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"You killed ours and befouled them after death! Your end is near!" shouts the angry priest. He moves in to help, casting shield of faith upon Kord."Smite this beast Kord! Let your righteous anger be known!"
+2AC 1 Min to Kord.

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Kaya sees Kobolds being hacked to bits at the top of the stairs then watches her allies charge down at something. She quickly reloads her crossbow and moves up, trying to get a bead on any enemies.
Move to Reload, Move 20 feet.

GM Merisial the risen |

The kobold backs away and spews another burst of flame catching Kord Yridhrendir and Albis in his fiery breath. He taunts you "Step into the dragons lair if you dare!"
burn damage: 2d6 ⇒ (6, 4) = 10
Initiative (bold to act)
Niza
Kord (-13 or -8 with dc 13 reflex save )
Albis (-10 or -5 with dc 13 reflex save )
Ahmande (-3)
Kaya
Gruk
Yridhrendir (-10 or -5 with dc 13 reflex save )
Kobold (full)
Gruk can no longer reach the remaining kobold with his falchion

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As the wounds begin to show, the orc continues his assault.
"Torag, aide me in my vengeance and take no mercy on this pathetic creature or whatever god it follows!"
Swift action=Time to SMITE EVIL!! Standard action=Charge
SUPER PALLY SMITE!: 1d20 + 4 + 3 + 2 ⇒ (19) + 4 + 3 + 2 = 28 for GLORIOUS SMITE-Y PAIN!: 1d10 + 7 + 1 ⇒ (9) + 7 + 1 = 17
SUPER PALLY CONFIRM!: 1d20 + 4 + 3 + 2 ⇒ (16) + 4 + 3 + 2 = 25 for GLORIOUS SMITE-Y PAIN!: 1d10 + 7 + 1 ⇒ (10) + 7 + 1 = 18
Reflex: 1d20 + 2 ⇒ (10) + 2 = 12 Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Kord's body is infused with holy energy as he strikes a titanic blow to the kobold zealot. The paladin feels euphoric for a moment before he collapses down the stairs.
-2/12

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reflex save vs DC13: 1d20 ⇒ 14 PHEW!
As the fire washes over the group, from behind Kord, Ren reflexively ducks out of the way. Singed, but avoiding much of the deadly flames, Ren calls upon the healing radiance of Desna.
Channel positive to heal: 1d6 ⇒ 2
As the paladin slumps, and begins to fall the radiance stirs him back to the light and away from the darkness.
Channel to heal, (selective channel)excluding the kobold(no other kobolds on the map so I assume they are actually dead or I would exclude one of them as well).

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Ahmandé stands in shocked awe at Kord's magnificent finish. He double-checks to make sure that the kobold is dead, then stays alert for any new threats. "Kord, that was.... I'm going to have to find a way to feature your charge on the fire-breathing kobold in my act someday. Beautiful!"
IC performance over, 1/7 rounds remaining for the day
If it becomes clear that no other kobolds are rushing up the stairs, Ahmandé will assist the miners, if they haven't yet fled.

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Reflex for Albis: 1d20 + 5 ⇒ (12) + 5 = 17
Albis instinctively ducks below the gout of flame only getting partially singed. Niza yells "Noooooo!" and rushes forward, using her wand immediately on her scorched friend.
Move: 10 feet
Standard: Activate Wand of CLW
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Albis jumps back down the stairs jaws snapping at the thing that hurt him.
Move: 5 feet
Standard: Bite
Bite + High Ground + I.C. + Magic Fang: 1d20 + 2 + 1 + 1 + 1 ⇒ (14) + 2 + 1 + 1 + 1 = 19
Damage + I.C. + Magic Fang: 1d6 + 1 + 1 + 1 ⇒ (1) + 1 + 1 + 1 = 4
Trip if Bite hits + H.G. + I.C. + M.F.: 1d20 + 2 + 1 + 1 + 1 ⇒ (20) + 2 + 1 + 1 + 1 = 25

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Seeing the kobold fall, Ren takes advantage of the brief respite and calls to Desna once more. "Mother Moon, I call upon your heavenly power to heal this warrior's wounds. We thank you for your kindness." and he lays his hand upon the shoulder of the scorched paladin.
cure light wounds: 1d8 + 1 ⇒ (8) + 1 = 9 convert longstrider
If the kobold is still up, Ren will still do the above action, but just wait till his turn in initiative

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Kaya reassures the miners, "it's okay, we are here to help. We are pathfinders and we came to rescue you. Please don't run, there are dangerous things out in the jungle. We have this under control."
Diplomacy: 1d20 + 7 ⇒ (4) + 7 = 11
She tries to look down the steps to see if any enemies are still a threat, if so she fires a shot in their direction hoping for a small gap for her bolt to fly through. If she can't see anything she will ready to shoot any kobold that she sees moving.
Damage + PBS: 1d6 + 1 ⇒ (4) + 1 = 5
Crit Confirmation + PBS: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15
Extra Crit Damage: 1d6 ⇒ 3

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Mouth dropping open at the sight of the paladin's might, he mumbles "Remind me to never piss him off."
Thinking for a moment, the man adds "I don't believe Kord The Plant-Killer is appropriate anymore...Dragonslayer seems to have a better ring to it."
Glancing around he looks to make sure there are no further threats, expecting the fight to continue.
Perception: 1d20 - 2 ⇒ (13) - 2 = 11

GM Merisial the risen |

Kord takes the full force of the fiery blast only his orc heritage keeping him upright as he staggers down the stairs from deep within he pulls the strength and resolve to bring his flail down on the kobold for one horrible moment as he begins to fall he spots a smirk on the kobolds face. But as healing energy washes over him the kobold falls.
Albis makes sure the final kobold is dead. His gear his high quality but the only magic item on him is a potion of cure moderate wounds. The miners are keen to leave before more kobolds show up or even worse their dragongod. The satchel bearing the glyph of the open road contains another magic potion (this time an elixir of vision), some spoiled trail rations and some notes in a familiar hand. See map for details
You head back to Fort Bandu. Bob and Bert have a joyful reunion at the foot of the valley and you soon arrive back at Fort Bandu.
Striking a blow against the kobolds demonstrates Fort Bandu’s ability to defend its territory and reduces the likelihood of future kobold raids. Praetor Sylien is very pleased with the results of the your actions rescued many of the miners. For the Pathfinders, though, the victory is incomplete without having found Venture-Captain Nieford Sharrowsmith, whose journal entries confirm he had explored part of Ashkurhall before implying he traveled to the Mwangi Expanse to find the Krihirik. Sylien is amenable to
helping the pathfinders further, and he recognizes that the Krihirik are a tribe of grippli that live in the Kaava Lands just northwest of the Bandu Hills. He further shares that a member of the tribe visits several times a year to barter for good and gems, who left only a yesterday morning. What’s more, Amersanus Valacosti abruptly wrapped up his business at the fort and departed in the same direction only a few hours later.
If the Pathfinders are to find the Krihirik and recover the relic with the power to neutralize the Golden Guardian— especially if they want to get there ahead of the Aspis Consortium—the Pathfinders must make haste for the Kaava Lands!
Part 1 completed most successfully chronicle sheets to follow and then part 2 Kaava Quarry

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Eyes snapping open, the words, "So it shall be!" slip from the paladin's mouth. He stands and surveys the kobold zealot. "Enjoy hell! He makes the slow climb to the top of the stairs; each step an exercise in pain. "Thank you Ren. Yer healin' was well timed." With a mixture of emotions, the orc decides it might be for the best that the dragon-god never arrived.

GM Merisial the risen |

The journey from Fort Bandu to the Kaava Lands is oppressively hot, but it gets easier as the days go on and the terrain transitions from rugged foothills to open grasslands before giving way to dense jungle. Following the directions from Fort Bandu’s garrison captain, it is not difficult to find Krihirik village, which lies approximately ten miles inside the jungle’s border— and twenty feet off the ground. Narrow rope bridges connect a few dozen tree-dwellings overhead, forming a small but secure community. Bright-skinned, bulging-eyed gripplis go about their daily business nearby. Crates and sacks of trade goods litter the jungle floor, and several gripplis busily inspect a bundle of swords, throwing down their spears and nets in favor of freshly forged steel.
A blue-and-brown-skinned grippli in practical traveling clothes bounds forward and holds out his webbed hands in welcome. “More visitors come to trade with the Krihirik? You are most welcome here, though I fear we have little to offer at this time. Or perhaps there’s some other reason you came all this way?”

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Eyeing the frog-man wearily, Gruk replies. "Uh, we're here regarding a strange dwarven orb from folklore. Any chance you could help us?"
Tugging out his note, he scans it before adding "We'd like to inspect some local ruins. This orb is rumored to protect those that enter."
"Never spoke to a frog before." he mumbles, though a tad louder than he intended.
Diplomacy: 1d20 + 3 ⇒ (5) + 3 = 8
-Posted with Wayfinder

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Kaya, with a boundless smile jumps forward and blurts out, "oh my gosh, isn't this just the coolest village ever. I never thought I'd get to see something like this. The trees and the huts and oh my gosh wow!"
Briefly refocusing back to the froggish creature's questions she reaches out to shake Krihirik's hand and says, "I'm Kaya and these are my friends. We were sent here, as my friend so eloquently put, to do some research."
Diplomacy for a friendly greeting: 1d20 + 8 ⇒ (12) + 8 = 20

GM Merisial the risen |

You exchange names and other pleasantries with Gwellik the Grippli Trader
Gwellik perks up with interest at mention of the orb and says "You had better meet the village elders" He sends several gripplis to lower a tall ladder from the trees to the jungle floor. The other gripplis themselves simply climb or jump into the trees.
Rickety rope bridges connect half a dozen grippli tree houses to one another, though to the north, many more appear overgrown and abandoned. One dwelling is larger than the others, hangs over a small pond. Inside, three gripplis with mottled gray-brown skin pass a finely crafted short sword back and forth with admiration. Gwellik announces you to the grippli elders, and introduces them to Mother Bogwynne, the lorekeeper and chief elder; Finyik, the hunt-master; and Diblop, the chief brew-mistress and miracle worker. Following the introductions,
Mother Bogwynne, the largest of the gripplis, slowly gets to her feet and hands the sword to Gewllik. “Thank you Gwellik. You have done well in our time of need, bringing both weapons and travelers from afar to lend aid to the Krihirik.” She pauses and looks over her guests in the meetinghouse. “So, you seek a weapon to fight against the guardian of the Bandu Hills? Word of our tribe’s secret seems to have reached many ears of late. The Krihirik have such an object, but it is a treasured possession, entrusted to us long ago—one we could not surrender lightly. However...”
She looks to Finyik, the hunt-master, whose old bones creak as he gets to his feet to speak. “We are fewer in number with each season, for we are hemmed in by enemies on all sides. Those who would seek our remaining weapon would do well to bring us one in return, and this is the same opportunity we gave to those who came before you. Travel to Deepblood Ridge, where two beasts of the Kaava Lands reign, and bring back one or more of their eggs. These we can nurture as our own, far from the hungry talons of the lizardfolk who fear the beasts and would eat their young. Do this while surviving the dangers of our forest home, and you shall have our gratitude and our respect.”
Finyik sits down, and Diblop, by far the oldest and grayest of the three, speaks. “The great scaled ones are mighty creatures, the king and queen of the Kaava Lands’ many beasts. But the lizardfolk—may curses haunt their breed to the ends of the jungle— chased them off, leaving the nest vulnerable. Now is the time to strike! Those who can defy the lizardfolk and aid us now will be most fit to wield the weapon the dwarves gave us so long ago and end the vile guardian’s threat once and for all.”

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"I'm curious about that too. Who preceeded us? More importantly, how did they fail? If we are to return with the" (living!) "weapon that you seek, we would do well to avoid their mistakes."

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Carefully following the strange amphibian, Gruk takes in the appearance of the intriguing 'village'. The awe of it reflected quite clearly in his eyes. Listening intently to the elders, and his fellow companions, he steps forward and asks a few questions of his own.
"What kind of creature is it we are to steal? What are the chances their parents would have returned by now? Also, you stated you're 'hemmed in on all sides by enemies'...what enemies should we expect to encounter."

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Kaya pipes up, "of course we will take the mission and assist your tribe." She gives a small curtsy then continues, "my allies are very focused and are hoping to find out as much as possible. As you can probably tell, none of us are from this part of the world. In addition to whatever information you can help us with, would it be possible to have the assistance of a guide or some form of other aid? The more help we have now the better chances we will succeed."
Diplomacy to gain extra aid: 1d20 + 8 ⇒ (12) + 8 = 20

GM Merisial the risen |

In response to Kord and Ahmande Mother Bogwynne answers “The others are a small group of explorers Gwellik brought back from a recent trade expedition. They seemed eager to help us with our problem and set off just before you arrived. As far as we know they have not failed yet .”
Gwellik adds "Amersanus Valacosti introduced me to them at Fort Bandu he said they were with the Aspis Consortment. They have provided fine weapons" He holds up the sword Mother Bogwynne gave back to him a few moments ago

GM Merisial the risen |

Carefully following the strange amphibian, Gruk takes in the appearance of the intriguing 'village'. The awe of it reflected quite clearly in his eyes. Listening intently to the elders, and his fellow companions, he steps forward and asks a few questions of his own.
"What kind of creature is it we are to steal? What are the chances their parents would have returned by now?
Finyik answers "The great scaled ones? Your kind calls them dinosaurs. They are the mightiest creatures for miles in any direction, dangerous and untamable. The lizardfolk must have suffered great losses in chasing them off.”
Also, you stated you're 'hemmed in on all sides by enemies'...what enemies should we expect to encounter."
Diblop answers“We Krihirik have suffered much at the claws of the lizardfolk in recent years, and we hear rumors that the guardian of the Bandu Hills is causing trouble and fear that it might come this way. With so few warriors left, we can appreciate a stranger’s help, even if it would not normally be our way. The lizardfolk are cruel and disgusting creatures who eat the flesh of anyone they can get their claws on—including us. We have warred with them for many generations, but now they have the upper hand. They think only of resources, and any threat to their food sources is their enemy. If they find the eggs first, they will simply eat them as a way of
eliminating a future competitor.”Kaya pipes up, [b]"of course we will take the mission and assist your tribe." She gives a small curtsy then continues, "my allies are very focused and are hoping to find out as much as possible. As you can probably tell, none of us are from this part of the world. In addition to whatever information you can help us with, would it be possible to have the assistance of a guide or some form of other aid? The more help we have now the better chances we will succeed."
Mother Bogwynne responds “It would take far too long to tell you all the possible dangers you might face. Since you say you are worthy of carrying our tribe’s treasured weapon, we assume you are quite capable of handling yourselves out there… and if not, then it was simply not meant to be"
Finyik adds "The others didn't ask for a guide. They simply followed these instructions
He then proceeds to give instructions on how to find the nest and encourages you to set off as soon as possible
DC 20+
You may talk to the grippli to make any of these checks but you appear to be racing the Aspis to the prize and thay are already on their way

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K Geo: 1d20 + 2 ⇒ (1) + 2 = 3
K Local: 1d20 + 2 ⇒ (6) + 2 = 8
"Aspis?!" growls the half-orc, spitting. "We'll be back in a jiffy. Thank you for the opportunity to show the skills of the Pathfinder Society!"
Turning to leave, he whispers to his companions, "I'm really not familiar with this region, so hopefully you guys are."

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K: Local: 1d20 + 7 ⇒ (18) + 7 = 25
Kaya responds to the Grippli, "thank you for the opportunity to aid your tribe. We will succeed and show that the Pathfinder Society is here to preserve and protect and not merely out for profit like the Aspis Consortium."
As they leave the village she says to the group, "I don't know much about the geography of this region, but the local tribe of lizardfolk is from Deepblood Ravine and they aren't completely savage. With the right incentive we might be able to deal with them." She continues, "but it sounds like the Aspis is led by a fellow called 'Fiveknives'. He has a bunch of scars, is good in the jungle and carries a metal badge with a snake on it. For weapons he uses... wait for it... knives."

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Knowledge (geography): 1d20 + 2 ⇒ (13) + 2 = 15
"The lizardfolk will be at the west end of Deepblood Ravine. The eastern end is safer, obviously, but if we want to parlay, we'll have to go towards their territory."

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"As Kaya said Kord, we might be able to deal with them, and by that I believe she meant by use of diplomacy, as opposed to violence. Diplomacy first, with violence only as a last resort." Ren says placing a gentle hand upon the half orcs shoulder.

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Kaya responds as they continue heading out of town, "I don't particularly want to even meet the lizardfolk until after we complete this mission and sit in a position of power. Let's go find the eggs and get out without becoming dino poo."

GM Merisial the risen |

Can everyone make a survival check I will fill in the details of the why later. if you have wayfinders you may another +2 to the plus +2 you got from Ahmande making the geography check

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Survival + Ahmande: 1d20 + 2 ⇒ (19) + 2 = 21

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Survival: 1d20 - 1 + 2 ⇒ (13) - 1 + 2 = 14
-Posted with Wayfinder

GM Merisial the risen |

The jungle canopy shades the understory during the day, casting the ground in dim light even at noon. Some parts of the wilderness are especially dense with vines, tree trunks, and broad-leafed plants that try to soak up what little light reaches the ground. Other stretches are relatively open thanks to the relative darkness. Thankfully, the Kaava Lands are slightly less humid than other parts of the Mwangi Expanse and don’t expose you to dangerous heat levels.
The Kaava Lands teem with wildlife, from squawking birds and stinging insects to humongous trees that create a dense canopy above. Vines, roots, and large-leaved plants cover much of the ground. The gripplis’ directions lead northwest through the dark, virtually trackless terrain. The myriad sounds of the jungle grow louder, and the undergrowth grows thicker, as the Krihirik village vanishes into the distance.
Desna blesses Yridhrendir with great insight into the trail to follow you to spot several tracks left by your rival explorers, which include at least six Medium humanoids and a curious set of smaller tracks left by a barefoot humanoid missing two toes on the right foot.
About four miles from the Krihirik village, the terrain suddenly drops off into a deep ravine. The far side of the ravine is sixty feet away, and its craggy faces descend one hundred feet to the ravine floor below. The gap in the jungle allows a glimpse of the sky above, but the trees grow to the very edge of the ravine, and their dense canopy still blocks out much of the light. Several of the trees have massive, shaggy-barked trunks sporting countless twisting limbs. The trees’ strong roots grow deep into the earth and some even dangle over the side of the ravine.
To climb down using the roots looks about dc 10 the instructions to the nest indicate it is in the ravine so climbing out the other side is not an issue

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climb+guidance-ac penalties: 1d20 - 3 ⇒ (18) - 3 = 15
Ren takes his time, casting guidance on everyone before they climb down.
"May Desna guide your descent my friends."
He then carefully places his hands securely at each step of the climb. His muscles straining, he thinks to himself, Lighter armor and shield. Must get lighter armor and shield at first opportunity. Praise be Desna for her many kindnesses

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K: Nature: 1d20 + 7 ⇒ (15) + 7 = 22
Kaya stares intently at the roots and then grabs hold of the first person who tries to climb down, "stop! Those roots have a odorous sap that attracts predators. We can try to avoid them but it will make it harder to climb safely. Each person should probably decide on their own what risk to take. I will say though, if you fall I am capable of saving up to three of us, even if we don't avoid the roots."
Kaya climbs down third, letting at least one of the melee studs go ahead.
Climb + Guidance vs DC 15 to avoid Sap: 1d20 - 1 + 1 ⇒ (14) - 1 + 1 = 14
Climb Attempt 2 same mods: 1d20 - 1 + 1 ⇒ (8) - 1 + 1 = 8
Her spell kicks in as she falls and she reconsiders her choices, should have just not worried about the sap.

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Thankful for Kaya's knowledgeable and timely interference, Ren takes the time to avoid the sticky sap, but just barely.

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"Good eye, Kaya!" commends Gruk. Taking a look at the roots, he grins. "Now lets see if I have better luck with this..."
Grabbing hold of one of the vines, he hops over the edge of the ravine. Coughing, he covers his mouth out of habit...letting go of the vine.
(We need to be polite after all. ;-))
"AAIIIEEEEEEE" screams the man. As Kaya's spell takes hold, he sighs in relief. "Thanks m'dear! I think I peed a little..."
Avoid Sap Climb DC 15: 1d20 + 3 ⇒ (3) + 3 = 6

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Climb, + guidance: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15
With some divine oversight (and a lack of armor), the paladin avoids the scented roots as he makes his way down the cliff-face. Once down, Kord dons his armor, despite the heat.
Hoping I can get that Guidance cast by Ren?

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Ren takes his time, casting guidance on everyone before they climb down. "May Desna guide your descent my friends."
Unless Kord isn't part of "everyone", I don't see why not. ;)
-Posted with Wayfinder

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Ren takes his time, casting guidance on everyone before they climb down. "May Desna guide your descent my friends."
Unless Kord isn't part of "everyone", I don't see why not. ;)
That was a request to Torag, asking permission to accept a soft 'Desnan' spell. JK! Read the Guidance last night, but forget when I posted this morning.

GM Merisial the risen |

Kord and Yridhrendir manage to climb down without grabbing the monkey tree roots. However Gruk and Kaya are not so lucky Having both grabbed a stinky root to stop themselves falling they then coordinate to let go at the same time and trust in Kayas magic which works albeit with a few bashes into other monkey tree roots along the way. Ahmande assesses his options and realises with two already stinky members of the party and his own climbing skills not being that good a slow and steady approach will see him reach the bottom safely but with added stinkiness
takes ten to climb down the roots
Currently Kaya Ahmande and Gruk are covered in stinky oil
Moving on
Fallen trees, rocky streams, hanging vines, and other obstacles litter the ravine floor, making travel through this area just as difficult despite the sparser foliage. After several hundred feet, the terrain gives way to a natural trail running through the middle of the ravine. In most places the trail is a mere five feet wide, though it widens to fifteen or even twenty feet in some areas. The ravine walls and the distant canopy still block out most of the natural light along the path. Where the path narrows again, a humanoid corpse—one hand stuck in its vest as though desperately trying to reach for something—lies sprawled in the dirt next to a thick, thorny plant. Countless biting ants swarm over the corpse, making its features difficult to discern

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Ahmande's natural instinct to investigate is only overruled at the last minute by disgust as he realizes the brown covering the body is no moss nor decay, but ants! He jumps back, then does his best to figure out the scene without getting too close.
Perception: 1d20 + 6 ⇒ (10) + 6 = 16
Knowledge: 1d20 ⇒ 18 (+7 local, +6 arcana/nature/religion, +2 others)

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Hoping the body is not an undead monstrosity waiting to feed, the paladin calls upon Torag to enhance his senses to the presence of evil.
Detect Evi on the corpse from as far away as the party can so no one is surprised.

GM Merisial the risen |

Ahamande knows the plant next to the dead body is an acacia bullhorn which tend to house ant colonies that swarm viciously in defence of the plant. The ants biting together form a poisonous effect to which the body seems to have suffered a most extreme reaction. Kord senses no evil from the corpse

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"Well, that's a tad ominous." remarks Gruk. Turning his nose up as he catches a wiff of himself.
"Perhaps we should go around..."
Survival: 1d20 - 1 ⇒ (8) - 1 = 7
-Posted with Wayfinder

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Survival DC 15: 1d20 - 1 ⇒ (7) - 1 = 6
While Ahmande is happy to share what he knows of the plant, and its peculiar relationship with the ants, he seems to be at the limits of his knowledge with that.
"Around would be good; I sure don't want to mess with those ants. But I wonder what he was reaching for, there. I almost want to wait and see if the ants will finish here and go back to the plant."

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"Hmm...good question Ahande."
Eyeing the body, Gruk mumbles to himself "nuq vIlegh". Drawing a square before his eyes with his hand, the half-orc looks through his fingers.
Cast Detect Magic
Spellcraft: 1d20 + 5 ⇒ (6) + 5 = 11