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Hammer time
Attack Nick and George with the hammer.
Lightning in a hammer: 5d6 ⇒ (1, 2, 3, 3, 2) = 11

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Only 3 of them? and Yay, Sacha is within 30 feet! I typically open combats (at least lately) by firing my crossbow. I would have been carrying it out for just this reason. Let me know if that is too much since I didn't explicitly mention it before hand...
Cyrus pops up from the undergrowth and clicks off a shot with his Crossbow before getting ready to drop it and move in. Only seeing 3 of the little buggers in the nearby vicinity, he expects this part to go quickly, though there are certainly more nearby.
Attack, IC: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11 for Damage, IC, Sneak Attack: 1d8 + 1 + 2d6 ⇒ (5) + 1 + (4, 5) = 15
Oof... guess the first part doesn't really matter anyways... no way this thing survives to my turn again :)

GM Damo |

Wow, Finarin blew his load pretty early on. Must be all that talk about Lockwoods. You guys can have whatever you like in your hands as you were approaching this section of the ruins with kind of the expectation of finding similar things to what you found... kobolds.
Miro's song fills everyone with aural courage.
Nick reflex save: 1d20 + 3 ⇒ (2) + 3 = 5
George reflex save: 1d20 + 5 ⇒ (3) + 5 = 8
My crummy rolls < your crummy rolls.
Finarin unleashes a gout of electricity. Amazingly, Nick and George retain their footing, though Nick is looking like a stiff breeze could blow him over.
Cyrus's crossbow quarrel thuds into the side of the altar.
Still to go for surprise round (before I roll initiative): Gunari, Amaranti, Kaisharga, Ibid.

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Gunari uses a fervor to cast bull's strength on himself, and then charges Sasha.
Rapier w/ charge and bull's strength: 1d20 + 9 ⇒ (9) + 9 = 18
Rapier w/ charge and bull's strength: 1d20 + 9 ⇒ (15) + 9 = 24 (Oh, if I only had keen edge!)
damage: 1d6 + 4 ⇒ (1) + 4 = 5
Gunari hits (probably) but seems to have been distracted, barely putting the sharp, pointy bit into Sasha.
AC currently 22

GM Damo |

Sacha staggers back a little, bleeding from the wound that the charging warpriest just dealt him - clearly surprised as seven combatants appear out of nowhere to interrupt their ritual.
Next up (surprise round): Amaranti, Kaisharga, Ibid.

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Ibid quickly releases an arrow at the nearby creature, perhaps even too quickly, and arrow flies off at an ineffective angle.
Attack @ Nick
attack(longbow, PBS, ic, da,etc): 1d20 + 8 ⇒ (3) + 8 = 11
damage(longbow): 1d8 + 7 ⇒ (5) + 7 = 12

GM Damo |

Ibids arrows do indeed miss their mark. The team is perhaps a little nervous about the consequences of this combat.
The kobolds start screeching in their ancient native tongue, and all hear answering screeches from somewhere in the distance, "פולשים!הטכס חייב להישמר!אפוטרופוס הזהב חייב להיות דם! עזרו לנו!*"
Next up (surprise round): Amaranti, Kaisharga.

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Sorry for posting late, busy day... Can Mage armour be cast on Kaisharga before entering the ruins?
Untypical for him, this time Amaranti holds back. Freeing one hand from his lance, he starts drawing mystical symbols in air. This, and his chanting starts affecting his companions, distorting their sense of time. Suddenly, everything seems to be happening much slower, while the Pathfinders are able to act normally.
cast haste: +1 attack, AC ref save; +30/20ft speed

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Delighted by the bite-sized opponent, Kaisharga rushes forwards to grab a bite.
Partial charge - bite, IC, haste: 1d20 + 9 ⇒ (9) + 9 = 18
Damage, IC: 1d6 + 3 ⇒ (5) + 3 = 8
Trip, IC, haste: 1d20 + 9 ⇒ (7) + 9 = 16

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"Friends, beware. These .... lizards are trying to summon a .... buttercup fighter."
So we are using Hebrew? I was using Romanian. Will make note.

GM Damo |

Mage armor would definitely have been active - if at no other time than during the fight at the chasm crossing, which was less than an hour prior. As for hebrew, always loved that character set (can't speak it worth a damn, though). Looked very draconic to me. Romanian would be more of a humanoid language.
Amaranti, you need to select who will be covered by haste. You can only affect 4 companions. Unless you say otherwise, I'll assume it is the "front liners": Amaranti, Kaisharga, Gunari, Finarin.
EDIT: Correct haste information now included below. Initiative has also changed.
Finarin translates the kobold's cries for help, understanding the words despite the mental anguish their screaming brings to his ears. As a noble of Kyonin, Finarin was lucky enough to learn Draconic from an elf who grew up amongst the Tian-Dan of Xa Hoi and his Nagaji traveling comrade (who could actually properly pronounce the strongly deep and sonorous ancient syllables). Compared to his old tutors' near perfect speech, the kobold's mutilation of this ancient and beautiful language sounds to Finarin's sensitive ears as would Elven when spoken by the mewling goblin child adopted by the red-headed outcast half-elves camping south of the Glade.
Hope you don't mind the liberties I've taken with your background there, buddy!
Cyrus initiative: 1d20 + 5 ⇒ (5) + 5 = 10
Finarin initiative: 1d20 + 4 ⇒ (4) + 4 = 8
Gunari initiative: 1d20 + 1 ⇒ (9) + 1 = 10
Ibid initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Miro initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Kobolds initiative (using aggregate score): 1d20 + 3 ⇒ (16) + 3 = 19
Perhaps unused to moving so quickly, the bulk of the Pathfinders fail to press their further advantage over the kobolds... except for Ibid, who is perhaps quicker to the bow than usual.
Next up: Ibid, Amaranti, Kaisharga.
Active Global Conditions: None.
Individual Conditions: (For HP, see map), Haste - 4/4 rds left (Amaranti, Kaisharga, Gunari, Ibid).
Defeated: See map.
Round 1:
- Ibid <= !
- Kobolds
- Amaranti
- Kaisharga
- Miro
- Cyrus
- Gunari
- Finarin

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Ah, true... Not enough haste for everyone... :( haste on Ibid, Kaisharga, Gunari, Amaranti. And effects include one extra attack on full attack, forgot that earlier...

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thanks for the haste!
Ibid steps forward, pulling back on the string after quickly loading another arrow following his disastrous first shot. He feels quicker and more agile than normal, but it takes the old man a moment to adjust to his new found speed causing the aim on his first shot to go askew.
1st shot @ Nick
attack(longbow, PBS, haste, ic, da): 1d20 + 9 ⇒ (1) + 9 = 10
damage: 1d8 + 6 ⇒ (2) + 6 = 8
2nd shot @ Nick-if alive
attack(longbow, PBS, haste, ic, da): 1d20 + 9 ⇒ (11) + 9 = 20
damage: 1d8 + 6 ⇒ (3) + 6 = 9

GM Damo |

Nick, still shocked from the lightning bolt out of nowhere turns dumbfounded as an arrow pierces him through the neck. In a fountain of blood, the young kobold gurgles out his last scream and falls to the ground. His nerves continue to make his legs and tail twitch for a few seconds before he lies very, very still.

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While Kaisharga was still munching the first bite of delicious kobold leg, the eidolon hears a thud and the kobold slumps down. Enjoyable as it would be, this is no time to keep eating, and so Kaisharga moves to the next living victim. With unnatural speed, the serpent-like outsider slithers around George, and strikes it from behind.
Bite, IC, haste: 1d20 + 7 ⇒ (17) + 7 = 24
damage, IC : 1d6 + 3 ⇒ (5) + 3 = 8
trip: 1d20 + 7 ⇒ (2) + 7 = 9

GM Damo |

George cries out in shock and horror at the speedy snake, but this is one tough kobold! He looks ready to respond in kind at any moment, turning to face the eidolon, not quite realizing that a Garundi may be bearing down upon him at any moment.
The gathered miners all cheer for the heroes, their voices are weak but their hopes are up.
Next up: Amaranti.

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Once the last incantations of his spell fade out, Amaranti opens his eyes, and sees Ibid's arrow flying slowly towards a kobold. The projectile is still in mid-flight when the Garundi jerks into motion, and starts running toward the enemy. The arrow strikes true, blood starts slowly raining around the dying kobold. Amaranti realizes his lance is not needed to defeat that enemy, and he starts looking for a new opponent.
Voiceless communication from Kaisharga is odd, blurred, ravaged by he distorted time, but the summoner understands his eidolons plan. He slows down his steps, and stops in flanking position. He grips the weapon of his ancestors, and uses his magical speed to skewer George.
Lance, PA, IC, haste, flank : 1d20 + 7 + 1 + 1 + 2 ⇒ (19) + 7 + 1 + 1 + 2 = 30
Damage, PA, IC, AS: 1d8 + 11 + 1 ⇒ (8) + 11 + 1 = 20

GM Damo |

Amaranti's lance pokes in and out of the back of George's head. Brain matter seeps out of the resulting hole and George crumples into an unceremonious heap.
Scared, but stirred by religious fervor, Sacha battles on. Whatever is down below must be far scarier than the Pathfinders who have so quickly slaughtered its comrades.
Sacha short sword vs Gunari: 1d20 + 1 ⇒ (12) + 1 = 13
Sacha lashes out with its stubby sword, barely even making it near Gunari's well-armored form. The nimble little creature clearly prefers to use the surprisingly well-made crossbow strapped to its back.
Even as the doomed kobold continues to fight, the companions become aware of increased activity in the surrounding forest. A deep, resonant growl from somewhere in the depths beneath this altar reveal that things may not continue to go their way for much longer.
After you inevitably kill Sacha, something will happen next round… so please stay in combat and move your tokens appropriately.
Next up: Miro, Cyrus, Gunari, Finarin, Ibid, Amaranti, Kaisharga.
Active Global Conditions: Inspire Courage.
Individual Conditions: (For HP, see map), Haste - 4/4 rds left (Amaranti, Kaisharga, Gunari, Ibid).
Defeated: See map.
Round 1:
- Ibid <= twang, splat
- Amaranti <= Giggle-pokes
- Kaisharga <= Next meal!
- Kobolds <= eep!
- Miro
- Cyrus
- Gunari
- Finarin

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Lockwood to the square 2 left of Gunari
Seeing his friends move so quickly around the battlefield, it takes Finarin a moment to realize all the downed foes. Savoring the sensation of the lightning bolt frying the kobolds' skin, Finarin again moves swiftly into combat. He draws his scimitar imbuing it what magical energies.
Scimitar Attack W/ Arcane Pool Point & IC: 1d20 + 8 ⇒ (8) + 8 = 16
Scimitar Damage w/ Arcane Pool Point & IC: 1d6 + 6 ⇒ (2) + 6 = 8

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The old mans looks unsteady as he draws back and releases two more arrows. He hopes at least one will find its mark.
Attack #1
attack(longbow, ic, haste, da): 1d20 + 8 ⇒ (4) + 8 = 12
damage: 1d8 + 6 ⇒ (1) + 6 = 7
Attack #1
attack(longbow, ic, haste, da): 1d20 + 8 ⇒ (19) + 8 = 27
damage: 1d8 + 6 ⇒ (5) + 6 = 11

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@Finarin... took are of it.
Assuming that Ibid drops the kobold
Gunari calls forth the power of the Drunken Hero, channeling Cayden Cailean's power into his sacred weapon giving +1 Enchantment to his sword. Concerned about the growling, he also uses a fervor to cast shield of faith on himself (AC to 27 while still hasted)
He will move up to 40' in the direction of the noise, assuming he can place its direction. GM Damo, please Lockwood Gunari to the proper direction. :D

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Seeing the last kobold go down and knowing this fight is far from over, Cyrus pulls his wand of shield and tries to cast it on himself.
UMD: 1d20 + 9 ⇒ (14) + 9 = 23
-Posted with Wayfinder

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Miro continues to inspire his comrades, feeling that a greater foe seems to be arriving momentarily. He chants a short verse, then reaches out to touch Cyrus, trying to heighten the ninja's senses just in case.
Cast Resistance on Cyrus, continue IC

GM Damo |

Sacha amazingly fends off Finarin's attacks, growing confident as he does so. The poor kobold doesn't even register as a fletching appears out of his eyeball. Eventually just fainting to the ground before rapidly bleeding out.
The growling Gunari (and everyone else) can here is coming from far, far below. The stairs would take him to the noise, but it is incredibly far off.... a very distant, if ominious, echo. The kobold screeches in draconic, however, are drawing closer.
Gunari perception: 1d20 + 3 ⇒ (9) + 3 = 12
Gunari suspects the 1d3 ⇒ 1 Northern entrance will see the most action, based on the sounds his keen ears have picked up. Lockwooded Gunari up to that entrance, based on what he heard.
I've moved everyone who was off the northern edge down 5ft to bring you properly onto the map. Feel free to move from there if you haven't moved already.
Next up: Amaranti, Kaisharga.
Active Global Conditions: Inspire Courage.
Individual Conditions: (For HP, see map), Haste - 4/4 rds left (Amaranti, Kaisharga, Gunari, Ibid).
Defeated: See map.
Round 1:
- Ibid <= twang, splat
- Amaranti <= Giggle-pokes
- Kaisharga <= Next meal!
- Kobolds <= eep!
- Miro <= resist this!
- Cyrus <= Wand-rous protection
- Gunari <= Confident move to the action
- Finarin <= Enchanted missed stabbing
Round 2:
- Ibid <= all fun and games until someone loses an...
- Amaranti <= !
- Kaisharga <= !
- Kobolds
- Miro
- Cyrus
- Gunari
- Finarin

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"Come on, you little lizard bastards! Come face your betters!", Gunari bellows out, trying to inspire himself some more. "Or, are you so dumb you can't understand a civilized tongue!"
'I hope there are not real dragons around, or they're gonna be pissed!'

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Amaranti glances in every direction, but fails to see where the sounds are coming from. Preparing for the worst, he casts a spell to enhance his reach. Cast Longarm

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Kaisharga takes place next to his master, and prepares to attack any incoming enemy.
Ready: Attack if enemy in reach

GM Damo |

Charging in from the jungle, half a dozen kobold reinforcements appear from the north, east and south. Most are blithering idiots, bashing away at the Pathfinders with stone spears. One, however, carries a beautifully crafted rapier and moves with the confident gait of a true warrior (Vincent).
Vincent steps up to take on the mighty draconic wyrm, Kaisharga, hoping to win bragging rights within his clan.
Kaisharga strikes first, however.
Kaisharga readied attack, bite, inspire courage, haste: 1d20 + 5 + 1 + 1 ⇒ (17) + 5 + 1 + 1 = 24
Kaisharga bite damage, inspire courage: 1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Vincent shrugs off the nipping he received, and prepares to pay the serpent back in kind.
Vincent vs Kaisharga, rapier: 1d20 + 11 ⇒ (5) + 11 = 16
His attack, however, does not pass the magical protections placed on the eidolon by its master.
The other kobolds all attack whoever they can reach.
Shane spear vs Gunari: 1d20 + 1 ⇒ (19) + 1 = 20
Tom spear vs Ibid: 1d20 + 1 ⇒ (10) + 1 = 11
Danny spear vs Miro: 1d20 + 1 ⇒ (9) + 1 = 10
Andre spear vs Amaranti, charging: 1d20 + 1 + 2 ⇒ (6) + 1 + 2 = 9
Sam spear vs Kaisharga, charging: 1d20 + 1 + 2 ⇒ (6) + 1 + 2 = 9
The sniveling wrecks fail to land a single blow.
Next up: Miro, Cyrus, Gunari, Finarin, Ibid, Amaranti, Kaisharga.
Active Global Conditions: Inspire Courage.
Individual Conditions: (For HP, see map), Haste - 3/4 rds left (Amaranti, Kaisharga, Gunari, Ibid).
Defeated: See map.
Round 2:
- Ibid <= all fun and games until someone loses an...
- Amaranti <= go go Gadget arms!
- Kaisharga <= ready attack
- Kobolds <= Worst frontal assault ever
- Miro <= !
- Cyrus <= !
- Gunari <= !
- Finarin <= !
Round 3:
- Ibid <= !
- Amaranti <= !
- Kaisharga <= !
- Kobolds
- Miro
- Cyrus
- Gunari
- Finarin

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Cyrus jumps as he sees the kobolds pop out of the undergrowth, only slightly startled. He tries his best to hide that from the others, though he is convinced they are preoccupied anyways. He uses danny's fixation on Miro to dive over top of him and get into a flanking position with the halfling. He tucks his legs and twists his torso as he spins in midair, landing easily on his feet.
acrobatics, +5 for moving through enemy square: 1d20 + 12 ⇒ (12) + 12 = 24
Once in position his wakizashi flashes out, attempting to quickly behead the little draconic creature.
Attack, IC, Flank: 1d20 + 8 + 1 + 2 ⇒ (8) + 8 + 1 + 2 = 19 for Damage, SA, IC: 1d6 + 2 + 1 + 2d6 ⇒ (5) + 2 + 1 + (3, 4) = 15

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Assuming Danny is a dead kobold, Miro moves southwest, trying to make Tom easier for Gunari to hit. For whatever reason.
Aid Another: 1d20 + 1 + 1 ⇒ (15) + 1 + 1 = 17
5' step, draw short sword as part of move action. Continuing IC.

GM Damo |

Gave you a Lockwood, Miro.
Cyrus flips over Danny the kobold and quickly decapitates it in one swift move. The kobold's head rolls gruesomely across the temple floor like some kind of irregular but spherical child's toy.
Miro positions himself well and makes the inept kobold even more of a target for the highly skilled warpriest. If Gunari misses this blow, he'll never live it down.
Next up: Gunari, Finarin, Ibid, Amaranti, Kaisharga.
Active Global Conditions: Inspire Courage.
Individual Conditions: (For HP, see map), Haste - 3/4 rds left (Amaranti, Kaisharga, Gunari, Ibid).
Defeated: See map.
Round 2:
- Ibid <= all fun and games until someone loses an...
- Amaranti <= go go Gadget arms!
- Kaisharga <= ready attack
- Kobolds <= Worst frontal assault ever
- Miro <= inspirational aid
- Cyrus <= chief headsman
- Gunari <= !
- Finarin <= !
Round 3:
- Ibid <= !
- Amaranti <= !
- Kaisharga <= !
- Kobolds
- Miro
- Cyrus
- Gunari
- Finarin

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Gunari chooses to attack Tom, for some odd reason. As the kobold is moving so slowly, he decides to attack twice [ooc]But will shift to Shane if Tom falls. Just to make sure he's using EVERYTHING at once, he also uses fervor to cast divine favor.
Attack vs. Tom, BS, DF, Inspire, Aid: 1d20 + 8 + 2 + 3 + 1 + 2 ⇒ (2) + 8 + 2 + 3 + 1 + 2 = 18 damage: 1d6 + 8 ⇒ (6) + 8 = 14
Attack vs. Shane or Tom, BS, DF, Inspire, (+2 if Tom): 1d20 + 14 ⇒ (6) + 14 = 20 damage: 1d6 + 8 ⇒ (1) + 8 = 9

GM Damo |

Gunari's rapier flashes twice, each time demolishing his opponent. First, Tom's throat explodes outwards in a shower of blood and oxygen. Next, Shane drops to the ground, pumping blood out of a stab wound just next to his heart.
Next up: Finarin, Ibid, Amaranti, Kaisharga.
Active Global Conditions: Inspire Courage.
Individual Conditions: (For HP, see map), Haste - 3/4 rds left (Amaranti, Kaisharga, Gunari, Ibid).
Defeated: See map.
Round 2:
- Ibid <= all fun and games until someone loses an...
- Amaranti <= go go Gadget arms!
- Kaisharga <= ready attack
- Kobolds <= Worst frontal assault ever
- Miro <= inspirational aid
- Cyrus <= chief headsman
- Gunari <= stab, stab, dead, dead
- Finarin <= !
Round 3:
- Ibid <= !
- Amaranti <= !
- Kaisharga <= !
- Kobolds
- Miro
- Cyrus
- Gunari
- Finarin

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Before moving, Finarin lets the magic take over. Blue electricity cackles down his arm, orbiting around his scimitar blade. He quickly shuffles his feet forwards to get into better position,and swings his electrically charges scimitar at Vincent.
Shocking Grasp W/ Spell Combat, IC, +1 scimitar, Wearing Metal : 1d20 + 11 - 2 ⇒ (2) + 11 - 2 = 11
Shocking Grasp Damage: 3d6 ⇒ (3, 1, 1) = 5
Scimitar Damage w/ +1 scimitar & IC: 1d6 + 6 ⇒ (4) + 6 = 10
Calling upon all his martial prowess, he again flashes his scimitar at Vincent's throat.
Scimitar Attack W/ +1 scimitar & Spell Combat & IC: 1d20 + 8 - 2 ⇒ (10) + 8 - 2 = 16
Scimitar Damage w/ A+1 scimitar: 1d6 + 6 ⇒ (5) + 6 = 11
smh, ok, if the first attack at a +9 misses, holding the charge, the second attack is +3 for a 19 to hit, and add in the crappy 5 shocking grasp damage for 11+5=16. If neither hits, he still has it next round. unbelievable
Also, shouldn't Amaranti get at least one AOO? He is threatening 15'.

GM Damo |

Finarin tries as hard as he can to damage the well armed and armored kobold in front of him. Alas, but the sneaky little creature is far to skilled and easily steps aside from his blows (even the 19). The pesky creature grins and smiles at Finarin as it prepares its response.
Next up: Ibid, Amaranti, Kaisharga.
Active Global Conditions: Inspire Courage.
Individual Conditions: (For HP, see map), Haste - 3/4 rds left (Amaranti, Kaisharga, Gunari, Ibid).
Defeated: See map.
Round 2:
- Ibid <= all fun and games until someone loses an...
- Amaranti <= go go Gadget arms!
- Kaisharga <= ready attack
- Kobolds <= Worst frontal assault ever
- Miro <= inspirational aid
- Cyrus <= chief headsman
- Gunari <= stab, stab, dead, dead
- Finarin <= shocking misses
Round 3:
- Ibid <= !
- Amaranti <= !
- Kaisharga <= !
- Kobolds
- Miro
- Cyrus
- Gunari
- Finarin

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Ok so next round, provided I live, I still have shocking grasp on my scimitar.

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As his allies methodically cut down the snarling draconic minions attempting to surround them, Ibid steps a few feet closer toward the ongoing clash to the south. As the old man pulls back on the string of the longbow, he is briefly buffeted by simultaneous blood spurts exploding from both Gunari's and Cyrus' condemned foes.
could I get a Lockwood one square south and one square east?
Attack #1 @ Andre
attack(longbow, PBS, ic, da, haste): 1d20 + 9 ⇒ (8) + 9 = 17
damage: 1d8 + 6 ⇒ (4) + 6 = 10
Attack #2 @ Andre (or Sam)
attack(longbow, PBS, ic, da, haste): 1d20 + 9 ⇒ (3) + 9 = 12
damage: 1d8 + 6 ⇒ (6) + 6 = 12

GM Damo |

Lockwooded Ibid as requested.
Andre falls in a gout of blood, Ibid adding yet more kobold juice to the rapidly building pool. If whatever is below demands blood in sacrifice, the Pathfinders are doing a very good job of sating it!
The growling from deep below the earth tells a different story.
Perhaps disturbed by the evil sound, Ibid's second arrow fails to find its mark.
Since Amaranti and Kaisharga are both at +3 initiative, which is exactly the same initiative as the kobolds, they technically go simultaneously with the kobolds. As such, and since it is late night time in Finland, I'm going to do the kobold turn at this initiative. Amaranti, Kaisharga: take two turns when you post.
Vincent rapier vs Finarin: 1d20 + 11 ⇒ (18) + 11 = 29
Vincent crit confirm: 1d20 + 11 ⇒ (6) + 11 = 17
Rapier damage: 1d4 + 2 ⇒ (1) + 2 = 3 --1d4+2? Wow, now I know why its CR is so low despite a +11 to hit!
Sam spear vs Kaisharga: 1d20 + 1 ⇒ (12) + 1 = 13
Expecting an enormous creature to emerge from beneath the ruins, it is perhaps a surprise when a small golden-skinned kobold comes to the top of the stairs, wielding a dragon-headed staff. Similes are drawn by all between this thing's staff and the Aspis agent Valacosti's walking cane.
Taking some cover behind the altar, the golden-skinned sorcerer chants in the ancient tongue of evocation:
"αστραπή μπουλόνι" -- lightning bolt, save DC 16
Amaranti and Ibid barely have time to register his appearance before they are being forced to dive out of the way of the crackling electricity.
Lighting bolt damage: 6d6 ⇒ (4, 6, 5, 4, 2, 3) = 24 --> Showing Finarin how it's done!
Amaranti reflex save, haste: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18 -- 12 damage
Finarin reflex save, haste: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12 -- 24 damage
Amaranti avoids the worst of it, but Finarin is hit by the full force of the electricity jolt that his companion just ducked. The poor elf falls to the ground, twitching with the residual current left in his body, his skin continuing to burn and smolder.
Next up: Amaranti (x2), Kaisharga (x2), Miro, Cyrus, Gunari, Finarin, Ibid.
Active Global Conditions: Inspire Courage.
Individual Conditions: (For creature HP, see map), Finarin -27, Amaranti -12, Haste - 2/4 rds left (Amaranti, Kaisharga, Gunari, Ibid).
Defeated: See map.
Round 3:
- Ibid <= splat, twang
- Kobolds <= stab, swish, zap
- Amaranti <= !
- Kaisharga <= !
- Miro <= !
- Cyrus <= !
- Gunari <= !
- Finarin <= !
Round 4:
- Ibid <= !
- Amaranti <= !
- Kaisharga <= !
- Kobolds
- Miro
- Cyrus
- Gunari
- Finarin

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Gunari moves up to the sorcerer, preparing to keep him from throwing another of those spells. "Cyrus, hurry up and get on the other side of this thing... let's keep him from casting. Don't give him room to escape!"
He uses his swift action to activate Weapon of the Chosen (magic and good), and attacks.
Rapier Attack (Inspire, Divine Favor) (#1): 1d20 + 9 + 1 + 3 ⇒ (14) + 9 + 1 + 3 = 27
Rapier Attack (Inspire, Divine Favor) (#2): 1d20 + 9 + 1 + 3 ⇒ (10) + 9 + 1 + 3 = 23
rapier damage: 1d6 + 4 + 1 + 3 ⇒ (5) + 4 + 1 + 3 = 13
"Kobold, you should just surrender now. We'd rather talk than fight, but as you can plainly see, we are more than capable of slaying you."

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Cyrus hears his friend's call, and does not hesitate. Though his feet aren't moving as swift as some others in the group, he digs deep as he sprints across the grisly courtyard.
Spend 1 ki point as swift action to gain 20 feet to movement
As he bolts across the blood spattered stone, closing in on the gold scaled kobold, he dives forward into a roll. Just as his feet come underneath him he allows the momentum of his body to spring himself up in the air, tucking his arms in close to allow his body to spin tightly while his feet arc high over his head in a full flip. Coming back to earth, the ninja sticks the landing, exactly opposite of Gunari, leaving the sorcerer suddenly stuck between a drunk and a hard blade.
Acrobatics to avoid AoO, +10 to DC for more than half move: 1d20 + 12 ⇒ (18) + 12 = 30
If somehow that isn't enough, my AC is 28 vs AoO from Mobility
"Or you could just die right now!" Cyrus says, eager to kill the moral of the rallying kobolds.
Attack, IC, Flank: 1d20 + 8 + 1 + 2 ⇒ (20) + 8 + 1 + 2 = 31 for Damage, IC, SA: 1d6 + 2 + 1 + 2d6 ⇒ (3) + 2 + 1 + (6, 2) = 14
Crit Confirm, IC, Flank: 1d20 + 8 + 1 + 2 ⇒ (5) + 8 + 1 + 2 = 16 for Damage, IC: 1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4

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Thinking that the sorcerer is likely to be their worst foe after it launched lightning at his companions, Miro launches into spellcasting, trying to ground the bastard and keep his mouth otherwise occupied. He moves behind Amaranti, getting ready to heal the big man if he should need it.
Maintain IC, move beside Amaranti, cast Hideous Laughter, DC 15 or fall prone and do nothing but laugh, laugh, laugh.

GM Damo |

The Kobold sorcerer facing Gunari just grins and hisses, "להפסיק דיבור אנושי מכוער, בשר אדם ילך לאל זהב."
Gunari looks instinctively to Finarin for a translation, forgetting momentarily that the elf has fallen. Finarin's former opponent, however, provides some help, "Great sorcerer Krishnork no speak human. He think you language is language of dogs. He not surrender anyway. Let us show you what happen to interlopers. You good at killing foot soldiers, but we not be so easy to kill."
The bloody wound Gunari has pierced in Krishnork's side does not seem to dull his religious fervor in any way. The wakisashi in the back from the team's ninja, however, does worry it somewhat. It falters, but continues to menace both Pathfinders with its staff as best it can.
Krishnork will save: 1d20 + 4 ⇒ (20) + 4 = 24
Krishnork has a slight chuckle at Miro's mystical joke, but he does not fall over in a fit of laughter as the halfling had hoped.
Next up: Amaranti (x2), Kaisharga (x2), Finarin, Ibid.
Active Global Conditions: Inspire Courage.
Individual Conditions: (For creature HP, see map), Finarin -27, Amaranti -12, Haste - 2/4 rds left (Amaranti, Kaisharga, Gunari, Ibid).
Defeated: See map.
Round 3:
- Ibid <= splat, twang
- Kobolds <= stab, swish, zap
- Amaranti <= !
- Kaisharga <= !
- Miro <= hideous humor
- Cyrus <= sorcerer slash
- Gunari <= sorcerer stab
- Finarin <= !
Round 4:
- Ibid <= !
- Amaranti <= !
- Kaisharga <= !
- Kobolds
- Miro
- Cyrus
- Gunari
- Finarin

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Since the kobolds move through Kaisharga's threat area, it would get AoO, right? If allowed, I'll make them retrospectively. I'll omit the trip chances, so it'll be smoother. Since Amaranti 's reach is 15ft, Paired Opportunists applies
AoO vs Vincent, IC, haste, PO : 1d20 + 5 + 1 + 1 + 4 ⇒ (5) + 5 + 1 + 1 + 4 = 16
damage, IC : 1d6 + 3 ⇒ (1) + 3 = 4
AoO vs Sam, IC, haste, PO : 1d20 + 5 + 1 + 1 + 4 ⇒ (14) + 5 + 1 + 1 + 4 = 25
damage, IC : 1d6 + 3 ⇒ (2) + 3 = 5
Round 4 attacks, haste still on. Primary target Vincent, if he's down, then Sam
Bite, IC, haste: 1d20 + 5 + 1 + 1 ⇒ (8) + 5 + 1 + 1 = 15
damage, IC : 1d6 + 3 ⇒ (1) + 3 = 4
Trip: 1d20 + 5 + 1 + 1 ⇒ (18) + 5 + 1 + 1 = 25
Bite, IC, haste: 1d20 + 5 + 1 + 1 ⇒ (5) + 5 + 1 + 1 = 12
damage, IC : 1d6 + 3 ⇒ (4) + 3 = 7
Trip: 1d20 + 5 + 1 + 1 ⇒ (5) + 5 + 1 + 1 = 12
Tail slap: 1d20 + 0 + 1 + 1 ⇒ (13) + 0 + 1 + 1 = 15
damage, IC : 1d6 + 3 ⇒ (5) + 3 = 8
Round 5
Bite, IC: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21
damage, IC : 1d6 + 3 ⇒ (4) + 3 = 7
Trip: 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7
Tail slap: 1d20 + 0 + 1 ⇒ (12) + 0 + 1 = 13
damage, IC : 1d6 + 3 ⇒ (3) + 3 = 6

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Amaranti blinks, and suddenly there are more kobolds everywhere. The time is clearly out of joint... Better set it right with a couple of strong thrusts with lance.
AoO vs Vincent, if allowed. +4AC from cover
AoO,IC, haste, PO: 1d20 + 8 + 1 + 1 + 4 ⇒ (13) + 8 + 1 + 1 + 4 = 27
damage, IC, AS : 1d8 + 9 ⇒ (7) + 9 = 16
Round 4 attacks, hasted. Primary target: sorcerer, the Vincent
lance,IC, haste, PA: 1d20 + 7 + 1 + 1 ⇒ (1) + 7 + 1 + 1 = 10
damage, IC, AS : 1d8 + 12 ⇒ (4) + 12 = 16
lance,IC, haste, PA: 1d20 + 7 + 1 + 1 ⇒ (16) + 7 + 1 + 1 = 25
damage, IC, AS : 1d8 + 12 ⇒ (8) + 12 = 20
Round 5
lance,IC, PA: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
damage, IC, AS : 1d8 + 12 ⇒ (8) + 12 = 20

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So I guess doing a Finarin is dying form one magical attack an adventure. Seriously, I have a great reflex and I fail BOTH saves, and I can't even use my Lingering Resistance Boon, that is just cruel.
Stabilize DC 14: 1d20 + 4 ⇒ (17) + 4 = 21
That was my crit for my scimitar attack with shocking grasp you stupid kobold thing. Someone heal me so I can at least hit it

GM Damo |

Quite right! I had completely forgotten about your reach! Thank you for making all those!
As Sam closes in on Kaisharga, he is bitten badly by Kaisharga. He falls to the ground screaming, "אני מורעל! אני מורעל! אני מורעל! אני מורעל! אני מורעל! אני מורעל! אני מורעל!*"
Amaranti AoO,IC, haste, PO vs Sam: 1d20 + 8 + 1 + 1 + 4 ⇒ (14) + 8 + 1 + 1 + 4 = 28
Amaranti damage, IC, AS: 1d8 + 9 ⇒ (3) + 9 = 12
Amaranti quickly puts the creature out of its misery. (I'm not sure if you thought he was dead or were saving your combat reflexes for something else, let me know. Sam was on 0 hp but screaming and whining while disabled)
As Vincent arrives, the Garundi's aim is yet again true. The cocky kobold is forced to accept a lance-sized hole in his ego.
From so far away, Amaranti starts stabbing at the sorcerer. He ducks and weaves but it only takes two attempts before the mighty Garundi impales the gold-skinned creature on the end of his lance.
Whipping his lance around, the sorcerer's corpse flies from the tip of Amaranti's lance like a rag-doll and the summoner with the absurdly long arms reaches over his eidolon to stab Vincent behind his collarbone. The point of Amaranti's lance explodes from the back of the kobold, puncturing its seemingly paper thin breastplate armor. Vincent's corpse slides unceremoniously off Amaranti's lance to crumple on the ground into pool of its own blood.
The miners stand around completely agog at the utter carnage wrought by these Pathfinders. As quickly as they could appear, the kobolds were slaughtered. Silence reigns as the group strains to hear if any more will be approaching, but the jungle is eerily quiet.
Then a distant inhuman roar from below lets them know that they won't be alone forever. It may be just in the Pathfinders' imagination, but it sounds as though it may be getting closer.
As this was the final battle (and it is now over), I won't be giving out all the equipment and treasure you find. Some of the kobolds do have potions of healing, though, so I'll assume some of those are used on Finarin (rather than wasting charges from your wands).
Potion of cure moderate wounds for Finarin: 2d8 + 3 ⇒ (2, 7) + 3 = 12
Potion of cure moderate wounds for Finarin: 2d8 + 3 ⇒ (5, 1) + 3 = 9
Finarin, you don't need to worry about the rest - you'll get it back as soon as you get back to Fort Bandu and the magic of starting a new adventure kicks in. We can say for RP purposes, you're healed back to full.
I'll post a wrap up later today, but for now...
The Pathfinders quickly search the ruins and manage to find a leather satchel bearing the Pathfinders' glyph of the open road against the defaced altar. It is covered in blood, some of it old and dried but most of it is the same blood that is making the floor of this ancient temple slick and treacherous to walk upon. Inside are spoiled rations, an elixir of vision and a field journal.
Flipping through the parts detailing his bargains with the locals of the Bandu Hills and how he came to find the ruins of Ashkurhall, the Pathfinders read his final entry:
The dwarves who inhabited what I now know as Ashkurhall frequently depict a great beast they simply call the “Golden Guardian,” a winged monstrosity that often appears in an antagonistic role yet occasionally accompanies symbolism more befitting a revered figure in dwarven lore. My initial hypothesis is that this guardian was a sacred destroyer and may even be responsible for Ashkurhall’s eventual abandonment.
The original occupants of this site put great stock in a curious orb that the carvings suggest shoots beams of light—likely someone in the Grand Lodge better versed in dwarven art could clarify the point—and causes the guardian beast discomfort and forces it to bow to their will (or writhe in pain...cursed erosion). The carving ends with a dwarf delivering this orb to an amphibian people called Krihirik, and the lack of more recent inscriptions suggests this may have been one of the society’s final acts.
I recognize the name Krihirik from my voyage south through the Mwangi Expanse. No doubt old Sylien could help me track it down, but I would rather not impose on him again. This orb seems important for anyone exploring these ruins, and I shall set off for it after completing my survey of a few more structures here.

GM Damo |

The Pathfinders gently question the surviving miners. Many have stories to relate about their capture, and the horror of being dragged deeper and deeper into the jungle by these jabbering little creatures. All remember Krishnork the Guilecaster and his cruel, unintelligible taunts. Only the dwarves in the party had any chance of conversing with him, and he usually just told them in stilted dwarven to be quiet and prepare to be sacrificed to the 'Golden Guardian'. The miners are incredibly frightened of what dwells below, and have heard no sign of Sharrowsmith (though a few remember him from his earlier visit to the Golden Crown company's mining camp).
Sinister kobold voices begin anew in the forest surrounding the ruined temple and from below. Soon, the ruins will be overrun with kobolds. With the last surviving miners rescued, with Sharrowsmith nowhere to be found, and with the bowels of the ruins containing a nightmarish horror and hundreds of kobolds, the Pathfinders decide to leave. The feral growling doesn't grow any closer and eventually ceases as the Pathfinders depart.
The journey back to Fort Bandu is a harrowing one. Many times, the skilled adventurers are forced to cut their way through a pursuing group of kobolds, or a patrol coming back towards the ruins. Each time, though, their blades run red with the pathetic dragonkin's blood with little or no damage taken themselves. They pick up Lonnigan from the Monoliths and continue back towards the fort. It is well past midnight, and over an hour since the last kobold attack when fatigue and exhaustion cause the party to camp. Despite the adrenaline coursing through their veins, the group falls to sleep almost immediately. Those who take the first watch struggle constantly with their leaden eyelids.
The night passes without incident, as does almost the entire morning. Dawn, it seems, has brought a much cooler day than the day before, and the group of Pathfinders and miners doesn't even consider using the scrolls they acquired to aid in coping with the heat. The miners slow the Pathfinders' progress somewhat, and they are forced to camp again when only a few hours' march from Fort Bandu. The night is restful, though, and they return to the fortified town in good spirits. The miners are exceedingly grateful, and promise to work out more details of a special deal with Gunari and the Pathfinder Society.
Immediately upon arrival, the group is granted an audience with Praetor Sylien. He stands over the same map table, but a smile is on his face. He has clearly heard of the Pathfinders' success in rescuing the Golden Crown miners.
"Well, Pathfinders," he says with none of the suspicion or mistrust of earlier, "It seems things went well for you. In the interest of the people of Fort Bandu, however, I will need a full report of what happened. I have already heard what occurred at the Golden Crown mine, but tell me what happened when you followed the kobolds into the valley. Spare me no detail."
Time to deliver your closing remarks, and ask any questions you might have! I'll see about getting you chronicle sheets today or tomorrow.

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"Praetor, I believe you will be pleased, and concerned both with the results of our foray."
Cyrus pulls out his journal and flips through the pages, once again looking remarkably like Ibid. No one says anything, at least immediately as the young ninja does a passable Ibid impersonation, unbeknownst to him.
"Obviously the rescue of the miners is the crown jewel of our success. By the luck of our priest and his god, we came across a mine that had already been ravaged by the kobolds, and there were 3 of those wretched Festrogs scavenging on corpses. Once we eradicated them, we found a few of the miners who had barricaded themselves.
They were able to point us in the direction that their companions had been taken off to. We met with a few of the natural denziens of this jungle, man-eating flowers and dragon shaped hedges, as well as a couple of krenshaws (is that the right name Ibid?) but we were able to put them down in short order.
It was when we arrived at the kobold's base that we saw the second most worrying thing. The kobolds are capturing the miners in order to sacrifice them to what they called a "Golden Guardian." There were hundreds of them, and some unspeakable horror down in that tunnel. We aren't entirely sure if the low, bowel shaking growls coming from the tunnel belonged to this "golden guardian" or not, but I would be lying if I said I wasn't drawn to find out for myself. There were not many signs of Sharrowsmith, and finding him is one of our primary goals, so I expect we have more work to do.
Perhaps the most concerning thing, even more so than the kobolds sacrificing of the miners, is this."
Cyrus tosses the kobold sorcerer's staff onto the center of the table, and lets the similarities of the staff and Valacosti's cane sink in.
"As is usual with the ass-piss consortium, you have been deceived. I don't know what his part is behind this, but it is clear there is a connection, and it is not a good omen."