GM Brawn Bear's "The Confirmation"

Game Master Brawn Bear

The Confirmation Maps and Handouts


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Liberty's Edge

Al'tair moves along to the last clear mural and stands there pondering it.
linguistics: 1d20 + 6 ⇒ (5) + 6 = 11


While Al'tair and Daratas aren't able to make any sense of the murals, the pieces fit perfectly for Archibald. The images depict scenes from The History and Future of Humanity. The carvings focus on parables that feature Aroden’s 12 guises, meant to illustrate his hopes for humanity: the artist, beggar, craftsman, farmer, fisherman, hunter, merchant, scholar, shepherd, soldier, tailor, and thief.

Archibald's years of studying literature allow him to decipher 3 of the 4 legible murals as the Hunter, the Soldier, and the Shepard.

Ving Linguistics: 1d20 + 10 ⇒ (19) + 10 = 29

Ving can read the murals as naturally as any other writing, and easily deciphers the remaining mural to be the Fisherman.

The images depicted here are slightly different than the published versions of The History and Future of Humanity suggesting this might be an earlier version of the work.

The Fisherman is depicted hauling in an enormous catch of small fish to take back to Absalom, illustrating Aroden’s declaration that a great host of creatures could accomplish a great task, whether that be taming the wilds or feeding a nation.

The Hunter is depicted slaying a giant serpentine creature and then parading a trophy through the city streets—a sign to all humanity that the wilds are safe to inhabit once the monsters are slain.

The Shepherd is depicted herding animals out of a crowded city to the pastures beyond, just as Aroden blessed leaders with the foresight to direct people to the tasks and places that best suit them.

The Soldier is depicted bearing a lantern through the streets of a city, following the dead god’s prophecy that the vigilant shall carry light to the darkest corners of the world to banish the shadows.

Liberty's Edge

Being thoroughly stumped Al'tair abandons his musing over the mural and steps back into the center of he room. He seems about to suggest moving onward when the blue-flamed torches catch his eye. This cave has been abandoned too long for those to be naturally occuring. Perhaps magic..? he wonders. Closing his eyes he quietly focuses in the middle of the cavern to sense magic from the torches and perhaps gain a clue as to who lit them.

Grand Lodge

Archibald attempts to grab one of the magically lit torches.


Altair:

You detect that the torches are magical. From your years of study you recognize them as Everburning Torches. You also detect magic emanating from the murals and from the cave itself. Like a remnant of magic, as if the entire cavern was a wand with a single charge left.

Archibald grabs one of the torches.

I'm going to assume the party decides to travel deeper into the caves, as all that was in here were murals and the exit on the far side of the tunnel.

When you step through the connecting the tunnel, the soft light of the surrounding fungus mixes with the flickering glow of the nearby torches to reveal a grand chamber. A large pool of water along the chamber’s southern edge reflects the blue and green radiance to illuminate the massive stalactites that cling to the ceiling overhead. Two other tunnels branch off from this area, leading to the east and west. Rising up from the pool is a column of rock with steeply sloped sides and a flat top, as if someone had sawn off the top of a massive stalagmite. A miniature city carved from this same stone occupies nearly the entire surface. Tiny trinkets such as ancient coins, polished semiprecious stones, and ornately braided loops of string are scattered throughout the diorama, and pale cave frogs clamber atop it. The smooth cavern floor is covered in gravel and pebbles along the edge of the pool, and several foot-long centipedes prowl among the gravel in their search for prey.

The city appears to be an intricately detailed model of Absalom, easily identifiable by its Starstone Cathedral. It seems to be an altar of some sort, and it looks as if parts the model city are being used as setpieces for rituals. Along the city's edges most of the images are scrubbed away, but runic depictions of a Fisherman, Soldier, Hunter, and Shepard remain. They lie with a faint glow.

The Exchange

So should we split or should we go together
Ving starts to stuff his pockets with the ancient coins.

Liberty's Edge

Let's see what this thing is about, first. Al'tair says and approaches the pool. He admires the monolith for a time. This couldn't have been easy to make.. before closing his eyes and once more extending his senses to check the magic around him.


Al'tair:

You detect magic from the diorama. It seems to be holding magic waiting to be released, similar to a scroll or wand. The magic is archaic and hard to read, so it might be more complex to activate than a simple wand.

Liberty's Edge

With his eyes still closed Al'tair attempts to tap into archaic magic.

spellcraft: 1d20 + 6 ⇒ (6) + 6 = 12

Grand Lodge

Archibald attempts to tap into the more civilized magic with a wink. And waves his newly acquired torch over several items and the location on the location miniature town where the soldier would be leading people in the murals.


When the light illuminates the carved street of the diorama, the runic depiction of the Soldier begins to glow.

Until the end of the scenario, each PC gains a +1 insight bonus to AC if they have taken damage since the start of her last turn.

Liberty's Edge

Well that's nifty... he chuckles and grabs another torch. Wading out into the pool himself he waves his own torch over the depiction of the farmer experimentally.


The only legible murals were Fisherman, Hunter, Soldier, and Shepard. The other images were barely even visible, and it's only through context clues that Archibald and Ving recognized what the others were.

The room your in doesn't have any murals, just the diorama of Absalom, and the 4 runes of the Fisherman, Hunter, Soldier, and Shepard surrounding said diorama. The Soldier is now glowing, as Archibald completed the Soldier Ritual.

The Exchange

Daratas wonders around the cavern. He admires the work of the city. 'I wonder how much this would go for? Assumming you had the means to remove such an artifact."

He begins to scribble in his notebook, after he fills the pen up this time. He marks notes about the find, and the strange mOSS of the cavern. Getting close to the edge of the pool, he fails to notice the long centipedes crawling around. As one crawls across his foot he becomes startled, jumping back and reflexively send a blast at the creature.

Air Blast Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d6 + 5 ⇒ (4) + 5 = 9


The insect shatters, sending bits of minute viscera and shattered chitin across the rocky stone floor. Besides the few insects scurrying away from their now dead companion, the cave doesn't change.

The Exchange

"Well I don't think I can use this to parade down the miniature street like the Hunter." Daratas frowns at the shattered corpse. He attempts to pick up a larger piece of the remains and set in the street of the miniature.

What sort of check do you make for fishing? Maybe there's a fish in the pool to fufill the fisherman?

Liberty's Edge

Looks at the diorama again thoughtfully. Maybe a position of leadership for the shepard? he wonders aloud. He adjusts his gear and starts to climb the diorama. climb: 1d20 ⇒ 19


When Daratas moves the creature through the streets, mimicking when The Hunter walked the serpentine corpse through the streets, the rune of the Hunter begins to glow and the party feels of feeling of warmth, like a bit of benevolent magic is washing over them.

Until the end of the scenario, all PCs gain a +1 Dodge bonus to AC against charge attacks.

Fishing would be either a DC 15 Survival Check or an Unarmed Attack roll vs AC 15 to catch by hand.

The diorama is about 1.5 meters across, so large enough to stand in but not large enough to have to climb.

When Al'tair stands amidst the carved buildings, nothing seems to happen. The pale cave frogs crawl over his boots as he walks across the little trinkets that decorate the miniature city's streets.


"I have gear to fish, but I will be honest...I'm no good at it. Would anyone care to give it a go? Daratas announces to the group, offering up his line and hook.

Grand Lodge

I well give it a try

Grand Lodge

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HP: 18 | Fort: 6 Ref 3 Wil: -1 | CMD: 14 | Perception -1, Sense Motive -1

Grennex looks around as the magic of the diorama washes over him, "Maybe splash water on it?.

"C-c-c-c-c-corban, My man, I don't have any fire. I-I-I-I-I mean I don't have any matches. Does anyone have any matches? I don't have any matches! I stopped smoking! If I had knew. Father do you smoke?


Survival: 1d20 + 4 ⇒ (16) + 4 = 20

Bob uses Daratas's offered gear and casts a line into the pool. It doesn't take long for a fish to bite and Bob reels the critter in with ease.


Grennex Verthun wrote:

Grennex looks around as the magic of the diorama washes over him, "Maybe splash water on it?.

"C-c-c-c-c-corban, My man, I don't have any fire. I-I-I-I-I mean I don't have any matches. Does anyone have any matches? I don't have any matches! I stopped smoking! If I had knew. Father do you smoke?

Too freaking funny!

Grand Lodge

I have flint and stil in my bag and some torches. Us those and some oil as well done


"Well caught my friend." Daratas says to Bob. He helps take the fish off the hook and retrieve his gear. Walking over to the small Absalom, he places the fish inside. 'Hopefully one will suffice.'

Turning back to the group he asks, "Does anyone have an idea for the Shepard?"

Grand Lodge

Wool sheep wool maybe for Shepherd? Perhaps

Liberty's Edge

Al'tair looks down at the unaffected diorama disappointed. That's when the little cave frogs catch his eye. With a furrowed brow he kneels down and waves his torch about, using it's light and heat in an attempt to encourage the little creatures off the diorama.


When Daratas drops the fish in the city, the rune of the Fisherman begins glow, releasing the same sensation of magic.

Each PC can take +2 on a single Combat Maneuver Check made before the end of the Scenario.

When Al'tair shepards the frogs out of the city, the rune of the Shepard glows as well.

Each PC can take +2 on a single Aid Another Check made before the end of the Scenario.

When the final rune glows, the entire diorama lights up like a city aglow with lanterns and lights shining through windows. As soon as it comes however, the lights flash out, and all of the diorama, including the runes, lie as nothing more than carved stone. No magic can be detected from the cave, though you still feel it inside.

Grand Lodge

Well done everyone!

The Exchange

Daratas smiles happily, the winds around him dance in a flurry to match his excitement. [B"Well done indeed team!"[/b]

Picking up his journal, he spends a moment making notes of the rituals. When finished he looks up the group. "This room would probably be enough reason for the myserious gillmen to venture in here, but who knows what other mysteries might be found. Shall we venture further into the darkness?"

Liberty's Edge

Al'tair looks down with a triumphant smile and plants his hands on his hips. As the magic goes out of the cave he nods. "Well done gentlemen. Indeed, we should carry on now to our mission's end The question is.. which way?" He looks down the tunnels leading east and west. "Flip a coin?" he asks, then does so. Evens for heads/west and odd for tails/east

coin flip: 1d6 ⇒ 4

"Looks like west it is! Unless someone has some better insights on dungeons and caves."

Grand Lodge

West it is. Mr. Gulman Shan't wait another minute. I must show him my new cloak.

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