GM BPC |
Gob can present it on his turn. :)
"So the first of our intruders dares to enter this sacred chamber?", the Golden Guardian roars as it takes to the air straight towards Marduk!
Golden Guadian gore @ Marduk: 1d20 + 11 ⇒ (6) + 11 = 17
Damage on hit: 1d8 + 4 ⇒ (3) + 4 = 7
What would have been a solid blow to the half-orc is deflected by an invisible, magical barrier protecting him.
However, the large guardian continues his flight back into the chamber. "So you rats are prepared at least.", it retorts. Meanwhile, the kobolds cheer and holler for the Guardian.
"Wha-what is that thing?!", a confused Vanei asks in the back.
Init Order: Bold = up!
Marduk
Golden God
Aspex
Wyeth
Hakime
Gob
Shasta
Shasta Lux |
Knowledge (Dungeoneering): 1d20 + 4 ⇒ (18) + 4 = 22
Knowledge (Nature): 1d20 + 8 ⇒ (7) + 8 = 15
Wish I had saved my use of take 20 as a standard action for this one. Oh well.
Filary te są słabe. Weź jeden i sufit wali się na niego.
Sensing there's not much she can do with any of her weapons, she grabs her tambourine as she speaks and begins to pound it with a driving beat that inspires courage in all who hear it.
Edit: Shasta moves into the room, staying close to the wall and heading for the stairs. If the kobolds try to flank us she'll be in a position to intervene.
Reminder: Shasta's Inspire Courage is now at +2 bonus.
Hakime |
Hakime declares smite on the creature and fires two arrows at it.
to hit: 1d20 + 3 + 2 + 1 + 3 ⇒ (18) + 3 + 2 + 1 + 3 = 27
dmg if hits: 1d8 + 2 + 2 + 2 ⇒ (3) + 2 + 2 + 2 = 9
to hit: 1d20 + 3 + 2 + 1 + 3 ⇒ (10) + 3 + 2 + 1 + 3 = 19
dmg if hits: 1d8 + 2 + 2 + 2 ⇒ (7) + 2 + 2 + 2 = 13
bypasses all dr
GM BPC |
Hakime smites the guardian... but finds Sarenrae has not cast her divine judgment against the Guardian. While the first arrow hits, it seemingly bounces off of the Guardian's skin and the other deflects harmlessly.
As a reminder Hakime, when using Flurry of blows arrows, you use the Flurry of blows profile which is -1/-1 for the effective base attack bonus from the monk. Essentially, the -1/-1 is the monk level as BAB with the -2 penalty added in. Combined with your Paladin level, that's +1/+1 for your BAB for both arrows. Just gotta get to monk level 3 for Zen Archery :)
"You dare see me as a creature of evil? I have guarded these halls for centuries! I am honor-bound to stay here and not some summoned demon compelled by mere magic!"
One of the kobolds, older than the rest and with a rag tied over his eyes, yells in jubilation in Draconic The one without a border on the map.
"Oh great Golden God, defend our home from these bigfoot outsiders!"
Hakime just made him mad :)
As a reminder for Gob, I know that you have the talisman out. Currently the guardian does not seem to react to it, even though it can see you (and it) clearly enough. Also, you know that the talisman is hollow and that there is something inside of it.
Init Order: Bold = up!
Group buffs: Inspire Courage +2
Marduk
Golden God (flying 15' in the air)
Aspex
Wyeth
Hakime
Gob
Shasta
Hakime |
well darnit! and yes - thow +1's were supposed to be -1's - wrong key
Gob Master of Greed |
Gob shrugs as he looks down at the strange egg shaped item. "Well, it doesn't seem to be working like this. Lets see what's inside." He says as he cracks open the clay shell.
GM BPC |
Gob smashes the talisman and a piece of metal, etched with green, metallic runes, lands on floor. The Golden Guardian almost gasps, then lands on the ground, kneeling. "Welcome, friends of Askurhall." The kobolds stand dumbstruck at first before approaching towards the top of the stairs. Several prepare to grab weapons, bit the blind one from before starts spurting accusations in halting Common, trying to make sense of the situation.
The apparent lead kobold is demanding answers. I'll post a question and everyone can try to answer the question along with one of the three social skill checks (Bluff to carefully avoid answering, Diplomacy to sound apologetic, or Intimidate to answer defiantly). I'll also allow creative answers if you can RP/explain why it works. As soon as someone passes and makes the check, I'll move on to the next question. I will take responses in posting order and only mark those who had to answer before a success was made as participating; the reason for this may become clear later.
First question!
"What is dis? You put a curse on our Golden God with your trinket!"
Also, there's a lot of RP dialogue and social actions to come, so prompt responses will be appreciated :)
Gob Master of Greed |
Gob sighs. "I am growing tired of explaining this to you little dragons. It is not a god, it is a guardian left here by the dwarves. This trinket marks us as friends of the dwarves that left it here."
intimidate: 1d20 + 3 ⇒ (11) + 3 = 14
-Posted with Wayfinder
GM BPC |
Gob tries to talk sense to the kobold leader, but it remains unmoved. Someone else's turn to try. Also, no aiding in this, it's your effort alone each time.
Shasta Lux |
"Their brains are too tiny to comprehend what we have done, Gob. Don't even try to explain." She looks up at the leader. "To understand, you have to speak dwarven, first of all. Can you speak dwarven?" Shasta puts her tambourine back on her belt, but keeps an eye on the kobolds on the steps.
Bluff: 1d20 + 13 ⇒ (19) + 13 = 32
GM BPC |
"Wha? Why should I know wide-feet language?", Shasta's response turning the tables on the kobold's initial inquiry.
The other kobolds then turn to cheer on their leader, reinvigorating his verbal attack.
"Don't let her get to you Naktok! Show us your wisdom!"
The leader then asks:
"The idiot human who collapse the corridor was a friend of yours, wasn't he?"
Although I didn't describe it well, on the map you will see two large piles of rubble: one near the entrance to this chamber and the other in the back corner.
Oh yeah, although I did say that aiding is not allowed, once per question, someone can use Vanei to automatically aid their result. Once used, no one else can use her aid until the next question. She can do this for 3 questions.
GM BPC |
Success! New question!
The blind kobold seems to do the same as Shasta, dodging Gob's response and turning it into another inquiry.
"You attacked kobolds a few weeks ago just outside these ruins, didn't you?"
Shasta Lux |
Shasta puts a finger to her nose--A wink's as good as a nod to a blind kobold--and says,
"Correction, we attacked kobolds who were about to sacrifice some of our own kind. In other words, we acted in defense of our comrades, as I'm sure you would do. I would point out, that elsewhere in the complex are kobolds we could have killed but whom we left alive. We never would have come at all if we had not learned kobolds had been attacking humans throughout the area."
Diplomacy: 1d20 + 13 ⇒ (9) + 13 = 22
No aid necessary on this one.
To the other kobolds, she says with a wink, "Þú sýna mér visku þína og ég skal sýna þér mitt."
GM BPC |
Another success!
The kobolds are shocked to hear Shasta speak Draconic and are somewhat impressed Now, those who speak in Draconic get +2 on checks to influence the kobolds here for these questions
Next question:
Nodding accepting at Shasta's answer, Naktok pauses for a second as he comes to a realization.
"How did you get past Stinkeye? Did you murder him?", a hint of panic in the kobold's yipping voice.
Shasta Lux |
Shasta grins. "Do you mean that adorable creature about so high? Turns people to stone with his gaze? He had gotten out of his room, so I coaxed him back in with his chew-toy and closed the door. He's safe and sound."
Diplomacy, draconic bonus: 1d20 + 13 + 2 ⇒ (10) + 13 + 2 = 25
GM BPC |
Naktok looks relieved. "Oh my beloved Stinkeye is safe?!", the aged kobold reinvigorated with assurance. He whispers something to the other kobolds, giving them a sack, then runs past the party as fast as his blind self can go.
"Don't worry, Stinky, Nakky's gonna play with you!"
The other kobolds sigh acceptingly, responding in Draconic and translated here to save trouble, "Some days it seems Naktok cares more for his pet than us..." The one holding the sack then turns to the party. "What is it that you are looking for? Why are you down here, to take our guardian away?"
Gob Master of Greed |
Gob picks up the piece of metal that was hidden inside the clay egg. "Something tells me that this is what we were looking for." The half-orc replies in draconic before casting detect magic.
GM BPC |
@Gob: It bears a very faint transmutation aura.
This is actually a piece of the Sky Key! Yeah, sorta weird that they give it to you in pt2, but it's needed to actually do part 3, especially for low level tiers that would never stand a chance against the guardian, whose stats do not chance between 1-2 or 4-5.
Ultimately, your goal from lady Allahe is to find the missing Venture-Captain Sharrowsmith, who was actually looking for the fragment Gob now holds!
Shasta Lux |
"We are Pathfinders--scholars and adventurers committed to discovering lost secrets and ancient lore. One of our own came here a moon ago and we believe you captured him. We seek only to bring him back alive, along with whatever he learned from your wisdom. His name was Sharrowsmith." Shasta describes what he looked like. She holds up his backpack. "He was carrying this."
Diplomacy: 1d20 + 13 ⇒ (12) + 13 = 25
"As for your golden guardian, that is actually a dwarven guardian whom they gilded with gold. We just tracked down the key that controls him. Looks a bit like a dragon, I guess, so I can understand your confusion. Were you trying to awaken him with human sacrifices?"
GM BPC |
"Him...", the kobold glaring menacingly before reverting to a more talkative state. "His foolishness was his own demise. He was caught exploring our lair and in his haste to escape, he caused a collapse of our home that buried him and several of my clan mates." The kobold looks at the Guardian, who now stands once more, towering over the party. "We have asked our golden god to help us excavate the rubble so we can bury our dead in the chambers beyond the collapse, but he denied our requests."
GM BPC |
At this point, the Guardian looks at the kobolds, then the PCs. "Yes, because I am not your servant. Although these who return with the shard of the ancients do not look like my previous charges. I want to see if you are truly the worthy inheritors of dwarves of Askurhall or robbers who managed to get lucky."
The guardian's large clawed hand points to the top of the dais it once stood, beyond the stairs where the kobolds were as well. "Stand and view the murals on the wall and tell me their meaning - the inheritors of the dwarves should know the significance of these hallowed images."
This is another social element, but for the sake of expediency, I'm going to do a bit of streamlining. I'll have spoilers for each of the mural sections followed by a pair of checks. You may attempt either one of the checks listed OR use Bluff or Perform: Oratory. However, using Bluff/Perform: Oratory too many times will cause problems! Also, giving some RP to provide some additional insight on your own view on what it means may result in a bonus on your roll :) Finally, I'm putting a cap on the number of murals each person can check to four, so a bit of deliberation to see which ones would be best tackled by each player.
GM BPC |
The mural depicts a dwarf in a cave gazing up and shielding her eyes with a hand.
Kn: History or Kn: Religion
The mural depicts a fireball with long, trailing streaks descending from the sky.
Kn: Geography or Kn: History
The mural depicts two dwarves locked in battle. One of them
has long, braided hair while the other is bald and dark-skinned.
Kn: Dungeoneering or Kn: Local
The mural depicts four complex symbols arranged on the four points of a compass rose slanted slightly to the right.
Appraise or Perception
The mural depicts rolling hills with dark gray, rocky soil, punctuated with veins of gold. A vine covered in lavender flowers crushes a giant
lizard like a constricting serpent.
Kn: Geography or Kn: Nature
The mural depicts a map with many rooms, some crude, others skillfully carved and rich in detail.
Kn: Engineering or Survival
The mural depicts a gaunt dwarf with his eyes cast to the ground and
his hand held against his chest.
Heal or Sense Motive
The mural depicts a demonlike creature with horns and wings.
Kn: Engineering or Kn: Nature
The mural depicts a humanoid with bulbous eyes and bowed legs.
This is a freebie! You recognize these creatures as grippli.
The mural depicts a dwarf whose weapons and armor are made of wood and stone rather than metal. His skin bears numerous simple tattoos, and several bright feathers adorn his beard.
Kn: Geography or Kn: Local
Hakime |
Hakime has no knowledge skills at all, semi-decent perception and a slight amount of survival and even lower heal... that's about it that might be helpful
Shasta Lux |
Shasta gets a good look at the murals and considers what she knows and what strengths other characters have shown and recommends the following characters take first crack at the following murals, with a back-up suggestion should the first check not do so well. Shasta, Aspex, and Gob all have shown a wide range of knowledge and can handle the following murals in any order: 3, 5, 8, and 10.
Mural 1: Gob, Marduk
Mural 2: Gob, Shasta
Mural 4: Hakime, Marduk
Mural 6: Gob, Hakime
Mural 7: Hakime, Marduk
Shasta will hold off in order to fill in where needed with a one of her knowledge strength areas or with bluff.
Hakime |
perception, mural 4: 1d20 + 8 ⇒ (20) + 8 = 28
survival, mural 6: 1d20 + 5 ⇒ (4) + 5 = 9
heal, mural 7: 1d20 + 3 ⇒ (2) + 3 = 5
so sad on those last two - but not bad on mural 4, good luck to others on murals 6 and 7
Shasta Lux |
Remember the GM requested some roleplay and an interpretation of the meaning of each image.
Marduk the Pale |
Marduk looks at the mural #1 a little more closely.
Kn. Religion: 1d20 + 5 ⇒ (5) + 5 = 10
"This seems to me a dwarf who's come to the surface for the first time, potentially seeing the light of Torag in perceivable form for the first time. Torag forged the world."
#4 Perception: 1d20 + 5 ⇒ (19) + 5 = 24
"Four corner stones of dwarven exploration. North to represent them ever going forward. East is the right hand side, if ever they took the wrong turn, they'd find their way back by keeping to their right hand.
South, leave no fellow dwarf behind, as dwarven society values perseverance and comradeship in hard times.
West, to represent their comradeship, related to east. If your right hand is against the wall and you are either lost, or make a stand against an opponent, side by side might be key to victory or defeat.
It tilting right would suggest their methods were effective most of the time."
I haven't got a clue, to be honest here. :)
#7 Sense Motive: 1d20 + 6 ⇒ (18) + 6 = 24
"Death and old age come to even the hardy dwarven race, but through legacy of craftsmanship such as this, they are remembered."
Now lets see what the GM make of it.
GM BPC |
Yup, that'll be my fun. There has been a success on murals 4 and 7!
-Posted with Wayfinder
Gob Master of Greed |
Mural 1 religion: 1d20 + 9 ⇒ (18) + 9 = 27
"I believe this first mural is the prophecy from Torag that led to the quest for Sky. The dwarves were told when the ground shook beneath their feet they needed to migrate to the surface."
Mural 2 history: 1d20 + 8 ⇒ (14) + 8 = 22
"I believe this is the starstone, whose land fall not only caused the age of darkness, but all caused the tremor which led the dwarves to migrate to the surface."
Mural 3 local: 1d20 + 9 ⇒ (3) + 9 = 12 Gob looks at this one and shrugs
Mural 6 Engeering: 1d20 + 8 ⇒ (19) + 8 = 27
"I believe this represents one of the sky citadels. These were built in the places where the dwarves reached the surface in their quest for sky. I think this one might be the recently rediscovered Jormundon."
Shasta Lux |
As her fellow Pathfinders speak about the murals, Shasta feels they are doing well. Still, she wants to bring this in with a flourish, so she gets out her violin and begins to play music to accompany Aspex or whichever Pathfinder steps forth to explain the remaining murals.
Inspire Competence in place for the rolls to come. Bonus on skill rolls = +2.
GM BPC |
Slowly, the party begins to decipher parts of the mural.
In mural order
Gob correctly assumes that the first mural is about the dwarven surface migration known as the Quest for Sky.
He then believes the crash to be the Starstone... until realizing that this must be something different, closer to the dwarven timeline. It must be the Rain of Stars, when a fireball from the heavens crashed into what is now Numeria.
Marduk and Hakime work together to decipher the compass rose that is the forth mural. Interestingly, their keen eyes also notice that the 'south' symbol on the compass looks quite similar to the metal fragment that was inside the dingus talisman given by the Krihilik.
While Gob first things that the sixth mural is that of one of the great Sky Citaldels, the various quality of architecture reminds him of what they've seen of Ashkurhall; the entrance being simple while inside is more impressively created.
Marduk first believes the dwarf in the 7th mural is death from old age, but the sullen, sunken eyes then convince him that something must be plaguing the dwarf; perhaps disease or starvation?
Everyone recognizes the stylized drawing of the grippli.
That's enough successes to continue, so moving on only so we can try and possibly reach the deadline for the PbP GameDay :)
The Guardian nods approvingly as the party slowly works their way through the murals. "You truly are worthy bearers of the talisman, so I shall tell you a story that Sigrin of Ashkurhall, the founder of this place, once told me."
Bonus: Try to read this in James Earl Jones' or Keith David's voice.
"Long ago, when Sigrin’s father ruled as king, the dwarves rose from the depths and built a citadel so mighty that even a titan would gaze upon it in awe. Centuries later, a shower of stars rained upon a land not far from the dwarven hold. The dwarves marched to investigate. They found many wonderful things, the greatest of which was the mysterious artifact they named the Sky Key.
But dark times soon followed, for their cousins from the underworld fell upon the dwarven citadel. Caught unprepared, the dwarves knew they could not hold off against the siege. The king ordered all but his most trusted guards to leave, and stayed behind to buy his people timed to escape. Before Sigrin and her three siblings left to lead the dwarves to safety, the king gave each of them a piece of the Sky Key, and kept one for himself. The dwarves traveled far and wide, but the dangerous journey across the unknown land caused rifts in their clan. One by one, the king’s children went their separate ways, each taking a piece of the key and a part of the clan. Sigrin’s dwarves made their way to this continent, and though they found it quite inhospitable, they pressed on. After much searching, they found gold and started building this place. Their prosperity grew with each passing decade."
Grinning, the Guardian continues, "That’s when I entered the picture. We didn’t get along at first, but I came to realize they were decent people, who appreciated stone and gold as much as I did.
Their luck did not last, however. A sickness came over the dwarves, and the survivors were too few in number to continue their lineage. Rather than slowly die out here, they chose to leave. However, they wanted someone to watch over this place. They chose me. Sigrin went to her grippli allies and gave them her piece of the key. Where the dwarves were going, they couldn’t hold onto their memories and traditions. I think Sigrin made up a monstrous story about me—I probably deserved it," the Guardian says with a grin, but the story was to protect this place and the piece of the key."
The Guardian stares at the last mural for a long time. "The dwarves left to join their cousins who lived in the jungle to the east. They never came back."
GM BPC |
At this point, the same group of kobolds that were in the shrine earlier barge in. They are wounded, and two of them are dragging a pair of unconscious kobolds with them. "More intruders! They attacked us!"
You have one round to prepare before action happens!
Though wounded and fleeing, one of the kobolds has an optomistic smile. "We tried to hold 'em off best we could; of course SOMEONE had to ruin some perfectly good traps near the entrance.", the kobold looking at the party. " We shot a couple in the leg, and at least the portcullis standing funneled them through the cracks like you guys did, so we had an easier time shooting them. An' Stinkeye petrified one guy before they locked him and Naktok back in their room. Hope they are ok..."
"What? The unworthy DARE enter my halls?!", the Guardian taking to the air.
Map updated! Your locations are your starting position. Again, 1 round to do something before action happens!
So, to further explain the mechanics of the scenario, there are several things you could do (or not do) to earn Defense Points. These include leaving some traps around, leaving Stinkeye alive so he could fight, leaving the other kobolds alive, etc. Based on the number of Defense Points you earned in the scenario, the incoming wave of enemies is weaker and/or smaller in number.
By pleasing the Guardian you also have his assistance in the form of Defense Points, but unfortunately he otherwise doesn't act in combat.
I'll also let you know that you got the second highest level possible :)
Gob Master of Greed |
"Looks like we have company." Gob says before casting a haste spell on the group. "Try and give me a clear path at them when they come through the door." Gob adds as he moves down to prepare for the Aspis agents.
Shasta Lux |
If an 18 would have been enough for deciphering the murals, Shasta could have gotten at least 4 more, with Aspex picking up any spares or vice versa. I'm going to assume Shasta used 4 bardic performances to assist the remaining attempts.
Shasta moves toward the stairs, stowing her violin as she moved. As she moves, she sings "What can you do with as Aspis Agent? / What can you do with an Aspis Agent?/ What can you do with an Aspis Agent / Early in the morning?" The melody is a familiar sea chantey that describes all kinds of abuse that might be heaped on a drunken sailor.
As Gob's haste spell helps her fly down the stairs unnaturally fast, she she grins, hoping to get a chance to try her new spell of Blistering Invective to give her zingers some real heat.
This gets the ball rolling for Inspire Courage for a bonus of +2 to hit and damage and versus fear effects.
GM BPC |
Yes it would have :) No bonus for deciphering all of them. The tale that the Guardian told is the the story told from the murals, so nothing really new to add.
Still need Wyeth, Marduk, Aspex, and Hakime to post the preparations. I'll wait until tomorrow and we'll the first onslaught!
Marduk the Pale |
I'm still good, mage armor's still active.
Marduk moves to flank the door, temple sword in hand.
It looks like a sharp corner, and i hope they can't see Marduk from the upper door, unless they step through.
Hakime |
Hakime moves so she has some cover and can fire on either side of the wall she stands near.... readies her bow.
Aspex |
Aspex draws a wand and casts a spell on herself as she moves to the top of the steps near Hakime. "Marduk, back up a few feet and I'll grease the floor under the door."
Mage Armor on herself, Grease on the floor near the door.
GM BPC |
Going to move Wyeth up, but continuing on!
@Aspex: You only get 1 action, so I'm assuming the Mage Armor and your grease will be your first action in initiative
"JoBu, damn it all!", a voice booms from the back. The party waits in anticipation as several figures approach the door. They all bear wounds, mostly crossbow bolts sticking out. A large woman in the back, wielding an axe and whip, curses some more. "Lost Rogan to a damned basilisk of all things and...", rage filling her eyes as the Guardian and the Pathfinders are spotted. "And who in the eternal damnation are these bastards?" Listening to Shasta's words, though, causes her to nearly foam at the mouth. "Gut them all! I don't care if one of 'em is Sharrowsmith! THEY ALL DIE!!!"
Kamektah: 1d20 + 1 ⇒ (19) + 1 = 20
Leopard: 1d20 + 6 ⇒ (1) + 6 = 7
Aspis Blue: 1d20 + 1 ⇒ (11) + 1 = 12
Aspis Red: 1d20 + 1 ⇒ (5) + 1 = 6
Aspex: 1d20 + 6 ⇒ (5) + 6 = 11
Gob: 1d20 + 2 ⇒ (15) + 2 = 17
Hakime: 1d20 + 1 ⇒ (20) + 1 = 21
Marduk: 1d20 + 4 ⇒ (10) + 4 = 14
Shasta: 1d20 + 2 ⇒ (1) + 2 = 3
Wyeth: 1d20 + 4 ⇒ (9) + 4 = 13
Init Order (bold = up)
Hakime
Axe Woman
Gob
Marduk
Wyeth
Aspis Blue
Aspex
Leopard
Aspis Red
Shasta
Hakime |
Hakime holds her fire for the time being... delay?
GM BPC |
Delay it is!
The large axe woman runs into the room and, foaming at the mouth, she howls out and swings at Marduk.
No, AoO due to crossing a corner
Axe @ Marduk: 1d20 + 9 - 1 ⇒ (18) + 9 - 1 = 26
Damage on hit: 1d12 + 7 + 3 ⇒ (2) + 7 + 3 = 12
The half-orc is dealt a savage cut that could have been far worse!
Init Order (bold = up)
Buffs: Inspire Courage +2
Axe Woman
Hakime
Gob
Marduk (12 damage)
Wyeth
Aspis Blue
Aspex
Leopard
Aspis Red
Shasta
Hakime |
When the woman enters the room and becomes a target, Hakime takes a pair of shots at her... taking -4 for her having cover
to hit: 1d20 + 3 - 1 - 4 ⇒ (9) + 3 - 1 - 4 = 7
dmg if hits: 1d8 + 2 ⇒ (7) + 2 = 9
to hit: 1d20 + 3 - 1 - 4 ⇒ (20) + 3 - 1 - 4 = 18
dmg if hits: 1d8 + 2 ⇒ (8) + 2 = 10
Hakime |
to confirm crit: 1d20 + 2 - 1 - 4 ⇒ (3) + 2 - 1 - 4 = 0
dmg if crits: 2d8 + 4 ⇒ (8, 5) + 4 = 17
too bad on that crit roll... woulda been nice
Shasta Lux |
It looks like the leopard token was moved instead of the axe-woman. Aspis agents seem to have a thing for big cats.