Raul the Hunter |
"The wall sounds like a good a place as any to go next," Raul agrees with the vanara.
Having run this before, you've left out an important clue that we were supposed to find with Handout 5.
GM Emmjay |
"The wall sounds like a good a place as any to go next," Raul agrees with the vanara.
Having run this before, you've left out an important clue that we were supposed to find with Handout 5.
Correct, but not entirely accurate. See the SPOILER if you want. NOTE: FOR THOSE THAT DON'T WANT A TRUE SPOILER, IGNORE THIS POST!!!!!!
Correct, there is a second note giving a name, however, the group should have done area "b" first (The Wall of Names) and the note would confirm the primary lead.
Underneath the letter is a hastily scrawled note in similar handwriting, which contains the name of the primary lead established in area B: either Doulgonlir Caskmail, Hollis “Evil Grin” Thorne, or Karina Clamp. This is straight from the manual. Since there is no name to confirm, as the group hasn't been to the Wall yet, well, I can't give a name. Instead, above I posted as follows Underneath that a note contains a name that you don't know anything about.
Now that the group is heading to the Wall, well, we can link the two in a halfway decent attept at coherency, and go from there...
GM Emmjay |
Created in 4330 ar, the Wall of Names resides on the grounds of the Grand Lodge in Absalom. The monument is a curving wall of black glass that stands atop a small hill at the western edge of the lodge’s grounds. Trees surround the hill, providing ample shade and privacy for those visiting the wall to remember fallen comrades. Carved into the wall are the name and date of death of every Pathfinder killed in the course of duty since the wall’s construction, and most entries also include a sentence or two summarizing either the agent’s greatest accomplishments or how she died.
Looking around you attempt to find the vandalism that Eylysia wrote down for Pathfinders who never existed. SEE HANDOUT #3.
Vina Sitha |
"V-vi-vina is... *I* am confused. The Wall of Names has all three names contained in the note we found... should we try to say 'WIFFLE' out loud until we see something happen to one of wall engravings?? Perhaps... I shall let the Third Eye find out..."
Vina sit cross-legged in front of all three nameplates and enter a trance, uttering the same word repeatedly, "Wiffle-wiffle-wiffle-wiffle..."
10-min trance; Perception Occult Skill Unlock: Read Alignment Aura; DC15 + creature's HD or item's caster level: 1d20 + 8 ⇒ (13) + 8 = 21
GM Emmjay |
"V-vi-vina is... *I* am confused. The Wall of Names has all three names contained in the note we found... should we try to say 'WIFFLE' out loud until we see something happen to one of wall engravings?? Perhaps... I shall let the Third Eye find out..."
Vina sit cross-legged in front of all three nameplates and enter a trance, uttering the same word repeatedly, "Wiffle-wiffle-wiffle-wiffle..."
[dice=10-min trance; Perception Occult Skill Unlock: Read Alignment Aura; DC15 + creature's HD or item's caster level]1d20+8
Well, nothing happens when you cry out for wiffle. However, in your moment of trancing, you do remember that when at Fimbrik's there was a second sheet of paper with a name on it. At the time the name meant nothing, but now, looking at the Grafitti, well its much more important now....Karina Clamp.
I need everyone to give a Knowledge (History, Local, or Religion) DC 15 check.
Raul the Hunter |
Raul the Hunter wrote:"The wall sounds like a good a place as any to go next," Raul agrees with the vanara.
Having run this before, you've left out an important clue that we were supposed to find with Handout 5.
Correct, but not entirely accurate. See the SPOILER if you want. NOTE: FOR THOSE THAT DON'T WANT A TRUE SPOILER, IGNORE THIS POST!!!!!!
** spoiler omitted **
See Handout #2: We do know that name.
Raul the Hunter |
"Look, here are the three names on Adolphus' letter [ooc](Handout #2 we recovered): Doulgonir Caskmail, Hollis Thorne, and Karina Clamp. The last is the name on the letter in Fimbrik's house."
He watches Vina repeat the password over and over. "It's only a solid glass wall."
GM Emmjay |
Religion: 1d20 + 4 ⇒ (12) + 4 = 16
You are starting to put some of the clues together. The list of names that have been added to the Wall of Names refer to three different failed aspirants. Thinking of Aspirants, you know that there is a Shrine of the Failed, which contains a multitude of alters. You remember from the Wounded Wisp that Aram bin Kaleel liked to talk about matter of faith and adventure, he might know something more about the Shrine of the Failed if you asked politely
So, to sum up, here is what the group knows right now:
Sent to retrieve a bottle of wine, you find out that it is a latch for a secret room where Selmius Foster was chronicling his famous activities. One of the notes he left stated that one of the fellow agents he works with might be hoarding knowledge, and he has gone out to search for it, if there is a cache of her knowledge somewhere.
Traveling to Fimbrik's house you note that on his study there was a note that talked about him looking for Eylysia himself, and directing you to check out the Wall of Names. He also gives a password, Wiffle.
Finally heading up to the Wall of Names you see the names of three failed Aspirants grafittied there, and this has reminded Artic Fox of the Shrine of the Failed. The second note from Fimbrik contained the name Karina Clamp. The name has now appeared at Fimbrik's, the Wall, and in the secret room at the Wounded Wisp.
It looks like from here the group may have 2 choices. Go and talk to Aram bin Kaleel about the shrine, or head to the Shrine itself.
Artic Fox |
"I say with the way things have been turning out, we aren't told anything that we have found, only that we should go to these places, and frankly, I would rather skip the pointlessness of being told to go to where we planned on going, and instead just go to the Shrine
Vina Sitha |
"Yes... shrine... I... say..." says Vina, exhausted from the trance, as Lakadee scoops her up from the floor and puts her on his oaken shoulders.
GM Emmjay |
Erected centuries ago by an unknown organization, the Shrine of the Failed is a dour complex that pays homage to those who failed in their attempts to overcome the Test of the Starstone. The building houses numerous altars, each dedicated to a specific failed aspirant. Black-robed acolytes protect, clean, and maintain the halls as well as the few trinkets left behind by the aspirants.
On your trip to the Shrine, you hear word that a certain knight, Sir Reinhart, a Mendevian crusader, will be at the Shrine to attempt the Test of the Starstone. This will be witnessed by many acolytes at the Shrine, so access to it should be without trouble. Once you arrive at the complex you see a large set of stairs on the side of the Shrine accessible. Climbing down you enter the Antechamber.
Slide #6 - place your characters, and any pets, in the Antechamber, please
This monumental chamber stretches eighty feet from end to end, with a ceiling suspended thirty feet from the floor by great pillars. Seven arched passages lead to humble rooms, each of which contains a polished stone altar dedicated to one of the failed aspirants who attempted the Test of the Starstone.
Looking around you notice several alters around the main chamber, each one dedicated to a specific Failed Supplicant. Each of these chambers contains a small stone altar to one of the failed aspirants. Each altar stands upon a raised dais and bears a small brass nameplate identifying the aspirant and the would-be-god’s areas of interest. You can easily see the three names graffiti'd at the Wall of Names.
GM Emmjay |
Garrapata looks around, impressed at this altar to Almost Godliness. "Perhaps I SHOULD look into BECOMING a god too!"He heads toward Karina Clamp's altar.
As smart as you are, as mean as you are, you know better than to attempt the Test so young.
The Test of the Starstone is a test that anyone can take by attempting to reach the Starstone at the center of Absalom. The Starstone is surrounded by a large, deadly maze containing traps, guardians and wards. The exact nature of the obstacles changes over time, but constant hazards include magic not always working right and prevention of extra-dimensional movement. Those few who pass become demigods, while those who fail usually die, although a select few manage to escape, occasionally with great wealth, but no divinity. The first known person to pass the test was Aroden, who did so when he took the stone from the bottom of the sea to the Isle of Kortos in 1 AR when he founded the city of Absalom. Since then, only three of the vast number who took the test have passed: Norgorber, whose life prior to the test is unknown, Cayden Cailean, who took it on a drunken bet, and Iomedae, a worshiper of Aroden who became his herald.
The Test of the Starstone is mysterious; the only publicly known part of the test is that hopefuls must cross the bottomless pit surrounding the Starstone Cathedral without using a bridge. Crossing the pit is a necessary first step, but not sufficient to enter the cathedral and continue the test, and what has worked for one hopeful may fail for another. Hopefuls have leaped across, flown with magic, or used tightropes, and the spectacle of an attempt nearly always draws an enormous, attentive crowd.
Anyone going to check the alter to Karina Clamp please give me a Perception check and a Will save, please.
Raul the Hunter |
"Let's see if we can find some place to use this coin," Raul says as he begins to systematically search the alcove where the statue stands.
Perception, Take 20: 20 + 6 = 26
Will: 1d20 + 2 ⇒ (2) + 2 = 4
GM Emmjay |
"Let's see if we can find some place to use this coin," Raul says as he begins to systematically search the alcove where the statue stands.
By taking his time to do a detailed search of the alter and alcove, Raul the Hunter finds that by sliding the alters nameplate to the side reveals a miniature chalkboard and thin piece of chalk.
GM Emmjay |
Because Rokhan may still be having Irma issues, I have moved him and his companion to the room
Rokhan Kruhl |
"Failure gets a statue. Nicer than what orcs do!" Rokhan says marveling at the elaborate chamber and following the group.
GM Emmjay |
"Failure gets a statue. Nicer than what orcs do!" Rokhan says marveling at the elaborate chamber and following the group.
Nice, you're back! How did Irma fair for you?
GM Emmjay |
With a creak and a groan made my machinery not used in many, many years the side of the alcove swings open and reveals a passageway, barely illuminated. MAP UPDATED
If you are able, please give me a Knowledge (Dungeoneering)or Spellcraft check.
Rokhan Kruhl |
Rokhan is on edge as the alcove opens up taking the large battering ram off of his back.
"Last time we had to squash some bugs. Might squash some again!" he says while moving to the front and taking point.
Vulka follows close behind.
Perception: 1d20 - 2 ⇒ (10) - 2 = 8
It didn't hit us terribly hard but we are working on the recovery effort for the rest of Florida.
Maudi the Giant Vulture |
The giant vulture waddles along the ground at the rear of the group as they head into the tunnel.
Why do I keep letting him wander into these tight places. I cannot spread my magnificent wings here!
GM Emmjay |
Rokhan is on edge as the alcove opens up taking the large battering ram off of his back.
"Last time we had to squash some bugs. Might squash some again!" he says while moving to the front and taking point.
Vulka follows close behind.
It didn't hit us terribly hard but we are working on the recovery effort for the rest of Florida.
I will assume that the group follows Rokhan down the tunnel, go ahead and set yourselves up accordingly.
GM Emmjay |
[dice=Spellcraft]1d20+4
[dice=Perception]1d20+10
[dice=Will]1d20+7
You know that the walls of the passageway and cavern aren't natural, rather someone use the Stone Shape spell.
GM Emmjay |
As you wander into a much larger portion of the cavern you note that it is lit behind the group from the hidden doorway and ahead from the entrance to another section of tunnel. And, of course from the FIRE ELEMENTAL in this section of the cavern.
Init - Raul: 1d20 + 5 ⇒ (7) + 5 = 12
Init - Eroil: 1d20 + 1 ⇒ (1) + 1 = 2
Init - Artic: 1d20 + 5 ⇒ (19) + 5 = 24
Init - Vina: 1d20 + 4 ⇒ (18) + 4 = 22
Init - Rokhan: 1d20 + 5 ⇒ (8) + 5 = 13
Init - Garrapata: 1d20 + 2 ⇒ (5) + 2 = 7
Init - Vulka(Comp): 1d20 + 3 ⇒ (2) + 3 = 5
Init - Struggler(Comp): 1d20 + 3 ⇒ (18) + 3 = 21
Init - Lakadee(Comp): 1d20 ⇒ 15
Init - Maudi(Comp): 1d20 + 2 ⇒ (10) + 2 = 12
GM: 1d20 + 7 ⇒ (6) + 7 = 13
++++++++++++++++++++++++++++++COMBAT ROUND 1+++++++++++++++++++
Knowledge Planes check for more information
Artic
Vina
Struggler
Lakadee
Elemental
Rokhan
Raul
Maudi
Garrapata
Vulka
Eroil
Vina Sitha |
Vina directs Lakadee to move ahead and climb the cavern wall so as not to block anyone's path. Once the treant sapling is firmly wedged up the cave wall, Vina casts create water in the narrow tunnel ahead in order to thoroughly drench the cave floor with water...
GM Emmjay |
Vina directs Lakadee to move ahead and climb the cavern wall so as not to block anyone's path. Once the treant sapling is firmly wedged up the cave wall, Vina casts create water in the narrow tunnel ahead in order to thoroughly drench the cave floor with water...
Create water is 2 gallons/level. At best you could dampen the foor of a single grid square (which is 5x5 feet) which wouldn't do much of anything to anyone. So, the question become, why are you doing this, it won't stop the fire elemental from crossing. A fire elemental cannot enter water or any other nonflammable liquid. A body of water is an impassible barrier unless the fire elemental can step or jump over it or the water is covered with a flammable material (such as a layer of oil). There is no way you can convince me that 2 gallons of water on a single grid square is enough to make it an impassible barrier.... Now, if you wanted to make a place where your companions can drop and roll to put themselves out if they are on fire, I can buy that...
Vina Sitha |
A fire elemental cannot enter water or any other nonflammable liquid. A body of water is an impassible barrier unless the fire elemental can step or jump over it or the water is covered with a flammable material (such as a layer of oil).
GM Emmjay |
PRD wrote:A fire elemental cannot enter water or any other nonflammable liquid. A body of water is an impassible barrier unless the fire elemental can step or jump over it or the water is covered with a flammable material (such as a layer of oil).
Nope. 2 gallons of water on 25 square feet (5x5) isn't going to stop anything. Sorry.
Vina Sitha |
Well... it was a thought... I like your stop drop and roll area idea though! I will add an additional round or two for good measure... like 6 gallons total I think.
GM Emmjay |
Well... it was a thought... I like your stop drop and roll area idea though! I will add an additional round or two for good measure... like 6 gallons total I think.
Yah, I even asked the forums and the first response (and as of this posting only) agreed with me. Not enough water at level 1. Now, at level 4-5, sure you could do it. But again, at best it would need a simple jump to get across......
GM Emmjay |
Well... it was a thought... I like your stop drop and roll area idea though! I will add an additional round or two for good measure... like 6 gallons total I think.
Ok. I'll just make it a full round action then to stop, drop, and roll to put the fire out, if you are set on fire, instead of just a +4 to a die roll.
GM Emmjay |
Artic Fox moves forward and prepares herself for combat in case the Elemental gets close.
Vina and Lakadee move to an unassuming corner and Vina beings to create a muddy mess.
Bold is ready to act.
Struggler
Elemental
Rokhan
Raul
Maudi
Garrapata
Vulka
Eroil
El Garrapata |
Garrapata moves up to the front to keep the others safe. He readies a solid punch if the elemental gets close enough!
Rokhan Kruhl |
"That looks tougher to squash." Rokhan laughs as he moves in to cover the other side tunnel in case it moves around.
Orc Skull Ram: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21
Damage: 1d10 + 6 ⇒ (8) + 6 = 14