Kenji Nishida |
dot
Vargo Starling |
..
K'Kei Hikaru |
=^.^=
GM chadius |
It has been weeks since the siege of Nerosyan, when demonic hordes from the Abyss surged forth from the region known as the Worldwound to assault the capital city of the crusader nation of Mendev. Brave Pathfinders stood side-by-side with the city’s defenders, managing to push back the attackers and ensure Nerosyan did not fall to the demons.
Venture-Captain Jorsal, the Society’s principle representative in Nerosyan, took charge of the Pathfinder defenders and since the siege has deployed numerous groups on missions throughout the region. Having left Nerosyan to survey the devastation of Kenabres, which fell to the demonic offensive— Jorsal ensured some of his agents remained behind in Nerosyan to guard the Starrise Spire, the local lodge. Earlier this morning a messenger arrived with a sealed letter from Jorsal, signaling that more work remains to be done.
I trust this letter reaches you without incident. I remain in Kenabres, assessing the damage dealt by the demonic offensive that struck all along Mendev’s western border. Although the city is devastated, the fiends lost momentum and failed to maintain their advantage, and several particularly brave crusaders have rallied the scattered forces for a counterattack.
Since the siege of Nerosyan, I have mulled over a most troubling discovery. I received reports from Pathfinders involved in the siege implicating Thurl, Nerosyan’s other venture-captain, of knowing that the demons would attack and when. What little evidence I have goes so far as to suggest that Thurl assisted the demons in planning the assault against us.
Following the attack, I sent several Pathfinders to investigate Thurl’s lodge, and though the ground floor was bare of any further incriminating evidence, the lower level were inaccessible. Thurl left many magical wards to keep out intruders, and until we could investigate further and confirm whether or not my dwarven colleague had engaged in dire mischief, the Decemvirate has ordered that I not publicize my suspicions. I received word only an hour ago that those wards appear to have faded.
I have kept you at Starrise Spire not for mundane guard duty but because I can trust you to finish the investigation of Thurl’s lodge. Go there, enter its basement, and find what evidence you can that implicates Thurl in activities against the Society. Once you have explored his lodge thoroughly, report back to Starrise Spire and await my return.
The Pathfinder Society must know for certain whether Thurl has betrayed us and to what extent our trek to Jormurdun— to say nothing of the Mendevian Crusade— has been compromised. Our efforts shall mean nothing if sabotaged by a traitor, and the sooner we know, the less damage he can inflict.
Inheritor guide your hand,
- Venture-Captain Jorsal of Lauterbury
GM chadius |
You make make Diplomacy or Knowledge(local) checks here to gather information about the Pathfinder Society's recent activities in Nerosyan and rumors about the city’s venture-captains.
If your PC completed Pathfinder Society Special: Siege of the Diamond City, you can read the DC 30 spoiler.
Fuzzfoot Hogan |
Knowledge, local: 1d20 + 8 + 1d6 ⇒ (8) + 8 + (5) = 21
"Ok, another basement investigation. These ALWAYS work out well." Fuzzfoot rolls his eyes.
"Even if Thurl is on the up-and-up, I hear you are lucky if you escape his company alive. Many that work for him do not survive the experience."
K'Kei Hikaru |
"He doesn't sound like a very pleasant fellow to work for then, I'll keep that in mind... Shall we go then? Sounds like fun." His expression belies that last statement though.
Bernard Zeppel |
Diplomacy, Gather information: 1d20 + 6 ⇒ (11) + 6 = 17
Well, perhaps we should be careful and buy some cold iron for our warriory types if we are headed into demon occupied territory. It sounds like a pair of rival lodges are at work here. The little halfling pets his pet Bat, Scarecrow as the group travels, the Bat flies directly above Bernard, the little halfling occasionally fishing up some berries for his partner.
Nijena Tajar |
Diplomacy: 1d20 + 9 ⇒ (3) + 9 = 12
Nijena asks around to see if somebody's willing to share information about the Society's recent activities and rumors in the area, but it seems the remains of the lunch's dip in her face makes people look away.
GM chadius |
You reach Thurl's lodge. A single door provides ingress to this building you notice a blacksmith and a local brewery flanking the lodge.
Four other Pathfinders have just finished loading the last of the library's books onto a cart. "Yuck, demons! I'm happy I didn't have to go to the Worldwound..." A human shakes her head.
"The Worldwound is pretty nasty. Thurl enjoyed dispatching agents out there. I've been there, not very fun without support..." The tiefling shakes her tail, subconsciously.
An elven man turns to you as you approach. "We haven't been able to enter the basement, there's some kind of protective ward." He shakes his head, disappointed in his abilities. "But it's fading now. Maybe soon it will break."
The last Pathfinder, a female gnome clad in black walks up to the party, presenting a box. "Venture-Captain Jorsal told us to hand this to ya. You're exploring the basement, right? Take it."
- potion of cure moderate wounds
- a scroll of perceive cues
- an elixir of vision
- a vial of antitoxin
The Pathfinders leave you to your business, carting off the books. The only other thing of interest on the first floor is a heavy iron door that leads to the basement. It is undecorated and unlocked, although the Pathfinder inspectors note it was lined with Abyssal runes.
Fuzzfoot Hogan |
Fuzzfoot looks in the box. "Thanks. Hopefully we won't need these items, but better to have them."
After that, he takes a look at the runes on the floor. "Anyone speak Abyssal? I studied Infernal...."
Knowledge, planes: 1d20 + 8 + 1d6 ⇒ (1) + 8 + (1) = 10
Linguistics: 1d20 + 8 + 1d6 ⇒ (4) + 8 + (2) = 14
Well, at least I got those rolls out of the way...:)
Bernard Zeppel |
Bernard looks at the door and shrugs as he feeds a berry to his oversized bat friend "Me an' Scarecrow don't usually do the whole demon-fighting portion of being a cleric, ain't that right boy? But, I will give the blessing of Gozreh to anyone who wants to give it a look."
Offering to cast guidance on anyone who wants to inspect the door
Fuzzfoot Hogan |
"Look how good I am! Open and ready to explore."
Then he whistles quietly as he nervously looks inside.
Perception: 1d20 + 13 ⇒ (9) + 13 = 22
Ryskovich |
Forgot about this lol...the special ate so much of my concentration lol
gather info: 1d20 + 5 ⇒ (12) + 5 = 17
Hopefully he won't get in our way
Ryskovich looks at his cold iron falcata, and smiles at Bernard.
I have fought demons once or twice. I am prepared for them
Ryskovich looks at the door, and is relieved when nothing blows up in their face when they open it.
So, who will be taking point?
He readies his cold iron falcata, and readies his buckler[/b]
GM chadius |
A long set of dusty wooden stairs leads down into an equally untidy archive of tall shelves populated by crates, bins, and tomes. A handful of folios lay scattered about the room, concentrated most heavily near a large table that stands only about two feet tall.
The books here are mostly unfinished, written in a dozen different languages, mostly Common and Abyssal.
If you take 10 minutes to search and make a DC 20 Appraise, Knowledge (arcana or planes), Linguistics, or Perception check, or an appropriate Profession check, read the spoiler below.
This side of the door has the same stone pattern of the wall and ceiling. If the door were closed, it would be very difficult to notice the hinges.
1d20 + 8 ⇒ (20) + 8 = 28
Fuzzfoot Hogan |
Fuzzfoot, enjoying a good book, pours over the texts.
Linguistics: 1d20 + 8 + 1d6 ⇒ (5) + 8 + (4) = 17
Not finding much of interest, he turns back to the door.
Perception: 1d20 + 13 ⇒ (12) + 13 = 25
Perception: 1d20 + 13 ⇒ (11) + 13 = 24
"Hey, look at this - another door. It looks like it is WHOA! Who are you?"
The halfling is looking at an odd-looking creature that just entered the room. It looks like a patchwork of patchwork of cream, red, and purple skin with asymmetrical horns and mismatched legs. She stares at him and then stands tall. "Who are you?" she asks.
"I asked you first! Well, no matter - Hogan's the name. Friends call me Fuzzfoot. We are hear to take a look at the basement, if you please. Are you here for the same?"
K'Kei Hikaru |
perc: 1d20 + 8 ⇒ (3) + 8 = 11
Hikaru notes nothing of great import until Fuzzfoot exclaims the presence of a new entity. "What? Hello?" He puts his hand on the hilt of his weapon, but declines to draw it, not knowing if the odd creature is friend or foe yet.
Shonne |
Forgot about this lol...the special ate so much of my concentration lol
Ditto and I paralyze Chadius like all the time.
knowledge (local): 1d20 + 7 ⇒ (16) + 7 = 23
Shonne looks over the contents of the box with detect magic If the items are not already pre-ID'd she takes a minute to do so.
perception: 1d20 + 8 ⇒ (2) + 8 = 10
perception: 1d20 + 8 ⇒ (7) + 8 = 15
"...." Shonne says upon arriving. She stands a bit over six-foot and is dressed in gold and silver garb usually reserved for elven rangers.
GM chadius |
The creature's voice wavers between that of a female elf, a quiet whisper of subtle insults, and a LOUD BOMBASTIC VOICE.
"WELL MET, HOGAN!" The woman's voice booms briefly before returning to normal. "I am Valais Durant, Venture-Captain of this lodge. You are all loyal, yes? Then LISTEN UP!"
"The traitor Thurl built a hidden workplace past this room, and that’s where he performed his most vile experiments. If the Society is to understand just how FOOLISH he is, someone must uncover his terrible schemes. That’s where you come in, Pathfinders. There is a hidden door against that wall." She waves a crimson claw toward the reading table. "Beyond you shall find his lair. ANY QUESTIONS?"
Shonne |
sense motive (hunch): 1d20 + 1 ⇒ (20) + 1 = 21
"...?"
Fuzzfoot Hogan |
"It sounds like you are having a HARD TIME CONTROLLING THE VOLUME OF YOUR VOICE!"
Fuzzfoot flashes a grin. "Sorry - seriously, we are happy to investigate here, and will do so. But is there anything we can do to help you out right now?"
Shonne |
"... There is a hidden door against that wall." She waves a crimson claw toward the reading table. "Beyond you shall find his lair. ANY QUESTIONS?"
"Traps?"
Shonne inspects the door (and indeed her surroundings) for magic via detect magic and looks at it, even though doors (unless you count outdoors) aren't really her thing.
perception: 1d20 + 8 ⇒ (4) + 8 = 12
GM chadius |
Assuming you are ready to head forward, Valais opens the eastern door.
This chamber stretches ahead and to either side as far as the eye can see. Wall segments stretch from floor to ceiling, as much resembling overgrown stalactites as architectural features, and chunks of shattered masonry and other rubble litter the otherwise even floor. Long since expired torches rest in sconces affixed intermittently to the walls.
You enter a large maze of tunnels and passages. With enough careful inspection, you notice faint chalkmarks etched on some of walls.
"I feel like I'm being watched, how about you?" Valais looks around, careful to not step on any debris on the floor.
1d20 + 12 ⇒ (5) + 12 = 17
K'Kei Hikaru |
perception, taking 10: 10 + 8 = 18
"Hey, what's that?" he asks pointing to the horn... he goes over to the wall to examine where it came from and find out what it is.
GM chadius |
"Did you see something?" Valais turns towards K'Kei with a look of fear. She soon corrects herself and puts on a brave face. "We must remain alert...Thurl's minions may be watching our every move."
Near the center of the maze stands a raised altar made of ivory-inlaid wood, its virtually pristine condition a sharp contrast to the shattered walls around it. At the center of the altar rests a statue of two figures locked in combat: a brass bull and an iron dwarf that grips the animal by a horn from over its shoulder while holding a warhammer aloft. Delicately incised words encircle the statue’s base, reading, "In my name is the strength of my history, my tradition, and my people. Speak your name into my ear, and I shall judge your worth."
This altar sits at the center of the maze and depicts the dwarf in control of the bull.
The bull is actually a gorgon.
The Dwarf is Torag, one of the dwarven gods.
On closer inspection, you see the drawf is actually off balance and that the bull is poised to strike.
If you carefully inspect the altar...
You spot a faint shimmer of an inverted pentagram on the bull’s brow.
If you make the Perception check, make a single Knowledge(religion) check.
You recognize it as the unholy symbol of Asmodeus.
This is a symbol of Baphomet, the demon lord of beasts, labyrinths, and minotaurs.
K'Kei Hikaru |
know religion dc 15: 1d20 + 3 ⇒ (16) + 3 = 19
perc dc 20: 1d20 + 8 ⇒ (7) + 8 = 15
perc dc 25: 1d20 + 8 ⇒ (8) + 8 = 16
"I think that's Torag, a dwarven deity. And I was sure I saw something here... horn coming out of the wall, but it's gone now... You are right, we are probably being watched!"
Fuzzfoot Hogan |
Knowledge, arcana: 1d20 + 8 + 1d6 ⇒ (15) + 8 + (2) = 25
Knowledge, religion: 1d20 + 8 + 1d6 ⇒ (18) + 8 + (3) = 29
Perception: 1d20 + 13 ⇒ (18) + 13 = 31
Knowledge, religion: 1d20 + 8 + 1d6 ⇒ (15) + 8 + (6) = 29
"Right you are, Kay-kay. That bull thing is also interesting - called a gorgon. I think they spew poison gas or something like that. Anyway, at first glance, it looks like Torag is olding his own, but if you notice the back leg and the look in his eyes, he is off balance - and getting ready to get hit hard! Boy, I love the detail in this thing - very lifelike."
Looking closer at the gorgon, Fuzzfoot muses, "hmm. Now this is interesting. Look at this inverted pentagram on his forehead. That is the unholy symbol of Baphomet, the demon lord of beasts, labyrinths, and minotaurs - Asmodeus approved. I think the rumors about demons here could be true..."
Yah, Fuzzfoot's a know-it-all...
K'Kei Hikaru |
is the inscription on the statue in dwarven or common? just curious
Shonne |
Shonne nods and draws the spear from it's harness.
GM chadius |
@K'Kei: It's written in common.
Fuzzfoot takes a very careful look at the statue...
Fuzzfoot Hogan |
Perception: 1d20 + 14 ⇒ (16) + 14 = 30
Disable Device: 1d20 + 8 ⇒ (8) + 8 = 16
"Hold on... what's this? A trap! Looks like a gas trap of some sort... probably poison, given the gorgon statue. Let's see, if I just snip this wire, then ... OOPS! EVERYONE HOLD YOUR BREATH! Oh, wait - no, it's ok. I got it."
GM chadius |
Fuzzfoot carefully disables the gas release. As the gas is blocked, he hears an audible click at the base of the statue. It slides across, revealing a spiral stairwell into darkness.
"EXCELLENT! Incredible work, Pathfinder. Let's us leave these twisted passeges and investigate." Valais seems quite proud, but hesitant about entering the lab.
If you're going downstairs, it is pitch dark. You'll need darkvision or some kind of light source.
Shonne |
Shonne produces a fully lit everburning torch from her pack.
If anyone has a free hand she hands it them.
K'Kei Hikaru |
Hikaru smiles at the production of light. "We're gonna need that.. I see well with only a little light, but not in total darkness. I'd prefer if someone else could carry it but if no one can for some reason, I guess I will... " he adds in a whisper after "Gonna have to get me one of those wayfinders."
Shonne |
It's not a huge problem, but if Shonne needs to use her bow, swing two-handed, or cast a spell she usually just drops the torch.
Fuzzfoot Hogan |
Fuzzfoot holds a flask in one hand, and takes a torch in the other. "In case of emergency," he says with a grin, and then leads the way carefully.
Perception: 1d20 + 13 ⇒ (17) + 13 = 30 +1 for traps
GM chadius |
This floor is huge. On the map, I've made the overall map as the second slide. The first slide is zoomed in on the current room you are in.
A cage-like spiral staircase of rusting wrought iron descends along one wall of this room. Dim but vibrant green light pulses from two large glass vats that stand from oor to ceiling in the far corners. Powdery rust coats much of the oor, though several lines of footprints crisscross the room. Metal doors lead to the east and west.
The room itself is messy, full of rotting flesh and gore. The organic matter here and elsewhere in the facility sustains a thriving population of mites, beetles, and other harmless arthropods that scatter from you as you approach.
You notice two vats, large enough to fit a medium creature. Both are covered in dust, although if you look close enough you can see a scaled hand and an ophidian eye looking in your direction.
Valais seems to be in a state of shock. Mumbling with various voices, Valais does not seem comfortable here.
A Diplomacy check, DC 15 will get her to open up a bit.
Fuzzfoot Hogan |
Fuzzfoot is shocked by the sight, but notices Valais and starts to comfort her. Apparently, this is not really his forte, though.
Diplomacy: 1d20 + 5 ⇒ (3) + 5 = 8
"At least is wasn't us, eh?"
K'Kei Hikaru |
"Amazingly distressing... this place looks like some kind of madman's laboratory. Leave it to the Society to discover and root out such evils of course!"
diplo untrained dc 15: 1d20 + 2 ⇒ (16) + 2 = 18
Ryskovich |
Ryskovich coughs a bit at the smell that wafts towards his nostrils. He takes a closer look at the vat nearest him.
Hmm, this is madness and needs to be stopped. His experiments are barbaric. The hand and eye looking at me, should we try to help it, or will it be hostile towards us?