in locating them?"
Diplomacy? If so: Diplomacy: 1d20 + 21 + 2 ⇒ (19) + 21 + 2 = 42

DM Feral |

Noisy recognizes this creature as a large specimen of kappa, a type of magical monstrous humanoid native to the far east. They're known for being skilled wrestlers.
"I am King", the large kappa says proudly. "This place is my home. I meditate here on the Master of Master's teachings."
"I don't know anything about artifacts. I don't venture from this chamber often. The others I share this temple with might know more."

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Fendahl considers the name of King and the picture of the horned creature.
Hmm is King his title or name? he ponders, before bowing and speaking.
Hhhhmmm, Master...King. So are the others in this temple associates of yours or just co inhabitants in the temple? We come seeking knowledge on the artifacts, as stated.

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Noisy nods at Fendahl's question. "Aye, they did not seem nearly as tranquil... so I'm guessing not meditating on the teachings of Irori as you are?"
Master of Masters is Irori, correct? Remembering the wiki link when I was making my paladin =)
He does his best to learn what King has to say about the other residents of the temple and where they might be.
"I imagine you've explored all of Shen-Shu in your time here?" He adds. "Would you be adverse to us looking around?"
"The relics we seek were lost to those who lived here before Zhanagorr."
"Perhaps you have seen or learned of them?" He gives a brief description of the items they are looking for.
"We are looking for a simple seal, a flute, and a crown from the time of the Shu empire"

DM Feral |

"They came as invaders at first. They sought this place for themselves but when they could not conquer me in battle, they accepted a truce. I allowed them to control the rest of the temple and in exchange they would leave myself and this chamber in peace as I meditate. I do not know their master but boggards, the masked servants, and enormous, blubbery people regularly enter and leave Shen-Shu."
"A flute? I had a flute once but I lost it recently..."

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Noisy laughs, when King describes the boggards trying and failing to drive him from his home.
"They should have started with the truce." He says, with a grin.
"How big is this place?" He adds, looking around with a critical eye. Is there a new map?
He will attempt to get a description of the layout of the rest of the place (especially if any of it is flooded!)
"A flute? I had a flute once but I lost it recently..."
Noisy's ears perk up a bit at that last.
"You did? Do tell... Do you play?"
"And what of crowns? Or seals? We have traveled a long way in search of these things."
If you need other sorts of checks whilst talking to this fellow, let me know... or if more diplomacy is needed. Noisy's take 10 on Diplomacy comes out to a 33, if that smooths the lines of communication. Or can roll more checks.

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Fled with, as in abducted? Maldoc asks. And what is this "sea of gold that burns like fire", exactly? How do we get there? Maybe we can rescue this Hamade.

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"When was this?" He asks, in regards to the missing flute player.
"Clearly the boggard idea of a truce has some flexibility." Noisy adds with a grimace.
"Though my musical leanings tend more towards the rythms of percussion... enjoyable sounds are all to be appreciated... even flautists" He grins slightly as he taps a quick beat on the drum at his hip for emphasis.
He ponders the other doors leading off the main room. "Are these all yours? May we see them? Perhaps a tour!"

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Phew! You guys have been busy today. Peak pollination season and I'm out in the fields all day most days right now.
Bart is silent for a while, pondering the turtle creature. Well, at least it's civil. He thinks to himself as it gives them some valuable information about the flute, at least, and the other things in the abandoned building.
"Thank you very much then!" Bart says with a bow. "We will not bother you except in dire need as we look for these relics. And when we are done we will report to our superiors that you are wise and a friend to our Society."
Bart bounces over to each door around the corners of the room and checks them for traps before leading the way in.

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Ok, caught up again. Tiger definitely gone by now.
Hrrmm, we will respect your sanctuary. You have treated us most honorably. If only the boggards had done the same. Now will will find your missing associate, hopefully before it is too late for him.
Fendahl bows again, with fist-in-palm samurai style before turning to exit with the halfling.
Kirrah, follow.

DM Feral |

He didn't mention any. Did Noisy ask about flooding?
Bart quickly determines that the four corner doors are not trapped or locked.
Statues, tapestries, and all manner of artwork occupy these clean rooms. Among the treasures is a carefully illuminated set of 100 scrolls containing excepts from Irori’s holy text Unbinding the Fetters. One of the rooms contains a life-sized statue of a contemplative sage holding a familiar disk in his open hands - Wise Zijao’s seal. The seal is decorated with an intricate pattern of dots and curving lines that depict a kirin in mid-leap.

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He will attempt to get a description of the layout of the rest of the place (especially if any of it is flooded!)
If that counts =)
Noisy ponders what seems to be the Seal they are looking for with a puzzled frown.
"Why would King not have mentioned that? Its right there." He asks waving one hand towards the statue.

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Fendahl and Kirrah will keep watch in the main room as the others check the corner rooms.
Hrrmrmm. Something seems odd here.
Per: 1d20 + 17 ⇒ (12) + 17 = 29
Looking for any reaction from the meditating master.
SM: 1d20 + 4 ⇒ (5) + 4 = 9

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I see no reason not to collect it, it is one of the items we came for. However, he gives way to Fendahl's caution and allows the half-elf to discover the result of his investigation.
Aid Perception: 1d20 + 14 ⇒ (11) + 14 = 25