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Spending a few days in Fort Bandu, you have the opportunity to rest and ask around a bit:
The Aspis Consortium. . .
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.
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. . .
Almost everyone at Fort Bandu knows the legend of the Golden Guardian, but no one seems to know anything substantial.
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.
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.
Until recently, the kobolds have largely kept to themselves. Most local people didn’t even know about the kobolds before the incident with Sharrowsmith.
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.[/

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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.

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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.

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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"

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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.

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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)".

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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.

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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

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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.

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Ok, nevermind, it's just us.
-
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. :)

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"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 ."

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Perception: 1d20 + 4 ⇒ (15) + 4 = 19
Kylar takes a look at the statues. Thessssse are quite old...

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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

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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.
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.

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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.

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Strong work. That is an excellent find, Kylar.
Roderick continues on behind the others, nodding in approval at Kylar's powers of observation.

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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.

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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

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

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

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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."

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

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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

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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?

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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

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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 ."

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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.

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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
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 ()

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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).

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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 .

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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.

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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.

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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.
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.

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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

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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.
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.
If you made the Know Arcana/Engineering check, no need for this one.
At this point, things could really go three different ways. 1.) chase the Kobolds. 2.) Investigate the area. 3.) looking into the spoiled information.

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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

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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. ."

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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.

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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.