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Were the lizard folk able to give us an idea of numbers or capabilities of the Aspis?

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Kerastes nods to Narika "I think their dads worry too, but they might try to appear strong so not to give the women more reason to worry."

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"Let's take a look." She moves up quietly and carefully to peek inside.
Stealth: 1d20 + 13 ⇒ (14) + 13 = 27
Perception: 1d20 + 13 ⇒ (19) + 13 = 32

Pirate GM |

A wall constructed of logs lashed together with rope and vines and further strengthened with mud blocks off the cavern entrance. A number of the logs at its center serve as a rudimentary gate, and are attached to a post by several layer of rope that act as hinges.
Lyselsa sneaks up and takes a closer look, while there are no lizardfolk here the gate does appear to be tied shut by a series of cunningly tied knots that seem they would be a nightmare to untangle but easy to cut.
Peering between the logs is perhaps more worryingly an iron hook in the ceiling of the cave about five feet back from the gate. A rope from the gate connects to the hook from which a turtle shell filled with rocks and bronze bells hang.
That at least Lyselda feels confident in her ability to disable the rope controlling the noisemaker however.
bottom left of map slide.

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Amukk moves up trying to get alongside Lyselsa, but she gently waves him back, so he takes up a spot about ten feet behind her and lets her go to work. His crossbow is loaded and ready.

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Arnold moves forward, hoping to stay silent but quite prepared for a fight all the same.

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Kerastes stands with Amukk, waiting patiently until Lyselsa has untangled the knot

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DD: 1d20 + 14 ⇒ (20) + 14 = 34
Lyss carefully untangles the rope to disable the noise maker. She lets out a sigh as she manages to remove at least that warning from the equation. She wave her companions closer as she cuts the tangle of ropes.
If it's a DC 35 we may be in over our heads.

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The magus moves up to join Lyselsa at the gate.
Stealth: 1d20 + 11 ⇒ (19) + 11 = 30
Perception: 1d20 + 7 ⇒ (4) + 7 = 11
He whispers, "Looks clear.

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"Let's open the door, but be careful. That we don't see aspis does not mean they are not hiding somewhere"

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"I suggest Lyselsa moves in first, trying to stay as quiet as she can and looking for traps or people. We will then follow some thirty feet behind here."
I also suggest that Lyselsa takes 10 on her perception checks to make live for the GM easier (or have the GM roll for her when needed)

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Lys nots to kerastes in agreement and continues down the hallway as quietly as possible. This is what's she's trained to do.
Stealth: 1d20 + 13 ⇒ (10) + 13 = 23
Perception: 1d20 + 13 ⇒ (3) + 13 = 16

Pirate GM |

Lyselsa sneaks forward into a small cave that is relatively dry and contains a pair of lizardfolk stirring a pot. Only a small rivulet with a source deeper within the cavern complex winds its way toward the cavern’s gate. A small turtle shell serving as a stew pot sits beside an unused fire pit, next to a small pile of fish. On the wall hangs a garland of glittering flower blossoms.
They do not seem to notice Lyselsa's presence.

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Lys holds up a hand and indicates two lizardfolk.

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Izlin also move closer to the rouge's position.
Stealth: 1d20 + 11 ⇒ (8) + 11 = 19

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Kerastes first checks whether he sees any humans or other humanoids that might be aspis agents. He then comes out of hiding and slowly walks towards the lizardfolk "Hello, we are here to help you. We met fellow tribesmen in the pyramid and they told us that you are forced to work for our rivals"

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Amukk takes out two potions of tongues and hands one to Kerastes. This should make it easier to talk to them. Remember how much trouble we had last time... Can give it to Lyslesa or someone else if preferred.
Amukk either translates what Kerastes says, or nods in agreement. The Aspis Consortium does not have your best interests at heart. They are intractable foes of our organization, the Pathfinder Society. Your companions in the pyramid are now free from the Aspis yoke; we would do the same for you, if you'll allow it.
Diplomacy (auto-aid on someone else's, if GM prefers): 1d20 + 15 ⇒ (6) + 15 = 21

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"Give it to someone else, I am not that good at convincing others to listen to us"

Pirate GM |

It's not a particurally difficult check to get them to listen rather than immediatly throw spears at you.
The party's sudden appearance has the lizardfolk scrambling for their weapons, but their soft words still their hands.
"The Aspis do hold our eggs, how do you propose to help?"
They are currently indifferent, along with some RP, we'll also eventually need another diplomacy check.

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Lys drinks the potion of Tongues.
"We'll take care of the snakes for you if you tell us where to find them. Are they standing over the eggs waiting to harm them or do the have the stored with guards at the door? We have quite a few talents that will help us free your eggs. We can sneak and we can attack from stealth."
Diplomacy: 1d20 + 10 ⇒ (12) + 10 = 22

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"We've already clashed with them in here," Arnold reminds the others so they can say so in a way the lizardfolk will understand. He doesn't seem to mind that this was quite recent and everyone else was there more keen to attempt contribution. "Got that mental control worked out. They might not be impressed if we mention there was only one, though."

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Relying on his fluency instead of magic, the tiefling adds, "You know in your heart what we say is true. Help us to help you."
Diplomacy, aid: 1d20 - 1 ⇒ (17) - 1 = 16

Pirate GM |

The Lizardfolk nod "Just please be careful and protect our egss."
They draw you out a quick map, pointing at one spot and saying "3 Aspis goons here, and 2 Aspis archers here."
One of the lizardfolk stops there but the other then speaks up "The Aspis leader calls herself Durra, she looks like a soft skinned human with some sort of spear, but she's some sort of malevolent force with divine powers. She walked through the Door of Radiance into the forbidden chamber. When we weren't prepared she stole our eggs from the incubation chamber and brought them into the forbidden room. We are the only Muckmouths here. The rest run foul errands for the Aspis."

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Lys pulls out a couple of potions of invisibility. "I think we should sneak up on the Aspis. Could anyone make use of these?"
"I'm happy to take the lead, and try to sneak up on them."

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"I would readily accept one if we feel it is for the best. However, it may benefit Kerastes more than I."
Stealth: 1d20 + 11 ⇒ (20) + 11 = 31

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"Yes, please"

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She hands one to each of them. "Here you go." Then she begins to sneak forward into the darkness.
Stealth: 1d20 + 13 ⇒ (17) + 13 = 30

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Kerastes drinks the potion and then tries to be as quiet as he can be.
Stealth: 1d20 - 2 + 20 ⇒ (6) - 2 + 20 = 24

Pirate GM |

My apologies for the incorrect answer on lizardfolk, there are a few noncombatants comeing up, don't think it would have changed anything though.
Heading forward you see a rough semi-circular chamber on your left that contains a number of bedrolls clinging to the shore, as far away from the water as possible, though a number of them are still muddy and moist.
These bedrolls are obviously of human make, rather than the typical mud and reed nests of lizardfolk.
Looking to your right is a dry cavern that is abuzz with activity.
A group of lizardfolk is busy packing artifacts into crates and barrels, toiling under the watchful eyes and amid the stern orders of a trio of humans, who bark out their demands and rebukes in Draconic.
None of them appear to have noticed you.

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Can we buff up? Bane ability lasts one minute, and I can hold the charge on the snowball.
+1 Dagger infused with Rimed Snowball & Bane vs Humans {PBS/DA/Bane}: 1d20 + 13 + 2 ⇒ (7) + 13 + 2 = 22
Dagger & Cold Damage & Bane: 1d4 + 3 + 5d6 + 2d6 ⇒ (2) + 3 + (1, 4, 6, 4, 1) + (6, 6) = 33
If target took any cold damage, it is entangled for 1 round
Izlin calls upon dark occult energy to make his blade more deadly to humans for the next minute. He then steps closer.
Stealth: 1d22 + 11 ⇒ (20) + 11 = 31

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I'm happy to hold my place if others want to back out and buff.

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Kerastes hears the whispers of Izlin and decides to wait where he is. He is ready to cast expeditious advance at the start of hostilities.

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Ready as he'll ever be, Arnold waits in the same place. If others want to take some time beforehand, he stays, in case the situation changes.

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I'm good without fully buffing up. I mean, they are merely Aspis after all.

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Izlin calls upon dark occult energy to make his blade more deadly to humans for the next minute. Standard action