
GM Merisial the risen |

Yes the catwalks are that awkward designed for small gripplis not medium humanoids
Kord floats to the ground under the influence of kayas spell. he feels the egg he is carrying settle slightly as he lands (probably allright but may not have survived a proper fall)
The human stands up and stabs at Gruk to not much effect assuming Gruk doesnt smash him right back down again as he provokes the aoo
stab damage: 1d4 + 4 ⇒ (3) + 4 = 7
Bold to act
Kord on ground
Gruk Aoo
Yridhrendir
Ahmande
Gruk normal round actions[/b]
Red -4
Kord -9
Kaya
Human -10

GM Merisial the risen |

** repeat stuff omitted **
Bold to act
Kord on ground
Gruk Aoo
Yridhrendir
Ahmande
Gruk normal round actions
Red -4
Kord -9
Kaya
Human -10

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Didn't Kord avoid the damage from the fall because of the featherfall? It still shows him as damaged in the GM's last post. BTW where specifically is the ladder now? Maybe make a drawing on the map, unless it has to be right were it is for some structural reason.
Ren shifts to get a better angle on his next shot vs the red clad elf. Unfortunately the bolt misses, striking harmlessly off the wooden door frame next to the elf.
light crossbow vs Red: 1d20 + 1 ⇒ (11) + 1 = 12 Didn't want to waste Kaya's effort to buff me. Sorry Kaya.

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AoO: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19
AoO Damage?: 2d4 + 4 + 1 + 1 ⇒ (3, 3) + 4 + 1 + 1 = 12
Slashing at the man as he stands, Gruk continues to recite poetry to inspire his allies.
Exhausted...sorry no flavor poem tonight. I'll try to make up for it in my last round of performance
Reenergizing his blade, he slashes at the man again.
Scimitar Vs Human: 1d20 + 1 ⇒ (7) + 1 = 8
Damage?: 2d4 + 4 + 1 + 1 ⇒ (2, 3) + 4 + 1 + 1 = 11
Moving towards the final opponent, he calls out "I suggest you surrender now. Otherwise we'll end you."
Move to just behind Kord

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Kaya had requested Ahmandé's help resetting the ladder for Kord to climb up again, was that necessary? If so, how many of what kind of actions?

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Kaya just wanted the ladder moved to the other rope bridge, it was already up. I was trying to avoid getting Kord back onto the really wobbly rope bridge. You are also welcome to just take a shot at the enemies instead of worrying about the ladder.

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Ahmandé is willing to help; it's a good idea. Just trying to clarify what that involves so I know how to write his actions up.

GM Merisial the risen |

Edited
Gruk swings hard at the man as he gets up. He rides the blow and then dodges the follow up from Gruk. Yridhrendir misses the half elf who shoots another arrow at Kord this one only slightly grazes him. As Kaya and Ahmande put the ladder into position for Kord the human steps back on to the wonky catwalk keeps his balance and drops a dagger to pull out and drink a potion that heals some of his wounds. He smiles at gruk as he drops the potions bottle and pulls another dagger in one smooth action
sorry the site still being annoying I wont redo the rolls for the human but put you all in one group to speed things up. Kord can attempt a dc 5 climb check to get up the ladder in one turn rather than 2
red's arrow: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21
arrow damage: 1d8 + 2 ⇒ (1) + 2 = 3
Bold to act
Yridhrendir
Ahmande
Gruk
Kord -13
Kaya
Human -16 and still standing
Red -4

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bold?

GM Merisial the risen |

also realised the human can't five foot step into difficult terrain so provokes an aoo from gruk as he pulls the potion where he is
gruk attack: 1d20 + 1 ⇒ (18) + 1 = 19
gruk confirm: 1d20 + 1 ⇒ (20) + 1 = 21
guk damage: 4d4 + 12 ⇒ (4, 2, 2, 3) + 12 = 23
Gruk cuts the human in two. Red drops his bow and flees
Combat over
The grippli elders emerge from the edge of the forest

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Kaya let's out a whoop of glee, moves over quickly to the Grippli Elders and bombards them with questions. "Are any of you injured? Did they manage to steal anything? Was anyone kidnapped? We can try to chase the one that fled if needed."

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Joining the woman, Gruk grants the froglets a toothy grin. "We've got your eggs. You guys ok?"

GM Merisial the risen |

"You have eggs!" Finyik the hunter is over joyed to have eggs to nurture. Mother Bogwynne is relieved the Aspis are gone and looks to Diblop who nods and scuries off into the jungle taking a young grippli with him.
Mother Bogwynne raises a hand and lifts her head as if performing a blessing, and dozens of gripplis gather to listen. “More than a thousand cycles ago, the dwarven refugees came to us from the distant north, fleeing a home lost ages ago. We aided the dwarves and welcomed them as neighbors in the nearby hills—a land even harsher than our own. When they fled their home for a second time, we offered them aid once more, though they requested only that we honor their memory and accept a gift: this talisman that bears the power to defeat the golden beast that now haunts Ashkurhall.”
Diblop returns and holds up a melon-sized ovoid made of clay and contimues the story “The descendants of Sigrin spoke of this as their greatest treasure, which they had left behind. It is a legacy that continues to this day, for none have ever braved the Golden Guardian to claim the riches as their own.”
A chorus of croaking vocalizations follows the elders's story, and Mother Bogwynne adds, “The talisman’s power is hidden within, and it must be unsealed in the beast’s presence. To do so too soon would expend its energy needlessly or even invoke a terrible disaster. We now entrust you with this relic of our people; use it wisely.” Elder Diblop offers you the clay egg
Congratulations you have successfully completed kaava quarry will sort chronicles once I know the gameday event number

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WOHOO AN EGG OF DOOM!!!
Thank you all for an excellent session. We kicked some major ass.

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Well... we were only able to recover '4' eggs. ;)

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Thanks for running!
With a slight bow to the grippli, Gruk smiles. "We thank you for this gift and wish you glory and luck in the days to come."

GM Merisial the risen |

Upon your return to Fort Bandu, you receive a letter from Venture-Captain Ambrus Valsin (see maps)
Before heading out to the old ruins of Ashkurhall again you can buy some supplies and check out local rumours
A contingent of Aspis mercenaries was seen approaching the Bandu Hills from the northwest—the direction of Bloodcove.
check of 20+
tracker and hunter.
check of25+
Almost everyone at Fort Bandu knows the legend of the Golden Guardian, but no one seems to know anything substantial.
Check 15+
Check 20+
Until recently, the kobolds have largely kept to themselves. Most local people didn’t even know about the kobolds before the incident with Sharrowsmith.
Check 25+

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Diplomacy(gather info on Aspis): 1d20 + 6 ⇒ (16) + 6 = 22
After his normal rounds, Ren tells the group of some interesting pieces of information he picked up...
"I recently heard that Zaril Namoth, an aristocrat from Ustalav, was seen leading a contingent of Aspis mercenaries toward the Bandu Hills. He was coming from the northwest, likely from Bloodcove. He has a reputation as an excellent tracker and hunter."
Know Arcana(golden guardian): 1d20 + 5 ⇒ (18) + 5 = 23
"Perhaps he is after the Golden Guardian... I am sure you have all heard the legends but the tales I am talking about are a bit more specific on what the guardian actually is. Some think it is a gold dragon, while others say it is a living statue, or a golden machine. I even heard one person say it was a god-like entity. The one thing they all have in common is that only a special weapon can defeat the Golden Guardian, and that weapon is lost to antiquity."
Diplomacy(gather info/kobolds): 1d20 + 6 ⇒ (20) + 6 = 26
"We know that the nearby kobolds have kept to themselves, at least as far as the locals are concerned, till the incident with Sharrowsmith. Decades ago, a local boy went missing but returned weeks later with amazing stories about a hidden city protected by cruel traps that he only narrowly escaped. I cataloged some of the traps listed in the stories. In the event we ever go there, maybe it will be of help."
Hearing these stories grants a +1 bonus on all skill checks and saving throws to find, disable, bypass, and evade traps during this adventure. Yay! :)

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Well, you rolled higher than I am physically capable of Ren. Grats!
Listening intently as the religious man shares his knowledge and tails, Gruk's face shows an expression of confusion. "What do you mean lost to antiquity? Didn't we just trade those eggs for that weapon?"
"You know, the bit with the dragon chasing us and the pointy head shooting at Kaya?" he asks, rubbing his chin. Considering the possibility of encountering a kobold city, he adds "I don't speak kobold. Perhaps we should grab a scroll to help with that, unless one of you know the tongue."

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Diplomacy to Gather Information on the Aspis: 1d20 + 8 ⇒ (5) + 8 = 13
Ren maxed the two other checks and disclosed the info so no need to roll those, right?
Kaya comes back from asking around and shrugs, "I couldn't find out anything else." She winks at Ren, "though it seems like you knew exactly what buttons to push."
She turns to Gruk, "well... I can cast something to understand them. But speaking back to them would be quite a different story." She smiles, "but I bet they speak common and would love to do so with you after you woo them with your diplomatic skills!"

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Kaya shuffles through her gear, making sure everything is in its place. She looks over her wands, "do we still need to handle the elements out there? I seem to recall it being a tad hot."
She is ready to go whenever.

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Diplomacy: 1d20 + 9 ⇒ (10) + 9 = 19
Knowledge (local): 1d20 + 7 ⇒ (7) + 7 = 14
Diplomacy: 1d20 + 9 ⇒ (3) + 9 = 12
Ahmandé isn't able to add anything to what Ren has already revealed about the information in Valsin's note; he nods at the cleric with a deep amount of respect at his information-gathering abilities.
____________
Ready to go!

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"Oh how silly of me Gruk! I am sorry if I spoke poorly before. What I meant to say was it is commonly thought to be lost to antiquity. Of course we know it is not any longer." Ren says, somewhat flustered, but generally still pleased with the response from the group.

GM Merisial the risen |

you know kobolds speak draconic in core zapping yourself and them with a wand of comprehend language is your only real option. A scroll of tongues is possible but would need a caster level check share language potions require an apg source
You have also noticed the heat is a bit less intense as you journeyed back

GM Merisial the risen |

You make your final purchases. (one scroll of tongues I believe) and set off.
Save for torrential rain alternating with scorching heat, the journey from Fort Bandu to Mount Nakyuk progresses smoothly. Ancient, crumbling stone buildings choked with vines and adorned with bone fetishes emerge from a patch of thick jungle underbrush. A scattering of bones and discarded tools hints that this location was recently inhabited. A gaping stairwell yawns behind a blood-spattered altar, descending to the mysterious dark depths where the Golden Guardian makes its home.
You have come to the area where you rescued the miners and the stairway the kobolds came out of leads down. You have not seen fresh signs of kobolds. Just out of curiosity who is carrying the clay egg of doom

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Kaya hefts her loaded bow and casts light on it. She looks into the gloomy stairwell, "shall we?
I'd vote for a ranged person or Kord, since he is toughest I think. I'd prefer not having it as I"m a tad squishy but wouldn't say no.

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Toughest you think? I must not be doing my job.
"Hey Ren, do ya see any magic oogie boogie around?"
assuming the answer is 'no'
Perception: 1d20 ⇒ 16
Kord carefully eyes the statues. He murmurs a brief prayer as he steps between them.

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"Neat statues here. Judging by our recent endeavors, I suspect something is preparing to attack us, so be prepared." whispers the half-orc as he tries to move forward quietly.
Once he can see between the statues, he peers through the darkness.
Stealth: 1d20 + 7 ⇒ (15) + 7 = 22
Perception: 1d20 + 2 ⇒ (19) + 2 = 21

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Kaya will poke her head in and cast detect magic into the room at Kord's urging.
K: Arcana: 1d20 + 7 ⇒ (19) + 7 = 26 or if it is a magic itemSpellcraft: 1d20 + 8 ⇒ (19) + 8 = 27

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Ahmandé steps up beside Gruk and draws his bow, training it down the hallway, ready to fire if a threat appears.
Perception: 1d20 + 6 ⇒ (16) + 6 = 22

GM Merisial the risen |

Ok time to get this show back on the road
As Kayas light comes into the room you can see antelope skull patterns painted in red ochre cover each statue’s face. In the wall to the south are two rust-stained iron doors. The one on the left has some crowbar like chisel marks and appears to have been crudely jammed shut. You can hear a brief squeaky conversation in some strange tongue and then the sound of a door being opened and shut there is no more sounds and no kobolds are in sight. The corridor you think goes a little bit longer but from where you are the light does not give a clear picture of what lies at the end
(it was a whispered conversation but apparently most of the party have good ears)

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Kaya's soft voice squeaks out, "the call is yours Kord. Door number one, door number two or the hallway. I'll cover door number one either way."
She trains her crossbow on the first door and readies to shoot any enemy that attacks out of it or charges through it with a weapon drawn.
Stealth to Whisper: 1d20 + 7 ⇒ (1) + 7 = 8
Attack + PBS: 1d20 + 7 ⇒ (9) + 7 = 16 for Cold Iron/Piercing + PBS: 1d6 + 1 ⇒ (5) + 1 = 6

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Stepping in front of the statue, Gruk nods to Kord.
"I'm ready" he whispers, keeping his blade ready.
Stealth: 1d20 + 7 ⇒ (18) + 7 = 25

GM Merisial the risen |

Kord bashes open the jammed door and is met by a waft of stale air coming out the room. A pile of rocks sits on the dust covered
floor in one corner of the room.

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Kaya steps up and peers into the room, looking intently at what is visible.
Perception: Dust DC 13: 1d20 + 2 ⇒ (13) + 2 = 15
Perception: Far Door DC 12: 1d20 + 2 ⇒ (8) + 2 = 10
Perception: Rocks DC 10: 1d20 + 2 ⇒ (6) + 2 = 8
She tries to keep her voice low as she points out the footprint in the dust, "that's a big footprint. Aren't Kobolds about my size? Maybe Aspis is here already."
Stealth to whisper: 1d20 + 7 ⇒ (10) + 7 = 17

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Perception: 1d20 ⇒ 2
Perception: 1d20 ⇒ 4
Perception: 1d20 ⇒ 12
"Looks like they stacked those rocks up. Could be religious. Could be a trap. Aw Hades! For all I know, it could be decorations. But if yer right about the Snakes, we really ain't got the time to be going slow."
Keeping an eye on the rocks, Kord crosses the chamber to the door on the far east wall.

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Kord appears to not be smashing anyone to death, and Kaya's entered the room, so it must at least be safe. Ahmandé steps inside and takes his own look around.
Perception, dust: 1d20 + 6 ⇒ (10) + 6 = 16
Perception, far door: 1d20 + 6 ⇒ (6) + 6 = 12
Perception, rocks: 1d20 + 6 ⇒ (16) + 6 = 22
He notes everything that Kaya and Kord have already pointed out... but his attention is drawn instead to the far door. "Uh, take a look at that. Doesn't it look like that door is leaning in? Like maybe something from the other side is... or hopefully was... pressing on it from the other side?"

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Perception 1: 1d20 + 2 ⇒ (6) + 2 = 8
Perception 2: 1d20 + 2 ⇒ (9) + 2 = 11
Perception 3: 1d20 + 2 ⇒ (2) + 2 = 4
Stepping into the room with his companions, Gruk looks around. "Dunno what you all are going on about. Seems normal enough to me." he whispers. Nodding to Kord to open the door, he waits nearby.
Stealth: 1d20 + 7 ⇒ (3) + 7 = 10

GM Merisial the risen |

With the staleness of the air in this room you soon realise that this room has not been open in some time. Possibly a month or so before you rescued the miners. With Ahmande’s warning Kord sees the nature of the door in front of him.
Kord also notices there is something not rock underneath the pile of rocks. Moving the rocks to get underneath seems simple enough...

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"Hold on, I think there's somethin' under these rocks. Maybe it's a cairn of some kind? Let me take a look. Keep an eye on that door, will ya?"
Kord sets his weapon down as he begins to sort through the rubble.

GM Merisial the risen |

The rocks cover a satchel inside are a couple of notes in what you recognise to be Sharrowsmiths hand. One mentions there is never a perfect time but the business can survive in Aya's capable hands for a few weeks. The second that there are signs of kobolds about but he is sure there is a temple under here. This room looks a safe place to rest and store supplies as the kobolds don't appear to bother with it. There are also two wands and two potions which team detect magic can determine are Cure light wand 12 charges, lesser restoration wand 5 charges and 2 potions of cure moderate wounds