Calypso Nyx |
Calypso does a finger wave at Janira, having just completed her Confirmation.
"Indeed, I did learn a thing or three from this halfling! I wish I could always have her with us! I would keep her in my hair next to my familiar, Fiddler!"
Zoë Saugin |
Zoë makes a point of ignoring Calypso's comment, and goes back to her conversation with the historian.
"So you said you were researching previous attempts at the Test of the Starstone? "
knowledge:history: 1d20 + 9 ⇒ (13) + 9 = 22
She lists off several failed attempts that she knows about from her lessons and asks what he knows about others, and if he has any additional information.
GM Turmoil |
"Indeed, I did learn a thing or three from this halfling! I wish I could always have her with us! I would keep her in my hair next to my familiar, Fiddler!"
Janira's mood changes and she perks up at the site of Calypso, "Oh you are too kind! It's always exciting seeing a member I once trained, go on to do great things for the Society. I've seen her first hand and know she will aid you today." as she pokes the Elven hunter in the shoulder before turning to the witch again. "Come and see me if you need any help in the future!"
Zoe, Torrel, and Yargos continue to discuss previous attempts at the Test of the Starstone and debate whether or not Sir Reinhart of Kenabres really has a shot. "Well I have enjoyed our little history chat but I must be going for now, I have to meet a friend to exchange some notes. If you need assistance or wish to debate more, feel free to seek me out." As he is packing his tome into his sacthel, a a frazzle-haired woman hurries into the Wisp, throwing on an apron as she goes.
"Ooh! There's my replacement!" says Heryn. "I'll take you downstairs now."
Leading the company down the stairs, Heryn warns of a treacherous 'bridge' down below. "Watch out on the little makeshift bridge there... I keep meaning to replace it with something permanent. That great crack in the basement opened with that big quake twenty years ago..."
At the bottom of the stairs is a tightly packed stone storeroom, with barrels, boxes, and crates of various foodstuffs and assorted drinks garnishes pushed against the walls. Across a small, five-foot wide crevasse is a thin, rickety wooden plank leading to the wine cellar. Heryn squints and points to a shelf against the wall on the far side, where a fancy green bottle sits by itself. "Hmm, it's that one. Go ahead and grab it. I need to restock a few supplies in the kitchen."
GM Turmoil |
1d2 ⇒ 2
1d2 ⇒ 1
Zeldana carefully crosses the plank and makes it to the other side but as Tirrem crosses, the old board gives out. He tries to jump off, but can't quite make the ledge and falls ten feet to solid rock below. He lands with a sickening crunch and a cracked rib.
Reflex: 1d20 + 3 ⇒ (4) + 3 = 7
Damage: 1d6 ⇒ 5
"Oh dear!" Heryn cries, "Now I really need to get that fixed! Are you alright?!"
Zoë Saugin |
"It's not that far down. I can do this", Zoë declares determinedly.
With that, she sits down on the edge of the crack. Looking down at it, she stops to think for a moment, pulls out a wand, and taps herself with it, before putting the wand away.
Mage Armor, in case there's anything dangerous down in the crack.
She pulls Aleph out of her backpack, leaves him up top, and lowers herself down over the edge. She hangs from the edge of the crack, then drops down to join Tirrem as carefully as she can.
Take 10 acrobatics is 12, or use this roll if I can't take 10:
acrobatics: 1d20 + 2 ⇒ (9) + 2 = 11
Once down, she pulls out another wand, and taps Tirrem with it.
Cure Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2
Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7
"Now, can the rest of you lower a rope, to help us get back up?"
Torrel the Sacred Exorcist |
Ill hold back, not seeing a reason for everyone to go down just to fetch a single bottle.
-Posted with Wayfinder
Vulen |
Vulen looks around for any sign of an easy way up
perception: 1d20 + 7 ⇒ (4) + 7 = 11
-Posted with Wayfinder
GM Turmoil |
Zoe eases herself down the large crack to tend to Tirrem's wounds. Tirrem then ties off the hook onto the end of the rope and tosses it up the ledge so Zeldana can secure it. With the help of the rope, the witch and the hunter easily make it up the cracked stone wall, and Tirrem goes to retrieve the bottle.
Or he would, except it doesn't come off the dusty shelf. Instead, there's a light *click* and the whole shelf slides away to reveal a dimly lit stone passageway. Ahead, a sturdy silver chain jutting from the ceiling ends in a glowing orb that radiates yellow light across a rectangular room. A simple desk of polished wood, stacked with documents and scattered notes, shelters a pair of wooden chests against the south wall. A series of wide cracks along the eastern and western walls lead to exposed caverns deeper below Absalom.
1d6 ⇒ 6
Calypso Nyx |
Calypso cackles madly for a moment as she sees the secret door open.
"I knew it! I knew it!" she exclaims as she peers into the dark passage.
She takes her wand of mage armor and activates it. Her hair writhes in anticipation as her crab clacks its pincers.
[perception]1d20+3[/dice]
Vulen |
Vulen will swift action to give his tiger bonus to climb then him and tiger will climb out the other side. Vulen will then swift action to add str back to tiger
-Posted with Wayfinder
Tirrem Kart |
Tirrem freezes as the secret door opens. He turns to his fellows and says I don't think that was the right bottle, incredulous that he wasn't sent to retrieve a bottle of wine after all.
He still readies his battleaxe nonetheless.
GM Turmoil |
"What's back there?" she asks Heryn.
With her arms full of food goods to bring up to the kitchen, she gives Zoe a knowing smirk "I just work here, you'd have to ask Mr Dreng."
I assume you will explore the hidden room. Could I please get a standard marching order? You can place yourselves on the map as you wish.
Zoë Saugin |
Moved Zoë back a little on the map. She shouldn't be near the front of any marching order. Probably not all the way in back, either, in case of ambush from behind, but second to last would suit her well.
Despite her obvious curiosity, Zoë waits for the others to come forward and explore the area before going in. While she waits, she activates the light spell on her Wayfinder, in case the lighting in there isn't sufficient.
Torrel the Sacred Exorcist |
"What's back there?"
Suddenly alert that this is not a simple walk-down-the-stair-pick-up-the-bottle-walk-up-the-stairs mission, the priest will make his way down to join the others an see what the fuss is all about.
GM Turmoil |
As Vulen and Tirrem start to explore the hidden room, they hear scurrying noises, getting progressively louder, coming from the cave entrances to their left. From the crevices appear two creatures, hideously malformed, hairless, pustule-covered corpses. They sniff the air and snarl at Vulen, not unlike rabid dogs.
Vulen: 1d20 + 6 ⇒ (14) + 6 = 20
Calypso: 1d20 + 3 ⇒ (13) + 3 = 16
Zoe: 1d20 + 5 ⇒ (14) + 5 = 19
Torrel: 1d20 + 4 ⇒ (13) + 4 = 17
Zeldana: 1d20 + 6 ⇒ (4) + 6 = 10
Tirrem: 1d20 + 2 ⇒ (17) + 2 = 19
Undead: 1d20 + 1 ⇒ (13) + 1 = 14
ROUND 1
Vulen
Zoe
Tirrem
Torrel
Calypso
---------------------------------------------------
Red, Blue
---------------------------------------------------
Zeldana
Calypso Nyx |
Not liking her position to the rear, Calypso rushes past some of the others, her hair lashing out of its own accord.
She prepares to attack either of the dog creatures that comes next to her.
Readied Hair attack plus grab: 1d20 + 3 ⇒ (1) + 3 = 41d4 + 4 ⇒ (4) + 4 = 8 If hits, free grapple attempt that does not provoke AoO or leave me with grappled condition
grapple attempt: 1d20 + 7 ⇒ (11) + 7 = 18
Not gonna do it.
Torrel the Sacred Exorcist |
Know Religion: 1d20 + 6 ⇒ (6) + 6 = 12
"Festrogs! Undead! Be weary, they can run on all fours like a beast, and trip like a wolf."
Runing into the room, but avoiding becoming a target, Torrel calls on the sacred power that is his calling, and blasts both with a wave of pure life giving energies.
Channel Energy to Harm Undead, Will DC 18 Half): 1d6 ⇒ 2
Zeldana_ |
know religion: 1d20 + 8 ⇒ (3) + 8 = 11
Zeldana nods at Torrel as she moves into the perfect position next to Calypso and unleashes a color spray, with will of the dead on the two undead.
bypassing mindaffecting immunity
Will DC 15 Color Spray
Vulen |
"Getm Kon"
Vulen and Kon will 5ft up and atk
atk vulen: 1d20 + 4 ⇒ (3) + 4 = 7
dmg: 1d10 + 2 ⇒ (3) + 2 = 5
atk bite Kon: 1d20 + 3 ⇒ (16) + 3 = 19
dmg: 1d6 + 2 ⇒ (1) + 2 = 3
atk claw Kon: 1d20 + 3 ⇒ (12) + 3 = 15
dmg: 1d4 + 2 ⇒ (1) + 2 = 3
atk claw Kon: 1d20 + 3 ⇒ (9) + 3 = 12
dmg: 1d4 + 2 ⇒ (4) + 2 = 6
-Posted with Wayfinder
Zoë Saugin |
knowledge religion: 1d20 + 6 ⇒ (5) + 6 = 11
"Undead? What are they doing here?"
Zoë moves into the room, though cautiously stays behind the others. With a swift action, she activates a spring loaded wrist sheathe, causing a wand to appear in her hand. Waving the wand, she casts Bless on the party.
+1 morale bonus to hit and saves vs fear for everyone
GM Turmoil |
Vulen and his tiger move up to take on one of the undead beasts, and the tiger manages to get it's teeth and claws into it. As it bites down on the leg of the festrog, some of the pustules burst in it's mouth though! Need a Fort save for tiger
Zoe pulls out a want to get a little divine help from the gods. UMD roll? Or do you have Bless on your list somehow.
Tirrem is ready for action and rushes in with battleaxe ready and lodges it deep into the other festrog. It lets out a screech before it stops breathing all together. But the axe blade cuts right through a boil and it sprays the hunter on the face with pus. Need a Fort save for you as well
Will: 1d20 ⇒ 10
Sarenrae answers Torrel's call and damages the remaining creature with a blast of holy might.
Finally, Calypso moves into a position to use her writhing hair as a whip should anything endanger her.
The festrog in the tiger's jaws just manages to tear free, barely staying alive. It hungers for flesh and attacks the Vulen, being the closest. While it doesn't manage to get swallow flesh, it does scrape a claw through his leather tunic.
Bite: 1d20 + 4 ⇒ (12) + 4 = 161d6 + 3 ⇒ (2) + 3 = 5
Claw: 1d20 + 5 ⇒ (17) + 5 = 221d4 + 3 ⇒ (2) + 3 = 5
Claw: 1d20 + 5 ⇒ (1) + 5 = 61d4 + 3 ⇒ (1) + 3 = 4
ROUND 1
Vulen (-5, need Fort save for tiger)
Zoe
Tirrem (need Fort save)
Torrel
Calypso
---------------------------------------------------
Red, Blue (-8)
---------------------------------------------------
Zeldana
Zeldana, now that everyone has moved into position, I'm assuming you want to change your action. Others can go ahead as well, I'll place their actions after Zeldana changes hers.
Tirrem Kart |
Argh!, Tirrem screams as the pus hits him. Angry, he attacks the remaining creature.
Fort Save: 1d20 + 4 ⇒ (5) + 4 = 9
Attack: 1d20 + 6 ⇒ (11) + 6 = 17
Dmg: 1d8 + 6 ⇒ (6) + 6 = 12
Not sure if cover applies
Zoë Saugin |
I have the Ancestors patron, so I get Bless on my spell list.
"Sorry Zeldana, but Vulen needs the protection more right now."
With that, Zoë steps forward 5 feet and touches Vulen, causing a flash of magical energy. He feels safer, and Zeldana feels less so.
Ward hex: +2 deflection to AC, +2 resistance to saving throws. Can only affect one target as a time, so Zeldana no longer has it from earlier. There's no time limit - it'll expire when something overcomes it, by hitting Vulen's AC or he misses a saving throw.
Aleph hides among the wine bottles, and still doesn't follow the rest of the team through the secret door.
stealth: 1d20 + 15 ⇒ (8) + 15 = 23
Vulen |
Kon fort: 1d20 + 4 ⇒ (1) + 4 = 5
Vulen and Kon will both atk again
atk: 1d20 + 5 ⇒ (20) + 5 = 25
dmg: 1d10 + 2 ⇒ (1) + 2 = 3
bite: 1d20 + 3 ⇒ (6) + 3 = 9
dmg: 1d6 + 2 ⇒ (4) + 2 = 6
claw1: 1d20 + 3 ⇒ (3) + 3 = 6
dmg: 1d4 + 2 ⇒ (1) + 2 = 3
claw2: 1d20 + 3 ⇒ (1) + 3 = 4
dmg: 1d4 + 2 ⇒ (3) + 2 = 5
gm reroll fortsave: 1d20 + 6 ⇒ (7) + 6 = 13
crit confirm: 1d20 + 5 ⇒ (16) + 5 = 21
dmg: 1d10 + 2 ⇒ (4) + 2 = 6
GM Turmoil |
Going to move this along
Tirrem, Vulen, and his tiger manage to easily finish off the remaining festrog without issue.
Out of combat!
The Pathfinders take their time searching the room and its desk for secret doors and drawers, and they collect a large stack of journals, notes, and other papers that will take some time to sift through. However, it is readily apparent that this room was used by the famed Pathfinder Selmius Foster, a name that is instantly recognizable to all Pathfinders--a founder nearly as famous as Durvin Gest himself. And, while most or all of Foster's known exploits are chronicled in varying detail here, there is one heretofore unknown lead he had been pursuing before his untimely death. Two yellowed patches of paper describe Foster's investigation into a Pathfinder named Elysia.
See Handouts.
Torrel the Sacred Exorcist |
Taking the notes, I'll read them aloud before stashing them away in my journal in case we need to examine them further.
"Well, isn't this interesting. It seems we have another mission. Lets not forget the wine bottle, but I say we had over to see what this little traitor might have done at the Hall of Names."
Anyone in need of any healing?
Torrel the Sacred Exorcist |
CLW: 2d8 + 2 ⇒ (1, 8) + 2 = 11
While I'm at it, I'll also take a look at Tirrem, and see if there is anything to be done. Heal with Guidance: 1d20 + 8 ⇒ (19) + 8 = 27
Tirrem Kart |
I'm 5 points down
Thank you, Torrel. I'm not sure what hit me here, but it doesn't seem serious, just a rash, Tirrem says pointing where the pus hit his skin.
Does anyone know any of these people listed in the Hall of Names? We could start with the closest ones. By the way, Torrel, I think the wine bottle was just a recruitment for us to find these messages. I don't think he expects us to bring it to him. Besides, depending on how successful we are in our expedition, we might want to drink any wine we find to the last drop.
Torrel the Sacred Exorcist |
CLW: 2d8 + 2 ⇒ (2, 4) + 2 = 8
"Perhaps, but I know if I where out in the cold and rain, a nice bottle of wine to warm the bones would go a long way, and I'm not sure all this stuff has been just sitting here waiting for a random group of agent's to just happen upon after so many centuries."
GM Turmoil |
Torrel tries to pry off the bottle, but he finds that it is solidly attached. Possibly with sovereign glue.
I have 1 vote for the Wall of Names, is that the plan?