Deity, Benevolent or Malevolent that remains to be seen.
Perception: 1d20 - 5 ⇒ (15) - 5 = 10 Even engrossed in her task the goblin notices you! Init:
BG: 1d20 + 6 ⇒ (19) + 6 = 25 Lad: 1d20 + 3 ⇒ (1) + 3 = 4 Isobel: 1d20 + 2 ⇒ (16) + 2 = 18 Skreek: 1d20 + 3 ⇒ (19) + 3 = 22 Jaware: 1d20 + 6 ⇒ (5) + 6 = 11 The goblin fires an arrow at Isobel! Attack: 1d20 + 4 ⇒ (15) + 4 = 19
Perception: 1d20 - 5 ⇒ (18) - 5 = 13 The other goblin wakes up at the sound of fighting and looks around groggy. Round 1
Deity, Benevolent or Malevolent that remains to be seen.
The air in this 15-foot-tall warehouse smells of sweat and filth. A stone staircase leads up to a stout wooden door in the southeast corner. Former horse stalls line the eastern wall; each has been converted into a slave pen with iron rings for affixing chains. Two large cells occupy the northern end of the space, constructed of iron bars set into thick wooden rafters. A trio of sputtering lanterns hang from chains hooked to the western wall. Sidney walks into the long hall and notices something is there with him. Know Planes Init: 1d20 + 1 ⇒ (3) + 1 = 4 Miyako is up! Round 2
Deity, Benevolent or Malevolent that remains to be seen.
Its a room in the very back and not right here for knowledge checks.[/oo] "No archeologists want to leave this historically significant site. Even with Happ Voltz wanting us to abandon Azlant Ridge won't change our minds, as for the hydra we are protected by the Starwatch Spirit, so things like that wont harm us." She says. "And the golem is harmless and we should ignore it." [ooc]2 sense motive checks please
Deity, Benevolent or Malevolent that remains to be seen.
"I see the wisdom in your words." She says. Jiraku continues, “So few visitors have come and shown such respect for local traditions. I had forsaken my love and duty for this place, but perhaps there is hope for me yet.” If you had really f'ed up you would have fought her in oni form. You are able to search the rest of the complex and find other items Jirakue thanks you and asks their opinion on whether Tanbaru should stay with her at the temple. If you say yes, she places Tanbaru on her face, smiles, and says, “I’m sad about what happened to you, Tanbaru, but I need you to remind me why I must never abandon my duty.” If you say no, Tanbaru bids Jiraku farewell, and although he is sad, he later thanks you for the chance to say goodbye to his former mate. Back in Ramparassad, Old Pak listens with interest to your account of the adventure. If Tanbaru remained with Jiraku, Old Pak wistfully notes the departure of a friend before cheerfully declaring that this might be reason enough for him to visit the temple in person sometime. He adds that the site might once again attract Yamatsumi’s faithful to repair the trail and temple, earning the Society goodwill throughout the region. Thats it! I will try to get the chronicles done soon but have a stack that i need to finish and life is crazy but i will get them out asap
Deity, Benevolent or Malevolent that remains to be seen.
Jaware downs the final goblin! The bigger goblins both have a potion of cure moderate wounds. You explore. Top left room.
Top right
Middle Open area
You find a path and a trap here. Its easy to avoid The southern section of the room is described below.
Do you enter this area quietly? You notice a goblin that looks like its stacking food on a sleeping compatriot. If you are quite she doesnt notice you.
Deity, Benevolent or Malevolent that remains to be seen.
Juliet Dias, is easily forthcoming with all that she knows. Her team hasn’t yet investigated the rest of the Starwatcher Tor ruins very thoroughly, but she can describe the site’s layout. Juliet doesn’t know of any danger other than the supernaturally dark room and the orb in area, which makes people sick if they touch it. She warns you that an archaeologist named Arletta became sick after coming into contact with it and had to stop working and rest in the camp. Although Dias and the other six archaeologists in this room believe that the orb makes people sick. Questions for them?
Deity, Benevolent or Malevolent that remains to be seen.
So no talking all killing? Cool. init:
BG 1 Slaver: 1d20 + 2 ⇒ (14) + 2 = 16 BG 2 Story teller: 1d20 + 2 ⇒ (19) + 2 = 21 BG 3 Singer: 1d20 + 2 ⇒ (9) + 2 = 11 BG 4 Acolyte: 1d20 ⇒ 16 Yelek: 1d20 + 1 ⇒ (12) + 1 = 13 Quang: 1d20 + 2 ⇒ (20) + 2 = 22 Ellie: 1d20 + 4 ⇒ (8) + 4 = 12 Nou: 1d20 + 2 ⇒ (6) + 2 = 8 Terros: 1d20 + 5 ⇒ (7) + 5 = 12 Esmeralda: 1d20 + 1 ⇒ (16) + 1 = 17 Max: 1d20 + 3 ⇒ (14) + 3 = 17 Round 1
Deity, Benevolent or Malevolent that remains to be seen.
After 2 attacks the one in pink goes down! Miyako another one down. The ones up top fire crossbows!
Round 1
Deity, Benevolent or Malevolent that remains to be seen.
Jiraku is shocked to learn that it is Tenbaru and is taken aback by the information, but she nods. “I have failed my ward. Look at the desecrated altar! Tell me why I shouldn’t just let the fire and ash of Yamatsumi cleanse this place?” When Jiraku speaks these words, the earth trembles, and fiery flashes are visible at the summit of the mountain looming over the temple. Droplets of lava begin to seep and bead at the seams between the temple’s stone blocks. Your options.
Deity, Benevolent or Malevolent that remains to be seen.
You know the one eyed creatures are cyclopes, and identifies the tower as a combination of temple and observatory. You also see a woman and 6 others clearing away rubble and cataloging things. She moves up to you. "Are you help from camp? She asks.
Deity, Benevolent or Malevolent that remains to be seen.
Isobel im pretty sure you have dazed them all at least once now and that can only be used 1 time on a target. You can change your action The blue one shoots at Jeware! Attack: 1d20 + 7 ⇒ (6) + 7 = 13
Round 5
Deity, Benevolent or Malevolent that remains to be seen.
Sorry everyone. My last post didnt take i guess. And i was waiting for eli and liliana to post but i guess its my fault. The shadow reaches out for slade. Attack: 1d20 + 4 ⇒ (13) + 4 = 17
Round 5
Deity, Benevolent or Malevolent that remains to be seen.
Reflex: 1d20 + 2 ⇒ (6) + 2 = 8 Lad rushes forward and attacks scoring a hit! Then Skreek downs 2 with a bomb! The commando that lad stabbed takes a step back and they both fire! Attack Lad: 1d20 + 7 ⇒ (15) + 7 = 22
Attack Lad: 1d20 + 7 ⇒ (20) + 7 = 27
Crit Confirm: 1d20 + 7 ⇒ (16) + 7 = 23
Lad goes down under a hail of arrows! Roll to stabilize Round 4
Deity, Benevolent or Malevolent that remains to be seen.
Everyone working together is able to get the door open! This room’s high walls are made of enormous blocks of crumbling, mossy granite, but its roof is entirely absent, leaving it open to the sky. Folding tables and makeshift scaffolds have been set up around the room, and the walls have been carefully cleaned and labeled, revealing a mosaic depicting sway-backed, oneeyed astronomers at the base of a tall tower.
Know Local and Know Religion or history.
Deity, Benevolent or Malevolent that remains to be seen.
Sidney begins to summon and all hell breaks lose. [spoiler=Init]
Round 1
Deity, Benevolent or Malevolent that remains to be seen.
Balinor neatly decapitates the final foe. His head is barely still on the floor when. Surrounded by fierce whirling winds, an athletic woman of living stone appears atop the head of the massive serpentine statue. In a booming telepathic voice, she declares, “For over a thousand years I’ve stood vigil over the procession that leads up to this temple. I was watching you while you walked the Pilgrim’s Path. Everything you faced along the way was a test of your abilities and your character. But the test is not over— answer my questions and face my judgment!” “Who are you and why are you here?” You can attempt to bluff, diplomacy, Knowledge (geography or local)or Perform (oratory) to explain yourselves. Also put in a bit about why you are here.
Deity, Benevolent or Malevolent that remains to be seen.
The letter Naroth carries is correspondence from another of the wizard’s Lissalan allies, who informs him that the ally’s followers have discovered the location of Krune’s runic archive and will soon have the keywords to activate the refuge tokens.
Now that the party has found the hidden cache, the keywords to speak while rending the tokens are all that remain before the Pathfinders can access Krune’s hidden location.
I will get chronicles out wednesday.
Deity, Benevolent or Malevolent that remains to be seen.
Zara takes a big bit out of the head then grabs the evil one and begins to squeeze. Sif drops a cultist with her bow! At this point there really isnt anything she can do as she is fishing for 20s against the snake. So im going to call it here. Zara squeezes the thing to death while Sif and Xan finish off the last of the cultists. With Jujanil’s destruction, you stem a rising tide of evil in Tian Xia. As they descend from the pinnacle, they see the storm clouds parting, and hear the triumphant hooting of yetis from the nearby peaks. Sharaheen accompanies yous to Amanandar, vowing to help them organize Bakten’s biographies for delivery to the Lantern Lodge. She apologizes again for Bakten’s manipulations, and reassures them that she intends to spend this lifetime repairing the damage in Ayajinbo and Dallo. Finally, she bequeaths Bakten’s former home, the Sanctuary of the Unbound Knot, to the Pathfinder Society, recommending that they consider it as a potential site for a future Pathfinder Lodge. I will get chronicles out wednesday.
Deity, Benevolent or Malevolent that remains to be seen.
If it gets too close i will do up chronicles and then you all just cant die :) Will: 1d20 - 1 ⇒ (18) - 1 = 17 One goblin stands dazed and the other attacks Isobel! Attack: 1d20 + 4 ⇒ (18) + 4 = 22
Round 3
Deity, Benevolent or Malevolent that remains to be seen.
Image want 2: 1d2 ⇒ 2 What is the will save? Will: 1d20 + 15 ⇒ (12) + 15 = 27 Nevermind The monks fire at Sif! Attack: 1d20 + 4 ⇒ (1) + 4 = 5
The floating head unloads on Zara! Bite: 1d20 + 8 ⇒ (3) + 8 = 11
Round 2
Deity, Benevolent or Malevolent that remains to be seen.
Missed some box text Finely cut flagstones tile the floor of this courtyard. At one end stands a stone statue of a Garundi man bearing a set of manacles in one hand and raising his other hand to the sky. A single door permits access to a tall structure to the southeast, and another door to the north appears to grant access to another open area. First courtyard after gate. This courtyard is a broad, flat plaza of charcoal-colored slate with a wooden sale platform set up near the north wall. A barn-like structure to the east has several doors to facilitate the movement of cargo. To the northwest stands a plain, rectangular structure with a single door, and to the south is a much larger building with numerous windows along its upper story. A well with a stone railing is positioned near the center of the courtyard. Where you are now, you also see an alarm bell hanging from the southwest corner of the sale platform. There are also watch towers, what appears to be a warehouse and a trading house. What do you do? Disable the alarm? Try to slip away from the guards. Go "Oh come on we can take 'em?"
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