Telka Ibn Jad |
Telka only has his shield and prefers not to lose its benefit by hopelessly flailing at people with it.
Telka raises a hand and casts a spell again at red, shouting HALT again and backing ip up with the will of Desna.
He then jogs around past the man to set up a flank.
Casting Command to halt, DC17 will save, then moving and provoking from green and red
Alaric Wildshaped! |
With red moving away, Alaric swipes at him with his talon (of doom?).
Talon AOO, IC, GMF, PA, flank, prone: 1d20 + 8 + 1 + 1 - 1 + 2 - 4 ⇒ (10) + 8 + 1 + 1 - 1 + 2 - 4 = 17 talon: 1d8 + 5 + 1 + 1 + 2 ⇒ (3) + 5 + 1 + 1 + 2 = 12
Jethro Z. |
Blood dripping from his cut hand, Jethro stares at it, momentarily shocked. No one said anything about THIS at wizarding school! Then he angrily retaliates, sending a bolt of force towards Red's head.
Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4
Tere di Montefeltro |
Curve blade AoO to red, inc. inspiration: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12
The elf is unable to take advantage of red's distraction.
Acrobatics check to avoid AoO from Shredder: 1d20 + 12 ⇒ (10) + 12 = 22
Then he follows the caster, trying to keep the raptor from going for more than jerky as he pins red between himself and Telka before attacking again.
Flanking curve blade attack, including inspiration: 1d20 + 9 + 2 + 1 ⇒ (6) + 9 + 2 + 1 = 18
Curve blade damage, in the unlikely event that hits, including sneak attack and inspiration: 1d10 + 2d6 + 4 + 1 ⇒ (2) + (3, 2) + 4 + 1 = 12
Banon |
Having dealt with his opponent, Banon soars out of the treehouse, circling down to bring death from above! This time he remembers his training against humans as well.
Falchion, Rage, Favored Enemy, Higher Ground: 1d20 + 7 + 2 + 2 + 1 ⇒ (9) + 7 + 2 + 2 + 1 = 21
Damage: 2d4 + 3 + 3 + 2 ⇒ (2, 3) + 3 + 3 + 2 = 13
"DIE!" he roars, beyond any clever banter.
Alaric Wildshaped! |
The immediate threat gone, Alaric stands up, and heals himself again.
CLW: 1d8 + 5 ⇒ (1) + 5 = 6
'Do I need to start memorizing more powerful heals for myself?'
GM Hawthwile |
Red Will, Boon vs DC 17: 1d20 + 3 - 1 ⇒ (15) + 3 - 1 = 17
Red AoO Dagger, Boon vs AC 24: 1d20 + 11 - 1 ⇒ (18) + 11 - 1 = 28
Piercing/Slashing damage, Boon: 1d4 + 4 - 1 ⇒ (4) + 4 - 1 = 7
The man spits in Telka's direction. Seeming to have learned from his miscalculation earlier, he simply puts out his knife and lets Telka walk into it, then roars with laughter as the trick works.
Banon, given that each 45 degree turn requires sacrificing 5 ft of movement, it is not possible to accomplish your flight path in a single move. If the following bot check succeeds, Banon's token will be repositioned - otherwise, he will make it to his plotted destination with a second move action.
Banon Fly vs DC 15: 1d20 + 2 ⇒ (16) + 2 = 18 Success!
Banon descends like an angel of wrath to put a stop to the man's mirth, and Jethro's missile adds insult to injury. The pond water keeps Tere off-balance enough that his sword hits the tree instead of the man in front of him. With a smile of a cold-blooded killer, the man in red whistles to Shredder and points at the wizard standing knee-deep in the pond nearby.
Round 4! Bold may act!
Red (-44)
Blue (-48)
Jethro (-6)
Thran (-16)
Banon (Flying, 5 ft high)
Alaric (-20)
Shredder (Dominated 3/?)
Telka (-7)
Tere
Yellow (-31, Unconscious, Bleeding Out)
Green (-30, Prone, Staggered, Blinded and Stunned 2/?)
Environmental Effects:
- Inspire Courage +1
- Walkways and houses are 20 ft above ground
- Trees can be scaled with a DC 15 Climb check (Remember that you climb at 1/4 of your normal speed)
- The ladder on the ground can be set back up with a move action
- Anyone who takes damage while standing on a walkway must make a DC 12 Acrobatics check or fall to the ground and take 2d6 damage
- Water is difficult terrain
What do you do?
Thran |
Thran sees Shredder move past and decides to let the dinosaur pass.
"Fight on!"
Thran moves after the retreating enemy as he steps over the stunned man in front of him and takes a swipe at him
To hit AC Red: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
Magical slashing damage if hit: 2d4 + 8 + 1 ⇒ (2, 2) + 8 + 1 = 13
Free to sustain inspire, move to move, standard to attack
GM Hawthwile |
Thran's blade sinks deep into the man's torso. Behind him, Shredder moves closer to Jethro and unleashes his signature flurry of claws and teeth...
Talon, PA, GMF vs AC 14: 1d20 + 9 - 1 + 1 ⇒ (1) + 9 - 1 + 1 = 10
Slashing, Piercing damage, PA, GMF: 1d6 + 1 + 2 + 1 ⇒ (3) + 1 + 2 + 1 = 7
Talon, PA, GMF vs AC 14: 1d20 + 9 - 1 + 1 ⇒ (2) + 9 - 1 + 1 = 11
Slashing, Piercing damage, PA, GMF: 1d6 + 1 + 2 + 1 ⇒ (6) + 1 + 2 + 1 = 10
Bite, PA, GMF vs AC 14: 1d20 + 8 - 1 + 1 ⇒ (15) + 8 - 1 + 1 = 23
Bite damage, PA, GMF: 1d4 + 1 + 2 + 1 ⇒ (4) + 1 + 2 + 1 = 8
...and luckily only the bite catches the wizard, further mangling his already-bleeding hand. Surrounded, the man in red spits out a curse. "Feckin' thieving Pathfinders - always gotta stick your noses where they don't belong, don't you? Well, you'll get what's coming to you if its the last thing I do!" He withdraws, moving swiftly for the trees. Before the Pathfinders can follow, he is gone.
Entertainingly, there's no mention of difficult terrain being a problem in the Withdraw rules. Telka, you can take an AoO as he moves past if you wish.
As the man in red disappears into the jungle, Shredder shakes his head and looks at Jethro curiously. His nostrils flare as if suddenly noticing all the blood decorating him and the surrounding terrain.
Out of combat! Damage Report:
Jethro (-14)
Thran (-16)
Alaric (-20)
Telka (-7)
From the treetops, hesitant croaks quickly erupt into applause and cheers as small bodies scramble down from hiding places. One of them - a familiar-looking blue-and-brown-skinned fellow - rushes to shake Jethro's hand. "You did it! You saved us! I never doubted you would, but I've never been so glad to be right before!" Several of his companions sit on the remaining attacker, kicking his weapons away and tying him up all before he can recover from the wizard's spell. Several others rush into the jungle after the fleeing man. The rest crowd around the Pathfinders, offering praise and thanks in a veritable chorus of voices.
After a few minutes, the gripplis make a path for Mother Bogwynne and the other elders. She raises a hand and lifts her head as if performing a blessing, and the gathered Krihirik fall silent and gather around her and the Pathfinders.
"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.” She holds up a melon-sized ovoid made of clay. “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 elder’s story, and she 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 have entrusted you with this relic of our people. Use it wisely." She holds the orb out.
What do you do?
Telka Ibn Jad |
Given the man is running away Telka will mae a hail mary attempt to trip him. This will provoke.
Trip, inspire: 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15
I havent used my reroll and dont need it for my dayjob so may as well use it now.
Trip, inspire, stars: 1d20 + 2 + 1 + 5 ⇒ (8) + 2 + 1 + 5 = 16
As we gather together Telka will ask any injured Grippli to draw near and will channel twice to bring Desna's healing peace to everyone.
Channels: 6d6 ⇒ (4, 3, 6, 2, 1, 5) = 21
Telka then bows to Mother Bogwynne, You honour us with the faith you place in us Mother.
GM Hawthwile |
Red AoO Dagger, Boon vs AC 24: 1d20 + 11 - 1 ⇒ (17) + 11 - 1 = 27
Slashing, Piercing damage, Boon: 1d4 + 4 - 1 ⇒ (3) + 4 - 1 = 6
Looks like all Telka gets for the effort is another hole in his leg. Nothing a good channel can't heal though!
Jethro Z. |
Fwiw, Jethro did not have Mage Armor up during that fight, so the second and third attacks from Shredder would have hit him, knocking him unconscious and dying, but the channelling and a charge or two from his wand of CLW should get him back on his feet.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3 All healed up
Jethro holds a cold compress against his aching head. I should never have left the academy... He gazes warily at Shredder whenever the creature passes by.
Alaric Ysande |
When tensions have waned, Alaric changes back from dinosaur form. He looks at Shredder, now freed from the mind control. "Honestly, Shredder, I didn't know you had a mind to control!"
He looks over his wounds and then to Jethro. "Sorry about that. He's usually under control. This time, though, I do know what came over him." he says, as he spits at the body of the druid that controlled shredder.
GM Hawthwile |
Having retrieved the Krihirik's talisman, the Pathfinders return again to Fort Bandu. The praetor is out on patrol, but one of the guards recognizes the group. "Here - this arrived a few days ago. Figured it was yours what with all the seals 'n stuff."
Handouts updated!
Before heading back out to the Bandu Hills, the Pathfinders have a chance to speak with the locals or gather their wits.
DC 20+
DC 25+
DC 15+
DC 20+
DC 25+
What do you do?
Banon |
Gather Information: 1d20 + 8 ⇒ (17) + 8 = 25
Banon asks around about some lighter armor for the next leg of the journey, running across rumors of the Aspis Consortium's activities.
Gather Information 2: 1d20 + 8 ⇒ (9) + 8 = 17
Securing a mithril breastplate in exchange for his current armor, he learns little about the kobolds the party doesn't already know.
Banon will share what he heard with the rest of the party.
Jethro Z. |
Before the group departs from the grippli village, Jethro attempts to have a little chat with Mother Bogwynne. "I don't suppose you've heard of... the Dark... Archive...? I believe that you would find much of interest to you and your community, if only we could join forces. I happen to have a membership form right here, if you don't mind signing, yes, there, and there too, and yes, one more time, these forms really can tedious, but then good record-keeping is quite essential for the maintenance of any archive, especially one that is kept in the dark."
DC 17 Knowledge (Arcana), Diviner's Fortune: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22
Checking the faction box for "Recruit a named NPC scholar, knowledgeable spellcaster, or similar figure to the Dark Archive" unless the GM doesn't think that Mother fits the bill.
Jethro Z. |
Jethro absorbs their newest briefing with interest, while keeping a wary eye on Shredder. From time to time he checks with Alaric to make sure that the dinosaur is being fed regularly.
Knowledge (Nobility): 1d20 + 9 ⇒ (15) + 9 = 24 "Hmm, well the Aspis are on their way as well, led by an aristocrat from Ustalav, Zaril Namoth, who is said to be quite the tracker and hunter."
Knowlege (Arcana): 1d20 + 11 ⇒ (4) + 11 = 15 "Seems that the Golden Guardian might be immortal. Or not even a living creature at all."
Knowledge (History): 1d20 + 9 ⇒ (20) + 9 = 29 "And I wonder if we may find a hidden city of the Kobolds hereabouts. I expect it'll be filled with traps!"
Telka Ibn Jad |
Gather info 1: 1d20 + 9 ⇒ (6) + 9 = 15
Religion: 1d20 + 8 ⇒ (14) + 8 = 22
Gather info 2: 1d20 + 9 ⇒ (13) + 9 = 22
Telka muses over what the group learns before they set off. Aspis, koobolds and traps, sounds like a dangerous combination. Well, fortunately I didnt need those tongues scrolls to deal with the Grippli, maybe they will come in handy talking to the kobolds. If this place is filled with traps maybe I need to take point, my people have a way with unusual stonework.
As a reminder I do have stonecunning, so like trapspotter but only for unusual stonework. I generally take 10 where possible for a 29. Is it likely to be hot enough to require endure elements?
Telka Ibn Jad |
Telka looks askance at Thran, Cheers he mutters, with a hint of sarcasm. He prods Thran in the chest, You might want to think about buying some better armour, this adventuring lark can be dangerous
GM Hawthwile |
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. Once again, the Pathfinders gaze upon Ashkurhall before descending into the lightless depths.
What are we doing for light?
DC 18+
The passage opens into what looks to have once been an entrance hall. Two granite statues of dwarves in full armor stand guard, flanking the entrance to a corridor to the west. Antelope skull patterns painted in red ochre cover each statue’s face. In the wall to the west are two rust-stained iron doors.
Map updated!
What do you do?
Telka Ibn Jad |
Telka can see in the dark
History: 1d20 + 8 ⇒ (14) + 8 = 22
At the entrance to the complex Telka makes some preparations. He draws out an ancient looking scroll, covered with Ossirani symbols and invokes its magic. Carefully packing it away he starts talking in a strange, harsh language. Seems to be working he says, continuing in common. He then withdraws a slender birch rod and invokes another spell.
I will take point and keep an eye out for traps or Kobolds. Stay close behind me and you may benefit from my magic circle.
Casting tongues from the scroll and extended magic circle vs evil along with longstrider
As he heads down the stairs he also invokes a simple light cantrip on his shield to help his companions who cannot see in the dark. As he heads down he looks around, This place is old, very old. Built by my people but in a hurry, see, you can see the mortar crumbling there. Shame really. I wonder what secrets of my people we might find down here
What secrets indeed and do I really want the society rooting them out. We tread on the graves of my ancestors here
Telka looks around the chamber for signs of danger and peers down the long corridor to see what can be seen.
Taking 10 on perception for 27, 29 for stonework
Thran |
Thran thinks over Telka's words
"..I realy should try to look into getting better armor, he's not wrong..."
Thran also has darkvision.
--------------
Trying to help out with the exploring Thran casts detect magic and looks around wondering if anything will light up as he concentrates on his spell while walking safely behind Telka
It only last up to 5 minutes, but I can re-cast it after that if we haven't run into something by then
GM Hawthwile |
Telka notices that the door on the southern wall of the entrance chamber has scratch marks, as if it were recently opened with a crowbar or a similar tool. He also spots several deep cracks in the walls of the corridor ahead (double yellow lines) that look barely large enough for a regular-sized creature to squeeze through.
Thran detects several magical auras in the area, but upon closer examination they are revealed to be naught but his companions' equipment.
As the immortal bard once said, take chances! Or it'll be very easy for us to get bogged down here.
What do you do?
Telka Ibn Jad |
Telka heads over to the door, Looks like someone has been here recently, lets have a look he says trying to push open the door provided it looks safe.
Take 10 on perception for 27
Jethro Z. |
Knowledge (History): 1d20 + 9 ⇒ (1) + 9 = 10
Jethro scratches his head in puzzlement. He hasn't read about this place before.
As they enter the darkness, Jethro casts light upon a stone which he carries with him.
Before entering, Jethro will use his wand of mage armor on himself (and anyone else who wants it).
"Hmm, a strange place. Who's going in first?" Jethro asks nervously.
Tere di Montefeltro |
"I will."
Tere searches the door for traps before easing it open.
Perception check, add +2 to detect traps: 1d20 + 11 ⇒ (5) + 11 = 16
GM Hawthwile |
Telka Strength: 1d20 - 2 ⇒ (7) - 2 = 5
Tere Strength: 1d20 + 2 ⇒ (3) + 2 = 5
Thran Strength: 1d20 + 4 ⇒ (7) + 4 = 11
The door's rusty hinges keep it from opening for Telka and Tere, but as Thran applies his strength it opens with a squeaky protest. A rush of stale air wafts out of the room, and the Pathfinders see a pile of rocks sitting in the corner of the dust-covered floor that look too orderly to be a natural feature. Telka also notices that the door on the western side of the room is bulging inward slightly, as if a force had been applied from the other side.
- A wand of cure light wounds (12 charges)
- A wand of lesser restoration (5 charges)
- A wand of bear's endurance (14 charges)
- Two potions of cure moderate wounds
- Two potions of spider climb
- A journal
What do you do?
Telka Ibn Jad |
Telka moves into the room carefully, watching for traps. He casts detect magic and then has a look around, searching the rubble pile.
Hey, theres some useful stuff here he shouts, pulling out the satchel. I will take the wands if no-one minds?
He flips open the journal, Looks like we are on the right track, this was written by Sharrowsmith. He hands the book around.
We should press on and find hom, but I would avoid that door, it doesnt look safe, maybe we try the corridor he says heading out and down to where it looks boken to make sure it remains stable
Take 10 for 29 perception on the wall
Thran |
"Go right ahead"
Thran pockets the potions to hand out to those who'll going to be needing them later
I'll trust a dwarfs opinion on structurally sound things. Lead on"
GM Hawthwile |
Tokens have been moved based on stated actions.
1d20 + 13 ⇒ (1) + 13 = 14
Alaric: 1d20 + 10 - 8 ⇒ (3) + 10 - 8 = 5
Shredder: 1d20 + 5 - 8 ⇒ (11) + 5 - 8 = 8
Banon: 1d20 + 6 - 9 ⇒ (6) + 6 - 9 = 3
Jethro: 1d20 + 2 - 8 ⇒ (15) + 2 - 8 = 9
Telka: 1d20 + 17 - 5 ⇒ (6) + 17 - 5 = 18
Tere: 1d20 + 11 - 7 ⇒ (10) + 11 - 7 = 14
Thran: 1d20 + 3 - 8 ⇒ (10) + 3 - 8 = 5
Telka's investigations in the hallway reveal that the other doors are also rusted shut, and the cracks in the walls look quite tight for a regular-sized creature. He also spots what look to be pressure plates further down the hallway, but his efforts are cut short by the sounds of metal on wood and quiet yips.
Banon: 1d20 + 2 ⇒ (8) + 2 = 10
Jethro: 1d20 + 7 ⇒ (9) + 7 = 16
Telka: 1d20 + 7 ⇒ (8) + 7 = 15
Tere: 1d20 + 4 ⇒ (13) + 4 = 17
Thran: 1d20 + 2 ⇒ (20) + 2 = 22
Arbalester: 1d20 + 4 ⇒ (20) + 4 = 24
Sniper: 1d20 + 3 ⇒ (14) + 3 = 17
From the other side of the rusty portcullis, Telka spots a kobold lean around the corner and fire a bolt at him...
Light Crossbow vs FF AC 23: 1d20 + 11 ⇒ (10) + 11 = 21
Piercing damage: 1d6 + 2 ⇒ (5) + 2 = 7
...but the projectile glances harmlessly off the dwarf's armor, and the kobold yaps in disappointment as it quickly reloads the crossbow.
Surprise Round! Bold may take move or standard action
Red
Thran
Tere
Blue
Jethro
Telka
Alaric
Shredder
Banon
Environmental Effects:
- No light sources save for what the Pathfinders provide
- Doors are stuck and can be opened either by dealing damage or with a Strength check (Red 'X' is closed, Cyan 'O' is open)
- Cracks (double yellow lines) are difficult terrain for Small creatures and require a move action and Escape Artist DC 15 check for Medium creatures to pass through
- Cracks can be widened to allow easier movement either by dealing damage or with a Strength check
- Yellow squares are pressure plates
What do you do?
Telka Ibn Jad |
Just as a note, if the kobolds are evil my flatfooted AC is 25 due to magic circle
Telka Ibn Jad |
We were going to try shouts Telka.
GM Hawthwile |
Since Telka technically can't take the free action to speak until he's acted in combat...
Light Crossbow vs FF AC 25: 1d20 + 6 ⇒ (15) + 6 = 21
Piercing damage: 1d6 ⇒ 6
Another bolt pings off Telka's armor as a second kobold leans around the corner and fires.
Thanks for the note about magic circle, Telka! I always forget kobolds are canonically Lawful Evil.
Surprise Round! Bold may take move or standard action
Red
Thran
Blue
Tere
Jethro
Telka
Alaric
Shredder
Banon
Environmental Effects:
- No light sources save for what the Pathfinders provide
- Doors are stuck and can be opened either by dealing damage or with a Strength check (Red 'X' is closed, Cyan 'O' is open)
- Cracks (double yellow lines) are difficult terrain for Small creatures and require a move action and Escape Artist DC 15 check for Medium creatures to pass through
- Cracks can be widened to allow easier movement either by dealing damage or with a Strength check
- Yellow squares are pressure plates
What do you do?
Banon |
"Don't look like they'll let us!" Banon hollers back.
Tagline and profile updated, sorry for that delay.
Telka Ibn Jad |
Telka shouts out to the Kobolds in draconic, We are not your enemies, we are here to talk. Will you listen to what we have to say?
Telka takes total defence for +4 AC bringing him to 30
Diplomacy if possible: 1d20 + 9 ⇒ (19) + 9 = 28
Alaric Ysande |
"Shredder, it looks like we have more kobolds to dispatch." says Alaric. "Stay with me, though. There are likely traps."
Tere di Montefeltro |
Tere echoes Telka's entreaties in the same tongue. "We come in peace!"
Diplomacy Aid Another: 1d20 + 3 ⇒ (6) + 3 = 9
Alaric Ysande |
Tere echoes Telka's entreaties in the same tongue. "We come in peace!"
Shoot to kill!
Someone had to say it!Alaric moves up to Tere, and whispers in common, "Really? that's a change."
Jethro Z. |
Earlier...Jethro also uses his wand of Mage Armor on Thran.
Jethro moves to the opening of the corridor and sends a bolt of force down to the blue kobold that is shooting at them.
Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2
"It doesn't seem like they are interested in chatting!"
Telka Ibn Jad |
Well, we havent really given them much of a chance yet have we Jethro! shouts Telka in common.