
![]() |

She should be a bit harder to hit. This is the first time I have played an upfront fighter in a PbP post game. Any suggestions?

![]() |

4 mirror armor, that's a lot of weight and speed reduction for a few armor points. Might have been better to go with the lammellar steel if you can spare the 25 coins, 10 pounds less +3 dex instead of +2 and..well you don't really care about the spell failure. Just my thoughts though.

![]() |

That might be a good idea. DM can I swap it out for full price since we havent really started? I might be able to get it MW.

![]() |

In the second part of Scions of the Sky Key, a tribe of gripplis gave you a clay talisman bearing the symbol of a mountain under dozens of bright stars. the gripplis kept the talisman safe for generations, in the knowledge that it would be the only weapon that could hold the Golden Guardian at bay. Their instructions were simple:
"Break open the talisman in the presence of the Golden Guardian."
Upon your return to Fort Bandu, you receive a letter from Venture-Captain Ambrus Valsin. (Player Handout #1).
Before you leave Fort Bandu, you may ask around for rumors about the Aspis Consortium:
Diplomacy (gather information) or Knowledge (nobility):
approaching the Bandu Hills from the northwest—the
direction of Bloodcove.
named Zaril Namoth, who is also known to be an expert
tracker and hunter.
trophies from the people he tracks down and kills. Some
say he needs their heads for dark rituals he learned while
held by the Bekyar—a people infamous for kidnapping,
cannibalism, and demon worship.
Or, you may ask around Fort Bandu for rumors about the Golden Guardian:
Diplomacy (gather information), Knowledge (history), or Knowledge (local):
of the Golden Guardian, but no one seems to know
anything substantial.
circulated in the region for centuries, most people speculate
that the creature is immortal or not a living creature.
say it is probably a living statue, a golden machine, or a
god-like entity. The only thing the locals are unanimous
about is that only a special weapon lost to antiquity can
defeat the Golden Guardian.
Lastly, you could ask the local miners about the kobolds of Mount Nakyuk:
Diplomacy (gather information), Knowledge (history), or Knowledge (local):
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 depths where the Golden Guardian makes its home.
You are back at the place where adventure 1 ended; the kobold temple where the miners were held captive. There are tracks on the floor.
AFTER
You descend into the musty depths of the mysterious ruins, where your exploration begins in a maze of half-collapsed rooms and corridors. Two granite statues of dwarves in full armor stand guard in the entrance hall, flanking the entrance to a corridor to the south. 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 air is pleasantly cool in the lightless halls of Ashkurhall. The ceiling is 10 feet high except where otherwise noted, and the Climb DC on any of the stone surfaces is 18. On the hard granite floor, the Survival DC to follow tracks is 20.
Knowledge (engineering) or Knowledge (history):
standards, which means the dwarves probably built this area in a hurry.

![]() |

knowledge:Loc: 1d20 + 7 ⇒ (14) + 7 = 21
While the group reconvenes at Fort Bandu, Lynn decides to use her spare time between buying supplies to ask around about rumors regarding the mysterious golden guardian. Most of the information she learns is pretty moot, most everyone knows of the legend and some say the creature or being is an immortal being or perhaps not even living at all.
Knowldege:Engi: 1d20 + 3 ⇒ (18) + 3 = 21
When they arrive at the ruins Lynn doesn't seem to pay much mind to the tracks, perhaps not spotting them at all but she takes note of the statues making small sketches. While quite Dwarven in make the handy-work is slightly shoddy compared to their standards suggesting it was built quickly or perhaps it's age alone is what has caused such degradation. "These ruins are ancient, i'd say, easily over two thousand years, maybe even three based on the the deterioration."
She would pull out a pre-knotted length of rope and offer it to Lilia, motioning to the dwarven statues, "Care to try and get a better view before we move onward?"
Might be a little presumptuous to assume the rogue has a grappling hook?

![]() |

Diplomacy; Aspis Consortium: 1d20 + 3 ⇒ (9) + 3 = 12
Knowledge (Local); Golden Guardian: 1d20 + 5 ⇒ (2) + 5 = 7
Knowledge (Local); kobolds: 1d20 + 5 ⇒ (20) + 5 = 25
"Did you know that, until recently, the kobolds of Mount Nakyuk have largely kept to themselves?" Lilia shares as she accepts the rope from Lynn. "Most local people didn’t even know about the kobolds before the incident with Sharrowsmith."
Lilia opens her newly purchased handy haversack and takes a grappling hook from it, which she ties to the rope while she continues to speak: "What might also be good to know is that 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. So be extra wary of traps, guys."
Before throwing the hook up so she can climb up one of the statue's stone surface, Lilia follows her own advice and checks the area in front of her for traps.
Perception vs. traps: 1d20 + 5 ⇒ (1) + 5 = 6
Everything seems 100% safe and Lilia decides she'll ascend the statue to the right.
Grappling hook with knotted rope: 1d20 + 7 ⇒ (17) + 7 = 24
Climb: 1d20 + 4 ⇒ (15) + 4 = 19

![]() |

I might not have communicated it properly, but you can roll for all 3 the knowledge/diplo checks above, not just one.
Neato, also before i forget.. Lynn shares the info she finds about the other topics as well, so long as it's not repeats. I just really don't wanna type out more lol.
disguise(human): 1d20 + 18 ⇒ (5) + 18 = 23diplomacy(Aspis): 1d20 + 7 ⇒ (17) + 7 = 24
Know:local(Kobolds): 1d20 + 7 ⇒ (7) + 7 = 14

![]() |

The nagaji will have spent her time shopping and will go where the group needs her to go, these checks are beyond her skills.

![]() |

A tall, slender man takes in all the information. He seems to perk up a bit when the notion of traps is mentioned. He saunters towards the team with an easy grace, hands not far from the hilts of his matched blades.
"Well met, friends. Darius Marel's the name, you know. Soon to be famous, after all! Sorry to interrupt, but I only recently returned to the Nantambu Lodge after recovering from my latest illness. Blast the Ten and these foreign assignments!"
"Anyway, if you need anyone else to help check for danger and who's quick with a blade, then I'm your man."

![]() |

![]() |

Lilia moves over to the nearest door, checks it for traps, and opens it if she deems it trap free.
Perception, Trapfinding bonus: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11

![]() |

"It would be wiser to try another door first." Lynn peered down the corridor not liking the cramped space that would force them into single file and leave them exposed to flanking. She looked around for traps though she wasn't nearly as skilled as Lilia. "Let's just be careful I really don't like this place already."
perc: 1d20 + 6 ⇒ (9) + 6 = 15+1 vs traps from knowledge bonus

![]() |

You don't see any traps, but the walls of the 5-ft wide hallway seem awfully unstable. It did seem like you could catch some muffled voices further down the hallway, though.
Knowledge: Engineering to know more about the walls
At the south end of this hallway, there is a grotesque dragon face carved in the stone wall. In its gaping maw it has two dozen round holes where its teeth should be. A lowered portcullis blocks off this room from the hallway to the north. The portcullis is old and rusty, and it no longer fits properly in its grooves.

![]() |

know:engi: 1d20 + 3 ⇒ (5) + 3 = 8
Lynn nodded to Sharimus, "I think... i think i hear someone down there. Remember what the captain said about kobolds should we encounter them."

![]() |

I'm up to date, but at this point, I think that it's likely too late to add anything to the rolls.
The tall Shoanti simply sits back, activating his magical Wayfinder to offer light and wrapping it around the hand that will also hold out his longspear to the front, right next to his holy implement.

![]() |

Lynn moves to try the door opposite of the group.
All we need is a tiny tree and some wrapped gifts.

![]() |

Ill begin slowly moving down the hallway, looking for dangers as I go, stopping at the first door seeing if it will open.
Perception: 1d20 + 8 ⇒ (11) + 8 = 19

![]() |

Gunther notices a 10-ft square that is seemingly rigged to topple the wall in it on top of the person triggering pressure plates (See map).
The door seems to be jammer, but through the narrow crack in the wall he glimpses a large open space. (Move action and DC15 escape artist to move through a crack)

![]() |

It'd be easy for me to slip through that crack, but I'll try disabling the trap first.
Lilia moves over to the pressure plates while taking out her tools, and tries to disable the trap.
Not sure if I need to roll for each plate, or just once 'cause it's one trap?
Disable Device, Masterwork Tools: 1d20 + 10 + 2 ⇒ (11) + 10 + 2 = 23
She then tries to open the door east of her.

![]() |

Not wanting to get split from the rest of the group is he is lucky enough to squeeze through, Gunther instead moves to check the door near him on the opposite wall.
Perception (if not covered in the first one): 1d20 + 8 ⇒ (5) + 8 = 13
Shrugging his shoulders, "Looks safe", as he begins to try to open the door, (unless someone else stops him to do something else).

![]() |

Sorry for going awol guys.
Darius hangs back at first, interested to see how this group interacts before jumping in.
He notes their prudent caution as approaching the trap. He also admires Lillia's skill in disabling it.
"You ARE a talented one, aren't you" he says appreciatively. "I couldn't have done it better myself. And I've done my share of crypt breaking, mind you. Where did you learn the trade, if I may be so bold?"
After giving her time to reply. And Darius is always interested in "shop talk" he says:
"Would you mind if I tried the door?"
Not sure if a disable will do it, but in case...
Disable: 1d20 + 14 ⇒ (7) + 14 = 21
-Posted with Wayfinder

![]() |

Lynn stood by while the others worked at the doors, "I hope sir Sharrowsmith is okay."