Gnoll Ravager

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103 posts. Alias of McBeefsteak.


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Ted, I was looking at spicing up the boar for the hunt too!

My players killed the boar enroute to talmandor's bounty quite handily and I wanted a little surprise for them when the hunt event comes around but I wasn't sure what template to use. I'm considering the mutant template as it would allow for a very different encounter and if they decide to dig on the RP side there are endless possibilities for magical auras to have warped it somehow.


we had a similar experience with the haunt but our Paladin of Erastil was heavily motivated to deal with it on the spot. They uncovered the body and buried it so I'm looking forward to having it return as a haunt since they haven't done any "avenging" yet. I like your idea as well of it not communicating with them directly and may use that to play up the sense of mystery.

My party is actually fast approaching level 3, they've cleared shellcracker cave and are currently just mopping up colony encounters. Unfortunately the way they played it I had no choice but to allow the clockwork spy to explode but I've had a player approach Peryl attempting to coerce her via courtship into tinkering with it so I may use her to reveal some of that mystery, maybe a fragment of the recording she's salvaged.

I've had to do similar things Jackie as I'm also running a 5pc party, though our party mostly lacks front liners as opposed to casters. We've got a wizard, a rogue, a paladin, and a druid (lost our 5th member recently. Using him now as an NPC to great effect). I think I've found a replacement however so hopefully someone can step up as a substitute for our bloodrager.


Yeah I see that first point too, definitely they aren't funding this colonization effort for fun. Someone is expecting to make a profit here, and I expect they're looking to see it materialize sooner rather than later.

I'm currently looking at developing Harcourt from disenfranchised extra son to colonial powerhouse, perhaps being manipulated by the powers that expect to profit from the colony (though I need to figure out where the Andoran government fits in).


I think I agree, I've found the best RP/character development is done through at table action with some good pre-work to direct conversations. I now deeply regret not doing this with the PC's but maybe I'll add it in as some RP once the colonists settle into the colony. Have it as a sort of "ok, now that we're settled and the danger is past, who are you?"


I've not done that but if you have a group who'd be into that kind of RP I think it's a great way to get some PC buy-in right off the get go. My only comment would be to make sure the interview "encounter" is run in such a way that it's not a succeed or suck effect where a single roll spells failure and no "bonus" for that player. The last thing you want is 2/3 of the PC's to succeed and have the guy who failed feeling left out or cheated of the perk.

Maybe to avoid that you could run it like a skill challenge from 4E (I think they were 4E) and involve the entire party. I've done some encounters that way, allowing the PC's to RP there way through why there skill was relevant etc and had great success, in particular with a chase scene and a negotiation I've run in the past.


I think that's believable enough though that the PC's may fall for it. Especially since under a sense motive in my opinion they'd just sense that she's telling them the truth unless they had an epically good rool to notice she was leaving something out (lying with the truth).

My PC's are still bumbling around the Colony tidying up stuff they missed on the first run through (blood maize, ankheg nymph in the barracks, mama ankheg). We do PBP so it goes pretty slowly, we've gotten this far in a year and a half hahaha so that tells you the pacing for PBP. I could push everyone to post more often but so far this has been manageable for everyone and we've actually had a pace increase the last few months since the party seems to finally have solidified (had 3 players drop and get replaced in the first year).


My PC's have not reached this point yet but I'm hoping to have him join the combat. My only caveat to the suggested double-cross written into the AP is that I'd like Urlgryber to be in on the deception.

My PC's have already shown a penchant for not murder-hoboing intelligent creatures who surrender (Enter the newest NPC in the colony Dridgaz the monkey goblin) so I'm hoping they can subdue him and then he'll have an opportunity to escape. Nothing like a recurring/returning villain to pull PC's in and make them feel personally invested!


Ted, I definitely like the idea of making the excavation part of some side-questy goodness. I'm pretty sure based on the available material that the chamber normally doesn't see any water but I think you're right that an exceptionally high tide (storm etc.) could flood it and any excavation within.

I'm not sure how I feel about the covered face being some kind of demon. Do we have any evidence that Azlantians would have allowed/permitted a statue of that size to an evil entity like ademon? I think they'd have been much more likely building one honoring one of their gods or a particularly accomplished Azlantian. They've always seemed extremely vain to me, reveling in their own superiority.

I'm definitely going to have to work something out for the excavation though, I'd like to make that a big event that I can stretch out over the course of the adventure.


Specific to your wizard comment his elevator pitch was "time shifted wizard with extreme memory loss" so it's nice because I get to essentially "invent" his backstory as I "reveal" his memories to him. That way if I want to include him even in the upper echelon of the spindle solution's work I can just not reveal anything meaningful until they're there and even then maybe just as flashes or images rather than specific information. I'm still working out exactly how connected I want him to be but I like the idea of having his past entwined.

That's an interesting point you make about Andoran, I've never done much adventuring/reading about them other than very superficially so I guess I need to look into how they view nobility. Certainly gives more credence to the moving them to the colony idea though and then maybe the long term redemption is amassing enough economic power on the island to buyback some of their ancestral properties and essentially "force" a return to nobility? I'll have to investigate how exactly their noble caste works and see if that fits thematically.


Another thing I've contemplated for balancing the wealth distribution is offering them the chance to "sell" some of their items in return for status in the colony. Maybe they could essentially buy their way into a new noble caste on the island? More specific to my players I had a few ideas:

-Taran Feywilder is the son of a disgraced noble fallen on hard times in Andoran so maybe I could coerce him to spend some money either helping his family regain noble status back home or buying them a place in the colony.
-Gazrul is a Shark-Shaman Druid who worships Gozreh and I think I'm going to have some townsfolk approach him about offering sermons for the nature god, maybe in conjunction with the Erastilian priest since their deities often coexist quite peaceably. Maybe he'd be willing to invest some money/effort into a church or into expanding the existing on.
-Bastin Malora is a sea-elf scholar who's obsessed with Azlanti lore. He's already latched onto the statue found in shellcracker cave so I'm hoping I can convince him to fund an archaeological expedition.

My other two players will be harder. One is playing a Yaddithian wizard who lived among the azlanti and at the time was a powerful wizard who survived earthfall by channeling the very essence of himself into some kind of protective stasis spell that recently failed. We hand-wavium'd this as reducing him to level 1 and making his memories very foggy. I'm unsure how I'd get him to "invest" extra wealth but maybe having him hire researchers to come work ruins where we find signs of his presence (I'm going to be tying him into the spindle solution's work). The other is playing a Gnomish Paladin of Erastil but he's a young kid (another players son, 15 ish) and he's still very light on the RP but we'll get him there!

Anyway I'm not sure how useful any of that is to anyone but that's where I'm at with diluting extra wealth. I'd rather have them spend it on some non-combat/story stuff then just tell them "it doesn't sell" but maybe that's just me.

Also, any thoughts on that damn statue? I know for sure they're going to dig it up and all I've mentioned to them via knowledge checks is that there are records of several statues that would be approximately that size (based on my google-fu and the size of the hand 200 ish feet tall from toe to head plus the extended arm length) but I've given them little other than that and need to start figuring it out so brainstorming is appreciated!


I'd contemplated the podcast but hadn't pulled the trigger on it yet but you may have convinced me!

My PC's are currently on board the Peregrine on it's way back to Talmandor's Bounty from the Shellcracker caves. I think I'm going to mention the Canoe as they make their way into the bay and remind them that it was mentioned in the note they found under the tree, gently nudge them towards investigating.

I like your idea Ted of using a similar talisman for the Fuath to link him to the Hag. I might even have him all scarred up and grizzled looking to suggest that maybe he's older or was pushed out of a pack by another male if someone wants to make an appropriate knowledge check.

I'm always very leery about adjusting treasure values in adventures, I like to think the designers have balanced the WPL appropriately, though I do have some difficulty with "send it away on the boat and get money" for the same reason you do Jackie, who the hell is buying this thing? I'd feel a lot better about them being unable to sell something like the air adaptation necklace until they make contact with the Locathah in book 2.

I know the modules specifically mention that gear helping with underwater movement is devalued in the underwater city by 25% so maybe you turn that around and devalue air-breathing equipment above water. Do something like let them sell it via the boat for 25% market value or through the Locathah for 50% market value?

Have either of you done much replacement/modification of the stock loot? I'm trying to avoid the magic market "I sell a thing and get exactly what I want" by sprinkling some stuff off PC wishlists throughout the modules in place of listed items of equal value but I don't want just happening to find exactly what you want to create a similar problem. Suggestions?


If you're inclined to keep it I certainly feel like tying it to the hag makes the most sense. It would also provide for a nice bit of foreshadowing the hags presence in Module 1. My Pc's missed it entirely, showing absolutely no interest in examining the sunken boat once they came ashore, though they also bypassed all the ankhegs, the swarm, and only partially dealt with Silas so it's going to be an interesting return to the colony.

I think if you don't tie the Gremlin to the hag you should definitely replace it, it seemed to me like they just picked Gremlin out of a hat without much thought about why it would choose to lair so close to an obvious settlement.

I think I also like your ideas of the algolthu purpose for the Ioun Imperative. Maybe the spreading magic/tech was just another way of keeping tabs on how civilizations outside their experiment were developing. They always seemed convinced of their own superiority while simultaneously being very cautious to keep feelers everywhere for potential threats. Maybe in that way the imperative served multiple purposes?

The poison itself I envisioned as being designed to make sure any veiled masters they wounded stayed wounded. While they don't have any innate regenerative abilities the Spindle Solution was aware of how secretive the veiled masters were and how likely they might be to retreat if directly confronted. While developing the doomsday weapons on a grand scale it made sense to me that they'd look to develop ways their agents could ensure any damage inflicted on a tactical level was lasting or at the very least difficult to overcome.


Jackie, specific to the comment about the imperative not wanting Azlanti conquest of Arcadia to succeed do you think it was specifically the conquest of the single general or is it maybe more likely that it had something to do with algolthu desires to either protect themselves from potential threats on the continent or perhaps to protect another experiment?

I find the threat difficult to believe since until very near the end of Azlant and even then it doesn't seem like most Algolthu considered anything a threat but I'm interested in your thoughts.


reading time has been more limited than I hoped hahaha but I'll keep an eye out. Maybe over the long weekend here in Canada?

In the meantime I've answered my immediate question which is I could easily justify almost any "one-of" type of magical effect as research into ways to defeat the veiled masters so that's good news for my plot device.

Original idea was a poison that would siphon power of healing magic used on the wound and create a type of cancerous growth instead that would attack any innate regenerative abilities, permanently disabling them and causing any later healing magic applied to the target to fail.


I've recently picked up book 6 from my FLGS so I'm going to run through it hopefully tonight or tomorrow and make some relevant notes. I'd definitely love to bandy some ideas back and forth with you Jackie (and Ted if he's interested).

I'm running the game as a PBP and my party has just finished clearing shellcracker caves so I want to make sure I get the vibe for both the imperative and the spindle solution correct. I really like the comparison to the DHARMA initiative in lost Ted! I've also used them as a plot device somewhat in the conversion of a dropped player into an NPC, leaving a clue about what happened to him pointing toward the spindle solution so I want to figure out how I'm going to tie that addition together.

Ted in general thanks so much for all the info, you're prolific and a much better note keeper than I am! I'm going to incorporate so much of this and I've now stickied this tab right next to my google slides and google spreadsheets i use for the game!


Ted,

I'm definitely interested in any prep you've taken the time to do. I've eaten up what you've posted here and am heavily incorporating into my group's campaign.

Thanks in advance for anything you make available. As an aside, I've been looking for more information (homebrew or otherwise) on the Ioun Imperative than what's included but there doesn't seem to be much out there. Any suggestions?


hahaha it's...an adventure!


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Hey everyone, please accept my sincere apologies. I should have had these out to you all weeks ago but between work, christmas, and just general 4 kid dad life it didn't get done but that's no excuse.

Find your Chronicle sheets here. If you see any errors or problems let me know and I'll tweak them tomorrow.

I will be running the second piece here, looking to setup the threads over my xmas break and start in early January so I'll drop a message here in discussion once that's ready.

Thanks again for being patient with me and happy gaming.


sorry guys, lifes been crazy. I'm doing them right now.


Kolard, I poked around and didn't see it. What's the PC #? Got your PFS id but need the number after the hyphen for this specific PC


Need reporting info for Pelagos, Nali, and Kolard. Please post when you get a chance. Oh and Felixe's player name!


Unfortunately the last journal entry is the only one providing clues to Sharrowsmith's whereabouts but it seems like this orb and Praetor Sylien may be your best lead.

Gathering your things you begin the trek back towards the Fort, made much easier by the night air and cloud cover that follows you during the early morning. Arriving at the Fort, the miners are met by families and loved ones near the gates in sporadic bursts of tears and relief as word has travelled ahead of you.

A small cadre of guards quickly gather you and escort you into the Praetors office. You find the formerly dour Sylien positively beaming as you enter. "Well it seems I was correct in my judgement of you! You've done much to restore the standing of your organisation here in Fort Bandu and have each gained my personal gratitude. Thank you for saving my people, I did not think it possible that so many would return alive."

If anyone has other games coming up please feel free to get into them, this is all just fluff wind down stuff and then I'll get your chronicles up sometime this week. Thanks for tolerating my sometimes sporadic posting, life is hectic but we made it hahaha.

Boon Rolls:

Nali: 1d20 ⇒ 11
Pelagos: 1d20 ⇒ 15
Xiao: 1d20 ⇒ 11
Justin: 1d20 ⇒ 12
Felixe: 1d20 ⇒ 3
Kolard: 1d20 ⇒ 1
Beefy: 1d20 ⇒ 3

Boooooo no boons for anyone!


Journal is now up in google presentations slide if you haven't seen it yet.

Spellcraft - Potion:

Stumbling over their words the miners take turns recounting the horror of the attack on their camp and their trip to the temple ruins. It is clear to you that they had only recently arrived there and their fate may have been much dire had you delayed during your journey even slightly. They saw no sign of any other prisoners, pathfinder or otherwise.


Xiao detects no magical emanations in the area before sprinting out of the ruins trailing after the rest of the party.

moving quickly out of the ruins you hear small nattering voices rising and falling as the kobolds search the ruins nearby, searching for the escaped miners and the cause of their salvation. Within several minutes you're out of earshot and the jungle falls eerily silent save for animal calls. Returning to the dwarven runestones you have a moment to catch your breath and examine the leather satchel you found lying near the altar. Inside you find some spoiled rations, a notebook, and a carefully sealed elixir.

The miner you saved from the living plants earlier paces nearby, anxious to proceed back to Fort Bandu.


That is indeed the suggestion/intent. Feel free to stay and try but it would likely end poorly :) I don't mind a little helping meta now and then.

A leather satchel bearing the Glyph of the Open Road—the insignia of the Pathfinder Society— leans against the defaced altar. It's the only notable item in the area surrounding the altar.


As Pelagos spear drives toward the kobold it ducks, thinking to avoid the vicious blow. Seeing this movement Pelagos adjusts his trajectory and dips the head of his weapon low ripping a hole in the reptilian creatures throat.

will save: 1d20 + 1 ⇒ (4) + 1 = 5

As Xiao finishes another incantation with a flourish the remaining kobold drops silently to the floor, weapon clattering to the ground. From the other side of the altar Katya swarms across the ground a confusing blur of claws and fangs, engulfing three of the sleeping kobolds who don't even have time to scream as the tiny beasts rip them apart.

Seeing his chance, Justin rushes forward, Lucy leading the way and forcing the remaining kobold to surrender it's blood to her.

Suddenly the ruins are silent for a moment except for the whimpering of the shell shocked miners. Finally realising that they aren't in immediate danger they stumble to their feet, one of them shouting [b]"We need to get out of here, quickly! There are hundreds of them worshipping their gods cursed golden god inside these ruins and we..." In the midst of his sentence a loud roar rips through the air from below and you hear the sound of many feet moving somewhere below the ground and drawing closer.


AOO vs Nali: 1d20 + 1 ⇒ (1) + 1 = 2
AOO Damage: 1d6 - 1 ⇒ (4) - 1 = 3

As Nali pulls her arrow free of the quiver the kobold lunges forward, intent on skewering the exposed archer. Deftly twisting to the side, Nali knocks the kobolds spear down, driving the tip into the ground as she quick steps back and places an arrow squarely between it's eyes, exploding out the back of it's skull in a shower of gore.

Screaming in anger at yet another of their rookmates being eviscerated the two kobolds on the North side of the altar rush toward Nali hoping to pin her against the wall.

Attack #7: 1d20 + 1 ⇒ (18) + 1 = 19
Damage #7: 1d6 - 1 ⇒ (6) - 1 = 5
Attack #10: 1d20 + 1 ⇒ (17) + 1 = 18
Damage #10: 1d6 - 1 ⇒ (1) - 1 = 0 1 non-lethal

Caught with nothing but bow in hand Nali does her best to dodge the attacks but is unable to avoid their blows. The kobolds work in concert, one scoring a gash across Nali's torso that leaves a scarlet trail creasing her formerly pristine armor while she accepts a numbing crack on her forearm in an attempt to drive the other spear wide..

Xiao, feel free to narrate your spell after Pelagos as number 8 is unconcious.

Round 2 - Bold Can Act

Xiao, Kolard, Felixe, Justin
Nali
Kobold 6, 9, 7, 10
Pelagos
Kobold 8

Battle wrote:

Justin 21/21

Xiao 9/9
Kolard 10/10
Felixe 11/11
Kobold 4 Down
Kobold 3 Down
Kobold 5 Down
Kobold 2 Down
Nali 23/28 1 Non-Lethal
Kobold 6 ?/?
Kobold 9 ?/?
Kobold 7 -1/?
Kobold 10 ?/?
Pelagos 12/12
Kobold 1 Down
Kobold 8 ?/?


As Justin steps forward Ethel practically leaps out of his hand, rushing toward the kobold. Before Ethel can get there, Lucy cuts across in front, driving Ethel low in a feint towards the kobolds feet that allows her to open a long vicious wound on the creatures chest. Unaware of what has happened the kobold slowly drops to the ground, lifeblood pulsing weakly out of it's already cooling body.

Saving Throws:

Will Saves: 9: 1d20 - 1 ⇒ (10) - 1 = 9
Will Saves: 6: 1d20 - 1 ⇒ (10) - 1 = 9
Will Saves: 8: 1d20 - 1 ⇒ (15) - 1 = 14

As Xiao's spell takes effect the three kobolds South of the stairs slump silently to the ground, weapons falling from limp hands as the magic sends them into a deep slumber. Across from the sleeping kobolds, one of their companions stumbles bleeding from the whirling swarm of claws and fangs, leaping onto the altar and charging straight at Nali thrusting it's spear towards her and driving the point through her armour to kiss the flesh underneath, leaving a painful wound in its wake.

5 Attack - Spear: 1d20 + 1 ⇒ (17) + 1 = 18
5 Damage - Spear: 1d6 - 1 ⇒ (5) - 1 = 4

Round 2 - Bold Can Act

Xiao, Kolard, Felixe, Justin That's what happens when I cut/paste
Kobold 5
Nali
Kobold 6, 9, 7, 10
Pelagos
Kobold 8

Battle wrote:

Justin 21/21

Xiao 9/9
Kolard 10/10
Felixe 11/11
Kobold 4 Down
Kobold 3 Down
Kobold 5 -1/?
Kobold 2 Down
Nali 28/28
Kobold 6 ?/?
Kobold 9 ?/?
Kobold 7 -1/?
Kobold 10 ?/?
Pelagos 12/12
Kobold 1 Down
Kobold 8 ?/?


Pelagos halberd crashes into the kobold, piercing it's chest and driving it into the ground as the champion lands on his feet in a defensive posture. Moving into the temple space Nali draws and fires an arrow, piercing the back of another kobolds skull while it's attention was on Justin.

Suddenly from below you hear the clamour of many feet as another 6 kobolds rush up the stairs and enter the fray, spears drawn and scaly bodies covered in war paint.

New Arrival Initiative:
Kobold 5: 1d20 + 1 ⇒ (12) + 1 = 13
Kobold 6: 1d20 + 1 ⇒ (10) + 1 = 11
Kobold 7: 1d20 + 1 ⇒ (8) + 1 = 9
Kobold 8: 1d20 + 1 ⇒ (5) + 1 = 6
Kobold 9: 1d20 + 1 ⇒ (10) + 1 = 11
Kobold 10: 1d20 + 1 ⇒ (8) + 1 = 9

Round 2 - Bold Can Act

Xiao, Kolard, Felixe
Kobold 5, 2
Nali
Kobold 6, 9, 7, 10
Pelagos
Kobold 8

Battle wrote:

Justin 21/21

Xiao 9/9
Kolard 10/10
Felixe 11/11
Kobold 4 Down
Kobold 3 Down
Kobold 5 ?/?
Kobold 2 -4/?
Nali 28/28
Kobold 6 ?/?
Kobold 9 ?/?
Kobold 7 ?/?
Kobold 10 ?/?
Pelagos 12/12
Kobold 1 Down
Kobold 8 ?/?


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Justin rushes forward, swinging Lucy in a broad side to side chop but the kobold deftly ducks beneath the blade, avoiding the blow.

As Justin's focus is on the kobold in front of the altar the other two charge in, flanking him and thrusting their spears towards him. Lucy see's the first spear coming, leaping in it's path and thrusting it aside while Ethel yanks Justin's hand up over his shoulder parrying the second spear behind his back as Justin spins, pushing the spear wide and putting the kobold on the defensive.

Spear 4 Attack: 1d20 + 1 ⇒ (7) + 1 = 8
Spear 4 Damage: 1d6 - 1 ⇒ (5) - 1 = 4
Spear 2 Attack (Flanking): 1d20 + 1 + 2 ⇒ (3) + 1 + 2 = 6
Spear 2 Damage: 1d6 - 1 ⇒ (4) - 1 = 3

Round 1 - Bold Can Act

Xiao, Kolard, Felixe
Kobold 4, 3, 2
Nali, Pelagos
Kobold 1

Battle wrote:


Justin 21/21
Xiao 9/9
Kolard 10/10
Felixe 11/11
Kobold 4 ?/?
Kobold 3 Down
Kobold 2 -4/?
Nali 28/28
Pelagos 12/12
Kobold 1 ?/?


No justin is not listed because silly DM

Nali looses her arrow against an unsuspecting Kobold, catching it in it's eye socket and dropping it to the blood soaked cobblestone without a sound.

Standing back from the fray Xiao begins to enact a spell, hands moving through complex arcane gestures as the spell builds towards completion. showing his complete disdain for the creatures in front of him Kolard leans against the stone as Felixe unleashes the swarm within Katya, the feline mass surging forward and engulfing one of the kobolds rending it's flesh and leaving it screaming in pain.

Will hold off acting for kobolds until Justin has acted.


Pelagos and everyone else you can place yourself adjacent to the exterior wall on the south or east side if you opted to move up with the group. Otherwise you're 40' off the map. Justin I had to stop your movement a bit short to give the kobolds a chance to react.

Nali creeps ahead silently, unnoticed by the kobolds in their religious fervor. As Justin and Felixe approach from the east however one of the kobolds near the altar notices them and turns, shouting in alarm at his companions as it observes Justin's actions with confusion.

Draconic:
"Brothers, the humans have come to steal the blood from us! This one is stupid and lays down his weapons, Kill them and make an offering of their flesh!"

As the kobold finishes shouting the others turn towards, murderous intent clear in their eyes while the miners huddle in the corner. However Nali who has remained unseen until this juncture leaps into action, surprising the kobolds.

Initiative:
Nali: 1d20 + 6 ⇒ (5) + 6 = 11
Pelagos: 1d20 + 0 ⇒ (8) + 0 = 8
Xiao: 1d20 + 1 ⇒ (20) + 1 = 21
Justin: 1d20 + 6 ⇒ (15) + 6 = 21
Felixe: 1d20 + 1 ⇒ (15) + 1 = 16
Kolard: 1d20 + 4 ⇒ (16) + 4 = 20
Kobold 1: 1d20 + 1 ⇒ (1) + 1 = 2
Kobold 2: 1d20 + 1 ⇒ (11) + 1 = 12
Kobold 3: 1d20 + 1 ⇒ (11) + 1 = 12
Kobold 4: 1d20 + 1 ⇒ (14) + 1 = 15

Surprise Round - Bold Can Act

Nali

Round 1 - Bold Can Act

Xiao, Kolard, Felixe
Kobold 4, 3, 2
Nali, Pelagos
Kobold 1

Battle wrote:

Justin 21/21

Xiao 9/9
Kolard 10/10
Felixe 11/11
Kobold 4 ?/?
Kobold 3 ?/?
Kobold 2 ?/?
Nali 28/28
Pelagos 12/12
Kobold 1 ?/?


I'll likely start one of them a week or so after this finishes up. Not likely in time for game day unfortunately but it will be run!


Calling on the divine source of her power Nali wraps herself in the very essence of luck, blessing her bow and blades to find her enemies weak points.

Nearby Felixe studies the strange creatures, but is no more certain of their origins than Nali. Lurching into sudden and violent motion Pelagos lunges forward, swinging his halberd around and thrusting in time with his lunge, driving the tip of his long hafted blade deep into the creatures neck and dropping it soundlessly to the jungle floor.

Seeing it's ally drop in a bloody heap the other creature lunges forward, enraged by the scent of blood on the air. Unfortunately just as it begins to move Justin spins, swinging Glados almost haphazardly in an attempt to ward the creature off. By some miraculous bit of luck the blade catches the advancing creature square in the chest and Glados is almost pulled from Justin's hands as the monstrosity falls dead in it's tracks.

The remaining party members seeing the threat ended remain poised to act for several minutes before investigating the bodies. Finding nothing noteworthy you press on into the jungle.

As you follow the trail it becomes more and more obvious that this area has seen heavy kobold traffic. The trail is now so obvious that a ludite could follow it and the area is littered with evidence of it's inhabitants. The jungle slowly gives way to what appears to be a series of possibly once interconnected ruins; crumbling walls, sheltered monumebts, and weathered statues all of a similar style to those found surrounding the valley have been slowly reclaimed by the jungle. All around you feather fetishes hang from tree limbs and faded frescoes are covered by rudimentary pictographs, almost all of which depict a ferocious golden dragon figure with outspread wings. As you move along the trail it winds through the ruins until you being an approach up what may once have been a broad boulevard toward a central structure north of you.

What remains of the ruins’s heart may have once been a shrine. Demolished walls encircle an ancient dais, atop which a shattered anvil-shaped altar lies defaced with dried blood, chalk markings, and other detritus. The bones of dozens of humanoid creatures are scattered about the building, along with the larger skeletal remains of what may be wyverns or drakes that are marred with deep claw marks. Behind the altar, a large stairwell stained with the blood of countless creatures
descends into some dark vault below. From your vantage you can see four kobolds arranged around the altar and what appears to be a group of miners huddled together in the corner. The kobolds are singing and chanting in something akin to Draconic while two of them are busy smearing the captive miners with red and white sworls, finishing by adorning each miner with a golden wing upon their forehead. At this point they seem solely focused on what is happening within the walls and have not noticed your approach.

Knowledge: Religion DC12:
This was once a temple dedicated to Torag. The kobolds appear to be preparing the humans for sacrifice though it does not appear to be in veneration of any particular deity you're familiar with.

Perception DC15:
Most of the skeletal remains littering the ruin appear to have been slain by a creature with powerful claws, bones showing evidence of it's savage claw attacks.

Heal DC20:
The larger Wyvern/Drake bones appear to be centuries old while the humanoid remains are much more recent.

Almost done, this will be the last encounter. Going to start doing up everyone's chronicle sheets tomorrow or Thursday. It will still likely take us a while to get through the wrap up. Thanks for suffering through my odd schedules!


Justin yes you will get an AOO, if you haven't posted info for it I'll adjudicate in a few hours once my kids are in bed and roll it on yur behalf. I just can't do this from my phone lol it's rough.


Group Perception:
Nali: 1d20 + 11 ⇒ (18) + 11 = 29
Pelagos: 1d20 + 1 ⇒ (17) + 1 = 18
Xiao: 1d20 - 1 ⇒ (4) - 1 = 3
Justin: 1d20 - 2 ⇒ (17) - 2 = 15
Felixe: 1d20 + 9 ⇒ (16) + 9 = 25
Kolard: 1d20 + 7 ⇒ (12) + 7 = 19

Stealth Rolls:
Krenshar Stealth 1: 1d20 + 10 ⇒ (7) + 10 = 17
Krenshar Stealth 2: 1d20 + 10 ⇒ (20) + 10 = 30

Initiative:
Nali: 1d20 + 6 ⇒ (20) + 6 = 26
Pelagos: 1d20 + 0 ⇒ (19) + 0 = 19
Xiao: 1d20 + 1 ⇒ (9) + 1 = 10
Justin: 1d20 + 6 ⇒ (13) + 6 = 19
Felixe: 1d20 + 1 ⇒ (19) + 1 = 20
Kolard: 1d20 + 4 ⇒ (17) + 4 = 21
Kren 1: 1d20 + 6 ⇒ (7) + 6 = 13
Kren 2: 1d20 + 6 ⇒ (8) + 6 = 14

As you make your way across the bridge from the bushes on either side the bushes begin to rustle as some of you notice movement. Before anyone can call out a warning two spotted beasts with terrible nightmare faces of peeled skin and expose bone rise from the foliage and are in motion moving towards you! See updated map

Surprise Round - Bold can act

Nali,Pelagos, Felixe, Kolard
Krenshar 1, Krenshar 2

Round 1

Nali, Kolard, Felixe, Justin, Pelagos
Kren 1, Kren 2
Xiao

Battle wrote:

Nali 28/28

Kolard 10/10
Felixe 11/11
Justin 21/21
Pelagos 12/12
Kren 2 ?/?
Kren 1 ?/?
Xiao 9/9
Eagle 7/7


the next two in the sharrowsmith trio


Snare: 1d20 + 10 ⇒ (1) + 10 = 11
The snare snaps up from the ground as Xiao's eagle tears into it, and the great bird barely avoids being trapped as the snare rockets upward until stopping approximately 10' off the ground. The summoned creature wings its way back skyward and the chasm falls once more silent.

Sorry for the brief hiatus fellas/gals


You could take 20 but that would be fairly time intensive. Up to you guys. The trap appears to be something you could step over yes, as best you can tell it's a simple noose/snare trap.


Spellcraft Felixe:
+1 Studded Leather Armor, Cure Light Wounds x2, Non-Magical MW Scimitar

Group Perception:

Pelagos: 1d20 + 1 ⇒ (7) + 1 = 8
Xiao: 1d20 - 1 ⇒ (10) - 1 = 9
Justin: 1d20 - 2 ⇒ (17) - 2 = 15
Felixe: 1d20 + 9 ⇒ (9) + 9 = 18
Kolard: 1d20 + 7 ⇒ (15) + 7 = 22

Perception: DC20:
You notice what appears to be a snare of some kind, cleverly hidden in the path of travel on the far side of the bridge.

As Kolard and Nali move forward they can see the ravine drops several hundred feet to a riverbed far below with no visible path rising from the bottom. The patchwork portion bridge itself seems sturdy and well constructed and you notice no obvious flaws or failures in it. You see no sign of any danger other than the still obvious kobold tracks that you've been following for some time now.


The unconscious miner eventually rises and she speaks quickly, recounting a tale very similar to that you heard from the other miners. Other than the pollen induced sleep she is fine but is unwilling to come any further with you. She points back the way you came, agreeing to wait atop the slope for you on your return.

Kolard notices several potions, a fine suit of studded leather armor, and a scimitar scattered on the ground near the skeletal remains of previous victims.

As you move forward through the ruins the jungle closes in again and you travel for almost half an hour before it opens suddenly in front of you.

A deep ravine divides the valley here, bridged only by an ancient and crumbling span of stone reinforced by haphazard wooden reinforcements. A pair of ancient dwarven statues flanks either side of the bridge, each in considerable disrepair. An ancient stone building partly consumed by the jungle is visible across the ravine.

See map of ravine crossing. You're on the left side.


Coming through the door Rayan frames the question differently "You are most certainly more impressive than any other lion I have met, but there is another in this place bearing your likeness. Perhaps a tribute to you? Have you any knowledge of the virtues of the lion and how best to order them? I know from my investigations here that lions posses Cunning, Bravery, Perseverance, History, Loyalty, and Nobility but am unaware of how they rank against one another." Rayan says, carefully considering his words against the magic surrounding the lion.

I did review the clues/handouts but didn't see on that jumped out at me as relevant to this room. Also I know Kirrote examined the second lion, did we find anything unusual/noteworthy there?


As your party moves in, surrounding the leaf ray it darts to and fro, desperately seeking escape as it wings through the air. However, at every turn it finds a waiting blade or arrow, quickly falling under the combined onslaught.

With the death of the Leaf Ray the clearing is suddenly quiet and the only thing remaining is the raspy breathing of the miner laying unconscious several feet away.


Kolard and Pelagos quickly close on the creature leaving it little room to maneuver. Pelagos's swing fails to connect but the creature is driven below his blade to avoid the blow, giving Felixe time to strike. The Leaf Ray proves too fast however, scurrying out of the way of Felixe's blade as it seeks an escape route.

Round 2 - Bold Act
Nali, Xiao, Justin, Kolard
Leaf Ray
Pelagos, Felixe

AC 14 to hit if you'd like to narrate your own attacks


we weren't but here it comes.

Initiative:
Nali: 1d20 + 6 ⇒ (20) + 6 = 26
Pelagos: 1d20 + 0 ⇒ (7) + 0 = 7
Xiao: 1d20 + 1 ⇒ (16) + 1 = 17
Justin: 1d20 + 6 ⇒ (18) + 6 = 24
Felixe: 1d20 + 1 ⇒ (1) + 1 = 2
Kolard: 1d20 + 4 ⇒ (15) + 4 = 19
Xtabay 1: 1d6 ⇒ 1
Xtabay 1: 1d6 ⇒ 3
Leaf Ray: 1d20 + 3 ⇒ (5) + 3 = 8

Leaf Ray Attack: 1d20 + 3 ⇒ (1) + 3 = 4

Round 1 - Bold Please Act
Kolard, Pelagos

Nali quickly draws her arrows fletchings even with her cheek before loosing it, sending the arrow leaping through space before it skewers the central stalk of the flower spilling pus all down it's side as it collapses in a heap.

As the rest of you leap forward Xiao's Hawk once again appears from a glowing rent in the air, rending and tearing the second Xtabay to pieces.

As the rest of you stand in the clearing searching for any other threats a large leaf unfurls and drops from the tree, unfurling a long traling tail and whipping it's sharp stinger towards Pelagos. Luckily the champion's armor protects him and the small creature banks, circling Pelagos.

One of these times my beasties will get to do things!


I'll definitely be running them after this one, tthough I may take a short break.


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For everyone's information location of plants and miner are up, you're all at the East side of the clearing just off the map edge. Take a look at the map now in the google presentation

As you all stand near the edge of the clearing debating how to proceed the Miner's hand twitches fitfully and you suddenly see the Xtabay slowly undulate across the forest floor, moving closer to the fallen miner as it's roving roots quest for a fresh meal.


Hahah thanks for understanding! Things are settled, just had to help a brother with a house related issue in another province.

I need the PBP for sanity hahaha keeps me level when reality gets crazy.


Yeah I'd hoped to be concluded before the 1st but the board downtime was a huge wrench. I'm going to try and step up to two posts a day myself this week! It's just been crazy at work and this weekend didn't help but such is life and it's all good now hahaha.


Knopwledge Nature: DC 12:
Several of the flowers look suspiciously different than the others and upon closer examination are actually aggressive carnivorous plants known as Xtabays.

Knowledge Nature: DC 15:
The flowers holding the majority of the skeletal remains are heart-eater blossoms, a breed of inanimate carnivorous plants that feed on the blood and marrow of cadavers. These flowers are typically found in northern Avistan and were most prominent in the lost nation of Sarkoris.

Knowledge Nature: DC 17:
The lazily drifting particles in this clearing are xtabay pollen, a sleep-inducing agent released by the plants when prey approaches. The spores in the air are not currently concentrated enough to affect anyone.

As Kolard draws closer to the clearing he spots a fallen member of the mining crew laying face down in the foliage. It's difficult to tell but it appears as if he is still breathing.

The kobolds path clearly cuts a helter skelter path through the strange clearing. The small draconoid's do not appear to have taken any measures to disguise their hasty passage.

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