Harper Montajay III
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Harper drops his scimitar as a free action and b++@& slaps the man.
1d20 - 2 ⇒ (6) - 2 = 4
Say what again!
Vermy...thanks for getting my back earlier!
Moves away from the statue.
Vermin*
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To be fair, Vermin will do a sense motive on that to see if he thinks it was intentional. A high roll here could save this things live IF it was unintentional...
Hey, you burned my friend again! Vermin looks suspiciously at the creature.
Sense Motive: 1d20 + 2 ⇒ (19) + 2 = 21
Edit: I am a dice god today. Bring on the fight. :)
Griff H.
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Griff moves over to heal Harper, but doesn't stay in the apparent "fire path" of the statue.
Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7
Fung Xi
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We have much more to find, though our mission for Amara Li is complete. We have the Qadiran's request as well. What do you guys think?
Vermin*
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Addressing his party, but talking at the creature Vermin comments Well, he has not given us munch information of value, not even the name of his kind. We could give him to those Kobolds in revolt to answer for his crimes against them...
| GM Nel |
Fung perception
1d20 + 7 ⇒ (13) + 7 = 20
Fung perception
1d20 + 6 ⇒ (15) + 6 = 21
Between Fung and Harper, they inspect the Katana. It has a blade made of pure jade instead of metal, and it will probably break quite easily if used in combat. It is also not magical.
After Fung says he doesn't want to see Fletzer again, he starts bolting for the well.
Any of you can try to stop him if you want.
Vermin*
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Vermin starts to take his AOO on instinct, but then has a change of hart and lets the creature run. Agreed. Lets finish this.
Griff H.
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Through the south door to the so-called "rebels"?
| GM Nel |
New Map
At the back of the room, 4 kobolds are piled on the back. The three up front have spears drawn, just pointed at you. The do seem more defensive than offensive with them though. They are chattering loudly at you.
Wait, what is going on!?
What happened to the fire speaker!?
Where is everyone?
We want to know!
Fung Xi
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Taking a defensive stance as well, Fung carefully tries to look unthreatening, Easy there little ones... we don't want to fight you...
Charisma check: 1d20 + 1 ⇒ (11) + 1 = 12
Looking quickly around the room, does it look like we will need anything from this room?
Perception 1d20 + 7 ⇒ (14) + 7 = 21
| GM Nel |
This large room is an aged gallery. Its once-decorated walls have been stripped of the original mosaics and its decorations replaced with Draconic graffiti, crudely etched into the walls. Other than the scrawl on the walls, the chamber is noticeably cleaner and less dusty than the dungeon’s other rooms.
The kobold in the very back says: Ooh. Common. I, common speak. We kobold. Hate fire speaker. Fire speaker away tribe take. You, how get past fire speaker?
The grafitti on the wall spells:
The graffiti is nothing more than a group of names in Draconic (Tarka, Gogot, Rexus, and Lurtil among a few others that are hard to read) interspersed with short phrases such as “All hail the fire speaker!” and “The flame lives!”
Fung Xi
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We beat him, and chased him off... your fellow tribe members are hurt but will live. We left them in the other room, Fung speaks slowly and carefully, not used to being the diplomat, We need to find some papers and we will leave your territory. Can you help us?
Griff H.
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We mean you no harm if you do not mean to harm us. We did not come here to kill kobolds. Please, lower your weapons and we can talk.
Diplomacy: 1d20 + 10 ⇒ (14) + 10 = 24
Vermin*
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Vermin listens to the Kobold speaking common and responds. Fire Speaker tricked you. Anyone can make statue breath fire. Just say the word 'Fisshae' and you will see. Thinking for a moment Vermin adds You speak good Common. You must be very smart Kobold. You should be new chief.
| GM Nel |
We no friends of other kobolds. They, heretics. We no fight big folk. We see papers before. In stinky room. Other papers in center room. Kobolds not care for paper. I tried read. Hard words. If evil fire speaker gone, kobolds re-take altar room! We close well!
They seem to be somewhat cheering and lowering spears now.
Fung Xi
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Many thanks, friend. We will get our papers and be on our way then. Can you tell us what dangers we might encounter that way? Fung gestures, pointing to the South.
Vermin*
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We have ended the weird ugly big folk woman outside. She was already dead, but not smart enough to stop walking around. We... convinced here to lay still.
Fung Xi
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What do you guys think? I think based on the map, we could get to the central room from going back around... it seems like we may have some obstacles to the South. I am up for the South, but only if you guys want to...
Griff H.
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S..seems reasonable. Lead the way.
Fung Xi
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Fung leads the way to the Southern passage, Harper, your lights will be welcome.
EDIT: Fung waves to the kobolds, Farewell, my new friends!
Griff H.
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FYI, from before, the potions that the "fire speaker" gave us, I had a 10 Spellcraft on the first potion and a 23 on the second potion.
Luccinus de Concorezio
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It may be a good idea, Friend Griff, if you renewed the light source on my shield also
After having the spell renewed, I will return to marching order and lead the way.
| GM Nel |
potions are blur and CLW
At the end of this corridor sits a sinister-looking fountain in a rounded alcove. A four-headed hydra, displayed in cross formation, protrudes from the middle of the rounded wall. The hydra’s heads all face directly down the hallway. Its top head’s mouth is firmly shut, its socketed eyes staring darkly down the corridor, and its head fin is flared and up. On that head fin, a single Kelish word is carved into the stone. The other three heads have toothy mouths open wide and reclined head fins; these obviously served as spouts for the fountain. Just below the mouths is a ceramic basin. The basin has been dry for many long centuries now.
The door to the left, is stuck.
Harper and Vermin's passive perception tells you: it seems to have been wedged shut on purpose, not just fallen into disrepair, and also that you can probably try to pry it open with force.
Vermin*
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Vermin will move forward and try to open the door.
Open Door: 1d20 + 4 ⇒ (17) + 4 = 21
| GM Nel |
Vermin is indeed able to open the door. With a loud cracking sound, the door is open and now un-stuck. Some clicking and hissing noises come from inside the room, and an eerie, fiery glow fills the halls...
Initiatives:
Harper: 1d20 + 6 ⇒ (9) + 6 = 15
Griff: 1d20 + 0 ⇒ (13) + 0 = 13
Fung: 1d20 + 5 ⇒ (4) + 5 = 9
Luccinus: 1d20 + 2 ⇒ (2) + 2 = 4
Xavier: 1d20 + 5 ⇒ (8) + 5 = 13
Vermin: 1d20 + 4 ⇒ (6) + 4 = 10
BBEG: 1d20 + 0 ⇒ (19) + 0 = 19
R1 Order will be:
BBEG
Harper
Xavier
Griff
Vermin
Fung
Luccinus
A glowing giant beetle steps to E3 in front of Vermin, and takes a bite!
ATK: 1d20 + 1 ⇒ (10) + 1 = 11
DMG: 1d4 ⇒ 4
That does not bite a flatfooted Vermin. Harper up.
Xavier Charlevesque
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Posting now - I'll be out most of the day.
Xavier mutters a few words and enchants his staff with arcane power. He then steps up and attacks the beetle with a two-handed strike from his quarterstaff.
Quarterstaff Attack: 1d20 + 3 + 1 + 1 ⇒ (3) + 3 + 1 + 1 = 8 for 1d6 + 3 + 1 + 1 ⇒ (6) + 3 + 1 + 1 = 11