The old man turns to face you and you see he's weeping copiously. My master...he had guided this valley for almost a century. Do you think you were the first to come across him? He starts to shake his whip at you. Only a few more...only a few more lives would have freed him! My family has served him for generations, ever since the Pahvalians brought the vessel here. Those cursed magics of Aroden were fading, breaking down with each passing year! The enslaved spirits of those slain by the Knife of Andirifhkhu served the vessel to prepare a holy temple to our mistress in this, one of he holy lands. Now he screams in rage. But you defiled this place! Murdering my master, her servant! Banishing him to the Abyss and releasing the spirits of the slain?! [bigger]DEFILERS! DEFILERS! DEFILERS!
Wait, Rameth chews tobacco now? As you burst through the, untrapped, door you come into a large, macabre chapel. Heavily carved stone walls and pillars show motifs of demons, skulls and tortures and the old man who sent you beneath the earth. Master, why? Why did I send them? He's scourging his back repeatedly in apparent repentance.
We'll just put Rory at the end of the initiative list. Initiative: 1d20 + 3 ⇒ (20) + 3 = 23 The spider delays, waiting for you to come into it's area. Readied Action for first player to come within 10 feet.: Attack (Web): 1d20 + 5 ⇒ (10) + 5 = 15 If your AC is 15 or less you are entangled. On your turn make a DC 12 Strength or Escape Artist check to burst the web.
Down the hallway you travel until you reach a solid stone pair of doors - real doors this time, with elaborate scenes of the Abyss carved into them. Mortal demihumans and demons frolic among the tortured souls of victims of horrific tortures. Two door handles stand near the center chased in gold and carved in the visage of balor. Roll Perception Perception 15: You can hear what sounds like sobbing and the slap of a whip against flesh inside the room.
Given the size of the opening I think AC 15 is your "target" number. Too bad you don't have one of these.
You can ask me what a relevant check is whenever you want, or I can tell you, or you can just give it a go. It's really up to you when to roll outside a combat roll. If I'm looking for something in particular germane to the encounter I'll ask! Dom sees the crevice as well and notices something...lurking in there. The field is littered with skeletons from boars, deer, bears and a few humans. After some thinking you believe the crevice holds one of the menaces of the Stolen Lands - a giant trapdoor spider.
It's a farm in the valley above you, where Royal Blue corn is grown. This is a seed to another adventure I thought up where Mesdoram invents vertical integration on Golarion. I've thought up several funny adventure seeds but this adventure was the most fleshed out when it started my turn to DM. It is not, however my favorite - I've got a great setup for when Rameth and Mesdoram are more established in Magnimar. I, at least, think it'll be great.
The case opens into a handsome deed which entitles the bearer, notated and sealed by the Church of Aroden, to a sizeable farm in the name of Pahvalian family. Given historical legal tradition merely having the deed and presenting it to a temple of Iomedae or Abadar allows the bearer, absent any other legal heirs who can present rightful claim, to have legal title to a property enforced by the Iomedaen and Abadaran church. People rarely argue with this tradition since no one wants to fight either clergy or be cursed by the gods in question.
Don't forget to track your rations! The last thing you want is to be out of food weeks from Oleg's. Berrik:
The morning before you leave the forest you find your boots filled with pine needles. As you thunder across the plains out of the forest, leaving the Grayscales behind, you see the sunlight hit the grasslands. As the day stretches on and the sun begins to set you come across a field of bones. Roll Knowledge (Nature) DC 10 to identify the bones. Also, roll some Perception! DM Only!: 1d20 + 11 ⇒ (7) + 11 = 18
Sigh, I've really got to start making sure my posts post from my phone. The jug is filled with Aroden's Crown - a rare vintage of red wine last bottled in 4621. Generally highly prized by collectors it is well known by all true drinking aficionados as the best wine to have come from the shores of Cheliax and sought after because the secrets of its making passed with Aroden's church. A jug this size is easily worth 350 gp since something in the wine prevents it from ever spoiling and all sorts of rumors swirl about the wine. It is rumored to cure diseases, impotence and madness or to impart those things as well. The mystery is as much a part of the allure of the wine as the taste which was said to have been incomparable.
As you eat a radish you first get the mild taste of almost a turnip - then a hideous fire spreads through your mouth and the spiciness of the moonturnip is overwhelming. You have a desire to drink lots of water, or beer, or milk or anything to stop the spicy radish from scorching your tongue any further. The kobold nods approvingly as Berrik eats the whole radish and eats the meat ration - his teeth tear into the jerky. Draconic:
Meat good, but bland. Need pepper. You good big people, me describe you to tribe. Meantime take this. The kobold pulls out a small fang on a cord and hands it over to Berrik. Draconic:
Is token of tribe. You tell kobolds we got truce. May not work south, they big dummies. Don't like radish. The other kobolds count the radish leaves poking out of the soil quickly then pick up their baskets and leave, emitting a rhythmic hissing and roaring you realize is kobold singing.
Draconic:
You make good deal. You teach big monkeys speak proper language like kobolds! We seal deal Grayscale way! The kobold fishes out a radish from a basket and hands it to Berrik. Draconic: You eat radish, we eat something of yours. This make good truce. Incidentally draconic does not have a word for peace.
Random Rolling! Very boring! Don't need to look!:
1d3 ⇒ 1 1d100 ⇒ 36 1d100 ⇒ 20 1d100 ⇒ 38 1d100 ⇒ 12 Rameth finds another cunningly worked switch hidden at the top of the wall in a small crevasse. As he presses it in he hears a low whistle from Mesdoram as a door grinds open in the wall and a small, but significant, treasure hoard is revealed. Copper, gold and silver coins sit in a small pile with a few gemstones winking in the ioun torch light. In addition you find two potions in violet-tinted glass vials: a potion of magic weapons and a potion of endure elements (Caster level 1). All told you realize the hoard has 188 platinum coins, 1,847 gold coins, 4,320 silver pieces, 12,380 copper pieces; a sack filled with two dozen small freshwater pearls and a large black pearl; an old tiara fashioned from platinum and inlaid with what appear to be amethysts worth 1,200 gp; a bracer crafted in bronze and inlaid with jet in the form of a coat of arms worth 350 gp; an earthenware jug of what smells upon inspection to be excellently preserved red wine (Profession (Merchant) or Roll Appraise for that one, no taking 10/20!); and a small leather case with the deed to a farm notarized by a priest from the Church of Aroden dated 103 years ago.
The kobold looks scandalized. Draconic:
You big dummy! You eat too many, now they think you sick! Use big people magic on you! He smacks the sick-looking kobold on the back of the head. Draconic:
He fine, just eat too much and nervous. Big people usually come back with big knives, stab kobolds. He looks at the five of you warily. Draconic: Me make deal with you. Since kobolds big tribe, we normally kill you all. But since me feeling nice, me let you go if you leave radish patch alone. Deal?
One of the kobolds turns a little green. Draconic:
Me no feel so good... The one who took the lead looks alarmed. Draconic:
You no throw up! Big people kill us all the time, big people mean! He turns back to Berrik Draconic: Big people all over - big people up north in big outdoor cave! Me hear from cousins south that big people there too, but most big people wander, dress like bears, carry furs! He preens. Big people not like kobolds, no have dragon blood! Not able to stand cold like kobolds. You no take radishes?
Based on my reading of Make Way as a standard action the maneuver doesn't allow for movement but allows you to raise the DC for the opponent - so you'd get one movement direction and if you want to head south east you'd have to do two move actions of turn to port - one to head south, one to head east or use Upper Hand to turn South and then hard to port. I assume you're using Upper Hand for the first turn in which case you owe me another Profession (Sailor) check, DC 20, to make the turn Hard to Port. And because of diagonal movement with squares equal to 30 feet two movements would put you at E10. Also under the rules the target ship has the weather gauge being closer to the East, but you still get the upper hand with that roll. After roll: Profession (Sailor): 1d20 + 12 ⇒ (18) + 12 = 30 Profession (Sailor): 1d20 + 12 ⇒ (15) + 12 = 27
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