In your first mission as a Pathfinder agent, the head of the Grand Lodge sends you on a number of missions throughout the metropolis of Absalom, pitting you against traps,thieves, and even an unruly devil, all in the pursuit of knowledge.
HP:38/38 || AC: 21, touch: 13, flat-footed: 18 || Fort: +6, Ref: +5, Will: +7; +4 vs. spell-like and SN Fey abilities/effects that work on plants. Init: +3/Perception: +14/16 vs traps and secret doors
HP:38/38 || AC: 21, touch: 13, flat-footed: 18 || Fort: +6, Ref: +5, Will: +7; +4 vs. spell-like and SN Fey abilities/effects that work on plants. Init: +3/Perception: +14/16 vs traps and secret doors
Vermin makes a final search of the room and prepares to move on.
You can now search area 9 and 10. Area 9 I already gave you the treasure, but when you go to area 10:
Three rounded alcoves in this chamber contain the rotting remains of scroll shelves, honeycombing from floor to ceiling. Scattered amid the compromised shelving are damaged scrolls, and a number of still-sealed scroll tubes. A glimmering trickle of water seeps down the northwest corner of the room.
Amid all these scrolls, about a dozen are Kelish trade agreements that look like what you are looking for.
Kelish:
They detail pacts that Satrap Taliq Asad made with pirates, mercenary groups, petty lords, and even a few nations scattered about the Inner Sea region. One arrangement contains a personal note addressed to the Satrap, congratulating him on gaining the Li family's katana.
Fung feels around for the nearest person, and puts his hand on that person's shoulder. (Probably Harper) If you'll help a poor old blind man...^_^
EDIT: When on the move, Fung will find someone and just follow with hand on shoulder. When exploring a room, he will lean against one wall and listen to the goings on...
AC19/Touch15/Flatfoot15(19)/CMD 13||HP 11/[11]|Init +6|Fort:+3 ;Ref:+7 ;Wil+3|Percept +6/Sense Motive +4 Male Halfling / Dawnflower Dervish Bard of Sarenrae/1
Since I do not think the past few rooms have taken 10 minutes of time, I read the agreements to the group. (See the above spoilers) I also take notes in common so I know which scrolls are which.
Can someone use their skills in healing to see how long the blindness lasts? I would be fine waiting it out so our friends can see.
We will say Griff takes 10 on a heal check and lets you know that it should wear off in an hour. You all can just sit in this room for a bit until it wears off.
HP:38/38 || AC: 21, touch: 13, flat-footed: 18 || Fort: +6, Ref: +5, Will: +7; +4 vs. spell-like and SN Fey abilities/effects that work on plants. Init: +3/Perception: +14/16 vs traps and secret doors
Vermin is good with waiting. Not reasonable to proceed until everyone can see.
Male Human AC14/Touch11/Flatfoot13/CMD 14 || HP 14 || Init +5 || Perception +0; Sense Motive +5 || Fort:+4; Ref:+1; Will+2
Xavier remains silent about his background, choosing instead to brood over his rashness in the last battle. I didn't come here to get myself killed. I must show more care in the future.
Griff will listen rather intently to Fung's stories, not commenting but surely paying attention. When everyone can see again, he is ready to move along.
Looks like we are moving on towards the back well... New map up!
This long, narrow room is choked with webbing. Within the webs are a number of what appear to be small, dead humanoids with dark, scaled skin, each wrapped in a cocoon of sticky webbing.
The shaded squares in the room are full of webbing and will requite a STR check to walk through
HP:38/38 || AC: 21, touch: 13, flat-footed: 18 || Fort: +6, Ref: +5, Will: +7; +4 vs. spell-like and SN Fey abilities/effects that work on plants. Init: +3/Perception: +14/16 vs traps and secret doors
Vermin is in the back. I do not think he can get to the creature. So he will move 30' into the room and ready to attack if the spider comes within range.
HP:38/38 || AC: 21, touch: 13, flat-footed: 18 || Fort: +6, Ref: +5, Will: +7; +4 vs. spell-like and SN Fey abilities/effects that work on plants. Init: +3/Perception: +14/16 vs traps and secret doors
I think the mechanics require a roll of a natural 20 or better, but I will try, offering food. Maybe the creature is currently indifferent and not hostile.
Vermin moves up, offering the spider something tasty.