GM Harker |
Before setting out, everyone receives the following letter:
Idle Pathfinders are Pathfinders needing work. Having a bit of downtime is no excuse to sit around and let our skills lapse! So I have come up with a training exercise for you and a few others waiting around the Grand Lodge for a job. I trust you are familiar with the Red Redoubt? If not, for shame! It’s an important part of Absalom’s history. You might want to spend a few minutes researching it before heading out. While it is technically a “cleared” ruin, it’s a perfect location to test your skills.
Another team has spent the last few days practicing their own dungeoneering skills by establishing an obstacle course in the Redoubt’s upper levels. Now it’s up to you to go and see how well they’ve done. The course follows a specific path—if you come across a symbol of three red dots inside a triangle, that means “do not enter.” Don’t go wandering—I do not want to send a third team to find you if you get lost. Otherwise, your response to the challenge is up to you. Bring your own gear, make your own plans, solve the puzzles, and bypass the traps. You’ll know when you reach the finish line. I’d wish you good luck, but skilled Pathfinders don’t need luck.
I trust you’ll impress us,
Venture-Captain Ambrus Valsin
* * *
Once you arrive:
The noonday sun shines brightly in a cloudless sky, but the rugged landscape diffuses the light as if through a stained glass window composed entirely of crimson panes. Deep red metal walls, broken but mostly untouched by rust even a millennium, form an obstacle course through the landscape. Clearly, when the Red Redoubt of Karamoss was named, it was not done ironically.
The marked path through the siege castle’s ruins leads to a large central chamber open to the sky above. Aside from the metallic flooring, walls, and rubble, nothing remains of the so-called “machine mage” Karamoss or his lost armies. Refuse, old campfire rings, and other signs of life attest to the place being a haven for scavengers and vagabonds.
The chamber is filled with a large, circular shaft in the metal floor, with smoothly rolled edges that demonstrate superbly uniform craftsmanship. A rope ladder descends into the pit, anchored by pitons hammered into the floor panels.
The rope can be climbed down without the need for a climb check
As you had ample time to prepare for this task, you may buy any gear you wish in anticipation for this mission. Feel free to change prepared spells as well.
* * *
What follows are Knowledge rolls you can make on the topics mentioned.
Current Inhabitants of the Red Redoubt
While the Redoubt has no permanent residents, bandits, outcasts, or the occasional monster sometimes use it as a lair. Infighting for territory among these groups usually nullifies their threat, so Absalom’s authorities don’t interfere.
As the previous spoiler, plus one band known to lair in the ruins there is the Blood-Red Raiders, a small gang of bandits that mostly robs lone travelers.
As the previous two spoilers, plus a young human man with pale skin and odd tattoos—supposedly a student expelled from the Clockwork Cathedral—has recently joined the Blood-Red Raiders.
*
Karamoss
Karamoss was a Numerian wizard known as the “Machine Mage.” He had advanced knowledge of mechanical constructs, gained from decades of study within the Silver Mount. He was said to be part machine himself.
*
Architecture and Engineering of the Red Redoubt
The Red Redoubt is constructed almost entirely of a strange, dark red metal. Supposedly, the entire structure rose in a single night.
As per the previous spoiler, plus the red metal of the Redoubt is called djezeteel—a unique alloy of iron and the liquid skymetal djezet invented by Karamoss.
*
Karamoss' siege of Absalom
The Red Redoubt of Karamoss was a siege castle created more than 1,000 years ago by the “machine mage” Karamoss in a failed attempt to conquer Absalom.
As per the previous spoiler, plus Karamoss’s armies included initial waves of hobgoblins, followed by legions of strangely intelligent constructs. After several years and some close calls, the fight turned against Karamoss and the Redoubt fell.
As per the last two spoilers, plus while the Redoubt’s upper dungeons have been cleared, many levels lie hidden beneath. Karamoss himself was never found; some say he lives on below.
I'll move forward once everyone checks in on the Gameplay thread and sends me the necessary reporting information.
Kuaizi "the Craw" Wu |
The monk in orange studies the note carefully. A pang of regret comes over him.
I really wish I had spent more time in the library back at the monastery. Though, I am sure, nobody back home has ever heard of this Red Redoubt either...
Sighing, he looks up, tucking away the note into his pocket. Taking in his urban surroundings in the streets of Absalom, this monk from the distant realms of Tian Xia tries to find out what he can about this Red Redoubt.
For the next hour, the monk approaches passing pedestrians of varying stations, and varying dispositions towards the simply but strangely dressed crow-man.
"Pardon me, good sir! May I have a word about the Red Redoubt? For starters, um... what is meant by 'redoubt?'"
"Excuse me, honorable lady! Do you happen to know of the Red Redoubt? Such as, um... where is it?"
"Please pardon, noble lady! Might you know about the Red Redoubt?"
...
An hour later, the monk does a mental check of his preparedness. He then heads out, looking forward to proving his mettle in the training exercise before him.
...
Reaching his destination, the monk stares in awe. "Caw! Such a place of beauty."
Spotting someone else, he wonders if they are either friend or one of the reputed outlaws he's heard about. He chooses cautious optimism, and decides to greet them cordially with a bow, "Greetings, honorable one! Kuaizi Wu, at your service."
...
Kuaizi asks around about the Red Redoubt:
Diplomacy(gather info): 1d20 ⇒ 19
Hours: 1d4 ⇒ 1
Oleander Anwamanë |
Oleander stands at the top of the hole and looks down.
diplomacy: 1d20 - 1 ⇒ (12) - 1 = 11
perception: 1d20 + 9 ⇒ (16) + 9 = 25
Talwin Bernhold |
The tall man wears a fine cuirass and carries a heavy iron spear. He moves with surprising grace considering his brawny build, but it his eyes that catch the notice of strangers. Haunted, faraway, eerily piercing grey eyes.
But the strange look vanishes swiftly when the tengu monk greets the team.
"Talwin Bernhold. Faithful servant of Abadar. It's a pleasure to meet you all."
His expression now is warm and genuine.
Diplomacy: 1d20 + 4 ⇒ (20) + 4 = 24
Knowledge Arcana: 1d20 + 6 ⇒ (1) + 6 = 7
Knowledge History: 1d20 + 6 ⇒ (6) + 6 = 12
Talwin shares what he knows about the Blood-Red Raiders.
Yuki Tsune |
Dotting. Will post properly later today
GM Harker |
With her low-light vision, Oleander can tell the shaft leads down to another chamber below which can be safely reached with the rope ladder, but she does not hear or see anything else at the bottom. Every surface appears to be made of the same dark red metallic plates. She can also determine that the group will probably need some sort of light source down there.
Oleander Anwamanë |
Oleander looks unsure about the inquisitor.
"I'm hoping it will be..." is the best she can come up with in response.
Don't worry about her, she has had a few bad run-ins with humans, but she is starting to trust them... a little.
"Oleander, scout and archer."
She peers back into the hole. "I'll go check it out."
Climbing down the rope ladder, Oleander peers into the dim recesses below. Where the light is dimmest, she flicks open her wayfinder and causes a magical light to spring forth, illuminating all around her.
Assuming it is empty
She calls up. "All clear down here.." as she looks around for clues as to where the obstacle course is.
Yuki Tsune |
Gather Info: 1d20 + 10 ⇒ (19) + 10 = 29
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Yuki Tsune |
The kitsune ears perk as she sees those she is suppose to meet. Bright green eyes, fur as from snow, white. Her clothing a bit more practical. Leathery garp with lots of latches and pockets, a plain looking white scarf and a singel sword at her side. "Hello hello hello!" she greets them enthusiastically "The name is Yuki. Yuki Tsune! Such a pleasure to meet you all!" Her ears facing forward her bushy tail flicking in excitement
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GM Harker |
Oleander climbs to the bottom without incident. The entrance shaft opens into the center of a red steel chamber. The floor beneath the shaft is canted at a slight angle; it seems to have originally been a circular platform that fit flush with the rest of the room but at some point unevenly sank a foot or so. The floors around the room’s perimeter are solid and even, with a textured surface to give better footing on the smooth metal. The walls are riveted metal plates, fallen or torn off in places to reveal solid rock behind. Recessed slabs of metal with adjacent panels, presumably exits, are centered on each wall. The northern panel glows dimly, illuminating scorch marks and glistening red stains around it.
The other panels are marked with three red dots inside a triangle.
Kuaizi "the Craw" Wu |
Enthusiastically, the monk approves of Talwin's deity, "Very good Talwin Bernhold-san. Very good. The god of law, yes. I myself am a follower of the Enlightened One, Great Master Iro-shu. But you may know of him as Irori in the west. Also a god of law and discipline."
Kuaizi bows politely to the elven scout, "Pleased to meet you, Oleander-chan."
And to the kitsune, Kuaizi's eyes light up. Taking a polite bow to her, "A great pleasure to meet you, Yuki Tsune-chan! You are from the lands of Tian Xia, yes?" He then continues to speak in a strange sounding language to her, "Nǐ huì shuō wǒmen jiāxiāng de mǔyǔ?"
On getting the all clear from Oleander, Kuaizi joins the others down the rope ladder. Seeing the three red dots, he points and remarks, "Oh! That means 'do not enter' according to my note."
Arcen Crain |
A masked robed man comes strolling into the chamber. You can tell that the years have not been kind to him. His body looks frail and weak, as if it was going to give way at any moment. His face is covered by a mask and his eye hold the look of a highly intelligent person.
Good day Arcan says to the room of complete strangers I am Arcen Crain. I assume this is were the obstacle course is?taking a minute to examine the area
Knowledge (local): 1d20 + 8 ⇒ (5) + 8 = 13
Knowledge (arcana): 1d20 + 8 ⇒ (19) + 8 = 27
Knowledge (engineering): 1d20 + 4 ⇒ (5) + 4 = 9
Knowledge (history): 1d20 + 4 ⇒ (20) + 4 = 24
Arcen walks over to the hole and looks down to see a female elf at the bottom. Well it looks like things have already began. Am I Late? he says with a confused tone.
Yuki Tsune |
"Indeed i am. And i do. Its a pleasure"
She gives a small bow to the rest too
"Well, seems we arrived right on time!"
She peeks down the hole "thats deep"
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Oleander Anwamanë |
Oleander approaches the stains with caution and has a good look at them. "Come on down" she calls to the pathfinders above.
Yuki Tsune |
The kitsune follows
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Talwin Bernhold |
Talwin bows his head respectfully at the tengu.
"Yes, I am a little acquainted with Irori's teachings. I respect the wisdom in them. I suppose now we had better join the others."
Talwin activates his Wayfinder and climbs down with the rest.
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Aaziroth |
Previously: Aaziroth reads the letter. "I'm not familiar with the Red Redoubt. I wonder if Janira Gavix at the lodge can help me," he says to himself. With that he goes to the library to see what he can find out.
Without training, and given the other rolls, the only thing I might be able to help with is: Knowledge (engineering): 1d20 + 1 ⇒ (1) + 1 = 2 wow, what a great start. lol. I got lost in the library!
Aaziroth |
A tall man walks into the chamber. As he gets closer, you notice his skin almost glows as his strikingly blue eyes meet yours. "Sorry I'm late. I was doing some research in the library and lost track of time. Unfortunately, I wasn't able to find out much." Looking down the shaft, "Looks like you've started without me," as he climbs down to join the others.
GM Harker |
As Oleander gives the ok, the group begins to climb down the ladder to the lower level. It's pitch black for those without darkvision except for the areas around the magically lit wayfinders a couple of the party members carry.
After examining the stains around the apparent door, Oleander discovers the red wet streaks are marker dye. It appears some of the mess has gotten on the floor.
A Survival (tracking) check might be useful here.
Also, please give me a rough marching order.
Arcen Crain |
I am not familiar with a wayfinder so I don't know how much light it give off. I am assuming its the same as a torch. I would like to be in the mid somewhere.
"is that the same dye used to make the 3 dot warring? arcen ask out loud. moving closer to oleander to examine it more and see if there's any more.
survival: 1d20 + 2 ⇒ (20) + 2 = 22
Kuaizi "the Craw" Wu |
Kuaizi bows respectfully to each of the newcomers, "Kuaizi Wu, at your service." To Aaziroth, "A good idea! Too bad it was not fruitful."
Assuming he informs us... After retelling the history of Karamoss and the Redoubt to the rest of us, Kuaizi thanks Arcen. "Fascinating story. Thank you, Arcen Crain-san, most illuminating!"
The monk examines the dye stains on the door and the floor for himself. "Hmmm..."
Search the door and floor for any additional clues:
Perception: 10 + 10 = 20
Aid Arcen's survival check (+2 bonus):
Survival vs DC 10: 10 + 3 = 13
I could be in the front, or close to it. Yes, Arcen, they produce light as the spell, which is the same as torch light
Talwin Bernhold |
Talwin takes a look around, hoping to help to find tracks or something to follow.
Survival, aid: 1d20 + 2 ⇒ (5) + 2 = 7
Talwin is most useful in melee. But with a reach weapon and Travel domain, being in front isn't as important.
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GM Harker |
A standard wayfinder has the ability to emit a Light spell, which produces normal light 20 feet around the object, dim light 20 feet past that.
The warning marks on the other doors appear to be a different type of dye or perhaps paint.
Arcen, with the help of some of the others, discovers the dyed tracks of six humanoids that lead past the door into the corridor beyond.
Although he looks at the area thoroughly, Kuaizi does not locate any additional clues.
Aaziroth |
"I wonder if those track are from the other team or some raiders." Aaziroth says as they discuss who is leading.
I'm melee and slow but have no perception. I should probably be near the front but maybe not first. Either the rogue or ranger would be better in the lead.
Yuki Tsune |
normal traps sure, but Yuki is only helpful for flanking. And she is not a trap rogue
"I'll be close to front. Will help distract enemies if we come across them."
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Yuki Tsune |
another thing. If we find some bandits, yuki will be able to rake on a very good disguise. Even better if its a female bandit ;)
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Oleander Anwamanë |
Oleander looks at the dye, trying to work out what she can from it.
survival: 1d20 + 7 ⇒ (8) + 7 = 15
"I'm a professional guide, tracker and scout. But if one of you wants to go at the front, by all means, I can just fire my bow from the back. "
Her words don't quite mesh with the actions of being first down the ladder :-)
Kuaizi "the Craw" Wu |
"Hmmm. Good point, Aaziroth-san. Guess there is only one way to find out." Taking up the lead alongside of the foxy lady, Kuaizi begins to carefully follow the red tracks into the corridor.
The monk, capable of seeing quite well in low light, keeps his eyes peeled and his sharp ears attuned to the slightest of movements or sounds as the party moves in. In one of his hands, he occasionally twirls a rather exotic looking staff.
Keeping eyes and ears open for trouble:
Perception: 10 + 10 = 20
Aaziroth |
"Alright, Kuaizi, I'll follow you. Just be cautious since we don't know what surprises the other team left for us or if the current inhabitants will show themselves," Aaziroth says as he moves up to follow the monk. He then hangs his shield on his backpack and grabs his lucerne hammer with both hands.
Aaziroth |
Unless people object, why don't we go with: Ranger, Monk, Paly, Inquisitor, Wizard, Rogue. Ranger and Monk can fall back if needed; Paly and Inquisitor have reach weapons and having the rogue in back will allow her to sneak and flank. Unless someone thinks we need a stronger rear guard then Ranger could move to rear.
GM Harker |
Marching Order based on positions requested: Kuaizi, Aaziroth, Yuki, Talwin, Arcen, Oleander.
Oleander is unable to ascertain much more about the dye.
The group moves past the door with the Kuaizi in the lead and following the tracks. After about 5 minutes of walking down a relatively boring 10 feet wide metal corridor, you notice the corridor ahead branches in four directions. North and west, the tunnels continue unobstructed, but the eastern branch is blocked with a stout metal grating marked with three crimson circles within a triangle. A large, white “X” is scrawled in chalk on the floor in the center of the intersection.
Before entering the intersection, Kuaizi's sharp eyes immediately spot a tripwire right in front of him, spanning the width of the tunnel.
Here's a link to the current map.
Yuki Tsune |
if he points it out...
She smiles as she takes out a few little objects
"This shouldnt take too long. But step back just in case. These silly things sometimes have a mind of their own"
She begins to work on the trap
DD: 1d20 + 10 ⇒ (8) + 10 = 18
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Kuaizi "the Craw" Wu |
The monk holds up an index finger, making a gesture of knowing. "Of course Aaziroth-san. Caution is wisest!"
As they approach the intersection, Kuaizi suddenly halts. Whispering loudly, "Careful! Tripwire ahead."
As the trickster does her thing, Kuaizi continues to listen and scan around intently for other movement or sounds from down the tunnels, and from behind the door.
Unless doing some other action, Kuaizi is generally maintaining alertness and Taking 10 on Perception, for a result of 20.
GM Harker |
Although it's a little touch and go, Yuki manages to disengage the wire from the trap without setting it off. Behind illusionary walls, there are wicker walls designed to 'crush' the party and cover them in dye if the wire is tripped. It appears it was designed to embarrass rather than do significant harm.
The dye tracks head north, but there is also a tunnel heading east that's blocked with a metal grate marked with a warning sign and an unobstructed tunnel to the west.
Yuki Tsune |
Yuki shakes her head, then laughs
"Who ever made this trap was pritty smart. I need to remember this trick"
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Oleander Anwamanë |
Oleander nods her head.
"Good spotting."
She looks at the grates. "I guess we follow the footsteps..."
Yuki Tsune |
She chuckles
"Would have been funny if he did trip it... coloured feathers..."
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Aaziroth |
"Thanks for noticing that, Kuaizi. I probably would have walked right into it. And nice job disarming it Yuki. I agree with Oleander, we should continue following the tracks north, but let me glance down the west corridor in case I can see anything." Aaziroth stops at the entrance to the west corridor peering down to determine if he can see anything with his darkvision. perception: 1d20 ⇒ 15
Yuki Tsune |
"maybe i shouldve let you trigger it." she winked
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GM Harker |
Aaziroth can see the west tunnel is clear of anything of note for the full length of his darkvision.
Following the tracks north, the group walks for another 5 minutes before running into another room of interest. The southern entrance of this chamber might once have housed a sliding door, but it’s now just an empty archway. Three small chests sit before a small wooden table in the center of the room. All three chests are open; one contains seashells, the second holds bricks, and the third contains shards of flint. Some of these items are scattered haphazardly on the floor around the chests. A brass merchant’s scale stands on the table. One of the scale’s arms supports a conch shell and the other is empty, though the scale is perfectly balanced. A harlequin’s mask hangs on the north wall. An intact door exits to the west. A lock has been bolted over the opening panel next to the door, but the lock hangs open.
Seeing no traps, Kuaizi steps into the room and the harlequin mask begins to speak, "The shell holds the sea and yet is naught but air! Both key and blade are yours!”
The mask speaks via a Magic Mouth spell
Arcen Crain |
"hmmm , traps and riddles." Arcen says as he enters the room. "lets see if... As Arcen trail off into thought he raises his hands in the air and closes his eyes. Spellcraft: 1d20 + 8 ⇒ (12) + 8 = 20
Ahhh ,a bit of low lvl magic but nothing to be concern with Arcen says as he opens his eye and looks at the harlequin mask. now he turns his attention to the table. hmmmm, very interesting. anyone have any insight about this??
Yuki Tsune |
Yuki smirks and goes to inspect the mask. She liked it
"Can i have the mask?" she asks the group
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Talwin Bernhold |
Talwin frowns slightly as he casts Detect Magic and scans the room, paying particular attention to the scales
"I have no problem with that Yuki. But theses scales seem out of order."
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Yuki Tsune |
"yey!" she cheers anf takes the mask putting it on
Looking at rest of room again
"Why do you care so much about scales? That door has an open lock. Why dont we just go through it?" she asks with a puzzled look
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