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Karsa peers towards the door, Yeah, what the lad said, who are ye and what are ye doing skulking behind that door!

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The voice from beyond the door responds without hesitation, "I am an adventurer by the name Alarka, I was trapped here when a group of bandits attacked me and my friends! Yes, yes, I have a sceptre with me, if we provide you the spectre, will you help us? We've been stuck for days and are hungry, please save us."

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Kramac is always happy to help those in need. We are Pathfinders - sent to find a group from our organization that was previously dispatched here. Have you encountered them? Can you pass the scepter through the hole so we may use it to open the door?

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Ingrge hides a frown as he nods at Kramac's words. "Yes, what do you know of the Pathfinders that are here?"
He tries to read her response...
Sense Motive: 1d20 + 5 ⇒ (9) + 5 = 14

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What the lad here said, also, are those your camels outside?
Sense Motive, heroism: 1d20 + 19 ⇒ (5) + 19 = 24

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Kiboko readies his hooked lance, clearly not trusting the voice. He looks to Kramac:
"Sauti hiyo inaweza kuwa njia ya kusafiri, lakini pia inaweza kuwa bandit."

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??: 1d20 + 12 ⇒ (1) + 12 = 13
"Yes, yes, if it would help you open these doors, we would be happy to pass the sceptre to you. The camels are ours, and the Pathfinders? We are the only ones. Could the Pathfinders be the bandits that attacked us and left us for death?"
You don't believe her to be forthcoming in her situation, she clearly has hidden motivations.

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Pathfinders aren't common bandits shouts Karsa, most of the time. If you want help getting out of there you best be totally honest with us.

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Sense motive: 1d20 + 8 ⇒ (18) + 8 = 26
I assume that lets me read the same spoiler as Karsa.
"Are you the only one in there?"
Juhnavi kneels down and tries to peer through the hole.
Perception, she has darkvision: 1d20 + 13 ⇒ (7) + 13 = 20

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Kramac will stand by, waiting to see if the sceptre is produced. If it is, he will slot it in the last slot and await the mystery person. He'll activate Detect Alignment to see if they ping as evil.

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"No I am not alone, my friends are with me as I said. And as I said, we are just adventurers that were attacked! What else can we say?"
She starts the slide out another beautifully designed sceptre, this time made of sandalwood, but holds on to it tightly until she's sure you will come to her aid.
You see several, pairs of feet inside, and several bodies lying on the floor of the room. But can't make out much through the small slits under the door.

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Kramac and friends mean you no harm if you mean us no harm. We are here to explore these ruins and recover our lost Pathfinder companions. If, as you say, you have not encountered then, perhaps they are trapped in a different part of the complex. Let us speak face to face and share information.
sense motive: 1d20 + 6 ⇒ (1) + 6 = 7
Kramac believes them!
Diplomacy: 1d20 + 13 ⇒ (15) + 13 = 28
Assuming she releases the scepter, Kramac will slot it into the last spot and await the door opening. Just as a reminder, he has Detect Alignment up. I'm not terribly worried about any neutral or good alignments, but if any of them are evil I'd like to know.

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Just as a reminder, he has Detect Alignment up. I'm not terribly worried about any neutral or good alignments, but if any of them are evil I'd like to know.
You'd have to choose one alignment to detect (chaos,law,good,evil) each time you detect. Assuming you are most concerned about evil, results in spoiler below, but do you only choose to detect evil or do you also attempt to discern other alignments as the conversation happens?

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Kiboko is suspicious, and prepares for a fight whilst others talk. He casts Barkskin on himself, and Heightened Awareness from his wand.
Will burn Heightened Awareness for +4 initiative if combat breaks out. If combat does not break out, the Barkskin will last an hour and the H.A. for 10 minutes, so worth doing anyway.

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I'm not terribly concerned with the other alignments - Evil tells me what I want to know
Was the diplomacy enough to get them to pass the scepter through, or do we need to do more convincing?

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With the prospective of freedom, Alarka is more than willing to hand over the missing piece to the first puzzle. Another beautifully made sceptre, made of sandalwood and stuffed with simple garnets with a rectangular end. To no ones surprise it fits perfectly into place at the front altar. As Kramac places it in, the caverns shake violently causing it to rain sand as the doors slowly open.
Greeting you from the other side, is a woman, presumably Alarka whom you've been speaking to, and three other 'adventurers'. On the right side of the room. an unconscious woman lays, along with a pile of gear.
The chamber can be described as large, relative to what you've seen so far, and is bisected by a pit filled with burning coals. On the far side of the room is an altar, on top of which rests a scepter made of pure silver. At its tip is a large emerald.
Alarka looks relieved and she studies the group, "Thank you for coming to our aid, we thought we would have been goners! Perhaps it would be in our best interest to explore the place together? We really mean nobody any harm, and if you would be so kind to let us through we will be headed off on our way."
Page 1 and 2 Slides are updated!

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Karsa glowers at the woman, Which is it, you want to join us to explore or be on your way? Make sense woman! Also you seem to be leaving an uncoscious comrade behind he snaps pointing to the body. Not very spoting of you.

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"On second thought, it'd be best if we leave, we have been stuck for days and all we want is a good nights rest and a warm bath..." She notes as she turns to the corner. "Oh.. she's not one of us, that was one of the bandits that attacked us and left us for dead! "

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"We will first inspect that 'bandit.' Where are the rest of them? The others who attacked you?" Kiboko addresses Alarka.

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Some questions about in character knowledge - you said that Alarka has a moderate evil aura- would it be reasonable to assume that Kramac knows that divine casters are usually ones that have anything above the normal alignent aura? Ie the moderate aura implies she is a Paladin, Blackguard, Oracle, Cleric or similar? If this is true and you find it reasonable, Kramac will try to spot a holy symbol or other iconography that might tell him what god she worships.
Perception to spot symbols: 1d20 + 11 + 2 + 2 ⇒ (18) + 11 + 2 + 2 = 33
Kn Religion: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
Yes, let us examine this bandit. We can probably wake her up... I know I'd want to get to the bottom of why someone attacked me given the opportunity. Wait a moment, while we wake her and we can question her together.
Kramac will flick his wrist and retrieve a wand of cure light wounds and begin walking in.

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Ingrge will go to the unconscious one and look for anything identifying her as a Pathfinder, which he suspects, she is...
Perception: 1d20 + 14 ⇒ (5) + 14 = 19

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You may roll Kn. Local in attempt to identify the men before you. High level characters also have stronger aura, so I don't think Kramac would have been able to discern the class just based on aura. But Kn. Local is the relevant as a Monster Lore check now that you can see them.
As far as Kramac can see, there is no symbols upon her identifying of her deity.
As the half-orc brawler slowly enters into the chamber, the situation takes an ugly turn!
Realising loopholes in a story, Alarka swings her hand in a horizontal sweep, as if giving some sort of signal! immediately, two of the fighters step in front of Alarka while the other places his sword to the neck of the unconscious woman. They mean serious business!
"You couldn't stop asking questions!! You let us free, or this woman, one of your Pathfinders will never see the light of day again. She's alive, but barely, unlike her allies." She snickers.
What do you do now!!

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Karsa quietly draws a wand, I would'nae do this lass, it isn't worth it. Drop the woman and get out of here...
Drawing a wand of dimension door

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"If you want freedom, leave our comrade unharmed. You are not in a position of strength Alarka."
Kiboko casts Shield from his Ioun Stone.

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Shall I presume you will let them walk away, assuming they leave the woman unharmed. Or does anyone have something else in mind? Trying to figure out the next update.

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I'm ok with letting them leave. Unless someone has a plan that doesn't get who I assume is a Pathfinder coup de graced.

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I am fine with letting them go provided the woman is still alive.

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Kiboko would rather cut them down, but not at the expense of a fellow Pathfinder's life. I'm up for tricking the bandits. But Kiboko isn't going to initiate combat unilaterally - only if his comrades agree.
"Hatuwezi kuwaacha wale wezi wauaji ni sisi?"

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"However, we are in position of bargain." She rudely remarks. They insist the group gives them space as they attempt to make their escape. They drag the unconscious woman along as an assurance for their welfare. "Don't try anything stupid!"
You are quite sure that they woman they carry is a Pathfinder, and likely the missing one.
Map updated on page 3 to kinda give the situation. I want to make sure I get everyone's input to this. So if you want to act, now is the time. I'll wait around 10 hours for input, else we'll assume they escape.

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I'm most concerned with the safety of the Pathfinder. If someone has a plan that has a good chance of getting them out of harm's way and then jumping the bandits, I'm all for it. Otherwise, lets get her to safety then chase them down or just let them go

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I have a plan, but it isn't something she can talk to anyone else about beforehand. Should I just go ahead and do it?

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What the hell, I'm gonna give it a try.
Juhnavi focuses her mind on the tough with his sword at the woman's throat. Her eyes glow slightly, but she makes no motions or gestures of spellcasting.
Using the Supernatural ability Mind Fear to inflict the man with the sword to her throat with fright. DC 18 Will save or be frightened. This is a mind-affecting fear effect. Using 1 point of necromantic focus to do so. if he fails the save and has 7 or fewer hit dice, he is frightened for 1d4 ⇒ 3 rounds. If he is frightened, he cannot take the CdG action but must flee.

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In my mind, the way it plays out is immediately into combat rounds!
Will: 1d20 + 5 ⇒ (3) + 5 = 8
Juhnavi takes a risk in a tense moment as all eyes are on both sides of the divide! Juhnavi penetrates the bandit's mind and plants thoguhts of anguish, and destruction. The man yells in a voice that denotes frustration but slowly turns to something akin of fright as his mind slowly turns against him! "Arrgghhh!"
Alarka watches the situation unfold and soon her face turns sour. Agitated by what just happened, she calls out to her men to react immediately with violence. "Kill them all!"
Martha: 1d20 + 5 ⇒ (17) + 5 = 22
Ingrge: 1d20 + 7 ⇒ (4) + 7 = 11
Karsa: 1d20 + 20 ⇒ (8) + 20 = 28
Kramac: 1d20 + 4 ⇒ (5) + 4 = 9
Kiboko,HA: 1d20 + 1 + 4 ⇒ (5) + 1 + 4 = 10
Juhnavi: 1d20 + 1 ⇒ (13) + 1 = 14
Raiders: 1d20 + 5 ⇒ (13) + 5 = 18
Alarka: 1d20 + 5 ⇒ (13) + 5 = 18
Combat Round 1
Martha, Karsa
Alarka, Raiders R(frightened x3)
Kiboko, Ingrge, Kramac, Juhnavi
Bold is up! Refer to map on pg3 of the handouts.

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Karsas initiative breakdown is:
+7: Noble scion feat, he uses charisma instead of dex for init
+3: Circlet of persuasion (affects charisma based checks, noblle scion changes it from a dex based check to a charisma one meaning it now affects initiative. I can dig out the FAQ if you want
+4: Familiar, greensting scorpion, he mostly stays as a tattoo to keep him out of harms way
+2: I drank a blood boiling pill when we entered, +2 for 8 hours, I take extra bleed damage if it comes up
+4: Heightened Awareness
Dammit mutters Kara, You shouldn't outa have done that lass. Now things are gonna get messy
Focusing his mind he quiclly starts to cast a spell. Flames flicker around his hand and coil into a writhing serpent which he sends racing down the stairs into the lead bandit. As it coils around her it spits fire at the other three bandits.
Casting empowered burning arc as a full round action. Varisian tattoo makes it caster level 10. The leader takes the full blast then it arcs to each of the other three, take them left to right. There is a DC20 reflex save for half damage
Arc damage leader: 10d6 + 10 ⇒ (2, 2, 3, 6, 3, 3, 4, 4, 6, 1) + 10 = 44 for 66 damage
Arc damage Bandit 1: 5d6 + 5 ⇒ (5, 2, 1, 3, 3) + 5 = 19 for 28 damage
Arc damage Bandit 2: 2d6 + 2 ⇒ (4, 5) + 2 = 11 for 16 damage
Arc damage Bandit 3: 1d6 + 1 ⇒ (2) + 1 = 3 for 4 damage

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"Good. Kiboko has no love for those who would harm the helpless for profit! Can you occupy their leader, Martha? Kiboko and Mvumbu will guard your flank."
My actions will have to wait till my turn; just making a suggestion that will get Mvumbu into the fight and hopefully protect our fallen pathfinder too.

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Welp!
Reflex, Boss: 1d20 + 3 ⇒ (20) + 3 = 23
Reflex, Bandit 1: 1d20 + 3 ⇒ (20) + 3 = 23
Reflex, Bandit 2: 1d20 + 3 ⇒ (4) + 3 = 7
Reflex, Bandit 3: 1d20 + 3 ⇒ (9) + 3 = 12
Thinking quickly on his feet, Karsa unleash magical flames to engulf upon the bandits. A few react timely to the attack, while the others were completely caught off guard. Alarka seems to be somewhat resistant to the attack. Resist fire 10.
Combat Round 1
Martha, Karsa
Alarka -23, Raiders R -14(frightened x3) B -16 G -4
Kiboko, Ingrge, Kramac, Juhnavi

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"Don't call me 'lass'," Juhnavi says with a tense frown on her face as she recovers the effort of casting the spell and begins to move to attack. "Those who threaten pathfinders will quickly find it to be their last mistake."

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After traveling with the group for a while in her characteristic silence, the bandit leader's orders cause Martha to spring to action. She does not completely understand what caused the bandit to drop the unconscious Pathfinder, but she immediately steps up towards the leader as instructed by Kiboko.
"Occupy their leader", she repeats. While this makes Alarka her target, Martha knows simply waltzing forward would put her in a dangerous and tactically inferior position and thus stops after a few steps to lash out at the blue bandit, still recovering from Karsa's fire. She moves her large sword with surprising ease, twice swinging and tearing chunks off the enemy's armor and flesh.
Falchion - Power Attack (+ Furious Focus): 1d20 + 14 ⇒ (14) + 14 = 28, Damage + Power Attack: 2d4 + 11 + 6 ⇒ (4, 3) + 11 + 6 = 24
Falchion (2nd attack) - Power Attack: 1d20 + 9 - 2 ⇒ (19) + 9 - 2 = 26, Damage + Power Attack + Backswing: 2d4 + 11 + 6 + 2 ⇒ (3, 3) + 11 + 6 + 2 = 25
Crit confirm: 1d20 + 7 ⇒ (4) + 7 = 11, Crit damage: 2d4 + 19 ⇒ (1, 3) + 19 = 23

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Apologies for late update, yesterday was my real-life pathfinder session day!
With a show of force, Martha puts herself immediately into the fray and strikes first with her falchion. With a couple powerful blows, her sword cuts right through the raiders breastplates and causes a heavy injury to his lungs. Unable to breathe, he falls and suffocates, and dies.
Alarka begins a worried look, tsk, and then decides her course of action. She places herself a little bit behind then mumbles a few words and fire in a form of a snake emerges from her hands. The fire hits the ground behind the altar and eventually grows into what seems to be a wall! The heat radiates from the growth causing those around it to feel it's effect!
Fire Dmg within 10ft: 2d4 ⇒ (1, 1) = 2
Fire Dmg within 20ft: 1d4 ⇒ 1
Wall of fire, mechanically it's 140 feet long, so moving around the wall is not really an option at this time, anyone who attempts to walk through the wall will be taking fire damage.
The bandit that held the injured persons immediately drops her and makes a made run to escape from the ruins.
Martha may take an AoO against the frightened Raider
The other villain, the bandit wearing the green shirt, turns his masterwork towards Martha and attempts to retaliate. However, Martha demonstrates her on swordmanship and deflect every attack!
Mwk Scimitar: 1d20 + 13 ⇒ (7) + 13 = 20P/S: 1d6 + 7 ⇒ (4) + 7 = 11
Mwk Scimitar: 1d20 + 8 ⇒ (3) + 8 = 11P/S: 1d6 + 7 ⇒ (1) + 7 = 8
Combat Round 1/2
Martha -2, Karsa -1
Alarka -23, Raiders R -16(frightened x2) B (Dead) G -6
[ooc]Kiboko -2 , Ingrge -1, Kramac -2, Juhnavi -2

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Karsa hobbles through the group, muttering and touching them as he goes.
Get on with it you lot, you aren't afeared of a bit of fire are you?
Karsa has resist electricity, cold, fire and acid 4 from a boon so doesnt take any damage.

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At the start of Red's action, Kiboko is armed with a hooked lance and has reach. It looks like Red will provoke from Kiboko.
With Karsa's protection in place, Kiboko and Mvumbu engage the enemy leader.
Activate Animal Focus Snake (swift action) = +2 to AoOs and to AC vs AoOs; shift Mvumbu's Animal Focus to Bull (+2STR).
"Kiboko sees he should have been more direct, Martha. When Kiboko said 'occupy', his meaning was 'KILL'."
Movement provokes AoO from Green, and passes through Wall of Fire. AC=27 vs AoO.
Kiboko drops his lance and draws his Greatsword, allowing his animal fury to guide his stroke and driving Mvumbu into a frenzy. Rage when adjacent to Alarka.
vital strike vs Alarka, rage, menacing pack flanking, power attack, combat expertise: 1d20 + 15 - 2 - 2 + 6 ⇒ (4) + 15 - 2 - 2 + 6 = 21damage: 4d6 + 12 + 6 ⇒ (5, 1, 5, 1) + 12 + 6 = 30
AC=25, 27 vs AoO

Mvumbu |

"MOOOOAAARRRGGHHH!!!!"
Mvumbu barrels through allies on her way to assist her friend. Using Flank trick and Pack Flanking feat. Technically, Kiboko is readying until Mvumbu is in position.
tangling chomp! vs alarka, bull focus, rage, menacing pack flanking, power attack: 1d20 + 9 + 1 + 2 + 6 - 2 ⇒ (10) + 9 + 1 + 2 + 6 - 2 = 26damage: 2d8 + 13 + 6 ⇒ (5, 7) + 13 + 6 = 31 If attack hits, Alarka is entangled for 1 round.

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Wall of Fire is opaque so I dont think you can see him to take an OA?

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Wall of Fire is opaque so I dont think you can see him to take an OA?
Good catch, so it is. No AoO vs Red.

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Ingrge moves 20' SW and fires at the green raider...
To Hit: Dex+Base, Magic, Weapon Focus, PBS, Precise Shot, Flurry of Blows, Deadly Aim, Deadeye Bowman, Point Blank Master, Perfect Strike
Damage: Strength, Magic, PBS, Deadly Aim
Longbow: 1d20 + 10 + 1 + 1 + 1 - 2 ⇒ (9) + 10 + 1 + 1 + 1 - 2 = 20
Damage: 1d8 + 2 + 1 + 1 + 4 ⇒ (4) + 2 + 1 + 1 + 4 = 12

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Martha exhales from her nose as the first bandit falls to her two initial swings; she may have been expecting an enemy of her caliber, not any normal brigand. Even as she focuses on her given task, occupying--now updated to killing--Alarka, she must attempt to stop the frightened bandit who took a Pathfinder hostage from fleeing. Her attack goes wide though, which apparently leaves Martha unfazed. Instead, she uses the swing's momentum to strike at the bandit clad in green, hoping to dispatch him before she can get around to dealing with the spellcaster.
Attack of Opportunity - Power Attack: 1d20 + 14 - 2 ⇒ (3) + 14 - 2 = 15, Damage + Power Attack + Overhand Chop: 2d4 + 11 + 6 + 2 ⇒ (1, 4) + 11 + 6 + 2 = 24
Falchion - Power Attack (+ Furious Focus): 1d20 + 14 ⇒ (2) + 14 = 16, Damage + Power Attack: 2d4 + 11 + 6 ⇒ (4, 1) + 11 + 6 = 22
Falchion (2nd attack) - Power Attack: 1d20 + 9 - 2 ⇒ (10) + 9 - 2 = 17, Damage + Power Attack + Backswing: 2d4 + 11 + 6 + 2 ⇒ (4, 1) + 11 + 6 + 2 = 24

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Juhnavi casts Resist Energy (fire) on herself, and jumps through the firey wall.
wall of fire damage: 2d6 ⇒ (2, 5) = 7 +1 per caster level, I doubt she's CL 13 or higher so that shouldn't get through my resistance.