GM Henry Fortuna |
As Tori and Kurth discuss corruption, the man takes you aside, away from the revelers.
"Like a fast-spoken djinn, I’ll get to the quick. I am Trade Prince Aaqir al'Hakam and I know where you are going. House Damaq of Qadira claim the ruin, but we are willing to allow you access for the price of a small deed easily accomplished during your adventure. You will be well compensated, I assure you, for profits are most rewarding when shared. I assume treasure-seekers like yourselves are
interested in such a proposition?"
Without waiting for an answer, he continues, his eyes intent and his posture rigid.
"The ruin is Qadiran, which is why we claim it, and we are willing to defend it, but there are really only certain things left in Asad’s Keep we are interested in: trade agreements, of which we believe there to be many within the ruins. All we ask that you do is to turn over all trade agreements you find to us as soon as you return to Absalom, as we will be able to hold the signers to them even centuries after their signing.
"The satrap of Qadira—nay, the entire Padishah Empire of Kelesh—has much to offer the Pathfinder Society, and I personally have no qualms about sharing those resources with you, specifically. Shall we shake on this agreement?"
Kurth, Bringer of Civilization |
As they follow Aaqir, Kurth asks Tori confidentially:
"Do you really think my muscles will corrupt me?"
He looks down on himself doubtfully.
Sense Motive (on Tori): 1d20 ⇒ 10
"I never heard of anyone who was turned into a Lich by his muscles."
Kurth shakes Aaquir's hand after Luthor has done so.
"I will be honored to deliver these papers to you, If I find them."
GM Henry Fortuna |
"You can usually identify a trade agreement by a set of seals on the documents," the Trade Prince explains. "They shoud be fairly obvious when you find them."
He heaves a deliberate sigh. "It is late, friends. I shall not keep you, as you should prepare for tomorrow. I wish you a blessed journey and thank you for your cooperation."
He walks out leaving you with the remaining drunk revelers at the party.
GM Henry Fortuna |
In the morning, the directions to Asad’s Keep are delivered to you. Once you have made the necessary preparations, you set out into the Cairnlands. You find travel to the site to be arduous; the terrain is rocky and marred with the scars of millennia of wars, making it thirsty work for you to get to their destination, but you encounter no resistance. The directions they have lead to a small gully; at the end of it is a cliff wall with a door set into it approximately 15 feet off the ground.
At the end of the gully, about fifteen feet above the ground on a cliff face, is an ancient, ironbound door. Its wood is dried and cracked. Directly in front of the door is a steep slope of rubble and dust-crusted debris that, as luck would have it, provides a path — albeit a rough and difficult one — right up to the door.
I need to know if any of you are wearing anything that identifies you with the Pathfinders.
Kurth, Bringer of Civilization |
Do I *have* anything that identifies me as a pathfinder?
Kurth looks as inconspicuous as a Barbarian about to break into ancient ruins can look. He is wearing his regular adventuring gear and studded leather again, with no visible pathfinder insignia.
He looks around the site before approaching the door.
Perception: 1d20 + 4 ⇒ (11) + 4 = 15
GM Henry Fortuna |
All except Tori and Illias are surprise as a slouched creature with a maddened look in its eyes leaps down in front of you.
Knowledge(Religion) checks, if you like.
Initiative:
Luthor:1d20 + 1 ⇒ (8) + 1 = 9
Illias:1d20 + 1 ⇒ (4) + 1 = 5
Tori:1d20 + 6 ⇒ (17) + 6 = 23
Kurth:1d20 + 1 ⇒ (20) + 1 = 21
Ghoul:1d20 + 3 ⇒ (7) + 3 = 10
Surprise round: Tori
Tori Carolingian |
do we have a map? If I want to cast a spell do I have to cast defensively? Swift action to use an Arcane Point to give my weapon a +1 enhancement bonus. I'll take a 5 foot step toward the creature and total defense I have an AC of 19 now.
We mean you no harm stranger, but we will defend ourselves
GM Henry Fortuna |
The ghoul curses in Varisian and leaps towards Kurth with her fangs bared.
Attack(Bite):1d20 + 4 ⇒ (5) + 4 = 9;miss
Attack(claw 1):1d20 + 4 ⇒ (17) + 4 = 21; Damage:1d4 + 2 ⇒ (4) + 2 = 6
Attack(claw 2):1d20 + 4 ⇒ (20) + 4 = 24; Crit confirm:1d20 + 4 ⇒ (16) + 4 = 20 Damage:2d4 + 4 ⇒ (1, 3) + 4 = 8
2 Fort Saves (DC13), Kurth.
Luthor.
Kurth, Bringer of Civilization |
"Pah, is this as hard as you can hit? I'm barely scratched!"
Kurth feels the adrenaline rising (starting rage). He attacks the ghoul again.
Attack: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 2d6 + 10 ⇒ (5, 5) + 10 = 20
But with all the blood he lost he has trouble seeing clearly where the ghoul is and (probably) misses.
He tumbles a few steps back. (5 foot step)
GM Henry Fortuna |
The ghoul, caught up in the bloodlust, will move up to Kurth and attack.
The ghoul takes a 5 foot step.
Attack(Bite):1d20 + 4 ⇒ (20) + 4 = 24;confirm:1d20 + 4 ⇒ (12) + 4 = 16damage:2d6 + 4 ⇒ (5, 5) + 4 = 14
Sorry, sorry, sorry.
2 Fort Saves (DC13) for Kurth:
vs. Disease:1d20 + 4 ⇒ (17) + 4 = 21
vs. Paralysis:1d20 + 4 ⇒ (6) + 4 = 10
1d4 + 1 ⇒ (1) + 1 = 2
Kurth is paralyzed for 2 rounds.
The ghoul then turns its attention to Tori.
Attack(claw 1):1d20 + 4 ⇒ (11) + 4 = 15; damage:1d4 + 2 ⇒ (2) + 2 = 4
Attack (claw 2):1d20 + 4 ⇒ (3) + 4 = 7; miss.
Tori is immune to the ghoul's paralysis.
Luthor's turn.
Kurth, Bringer of Civilization |
Kurth is dying, at -11 HP. I believe Rage ends automatically when he falls unconscious. So thats -13 HP. His Con is 15, so he has still 2 HP to go before he dies. He would be screaming for help now, if he wasn't paralyzed and unconscious.
In other words: unless you have something that will cure paralysis and restore more than 13 HP at the same time, kill that thing now and cure me next round. (Or drag me out of the ghoul's range now and cure me next round, if you can't kill it.)
Luthor Roshan |
Luthor moves in front of the fallen barbarian, he reaches down and touches the dying man, "Your wounds will be healed soon friend." He then touches his symbol of Cayden and sends magical energy throughout the area.
Channel Positive Energy Damage: 1d6 ⇒ 1
Kurth I can stabilize you before you die. Getting your HP's back may be a challenge, but we'll get you up here soon!
Gesh... a '1', oh brother!
Tori Carolingian |
Tori Will fight defensively. Her AC is now 17.
1d20 + 6 - 4 ⇒ (18) + 6 - 4 = 20
CRIT CONFIRMATION 1d20 + 6 - 4 ⇒ (10) + 6 - 4 = 12
Fail to confirm....
1d6 + 1 ⇒ (6) + 1 = 7