Quenly
|
Nothing. Either it isn't a curse, or it will take more concerted effort to lift.
The wand has a couple of charges left. Shall I try again, or do any of you have the means? Quenly asks his fellows.
Alternatively we can rely upon mundane methods to obscure the brands, and I can transport us out of here.
I recall Tad has an ecclesitheurge cast available. But I don't mind trying another wand charge.
Flyndyngylyn
|
Flyn wiped his newly cleaned off forehead and sighs with relief. ”My thanks, Tad, happy to have that foul brand removed. Shall we proceed to the ruins now? I assume we’ll want our ‘infernal companion’ to alter our appearance to saurians/kobolds once we clear the city?”
Quenly
|
Good job, Tad. I obtained the wand as a precaution before a significant mission some time ago, but its creator was clearly not as skilled as you.
Our disguises should be changed now. Transit through the Shadow Plane is fast, but can be disorienting. We will cover the distance to the ruins in less than two hours. Once we emerge from the Shadow Plane, we'll still have to make our way a short distance through the jungle; it will be much preferable to fighting our way out of the city however.
When you are ready, take a hold. Only those I am in physical contact with will travel.
Shadow Walk can take the whole party plus summons/pets.
| Grandmaster TOZ |
With the fresh illusion of kobold appearances in place, Quenly sends the party through the Shadow Plane, rapidly hurtling towards the landmark of the Horn. Exiting back to the Material, you see the Horn is aptly named, a spire of stone rising sharply out of the jungle canopy, towering high above. Kahl' Heel ascends alongside it, locating the ruined structure Strake spoke of peeking just over the tops of the trees some distance away.
The party can make a Survival check to navigate safely or use some other means to approach the ruins. Only one PC is allowed to make the check, but aid another is allowed for everyone else.
Flyndyngylyn
|
With a fresh new reptilian appearance, Flyn will stealthily lead the way, keeping a sharp lookout for any signs of danger while concealing himself within the jungle as best he can, as he looks for the safest way to the temple ruins…
Stealth: 1d20 + 32 ⇒ (12) + 32 = 44
Perception: 1d20 + 29 ⇒ (14) + 29 = 43
Survival: 1d20 + 20 ⇒ (16) + 20 = 36 (+3 if tracking is involved)
| Grandmaster TOZ |
Tad Aid Another: 1d20 ⇒ 15 Botting streak continues!
Flyn manages to lead the party through the jungle with assistance from his allies, coming upon a ziggurat squatting among other ruined buildings. Patches of dense vegetation cluster throughout the ruins and looming trees cast much of the area in shade, although there is little relief there from the humid heat. Forty feet up at the peak of the ziggurat, ten feet higher than the canopy, a stone sarcophagus rests.
Map has been updated, feel free to place your tokens where you want to explore.
Quenly
|
I am more accustomed to strange sarcophagi far below ground, in the tombs of ancient Garund Quenly muses. Atop a ziggurat is something new. I wonder if that's its original resting place?
Do you suppose a flying 'kobold' would look too out of place? Perhaps Kah'leel can fly up there and take a closer look? In any event, I shall aid us with a little elf magic.
Quenly casts another Hunter's Blessing on the party, this time focused on Jungle terrain and Reptilian Humanoids. He also refreshes his Freedom of Movement.
Tamerius Nalmois
|
Yes, I was going to suggest that. says Tamerius.
Turning to Flyn he asks Which type of tracks to you see here? What can we expect as potential allies or foes?
Then he sends his Raven to explore the place invisible.
Kahl' Heel
|
The red raven becomes invisible and starts flying around, still beeing discreet, trying to find something interesting.
Stealth (+20 with invisibility): 1d20 + 26 ⇒ (8) + 26 = 34
Perception (with detect magic): 1d20 + 32 ⇒ (2) + 32 = 34
| Grandmaster TOZ |
Kahl' Heel sees little else of interest among the ruins, the buildings being barely more than vestiges of their former selves, worn down by time. Flyn notes that the thick vegetation is difficult to push through (green vegetation squares are difficult terrain) while the steep stairs of the ziggurat are a treacherous climb. Quarter speed while ascending, Acrobatics can increase that to half speed.
Flyndyngylyn
|
Flyn nods to Tamerius and checks for tracks in the area around the pyramid…
Survival (Tracking): 1d20 + 20 + 3 ⇒ (13) + 20 + 3 = 36
…and then approaches the pyramid…if he sees nothing of significance he’ll attempt the slow treacherous climb to the top…
Acrobatics: 1d20 + 32 ⇒ (15) + 32 = 47
Flyn has a base speed of 50’ so he’ll be climbing at 25’ per movement up the pyramid…
…he keeps his eyes alert to Amy signs of danger…
Perception: 1d20 + 29 ⇒ (2) + 29 = 31
| Quenly's Dragon |
I don't like that the canopy conceals so much Quenly tells his fellows. But anything hiding on the other side won't remain hidden from my creature's senses.
Directing the little dragon to stay close enough to the ziggurat to cause any casual observer to think it would be climbing, Quenly sends his creation close enough to sense anything beyond the canopy whilst remaining within telepathic range.
Dragon has Blindsense 60'. I've put a token on the map, but please move it if I didn't leave it in an appropriate spot for the described action GM.
Flyndyngylyn
|
Flyn warily looks over the sarcophagus…
Perception: 1d20 + 29 ⇒ (2) + 29 = 31
…and if he finds nothing hinkie, he’ll attempt to open it…
Disable Device: 1d20 + 32 ⇒ (19) + 32 = 51
| Grandmaster TOZ |
Flyn finds nothing resembling a lock, just a heavy stone lid. As he lifts the heavy lid away from the sarcophagus, skeletal remains are revealed, dressed in golden clothing encrusted with gems. A fine pair of boots appear to be in pristine condition as well. Nothing else of interest appears to be in the stone coffin.
The jungle canopy extends for tens of miles in every direction as far as the psuedodragon and Kahl' Heel can see while flying. The thick vegetation blocks line of sight. Flyn and Tad can see down the sides of the ziggurat, but not much further out without climbing back down.
Flyndyngylyn
|
Flyn shrugs at Tad, then removes the boots; he casts detect magic to see if they might be enchanted…
…if they are, he’ll try to see if he can ID the boots…
Spellcraft w/ Inspiration: 1d20 + 8 + 1d5 ⇒ (14) + 8 + (4) = 26
If Flyn sees nothing more significant, he prepares to go back down the stairs. He sends a mental message to his companions. Not much to see up here; found a pair of fancy boots, might be magic. Tad and I are on our way down…
He stores the boots and, when Tad is ready, he’ll start back down the ziggurat…
Acrobatics: 1d20 + 32 ⇒ (16) + 32 = 48
Quenly
|
Nice boots.
We need to pick up Eylysia's trail. Do you detect any sign of her passage, Flyn?
| Grandmaster TOZ |
As Flyn begins to check the grounds of the ruins, the sound of breaking wood and heavy thuds echo faintly through the surrounding jungle. The noises grow louder, as well as the tremors of heavy footsteps through the ground.
Quenly
Flyn
Tad
Tamerius
Initiative is not rolled yet, just tracking how long you have to make any preparations. If you don't have any, I can move us ahead.
Flyndyngylyn
|
As Flyn begins to answer Quenly’s query, he hears the rumbling…and turns to the direction it is coming from…
Strake mentioned Rurat was a shepherd for dinosaurs; that din could be him, along with his herd, come to ‘welcome’ us. If so, I would suggest we stand pat and show no weapons or aggression, hoping he’ll take that as a sign we come in peace. That, along with our current appearance, should stay his hand for the moment, methinks…
Tamerius, you are the most silver-tongued amongst us…if this in fact be Rurat, perhaps you can convince him we are friends? And we will follow your lead…
If it be not Rurat, I can draw my bow quick enough; we should be ready to quickly switch to combat mode, if needed…
Tamerius Nalmois
|
I will do my best but I don't speak draconic. If this is the only language they know, our disguise will be more difficult to use.
Responds Tamerius.
Flyndyngylyn
|
Flyn nods. I speak Draconic but have not your gift for gab…hmm…perhaps they speak other tongues, lemme see if I can recall anything of them…
He tries to recall what he might know of Saurians…
Knowledge (Nature): 1d20 + 7 + 1d6 ⇒ (14) + 7 + (1) = 22
If successful, would like to know languages…
Quenly
|
I understand all languages, and my creature obviates the need to speak. Quenly smiles wanly.
Kobolds would hide in fear, would they not? I do not know if they are like to exhibit telepathy.
Quenly blends into the shadows.
stealth: 1d20 + 18 ⇒ (3) + 18 = 21
In the shade, Quenly gestures and bolsters his strength. Cast Bulls Strength on himself.
Flyndyngylyn
|
Assuming my knowledge check failed…
Flyn looks south towards the oncoming creatures, holding his hands up to show they are empty, as he awaits for them to appear…
Thaddeus Treeskipper
|
Tad believes we probably need someone to talk with words to whoever appears. He doesn't want to be the one to talk, but realizes that he might be the best one (knows draconic and a solid diplomacy), so will do it if no one else volunteers. He tries to think about what to say while we listed to the sounds approaching. (input would be appreciated)
Quenly
|
I might suggest fawning over Rurat, for surely kobolds would respect strength. We need to ask him how to reach Eylysia of course. We're playing the part of Strake's messngers...
Quenly has no further preparations save for finding a hiding place off the ground (in case of stampeding dinosaurs).
| Grandmaster TOZ |
Crushing several smaller trees, three enormous dinosaurs breach the clearing of the ruins. Sniffing at the air, they cast their massive heads side to side for prey. Walking alongside them all, head just below the canopy, an armored figure of sleek reptilian scales stares hard at all of you. "You have entered the domain of Rurat, Champion of the Green. Leave, or become their prey." The demand is accompanied by a brandishment of a short spear the size of a ballista bolt.
Map updated! He is speaking Common.
Flyndyngylyn
|
I may not be around much till later tomorrow afternoon, so doing my Aid Another now, if that’s OK. I presume I’ll be aiding Tamerius as he appears to have the highest Diplomacy mod at +24…if I’m mistaken, then for whomever will make the main pitch to Rurat…
With a quiver, Flyn bows low to Rurat. ”We have heard of your formidable prowess, m’Lord, and come in peace; your presence is even more intimidating than we were told. We apologize for disturbing your mightiness; we are but four kobolds, come with a message for Eylysia, which we were told others of our kind have delivered such to you before…”
Aid Another (Diplomacy): 1d20 + 3 ⇒ (13) + 3 = 16
He looks towards his friends, expectantly, to continue…
Tamerius Nalmois
|
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Mighty One, Keeper of the Ancient Wilds,
We stand in awe beneath your watchful gaze. This land is yours—its roots, its skies, and every breath drawn within it hums with your eternal power.
We come not as intruders, but as humble travelers, seeking neither to harm nor to claim what is yours. We honor the old ways, the pulse of life that has thrived here under your protection since time immemorial. The whispers of the trees, the sacred rivers—they speak of your boundless strength and wisdom.
We ask for your wisdom, O Great Saurian. Guide our steps with your grace. Let us be as fleeting shadows upon your soil, leaving no trace, only reverence. We recognize the ancient bond between your realm and the living. May we be deemed worthy of your mercy, and in turn, offer you our undying respect.
If we have disturbed the peace of your dominion, we beg forgiveness. Let our presence be but a ripple in the vast sea of your eternity.
Diplomacy: 1d20 + 24 ⇒ (19) + 24 = 43
| Grandmaster TOZ |
As the 'kobold' Pathfinders speak, the sharp teeth slowly disappear, until Rurat lowers his spear. A short trill of clicks causes the three animals to stop their pacing, all massive heads turned attentively to the saurian.
"Eylysia is known to me. To pass on to where she lairs, you must assist in a great hunt." Another low command sends the dinosaurs marching back into the jungle, snuffling for other prey. "Long have me and mine battled the brood of the Ghost Mantis. They ambush my pack and steal into nests. Aid me in slaying them and I will grant you safe passage in my domain." Walking down the empty air like a staircase, he waits for your answer.
Flyndyngylyn
|
Flyn doesn’t hesitate in responding. ”Our need is great…so, if that be the cost, so be it…I will hunt the Ghost Mantis with you…”
Mentally, he says to his friends, Well done, Tamerius…
Quenly
|
"We are no friends of the Mantis, O Mighty One", says Quenly aloud as he pops his kobold head out from the leaves of a tree. "We hunt them gladly."
I wonder if we'll need to preserve the kobold ruse during this hunt he adds to his comrades telepathically.
Tamerius Nalmois
|
I will be an honor to assist you in your hunt O Mighty One. As my friend says, the Mantis is not our friend.
I fear that our disguise will not stays all the hunt, I think that it's better to let go of the ruse before going hunting like you suggest Quenly.