| GM Nowruz |
Words of the Ancients, a Pathfinder Society scenario written by John Compton for tier 7-11, was released in April 2013.
After countless divinations and the efforts of undercover agents throughout Varisia, the Pathfinder Society has discovered the location of the last component needed to awaken a sleeping runelord. In a mad dash to beat the cult of Lissala to this ancient Thassilonian ruin, the Pathfinders must do whatever it takes to ensure they and not the evil cultists acquire the power within. But the arcane components are not unguarded, and even after 10,000 years, the cost of ensuring the safety of the region could be higher than the veteran adventurers are prepared or willing to pay.
| GM Nowruz |
You have been summoned and arrived recently to be guided to Sheila Heidmarch. She demonstrates a scarcely contained mix of excitement and anxiety as she motions for everyone to follow her into her meeting room.
She stands with her back to the group, looking out the magnificent view from the huge, 3-pane window behind her desk, and after a moment she turns around and acknowledges all of you.
"A short time ago, I sent a team of Pathfinders to recover the refuge tokens that might grant us access to the Runelord Krune’s lair. While that team succeeded in recovering the tokens, we still lack the proper command words to activate them, and no amount of divination seems able to provide them. While we don’t know the command words themselves, we do know that the words are etched into a set of rune plates—durable, well-crafted, and roughly parchment-sized tablets bearing ritual instructions—that are held in the Thousandth Spire, one of the many towers at the Thassilonian ruins known as Desgard’s Thousand Columns in what was once Haruka."
She flips a coin between her fingers as she continues in obvious state of anxiety.
"You won’t have time to formally chronicle the site today, as you will not be alone. Our divinations also sensed multiple cells of Lissalans converging on the site, and it appears they have a lead. As a result, I have called in a favor from a Lissalan cultist we captured some months ago to have you teleported directly to the site. Krune and his predecessors appear to have protected their towers against most forms of divination. As a result, there is little more that I can tell you on short notice. The Thousandth Spire stands near the western end of the site, and its entryway will be marked by these runes," she states, turning to place a slip of paper on the table.
"Don’t tamper with any of the other towers unless you know what you are doing; you will be travelling to an eminent site of sloth magic, and there’s little telling what products of conjuration magic lie hidden within! You have the following orders: retrieve the runeplates, exercise discretion, and show initiative. You’re among my top agents, and I trust you to do whatever it takes to get the job done. It would be great if you introduced yourself to each other in case you have not done so. And I’m of course open for any questions!?“
Klara Korvosa
|
"How interesting all this sounds! As an archeologist proficient in Thassilonian language this is so incredibly important to me personally! To verify with certainty we have found the right tablets, they must have corresponding runes, correct?" human woman asks
Knowledge (arcana): 1d20 + 12 ⇒ (16) + 12 = 28
Knowledge (history): 1d20 + 13 ⇒ (14) + 13 = 27
Ansha Saeralyan PFS
|
Knowledge (arcana): 1d20 + 21 ⇒ (7) + 21 = 28
Knowledge (history): 1d20 + 11 ⇒ (14) + 11 = 25
A tall, slender elven woman half-sits casually on the corner of the Venture-Captain's desk. The platinum-blond elf is achingly beautiful, with delicate frame and features, a small, straight nose and smooth porcelain skin. Her silken hair cascades over her shoulders like a cloak to end just above her buttocks. Attired in a green underbust corset and blouse, and a matching long-slit skirt, her long, elegant fingers are left exposed in a pair of elbow-length black fingerless opera gloves. An intricate choker rests at her throat, silver chains holding in place a gold frame inset with a large emerald; additional silver chains drape across her bare neck; dangling among the chains is a small gold disc etched with the elven rune for the first two letters of her given name, and a slender silver chain dangles from that disc into her cleavage.
A sword rests on her hip and she carries a staff in hand, but her attire, the way her deep emerald eyes twinkle with amusement, and the way her full, slightly pouting lips are quick to part into a disarming smile full of unspoken promises make it obvious that neither are her real weapons.
"Lissalans, hm? I've had a few run-ins with them before," she muses. "I wonder how many of them I can bend around my finger this time?"
She looks up from her musings and flashes a brilliant smile at the rest of the group. "I'm Ansha. Enchantress. Pleasure making your acquaintances, though I recognize a few of you," she says with a wink.
Father Urzaia Conflict
|
A large half-orc with heavy plate armor bearing the sword and mountain of Gorum and numerous weapons joins the group (including a strangely formed axe), and an unusual shield made of bone and claws hangs at his side. I am Father Urzaia and since I came up through the ranks in Molthune you should know that I am the war in warpriest. Do not rely on me to save you from a multitude of wounds.
Cultist, eh. Not really my specialty, but they'll bleed all the same. Keen observers may note the heavy presence of cold iron among his armaments and a propensity for dealing with the fey.
Lin Ki Chin
|
Knowledge (Arcana): 1d20 + 13 ⇒ (8) + 13 = 21
A red-haired Tian looking man sits on couch with eyes closed and back straight. A sheathed sword with a glyph of the open road on the hilt lies across his lap under a golden furred fox.
The man's green silk robes peek out from under his cloak as he pets the fox on his lap. "A race against time in a runelord's lair with unknown defenses. This is will be a dangerous task." Opening his eyes as he turns to look at the Venture-captain. After a quick moment he turns his head towards the elf.
"Greetings Ms. Ansha. I am Lin Ki Chin, a kensai. And this gold ball of fur," Ki Chin nods towards his fox, "is Mei Mei, my familiar." the magus introduces himself with a nod.
Roderick Xim
|
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Standing to the side is a heavily bearded human wearing leather armor covered in many pouches and bottles. He puffs on a pipe as he listens to the report. He has a long spear propped against the wall and a dagger at his belt.
”Greetings one and all. Roderick….Roderick Xim at your service.“
Puffing his pipe then asking
”In regards to said runeplates, are we provided with besides the detail descriptions of their dimensions and composition to ensure forgeries or false items are not mistakenly recovered? Are they cursed or likely to provide any specific magic aura?“
| GM Nowruz |
I will treat those with lower rolls as aid another for the highest roll. So those who are trained can roll aid another if you want as there is a DC 35 to crack.
Knowledge (arcana): Knowledgeable PCs may recall the following information about sin magic and its practitioners, or research such if they can do so quickly.
15+ Sin magic evolved—or more specifically devolved—from the rune magic of Xin, first emperor of Thassilon. Its use virtually died out with the fall of Thassilon.
20+ The magic of sloth emphasized the calling of servants, and elements of its secrets survive in modern conjuration magic. Its practitioners abstained from using evocation and illusion magic.
25+ Traveling scholars who have examined Desgard’s Thousand Columns have noted that the towers seem to thrum with stored conjuration magic. A few sages speculate that the site might serve as a storage facility of untapped arcane power for those so bold as to call upon it.
30+ A traveling conjurer noted that her teleportation and summoning spells behaved unpredictably yet became more powerful when near the ruins—when she managed to control the effect.
⸻
Knowledge (history): Knowledgeable PCs may recall the following information about the fallen empire of Thassilon, or research such if they can do so quickly.
15+ The empire of Thassilon once covered much of what is now Varisia, but it crumbled in the wake of Earthfall over 10,000 years ago.
20+ Haruka, the domain of sloth, was one of the smallest provinces of Thassilon. Despite its size, Haruka cunningly carved a place for itself through its unrivaled slave trade and prominent role in the worship of Lissala and the Peacock Spirit.
25+ Few vestiges of Haruka remain, particularly given the violent destruction of Xin-Haruka soon after the empire’s fall. Historians still debate whether or not a host of metallic dragons razed the city, and the dragons have remained silent on the issue.
Ansha Saeralyan PFS
|
Ansha recounts what she recalls about the Thassilonian magical arts and the history of Thassilon itself. Between herself and Klara, they probably have almost everything covered.
"No questions here. Well...when do we meet our ride? That's one question."
| GM Nowruz |
Sheila looks at Ansha with a nod.
"You unfortunately, cannot teleport to the site yourself. The Harukans practically invented conjuration as we know it today, and I understand that only one well-versed in the magic of ancient Thassilon can get anywhere near the site. The Lissalan cultist I spoke of is Karethia, and she's one of those who so rudely interrupted a particular auction earlier this year. After we captured her, she willingly accepted Pathfinder oversight and now provides us with magical aid so long as we do not violate her existing oaths. Make certain that you do not let her know about your true mission, lest she feel compelled to interfere. She is indispensable, so do not antagonize her." she clarifies.
Ansha Saeralyan PFS
|
Ansha raises an eyebrow. "Not the auction for the Runecarved Key? I recall that incident. Assassins, demons, Lissalan cultists, shadow-creatures....It was quite the chase through the city streets, but we managed to reclaim it in the end."
Ansha has a Chronicle for #4-00 Race For the Runecarved Key, though I don't think the name Karethia ever came up in the course of that scenario.
"Well, no antagonizing and no talking about the actual reason we want in the ruins--got it. When do we meet her?"
I wonder if I'd recognize her, she thinks.
| GM Nowruz |
"After this briefing you will have perhaps 15 minutes to gather what you must, return here, and be ready to depart. Until you arrive and can assess the situation, we must assume that our opposition already has an uncomfortable head start."
Heidmarch thinks for a moment.
"It is good that some of you have past experience with the cult of Lissala and Runemagic. We have no idea of the exact aspect of the words we are looking for, but I am confident you will figure out which ones hold the commands to activate the tokens. They should talk about activation magic." Heidmarch explains while taking a sip of tea.
"Our divinations just sensed multiple cells of Lissalans converging on the site, be careful. You do not have much time for research, but I hope some of your companions enrolled for being experts in Thassilion might have more knowledge on what type of menaces the Runelord left in the ruins"
Father Urzaia Conflict
|
It was mostly axes and the Fey for me, but axes are good for cultists.
Lin Ki Chin
|
"I shall swing by the quartermaster and grab a wand of healing and some potions while I have the chance."
Ki Chin buys a wand of cure light with 12 charges and 4 potions oc cure moderate wounds.
| GM Nowruz |
Please post any preparations that you might want to make in these 15 minutes in your next post.
Heidmarch looks at all of you and continues.
"Your guide is human female of Chelaxian origin, and you will recognize her for her Thassilonian tattoos on the left arm. Good luck!"
After 15 minutes for a super fast preparation, Sheila Heidmarch returns to the meeting room accompanied by a blindfolded Chelaxian woman dressed in blue-green robes. The Thassilonian runes tattooed on the prisoner’s left arm are surrounded by a brand of the Glyph of the Open Road.
Sheila removes the fold from her eyes.
"This is Karethia, she can teleport you to Desgard’s Thousand Columns. You should travel as soon as possible, I do not have to repeat you the pressed timing for this mission"
Karethia looks at you silently and has serious expression when she starts talking.
"While we are at Desgard's Thousand Columns you better abstain from toying with the magic of sloth. We do not want the magic of the columns to conjure long waiting creatures in our presence."
You do notice the Glyph of the Open Road on her arm is in fact part of a mark of justice spell.
Heidmarch looks at all of you and continues.
"Karethia will wait for you in a save place not far from the tower" Venture-Captain Heidmarch explains.
"She will return you home once you have retrieved the rune plates!"
The Chelaxian woman extends her tattooed hands towards you.
"Anyone new to teleportation?"
Roderick Xim
|
Having made no additional purchases, Roderick puts away his pipe.
”I say! Teleportation has never been an activity I was overly fond to employ. I best take some precautions.“
He will mix and drink perceive cues and heroism extract just before the teleportation.
Ansha Saeralyan PFS
|
Ansha makes small talk while the group waits for their guide, masking a pair of spells behind her words. Using her Metamagic Rod of Extend Spell to cast extended Seducer's Eyes and Heroism spells on herself (200 minute duration each).
Covert Spells Bluff: 1d20 + 40 ⇒ (9) + 40 = 49
Covert Spells Sleight of Hand: 1d20 + 16 ⇒ (3) + 16 = 19
Covert Spells Bluff: 1d20 + 40 ⇒ (1) + 40 = 41
Covert Spells Sleight of Hand: 1d20 + 16 ⇒ (3) + 16 = 19
Per her Covert Spells prestige class ability, in order to notice that Ansha cast a spell (specifically, enchantments or divinations), observers must beat both her Bluff and Sleight of Hand rolls.
Also, her Subtle Enchantments feat means that even should a target make its save, there is a 50% chance it won't realize it just made a Will save.
Finally, her Deluding Touch ability means that any creature that makes a successful save against a spell delivered via Enchanting Touch must make the same save again in order to notice anything was amiss.
Knowledge (arcana): 1d20 + 21 ⇒ (19) + 21 = 40
Ansha appraises Karethia after the woman arrives, trying to recall whether she recalls her from the Runecarved Key incident before finally deciding the woman wasn't interesting enough to remember even if she had met her before. "Nothing new to it to me, anyway. Can't speak for anyone else, though," she replies to the woman.
Father Urzaia Conflict
|
I'm ready. Whatever method gets us there in time is good enough.
Klara Korvosa
|
Will buy Scroll of Good hope (525 gp) and 2 potions of Cure moderate (300 gp).
"Purchased some healing potions and a scroll I'm saving as last resort, nothing too expensive. As far I can recall, not even once I have teleported."
Knowledge (arcana): 1d20 + 12 ⇒ (4) + 12 = 16
Lin Ki Chin
|
knowledge(arcana): 1d20 + 13 ⇒ (14) + 13 = 27
Ki Chin nods before moving Mei Mei to his shoulders and standing up. "I am read."
Grunjar
|
Sorry for dragging my feet. Was unexpectedly busy in the last few days...
Aid Knowledge: Arcana t, guidance: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13
Aid Knowledge: History t, guidance: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14
Aid Knowledge: Arcana t, guidance: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
Yay, three successful aids! Also, while briefly researching, Grunjar should have time to spam guidance on everyone, so that would be another +1... which should be enough to meet the DC 35 of the first arcana check.
_______________________________
Earlier...
The last member of the group is a taller than average dwarf wearing a shiny full plate. On his face you can see a birthmark in the shape of a butterfly, the well known symbol of Desna. The wooden necklace he is wearing shows the same symbol. He introduces himself:
"Lady Luck's blessing, fellow Pathfinders. I am Grunjar, humble cleric of Desna. Pleased to meet you!"
He turns to the half-orc and smiles.
"It's good to see you, Father Urzi... uh, good Father! It's been a while since we met in Janderhoff to free the captives of toil."
Grunjar is still bad with names. ;-)
_______________________________
Now:
"I am familiar with teleportation, and I'm good to go."
Father Urzaia Conflict
|
Grunjar? I have seen you since the dwarves in the Darklands debacle. I don't know if all my skills will be as relevant here, but I'm always ready to share the word of Gorum.
| GM Nowruz |
kn Arcana DC ≥35
In fact, experiments demonstrate that the energies are not uniform but appear to be legions of individual conjuration effects held in stasis.
~
The Lissalan Conjurer is not known to anyone here you individually realize as she continues speaking.
"“We will arrive to the western edge of the ruins!"
When everyone is ready, she holds your hands and says magic words. The world around starts to spin, and when the speed of the turns slow down, you find yourselves in a completely different landscape.
The Ravine
A two-tiered, half-mile long ravine gashes a jagged wound across the dry ground of the Storval Plateau, defining the limits of Desgard’s Thousand Columns.
A grove of enormous crystalline prisms fills the ravine’s bottom. but only a few of the gem-like pillars crest the fifty-foot cliffs to the north and south. Built precariously close to the precipices on either side rise two rows of sturdy stone towers, each bearing irregularly placed spikes that appear to grow from the stone itself.
You arrive several hundred feet from the ruins’ western edge. There the ground slopes gradually into the ravine’s crystal-strewn bottom, and several boulders nearby bear Shoanti pictographs.
The images are warnings left by Shoanti Skoan-Quah, and you are able to understand the symbols for: “danger,” “forbidden,” and “slumbering spirit.”
The ravine’s crystals radiate lingering conjuration and abjuration magic.
You think they might had served in the past as little more than arcane foci for the powerful enchantments stored within the towers.
The crystals range from 15–60 feet in height and would be difficult to scale DC 20 Climb.
Lin Ki Chin
|
knowledge(arcana): 1d20 + 13 ⇒ (2) + 13 = 15
Ki Chin takes a moment crystal formations.
"The crystals...there is magic in them. Or at least it feels like they used to have magic in them. They would make good foci for conjuration and abjuration magic."
After taking a moment to take in the view Ki Chin attempts to get at one of the crystals for closer inspection.
climb: 1d20 + 8 ⇒ (6) + 8 = 14
Ansha Saeralyan PFS
|
Ansha looks around, more curious than alert, after the party's teleportation jaunt. Masking the words to a cantrip of magical detection behind a few words of general observation about the ruins, her emerald eyes take on a faint blue sheen and she takes a closer look at the pictographs and crystals.
Covert Spells Bluff: 1d20 + 45 ⇒ (10) + 45 = 55
Covert Spells Sleight of Hand: 1d20 + 18 ⇒ (4) + 18 = 22
Linguistics: 1d20 + 13 ⇒ (14) + 13 = 27
She also can't fail that Knowledge (arcana) roll.
After nodding her agreement with Ki Chin's assessment, the elven enchantress looks the pictographs over. She frowns. "Well, I don't read much in the way of Shoanti Skoan-Quah, but these are definitely warning signs. That one, in particular--'Slumbering spirit'--makes me think we may be dealing with a ghost or spectre in the area."
Klara Korvosa
|
"Also symbols meaning “danger” and “forbidden” are present in the pictograph. I too felt conjuration and abjuration in the crystals." Shoanti proficient
Knowledge (arcana), take 10: 10 + 12 = 22
Father Urzaia Conflict
|
climb: 1d20 + 1 ⇒ (5) + 1 = 6
Urzaia makes an brief attempt to climb a pillar, but his heavy armor is too restrictive.
| GM Nowruz |
"I will hide there!" Karethia points behind one of the crystals.
The towers are in the upper part of the ravine and it is not specially difficult to reach.
She then points up, at one of the towers.
"That is the Thousandth Spire. It holds the distinction of being the final tower constructed, by the last runelord of sloth, the Lissalan high priest Krune. It was a storage facility for an army of bound outsiders, but also, Krune used the Thousandth Spire to house one of the most important relics of his rule—a series of metal plates recording the command words to activate the refuge tokens that would lead his faithful to his place of rest when they had rebuilt his empire in his path."
Lin Ki Chin
|
"An army you say? The question is: how many of them remain bound until now? Surely some of them have returned to their planes by now?" Ki Chin mused as he looks toward the tower.
"Let us hope we can avoid entering the tower."
Roderick Xim
|
Roderick looks up at the spire while puffing his pipe.
He puts the pipe away and brushes his hands
”Well, are we heading to the top or looking for something else down here? I can undoubtedly fly to the summit, but I am quite certain I do not want to be the only one.“
Father Urzaia Conflict
|
Then we press forward and come find you once our mission is complete.
Ansha Saeralyan PFS
|
"I'm sure I don't want to go flitting around up there either, so let's just walk," Ansha adds. She points toward the Thousandth Spire. "Thattaway."
The enchantress then starts walking.
I admit I'm a bit confused over what exactly we're supposed to be hiding from Karethia here. Heidmarch has openly talked about us looking for the runeplates in front of her, so that can't be it. Is it the fact that we're looking for the command words on the runeplates as opposed to the runeplates themselves?
| GM Nowruz |
Following Karethia's indications, you walk towards the tower that guards the rune plates. After reaching the upper part of the ravine, the scene in front of you is Dantesque.
The Jaded Sentinel
A small army of bodies with Lissalan holy symbols lie crumpled, broken, and scattered about this tower.
Many of the corpses are partially dissolved, and the parched ground is pitted as if from strong acid.
Unlike the entrances of the other towers, this structure’s door stands slightly ajar, as if it had been forced open.
There are signs that over the past days or hours, multiple different groups of Lissalan cultists have attempted to enter the Thousandth Spire only to be beaten back and slain.
One group apparently initiated a ritual to unseal the door but now lays crushed against it.
Next to the fallen corpses you spot the figure of a copper scaled dragon. He is entertained picking bits of chainmail from his teeth and lounging at the ravine’s edge in front of the Thousandth Spire’s entrance.
You can make a kn arcana check.
Ansha Saeralyan PFS
|
Knowledge (arcana): 1d20 + 21 ⇒ (9) + 21 = 30
Ansha pauses a fair distance away from the copper dragon. A dragon. This is new, she thinks in trepidation.
Grunjar
|
From the moment the Pathfinders arrived, Grunjar casts guidance on himself every minute in case he needs divine... well, guidance.
A copper dragon? Uh... what did they write about those in the dragon magazine that the temple subscribed to?
Aid Knowledge: Arcana t, guidance: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25
Klara Korvosa
|
Knowledge (arcana): 1d20 + 12 ⇒ (3) + 12 = 15
"Aren't copper dragons very good-natured and friendly? First we should whether he arrived here by coincidence or did he plan to hunt Lissalans."
| GM Nowruz |
Kn arcana DC 15:
You identify the creature as an old copper dragon.
As most dragons, copper ones tend to be proud creatures with an immense ego. You also know they like sweet food or delectable drink, and they prefer consumable treasures rather than the gold ones.
Typical copper dragons are good intended but his attention span is short, and his passion for any one subject lasts only so long as the topic or endeavor proves stimulating.
Metallic dragons tend to be benevolent and find cruel, evil behavior distasteful.
Lesser creatures that acknowledge a dragon’s superiority tend to earn the dragon’s grudging respect, but praise must be sincere without seeming sycophantic.
DC 20+
Although they proudly adopt noble causes, copper dragons are notoriously capricious and can change their moods, loyalties, interests, and opinions with little to no warning.
DC 25+
Dragons love treasure, but most metallic dragons see coins as uninspiring gifts. Copper dragons are the only type that enjoys sweet foods and drinks, especially favoring wine and baked goods.
DC 30+
Copper dragons appreciate a good tale, and adept storytellers can earn a dragon’s trust and appreciation.
Ansha Saeralyan PFS
|
Oh, yeah...These sorts are the ones that love stories. Maybe I can work with that, Ansha thinks. She glances at the rest of the party and then starts walking closer to the dragon, pausing again a short distance away before hailing it.
"Ah...Good day!" she starts. "Sorry to interrupt your dining. Are you the doorkeeper?"
Ansha Saeralyan PFS
|
"Oh, no- we're not with them," Ansha says, indicating the Lissalan corpses. "Definitely not our friends. We wouldn't dream of contesting a mighty dragon over anything, let alone something as insignificant as a doorway. But perhaps you would grant us entrance in exchange for an interesting tale?"
Diplomacy: 1d20 + 43 ⇒ (19) + 43 = 62
Grunjar
|
Grunjar follows Ansha. After she finishes talking, he bows, shows his holy symbol and adds:
"I am Grunjar, humble cleric of Desna. I see you are injured. May I cure your wounds as a sign of good faith?"
He bows again.
Klara Korvosa
|
"To be clear, they were NOT our friends in any sense of word. We are humble explorers looking for entrance to that tower. While its obvious how these folks perished, I'm willing to listen all the gory details how your might crushed them in exchange for access." Klara bows to dragon
diplomacy aid: 1d20 + 7 ⇒ (5) + 7 = 12
| GM Nowruz |
The dragon studies you and he quickly stands up showing you his full size and wingspan.
Everyone closer than 240' feet: Will DC 24 against fear.
But still Ansha’s and Klara’s words ring a bell as the dragon swells with pride.
"Indeed, I am the honorable sentinel of this tower, given duty by the mighty silver dragon Tenorious, who guarded the place before me, and I have been dutifully guarding the tower for very long months now. See my deeds!" he points solemn at the fallen bodies.
Grunjar
|
Will: 1d20 + 16 ⇒ (16) + 16 = 32 (+2 vs spell/SLA)
Grunjar is thoroughly impressed by the size of the dragon, but doesn't show any sign of fear.
"Those are great deeds, honorable sentinel... who was appointed by the mighty Tenorious. May we know your name? I would like to spread the word that this tower is guarded extremely well by a mighty copper dragon, but the first thing I will be asked is your name..."
He trails off, then bows again.
"Also, I would like to offer again: May I cure your wounds?"
Grunjar
|
Grunjar bows again.
"Mighty Zonaladin, I do need to touch you to heal your wounds, so I will approach you now."
The cleric closes the distance while drawing his healing wand. Then he taps the dragon and activates it.
I will use as many charges as it takes to completely heal the dragon, so here are a few rolls:
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
After each and every injury is cured, Grunjar puts the wand back into his Handy Haversack and bows once more.
"There, that should do it."
Father Urzaia Conflict
|
Will: 1d20 + 15 ⇒ (5) + 15 = 20
In a moment of weakness Urzaia is indeed frightened.
Ansha Saeralyan PFS
|
Will: 1d20 + 11 ⇒ (10) + 11 = 21
Ansha feels a knot form in her stomach as the dragon rears up. That is…big, she thinks.
Doing her best to keep the fear out of her voice she continues, “Mighty indeed, great Zonaladin! It reminds me of a tale I once heard about an intelligent, shape-shifting slime who befriended the dragon Vaeldoraxala, terror of the realm, sealed in a cave after foul trickery. The slime freed him and Vaeldoraxala took his revenge, his very presence terrifying the nations around him as he took up residence in the forest of Tempest.”
Lin Ki Chin
|
will save: 1d20 + 8 ⇒ (3) + 8 = 11
Try as he might Ki Chin finds himself instinctively taking a step back in response to the dragon's presence.
"W-what, why does the tower require such grand and fearsome protector?" Ki Chin stammers.