DM B's Scions of the Sky Key PFS PbP HIGH Tier Campaign (Inactive)

Game Master Beckett

DM Notes:

INIT:

[spoiler=
[dice=Caith]1d20+0[/dice]
[dice=Garret]1d20+1[/dice]
[dice=Kylar]1d20+7[/dice]
[dice=Nicolae]1d20+6[/dice]
[dice=Roderick]1d20+9[/dice]
---------------------------------------------------
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

Weeks have passed since Venture-Captain Nieford Sharrowsmith departed for the Bandu Hills, and having not heard from him since but learned of an Aspis Consortium expedition bound for the same destination, the Society and local allies have grown worried for the aging explorer’s safety. As the PCs travel south on Sharrowsmith’s trail, they must track the venture-captain to the ruins he sought while also dealing with the aftermath of his actions.

A powerful guardian stands vigil over the ancient ruins where Venture-Captain Nieford Sharrowsmith disappeared recently, yet the beast has a weakness: a prophesied talisman now in the possession of an elusive grippli tribe deep in the Kaava Lands. The PCs must win the reclusive people’s trust and claim the prize—all before the Aspis Consortium does!

Having bested the Aspis Consortium and recovered a powerful weapon, the PCs return to the Bandu Hills to delve into its ruins, confront the ancient guardian within, and find their missing venture-captain. Even greater secrets lie below, and the Pathfinders soon find that there is more to the so-called Golden Guardian than legends suggest. Are you resourceful enough to survive the mounting danger and find Nieford Sharrowsmith?

MAP


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Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

yes, ready here .

Grand Lodge

Male Dwarf lvl F3/B2 Hps: 44/44 AC:14 FF14/touch10 Fort+7Ref+1 Will+1 Init+0 Perc+4 Sm+0

I'm back, and I didn't lvl after this one..so good to go

Silver Crusade

Male Human Cleric 7 HP: (52/52) | AC: 25(27) | T: 12(14) | FF: 24(26) | CMD: 18 | Fort: +9| Ref: +5 | Will: +10 | Init: +1| Perc: +15

I must level up and only hace my phone to connect t until monday. Start withoyt me if you wish, I'll catch you

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Spending a few days in Fort Bandu, you have the opportunity to rest and ask around a bit:

The Aspis Consortium. . .

Diplomacy or Know Nobility DC 15:

A contingent of Aspis mercenaries was seen approaching the Bandu Hills from the northwest, the direction of Bloodcove.

Diplomacy or Know Nobility DC 20:

The leader of the group is an Ustalavic aristocrat named Zaril Namoth, who is also known to be an expert tracker and hunter.

Diplomacy or Know Nobility DC 25:

According to some rumors, Zaril Namoth takes trophies from the people he tracks down and kills. Some say he needs their heads for dark rituals he learned while held by the Bekyar, a people infamous for kidnapping, cannibalism, and demon worship.

------------------------------------------------------------------------
About the Guardian. . .

Know Arcane, Local, or Religion DC 10:

Almost everyone at Fort Bandu knows the legend of the Golden Guardian, but no one seems to know anything substantial.

Know Arcane, Local, or Religion DC 15:

Since the stories about the local boogeyman have circulated in the region for centuries, most people speculate that the creature is immortal or not a living creature.

Know Arcane, Local, or Religion DC 20:

Some people believe it is a gold dragon, while others say it is probably a living statue, a golden machine, or a god-like entity. The only thing the locals are unanimous about is that only a special weapon lost to antiquity can defeat the Golden Guardian.

------------------------------------------------------------------------

And about the kobolds of Mount Nakyuk.

Diplomacy or Know History or Local DC 15:

Until recently, the kobolds have largely kept to themselves. Most local people didn’t even know about the kobolds before the incident with Sharrowsmith.

Diplomacy or Know History or Local DC 25:

Decades ago, a local boy went missing but returned weeks later with amazing stories about a hidden city protected by cruel traps that he only narrowly escaped. This also grants your party a +1 to all skill checks and saving throws to find, disable, bypass, and evade traps during this adventure.[/

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

Diplomacy: 1d20 + 8 ⇒ (6) + 8 = 14
Knowledge Arcana: 1d20 + 4 ⇒ (15) + 4 = 19
Diplomacy: 1d20 + 8 ⇒ (16) + 8 = 24

Wow... one under each of them.

Seems the locals believe the guardian to be some immortal being and it seems that most people had no clue tat here were even kobolds in the area.

God I hope it is something funny like a weak Kobold playing tricks.

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Roderick nods

These kobolds are quickly becoming better known by the locals from what we have seen.

kn:local: 1d20 + 5 ⇒ (16) + 5 = 21

Regarding the guardian...I have heard Some people believe it is a gold dragon, while others say it is probably a living statue, a golden machine, or a god-like entity. The only thing the locals are unanimous about is that only a special weapon lost to antiquity can defeat the Golden Guardian.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Which you now have.

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

"And it seems prophetic we now have such a weapon in our possession"

Grand Lodge

Male Dwarf lvl F3/B2 Hps: 44/44 AC:14 FF14/touch10 Fort+7Ref+1 Will+1 Init+0 Perc+4 Sm+0

Assist Diplomacy Aspis: 1d20 - 1 ⇒ (2) - 1 = 1
Assist Diplomacy Kobolds: 1d20 - 1 ⇒ (7) - 1 = 6

Caith goes around harassing people to give up the information he's after but ends up having people run away from him as the notice his approach - maybe he should have washed the blood from his last fight from his armor..or at least out of his beard

"Well lads, let's go make prophecies happen then"

The Exchange

Slayer 5 [ HP 49/49 | AC 18 T 12 FF 16 | CMD 21 | F +6 R +6 W +5 | Init +6 Per +9(11TF), SM +6]

I am on the road until sunday night so will only be able to update Nicolae by then. He just entered his 5th lvl. Sorry for the trouble, please start without me.

K.Local: 1d20 + 7 ⇒ (12) + 7 = 19
K.Local: 1d20 + 7 ⇒ (4) + 7 = 11
Nicolae nods.
So its one of those cleaning jobs.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

My main issue with Starting without you is that you have this one thing that will be coming up a lot: "12 Disable Device (3+2dex+4rank+2circunstance+1trait)".

The Exchange

Slayer 5 [ HP 49/49 | AC 18 T 12 FF 16 | CMD 21 | F +6 R +6 W +5 | Init +6 Per +9(11TF), SM +6]

Hmmm, ok. Give me a couple of hours. I will work something up to have Nicolae updated tonight.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

No worries. I didn't mean to rush, I just mean I'd rather wait until you are able to contribute to what you have built towards than bot you through it. A few days will not hurt.

The Exchange

Slayer 5 [ HP 49/49 | AC 18 T 12 FF 16 | CMD 21 | F +6 R +6 W +5 | Init +6 Per +9(11TF), SM +6]

Nicolae is updated, ready to go. Sorry for the delay.

Silver Crusade

Male Human Cleric 7 HP: (52/52) | AC: 25(27) | T: 12(14) | FF: 24(26) | CMD: 18 | Fort: +9| Ref: +5 | Will: +10 | Init: +1| Perc: +15

I´m ready, maybe buy something if I decide myself about it, but I can start now. Also, we are supposed to continue using endure elements to resist the local weather, or it was only in the first part?

Diplomacy: 1d20 + 11 ⇒ (13) + 11 = 24
K. Religion: 1d20 + 13 ⇒ (13) + 13 = 26
Diplomacy: 1d20 + 11 ⇒ (6) + 11 = 17

I´ve heard in the streets a contingent of Aspis mercenaries was seen approaching the Bandu Hills from the northwest, the direction of Bloodcove. The leader of the group is an Ustalavic aristocrat named Zaril Namoth, who is also known to be an expert tracker and hunter.

And they know almost nothing about the kobolds; Until recently, the kobolds have largely kept to themselves. Most local people didn’t even know about the kobolds before the incident with Sharrowsmith.

Once Garret has told his companions what he have heard, he answers Nicolae: Don´t think it´s only a cleaning job, we must continue searching for Sharrowsmith and we must not anger more the kobolds. Try to keep that in mind

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Hi, everyone. Quick update. There may be one more player joining us new to PbP, but not PFS. I'm just waiting on a response, but if I don't hear anything I'll go ahead and move along by tomorrow.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Ok, nevermind, it's just us.

So a quick refresher:
In part 1 you where sent to look for clues to find the trail of the missing VC Nieford Sharrowsmith. Sharrowsmith’s business partner Aya Allahe, asked you to look into his possible disappearance and indicated that he was last seen around Forte Bandu in the Mwangi Expanse, not far from the Aspis Consortium haven of Bloodcove. Arriving at Forte Bandu, you find that the Aspis Consortium had already arrived, and begun to spread some misinformation about the Pathfinder Society, playing up on the fact that the very Pathfinder you seek had somewhat recently stirred up trouble with the local tribal Kobolds. Believing he might have been captured or killed investigating the area, you decide to follow the trail further into Kobold territory, finding a few clues indicated he was there, but had survived and moved on. While there, you do partially undo some of the damage he did, earning a bit of respect from the locals at Fort Bandu who then point you to a Grippli village, where VC Sharrowsmith had mentioned would be one of his destinations before he had left some time ago. <It's not terribly clear on when this happened in relation to your arrival.>
-
Traveling to go meet with the Grippli, you discover that the Aspis Consortium has also just arrived, and attempted to win the Grippli's favor by gifting them with an assortment of metal weapons. The Grippli, however, wanted a dinosaur egg to be able to raise and train as their defender, and where willing to trade an ancient dwarven weapon <intentionally left unclear at this point> for it, to whom ever returned wit the egg(s) first. The Aspis had already left, so you set off quickly, running into their team who had just fought a small war with the local Lizardfolk and managed to really piss-off the T-Rex mother and kill the father, then get out quick. Back at the Grippli village, the other Aspis, not wanting to wait and spotted your arrival, decided to jut attack and take the weapon, so began slaughtering the Grippli to find it. You arrived shortly after, with the eggs, and managed to save the village. In thanks for this, they gave you the weapon, a talisman locked inside of a clay jar and details on how to use it and where it came from.
-
You then returned to Forte Bandu to rest up a bit and report in. There, you received a letter with further clues and where able to ask around a bit more. Knowing that the Aspis Consortium is involved, and that they are now on the move means things might not fully be as they seem. Returning now to the ruined temple where you fought the Kobolds (end of part 1), it's time to explore what else is down there in that pit. . .

Save for torrential rain alternating with scorching heat, the journey from Fort Bandu to Mount Nakyuk progresses smoothly. Ancient, crumbling stone buildings choked with vines and adorned with bone fetishes emerge from a patch of thick jungle underbrush. A scattering of bones and discarded tools hints that this location was recently inhabited. A gaping stairwell yawns behind a blood-spattered altar, descending to the mysterious depths where the Golden Guardian makes its home.

You already know the way, and it's only been a short time since your last expedition into the Kobold lands, you know how to avoid too much detection and that they are still likely on high alert and out in warparties still looking for you. It actually makes it a little easier to sneak in to the ruined temple once more.

Dropping down into the pit, you find the stone walls below offer a certain degree of cool respite from the blistering heat above. The Halls of Ashkurhall are clearly old, and of the sturdiest dwarven craft, but it's infestation and ruination at the hands of the Kobolds has clearly left it's mark. At the entrance, there clear marks of blood splatters from various victims thrown down in sacrifice from above. You see the pile of corpses as well, though it seems to have been both cleaned up a bit and a few new victims have been added. There is nothing of value, and moving beyond it, you come to a small room.
New map is up, (which is slides).

Two granite statues of dwarves in full armor stand guard in this entrance hall, flanking the entrance to a corridor to the south. Antelope skull patterns painted in red ochre cover each statue’s face. In the wall to the south are two rust-stained iron doors.

I just want to point out that there are a lot of traps in here, and some of them really do matter on if you set them off, avoid them, reset them, etc. . . I'm a little unsure just how I want to handle this part just yet, wanting to keep some of the threat, but also not wanting to spend a day per room, so for now, I guess just let me know where you want to go and what you want to do, and we will go from there. :)

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

"I am not entirely sure I trust this place. It seems there could be more than meets the eye."

Roderick will scan the room with a (not so) keen eye...trying not to touch anything...yet.

Perc : 1d20 + 7 ⇒ (1) + 7 = 8

"Guess I was wrong. Looks good ."

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

Perception: 1d20 + 4 ⇒ (15) + 4 = 19

Kylar takes a look at the statues. Thessssse are quite old...

Silver Crusade

Male Human Cleric 7 HP: (52/52) | AC: 25(27) | T: 12(14) | FF: 24(26) | CMD: 18 | Fort: +9| Ref: +5 | Will: +10 | Init: +1| Perc: +15

DM, what about make Perception check for us and tell us if we find a trap? If all checks are failed affect a random one, or depending our marching order.[ooc]

I don´t trust the idea of fight against a dragon, it promises to be a hard fight

Garrets cast longstrider on himself before enter in the building to check it.

Perception: 1d20 + 13 ⇒ (11) + 13 = 24 [ooc] If he don´t find anything relevant, he will scan the room with detect magic

Grand Lodge

Male Dwarf lvl F3/B2 Hps: 44/44 AC:14 FF14/touch10 Fort+7Ref+1 Will+1 Init+0 Perc+4 Sm+0

"What's goin' on lads? See anything interestin' ? "

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

As you begin to advance and investigate, you see that the entry room breaks off into a hallway to the left, ending abruptly at a solid iron gate. The gate is rusted just, but just behind it on the far wall is a grotesque dragon face carved in the stone wall. In its gaping maw it has two dozen round holes where its teeth should be.

Craft Traps or Disable Device DC 13:
This was a trap designed to shoot bolts down the hall as invaders entered, but it has been disable, but not destroyed. In theory, it could be fixed again, which is a bit odd, as Kobold's are well known for their trapsmithing abilities.

From the hallway, to the left and the right are a few small rooms, though it seems that the Kobold's ill treatment of the area, and what seems to be more battle scars have left many holes in the nearly collapsed walls in between much of the rooms.

Assuming you want to investigate each room first.

Through the small maze, you spot a total of four traps, though one of them, seems to have already been sprung, leaving a pile of rubble on the ground intended to crush whoever had sprung it, though you seen no body, there is a small trail of now dried blood leading further in. The others are still active, but you are able to easily side step them once you spot them, and simply go around the area.

Perception DC 10:
At first you think it is a bit odd, but not far behind the set off trap within one of the center rooms is a second pile of rubble. At first you think it was another trap set off much longer ago, but something about it just doesn't look right. After a quick investigation, you realize what it is. It wasn't trap at all, but rather a pile deliberately lain out to appear as one. To hide something. Inside you find a satchel, not unlike the one you found at the entrance some days ago when you first came here. In part 1. Inside the satchel you find a few notes, but also more than a few much more precious items; a Wand of Cure Light Wounds, a Wand of Lesser Restoration, a Wand of Bear's Endurance, two Potions of Cure Moderate Wounds, and two Potions of Spider Climb. I need to make sure someone spots this before I proceed. :P

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

Disable Device: 1d20 + 6 ⇒ (14) + 6 = 20
Perception: 1d20 + 4 ⇒ (19) + 4 = 23

Kylar points to the dragon's gaping maw where the teeth should be.

This was a trap designed to shoot bolts down the hall as invaders entered, but it has been disable, but not destroyed. In theory, it could be fixed again, which is a bit odd, as Kobold's are well known for their trapsmithing abilities.

Looking at the pile of rubble Kylar begins digging as he finds the satchel. Look at this. He says holding it high into the air.

Opening the bag he finds a Wand of Cure Light Wounds, a Wand of Lesser Restoration, a Wand of Bear's Endurance, two Potions of Cure Moderate Wounds, and two Potions of Spider Climb.

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Strong work. That is an excellent find, Kylar.

Roderick continues on behind the others, nodding in approval at Kylar's powers of observation.

Silver Crusade

Male Human Cleric 7 HP: (52/52) | AC: 25(27) | T: 12(14) | FF: 24(26) | CMD: 18 | Fort: +9| Ref: +5 | Will: +10 | Init: +1| Perc: +15

Yes Kylar, well done. Do you mind to pass me the wands to be used as needed?

So the trap is just disabled? We should look to see if anyone has come before us? Aspis maybe? Garret looks intrigued for the unexpected disabled trap.

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Based on Garret's comments, Roderick gets the idea to look for tracks of boots or kobold feet. Taking a knee, he starts scanning the floor.

survival: 1d20 + 5 ⇒ (8) + 5 = 13

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Sorry, I forgot to get back to these after looking on my phone.

Garret C. wrote:
If he don´t find anything relevant, he will scan the room with detect magic

At first you discover nothing, but once you find the satchel, it does radiate magic within.

Garret C. wrote:
Also, we are supposed to continue using endure elements to resist the local weather, or it was only in the first part?

You do not need to use Endure Elements in this one, and most of it takes place underground.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Additionally, within the satchel you find a pair of notes.

Player Handout 2:

Every time I plan to depart on the expedition, a new responsibility crops up and demands my attention. There will never be a perfect time, and Aya is more than capable of handling the business and the lodge in my absence for a few weeks. That settles it; at first light, I will begin my journey at last.

Player Handout 3:

I did not run into any guards on the way here, but the religious decorations and traps suggest that kobolds live in these ruins. I found a room that had not been used recently. It seems safe enough to rest a bit and to store some of my equipment here. If my hunch is right, there is a temple somewhere deeper in these ruins.

Group Perception DC 25:

Caith: 1d20 + 4 ⇒ (17) + 4 = 21
Garret: 1d20 + 13 ⇒ (11) + 13 = 24
Kylar: 1d20 + 4 ⇒ (1) + 4 = 5
Nicolae: 1d20 + 9 ⇒ (1) + 9 = 10
Roderick: 1d20 + 7 ⇒ (19) + 7 = 26
============================
Rod SM: 1d20 + 1 ⇒ (5) + 1 = 6

Roderick:
Hiding behind in the small area behind the iron gate, you spot four Kobolds. They clearly see you, but your not certain why they haven't attacked yet. They seem to have had plenty of opportune moments. As they notice that they have been seen, one of them walks out through the far door deeper into the complex, while the other three stand near the two entrances to the small room with the dragon head trap, armed and ready should you attack, but trying to keep silent.

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Roderick will act as if he does not notice the kobolds.

In Azlantian language...

"Kylar, we have 3-4 of the kobolds over there. One just left. Odd that the buggers are not attacking...unless they realize they are outnumbered."

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

Also in Azlanti

That isssss odd. Sssshould I go invisible and follow them?

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

"A good idea as they are obviously up to something."

Roderick replies back in Azlanti.

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

Pulling out a couple of wands Kylar casts Mage Armor and Shield on himself just before he drops a small cloud of smoke on the ground going invisible.

As quietly as he can be he sneaks into the room to see where the lone kobold may have wandered off to.

Stealth: 1d20 + 8 + 20 ⇒ (18) + 8 + 20 = 46
Perception: 1d20 + 4 ⇒ (18) + 4 = 22

Use Wand of Mage Armor; Wand of Shield and Ki Point to Vanish

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I've fixed the map to make it easier to see without zooming way in, but there is a door within the small room the Kobolds are hiding in. However, something to keep in mind, either opening that door or the other near you, (I put them in green circles on the map), will probably alert the Kobolds, even if you are invisible. Also, to clarify, where you going to cast before or after the Invisibility?

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

I did the wands before the invisibility

I shouldn't open too many doors with this many creatures around

Kylar circles back around and reappears before Roderick letting him know what he found.

Kobolds block the doors ahead. We will have to go through them or who knows what I might alert poking around in here. He whispers

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Roderick will mix up a mutagen and drink it.

He steps out of sight and whispers back...

"Ahhh. Well we best be prepared. It seems like they have some trick yet untold ."

Silver Crusade

Male Human Cleric 7 HP: (52/52) | AC: 25(27) | T: 12(14) | FF: 24(26) | CMD: 18 | Fort: +9| Ref: +5 | Will: +10 | Init: +1| Perc: +15

It seems that Roderick and Kylar have something in mind they don´t want to talk about. Let´s see what happens. Thinks arret as he casually moves where he could block paths toward Roderick.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Ok, I'm going to backtrack a tiny bit here, Roderick gets 1 mutagen and Kylar gets 1 wand spell off.

Seeing what they interpret as you preparing for battle, one of the Kobolds screams in fear, "Majick, they use majick!" and fire their crossbows, aiming for the many cracks and holes in the walls, with large penalties, (I applied your cover bonus to AC as an extra penalty to their attacks in this case)..

Crossbow vs Kylar (AC 19?): 1d20 + 2 ⇒ (5) + 2 = 7 <miss>
Crossbow vs Kylar (AC 19?): 1d20 + 2 ⇒ (18) + 2 = 20 <HIT>
Damage: 1d6 ⇒ 4
Crossbow vs Roderick (AC 17?): 1d20 + 4 ⇒ (17) + 4 = 21 <HIT>
Damage: 1d6 ⇒ 6

INIT ROLLS:

Caith: 1d20 + 0 ⇒ (13) + 0 = 13
Garret: 1d20 + 1 ⇒ (15) + 1 = 16
Kylar: 1d20 + 7 ⇒ (13) + 7 = 20
Nicolae: 1d20 + 6 ⇒ (9) + 6 = 15
Roderick: 1d20 + 9 ⇒ (17) + 9 = 26
---------------------------------------------------
Kobold 1 & 2: 1d20 + 3 ⇒ (19) + 3 = 22
Kobold 3: 1d20 + 4 ⇒ (16) + 4 = 20

ROUND 1
Roderick (-6)
=========================================================
Kobold 1 () & Kobold 2 ()
=========================================================
Kylar (-4),
=========================================================
Kobold Boss 3 ()
=========================================================
Garret (), Nicolae (), & Caith (), & <R2> Roderick ()

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Just to be clear, they where watching you and trying to hide. They did notice that they where spotted, but where not going to attack unless you did something to spook them or acted aggressive.

A very high Diplomacy check could possibly get them to stop if you'd like to try, but it's going to b harder now. Also, if the above AC's are wrong, let me know. I'm going to rule in this case no one is Flat-Footed, have spend a little bit of time knowing there are enemies there, (a round or two).

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Roderick was attempting to get out of sight before he tried the mutagen, but if they still can see him enough to shoot him, he will bomb back .

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

You can give me a Stealth check before hand. There are a lot of holes and gaps in the walls, though, and they can see perfectly in the dark. Wasn't trying to rob you of a chance to hide as much as going off the idea that you and Kylar spooked them. That's why I also wanted to clarify if Kylar was invisible before or after the wands.

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

No worries. We will keep as written.

Roderick hurls a bomb at the kobold who shot him

"I say. Most un-sporting of you. Take this you bugger! ."

Bomb, range, pb: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25 Blast dmg : 2d6 + 3 + 1 ⇒ (4, 4) + 3 + 1 = 12 dc 14 splash for another 6 fire dmg.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

It lands with a direct hit, spooking the other Kobolds who simply take off fleeing into the far room, slamming into the door and leaving it to swing mostly open, their companion behind by himself.

Sense Motive DC 15:
the last Kobold will probably flee as well. They where already terrified, but now being left alone, knows it has no chance.

ROUND 1
Roderick (-6) & Kylar (-4)
=========================================================
Kobold Boss 3 (-12)
=========================================================
Garret (), Nicolae (), & Caith ()

Don't worry, there are some interesting twists coming up, and this one runs pretty short.

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

Moving to the crumbled wall Kylar fires a ray of acid through the gap at the lone kobold.

Acidic Ray: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Damage: 1d6 + 1 ⇒ (1) + 1 = 2

The Exchange

Slayer 5 [ HP 49/49 | AC 18 T 12 FF 16 | CMD 21 | F +6 R +6 W +5 | Init +6 Per +9(11TF), SM +6]

Cleaning job, I knew it. With a quick twist of the body and arm Nicolae gets ready to toss a javelin.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Kylar sends a ray of Acid flying at the last Kobold who in a hurry to save his own skin, rushes through the far door and slams it shut.

Perception + Draconic DC 15:
On the other side you can hear it yell something about "release the stinky eye".

Failure of the above:
On the other side you can hear it yell something in a the language of dragons, with a pair of words sticking out in the common tongue; "Eye" and "Stink".

Gathering yourselves and making your way slowly to the door, you search for traps, (none found) before taking a peak inside. The next area is pitch black, requiring you to open the door to allow light in if you can not see in the pitch.

The next chamber is massive, containing within it another four smaller rooms all interconnected. Just five feet from the double door, a granite statue of a human woman stands in a running pose. The head of the statue is turned to look over her shoulder, her face locked in a silent scream. Just as you begin to enter, you see off in the distance to the right the three Kobolds fleeing around the corner, and out of view.

Know Arcana or Engineering DC 15:
At first you think that perhaps the Kobolds took one of the ancient dwarven statues and vandalized it to make it a figure trapped in horror, you soon realize that this is in fact the remains of some poor soul turned to stone in an instant. Outside of a few specific spells, there are only a handful of creatures able to do something like this, and you wonder if this is the fate of all the sacrifices the Kobolds had sent down into the pit.

If you made the Know Arcana/Engineering check, no need for this one.

Heal DC 20:
Same as spoiler directly above.

At this point, things could really go three different ways. 1.) chase the Kobolds. 2.) Investigate the area. 3.) looking into the spoiled information.

Silver Crusade

Male Human Cleric 7 HP: (52/52) | AC: 25(27) | T: 12(14) | FF: 24(26) | CMD: 18 | Fort: +9| Ref: +5 | Will: +10 | Init: +1| Perc: +15

K.Arcana: 1d20 + 5 ⇒ (4) + 5 = 9
Heal: 1d20 + 7 ⇒ (10) + 7 = 17

No spoiled information for me. I´ll prefer to investigate the area instead of chasing kobolds in an unknown area

Any idea why are they running? The kobolds we found in previous journeys were more eager to fight

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Sense Kobold Motive DC 15:
You are pretty certain you scarred them. They had been hiding, maybe waiting for you to set of a trap that might kill you, but wen you didn't they simply watched to see your intentions. The use of unknown magic probably startled them.

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Roderick ponders the kobold pupose and motives.

Kn:eng : 1d20 + 5 ⇒ (16) + 5 = 21
sM : 1d20 + 1 ⇒ (16) + 1 = 17

"By looking...At first I thought that perhaps the Kobolds took one of the ancient dwarven statues and vandalized it to make it a figure trapped in horror, I now suspect that this is in fact the remains of some poor soul turned to stone in an instant. Outside of a few specific spells, there are only a handful of creatures able to do something like this, and you wonder if this is the fate of all the sacrifices the Kobolds had sent down into the pit. ."

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

Perception + Draconic: 1d20 + 4 ⇒ (8) + 4 = 12

I can't quite make out all of their words as it is muffled but I did hear eye and stink.

Knowledge Arcana: 1d20 + 4 ⇒ (4) + 4 = 8
Heal: 1d20 - 2 ⇒ (14) - 2 = 12
Sense Motive: 1d20 - 2 ⇒ (20) - 2 = 18

I am are pretty certain we ssssscarred them. They had been hiding, maybe waiting for us to ssssset of a trap that might kill us, but when we didn't they simply watched to see your intentionsssss. The use of unknown magic probably startled them.

The Exchange

Slayer 5 [ HP 49/49 | AC 18 T 12 FF 16 | CMD 21 | F +6 R +6 W +5 | Init +6 Per +9(11TF), SM +6]

Heal: 1d20 + 5 ⇒ (20) + 5 = 25
SM: 1d20 + 5 ⇒ (20) + 5 = 25

So we heard "stink" and "eye" and now we have some petrified poor bastards lying around. Those kobolds have a basilisk. Or worst. We should be really careful.

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