Mohok |
Assuming we get nothing after some detect magic scanning as we encounter the interesting things described above, like the colorful glass bulbs and other doodads:
Once they're done with a quick survey of the tower, Mohok says, ”Well, the weird little guys pointed back the way we came, I say we try the other tower. And if we find nothing there, we head north into the rest of the cathedral.”
He then leads the way to the entrance to the eastern tower, taking a careful look at the door before entering.
Perception: 1d20 + 9 ⇒ (16) + 9 = 25
Revvy Bitterleaf |
Nothing of interest lights up
As you guys move to the other tower Mohok doesn't detect any traps..but does find out the door is locked (Disable DC 20 to unlock). So I'm going to assume you will force your way in there.
The tower’s interior has three levels, all connected by a narrow wooden staircase snaking up the tower’s north side (the ground floor is no longer accessible, sealed off when it was incorporated into the library).
The lowest level (area 6a) has a thick wooden door (the one you came in through) leading to the choir loft (area 5). It is a storage area, containing crates of supplies and equipment for the lodge.
The middle level (area 6b) contains a laboratory, filled with large glass chambers, tubes and benches,
The uppermost level (area 6c) contains an office, with an enormous oak desk littered with papers and logbooks. A nearby table contains a stack of books detailing magical theories of weather.
The trapdoor to the roof is locked as well, but you manage to force your way through it.
The tower’s roof (area 6d) is edged by a low crenellated
wall and contains several pieces of meteorological equipment.
(Nothing of interest to be found in this tower anymore - just some old faction missions).
Zarunkumar |
Perception: 1d20 ⇒ 13
Craft (alchemy): 1d20 + 12 ⇒ (7) + 12 = 19
Looking around the second floor laboratory Zarunkumar thinks to herself This guy was into everything. He had human experiments in one tower and now water experiments in this one.
Mohok |
Once Birgit points out the new construction on the north wall (would be nice if she did that), Mohok takes a closer look at it, wondering why someone would be making changes to such an old structure.
Take 20 on Perception for a 29 to find what appears to be a secret door and check it for any surprises. Then we go through it.
Revvy Bitterleaf |
Mohok does not find the secret door he is looking for and expects to be there.
This does explain why I was wondering why there wasn't a door from the corridor on the other side into this room...they closed it off by building a wall into the doorway, There's some fluff in this scenario about the Society refurbishing a lot of this Cathedral, this doorway, the illusions in the library and the experiments..not relevant to the story..but maybe nice to know.
(So you can't go through the door to the other side, the only way to get there are to go through the other tower and walk all the way around. Or go back to balcony and take the door in the center on the east side)
Mohok |
"Well, they didn't take the captives this way," says Mohok, "and the homunculersins...whatever, pointed in this general direction, so they must have gone along the side of the cathedral. Let's check it out."
He walks with the party along the eastern walkway to the lone door there, then studies the door a bit before entering.
Perception: 1d20 + 9 ⇒ (8) + 9 = 17
Belka |
Perception check: 1d20 + 4 ⇒ (19) + 4 = 23
Feeling that her mage armor spell is about to end (or maybe has already ended), Belka activates her wand once again.
Wand of mage armor: one charge
Revvy Bitterleaf |
Neither Mohok nor Belka detect anything on the door after opening it you enter into a series of short corridors filled with small rooms
K, going to fast forward this a bit since most of the rooms here are empty.
(I am assuming someone will take 20 to check all doors for traps and to search the rooms. I'm also assuming someone will cast detect magic the entire time. I've exposed the area you cleared on the map. The remaining doors leading out of this area are also checked you didn't find any traps on either of them. If you want to do anything else while in this area, let me know)
A corridor running above the nave’s stained-glass windows, where the cathedral’s walls bow outward to support the roof. At the end of this long corridor, a plain door opens into a series of dark rooms situated 40 feet above the ground at the base of the cathedral’s great dome.
These small rooms, formerly the cells of Aroden’s clergy, are mostly dark, although narrow, barred windows dimly light those along the exterior walls.
This area now contains guest quarters for Pathfinders and a number of conference rooms. The rooms marked Q on the map are guest chambers; most contain simple beds (their mattresses slit open ), broken desks, and upturned wardrobes. The rooms marked C are conference rooms, with solid wood tables, finely carved chairs, and easels for displaying maps and charts. Someone already removed all the valuables in these rooms. In the process, they ransacked the area, leaving refuse throughout the main hallway and making it difficult terrain.
Once you are done going over all these rooms you decided to check the corridor to make sure you didn't miss anything and you find 2 secret doors (in the east wall, one located at the top(north - Above Mohok) and one at the bottom(south - east of Ragnar) - indicated on the map with blue squares and pretty difficult to figure out where they are supposed to be in the scenario..
(So your options are either/both of the secret doors..or the door to the north)
Mohok |
After looking it over carefully, Mohok opens the secret door next to him.
Take 20 on Perception for 29, then pop 'er open and see what's so secret.
Revvy Bitterleaf |
As Mohok opens the door he doesn't see anything inside other then an empty corridor
init Mohok: 1d20 + 2 ⇒ (16) + 2 = 18
init Ragnar: 1d20 + 5 ⇒ (7) + 5 = 12
init Birgit: 1d20 + 5 ⇒ (19) + 5 = 24
init Kyhosi: 1d20 + 1 ⇒ (7) + 1 = 8
init Belka: 1d20 + 3 ⇒ (9) + 3 = 12
init Zarunkumar: 1d20 + 9 ⇒ (7) + 9 = 16
init Rogue: 1d20 + 3 ⇒ (1) + 3 = 4
Then out of nowhere a heavy mace appears swinging right at his face! as a hobgoblin appears out of thin air (Mohok wasn't able to spot him by sound through the closed door and he was invisible up till now so he get's a surprise round .)
To hit Mohok's flatfooted AC: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
Mohok suffers a heavy hit to the face as he staggers back.
Damage Mohok: 1d8 + 2 + 2d6 ⇒ (3) + 2 + (4, 6) = 15 (2d6 is sneak damage in case you have something vs that)
init
You guys
Rogue
Mohok |
Mohok reels in pain and surprise as the hobgoblin makes his ugly face even uglier, then strikes back, hard.
+1 Falchion, PA: 1d20 + 10 - 2 ⇒ (15) + 10 - 2 = 23
+1 Falchion damage, PA: 2d4 + 7 + 6 ⇒ (1, 1) + 7 + 6 = 15
Status: 25/40 hp
Kiyoshi Wakahisa |
Kiyoshi bursts through the group, reaching out with a hand erupting with diving energy. He places the hand on Moloks shoulder and the wounds immediately begin knitting up, staunching the blood.
Cure Moderate Wounds: 2d8 + 3 ⇒ (2, 2) + 3 = 7
Revvy Bitterleaf |
Not sure where Ragnar is, but NPC-ing him in now
Ragnar readies an attack in case someone else appears as well to attack
Belka finds out there is indeed someone else as another Hobgoblin appears out of thin air swinging a morning star at her midsection.
To hit flatfooted AC Belka: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15 Not sure why your flatfooted AC in your status bar is listed as 18 while your AC is 17..but since you mentioned going full defensive I'll assume it misses
but having her weapon protective in front of her the attack is deflected to the side where it slams into the wall, cracking a brick.
All the while the other Hobgoblin keeps snoring away.
init
You guys
Hobbies
Hobby 1: sleeping
Belka |
Yes, there was a mistake in my statuts bar, my flat-footed AC is 14.
Yet, I think the hobgoblin hits me because Total defense is a dodge bonus and any situation that denies dexterity bonus (as I think it is the case) also denies dodge bonus.
Mohok |
Mohok says quickly over his shoulder, "Kiyoshi, finish the sleeping one." He then steps nimbly past the prone hobgoblin and moves down the hall to swing his sword at the one that's just attacked Belka.
+1 Falchion, PA, flank: 1d20 + 10 - 2 ⇒ (17) + 10 - 2 = 25
+1 Falchion damage, PA: 2d4 + 7 + 6 ⇒ (2, 3) + 7 + 6 = 18
Revvy Bitterleaf |
Yes, there was a mistake in my status bar, my flat-footed AC is 14.
Yet, I think the hobgoblin hits me because Total defense is a dodge bonus and any situation that denies dexterity bonus (as I think it is the case) also denies dodge bonus.
You are right, but since you will get hit then you take:
Damage Belka: 1d8 + 2 + 2d6 ⇒ (1) + 2 + (2, 1) = 6Ah, at least you take almost minimal damage for that ;)
Mohok moves forward to engage the second Hobgoblin and cuts a great gash across it's body.
init
Kiyoshi, Belka, Birgit, Ragnar, Zarunkumar
Hobbies
Hobby 1: sleeping
Hobby 2 Damage: 18
Belka |
Surprised and angry, Belka reacts without thought and swings her axe at the suddenly appeared hobgoblin.
Att. mwk greataxe: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
Damage: 1d12 + 4 ⇒ (3) + 4 = 7
Mohok |
Since we know nothing about where the captives are except the homonculi pointing, I say we interrogate.
Mohok quietly pulls a length of rope from his pack and approaches the sleeping hobgoblin. He mouths the word, "Ready?" to the party, then slips the rope around the hobgoblin's wrists and quickly pulls it snug, tying it off securely.
Once the hobgoblin is awake, Mohok holds his sword against its neck and says, "Where are the captives? How many are guarding them?"
Revvy Bitterleaf |
The rogue gulps and says:
"Our boss Hagla is a fearsome and famous warrior from the Goblinblood Wars. He took them to the big living quarters at the north side."
Only Hagla knows when that signal is set to be given.
Mohok |
Mohok presses his blade harder against the rogue's neck and says, "How many guards are there? Tell us anything you can think of that will help us rescue the captives! After we rescue them, I'll come back here and kill you if you've left anything out, got it?"
Intimidate: 1d20 + 4 ⇒ (12) + 4 = 16 Let's get some Aid rolls going!
Revvy Bitterleaf |
After a bit more coercion the hobgoblins spills the beans
Just copying what was under the spoiler:
"Most of our force has moved into the catacombs beneath the city or out to other strategic locations throughout Almas awaiting the signal to attack the city.
Only Hagla knows when that signal is set to be given. I swear, please don't kill me."
(What do you want to do now?)
Mohok |
Mohok draws back his sword, then shifts his grip and uses the pommel to crack the hobgoblin on the temple and knock him out. Leaving him tied up, Mohok stands and says, "Right, big living quarters on the north side. Probably at the end of this hallway. Let me get healed up and let's go."
He draws a wand from his belt pouch and taps himself with it several times before holding it up and saying, "Anyone else?" He then puts the wand away and draws another, preparing to make his weapon more effective in the coming fight.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
Status: 39/40 hp
Any buffs we want to set up for this fight? I'll cast lead blades, which unfortunately I can only do on myself - but I can lend the wand to anyone who'd like to UMD it.
Belka |
Mohok, I think Kiyoshi healed you for 7 hp during the fight.
Belka willingly accepts the healing offered by the ranger.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
She then wipes her axe clean on the hobgoblin's clothes and follows to the north.
Revvy Bitterleaf |
You make your way to the northern end of the cathedral where you open the door and move into the room;
A soft blue glow fills this room, emanating from the stained glass windows lining three of its walls, each depicting a godlike figure in a different city. Frescoes of angels lifting Aroden to the sky cover the ceiling.
Despite its obvious design as a chapel, the room itself has no religious trappings. Instead of pews, the remnants of a large wooden table and a dozen chairs fill the chamber. Much of their wood has been cannibalized to create a makeshift wooden gallows across the chamber’s western end.
Behind the gallows, three low stairs ascend to a raised area with two overstuffed chairs.
In the room is also a muscular hobgoblin wearing a breastplate and carrying a composite longbow and a spiked chain.
Hagla has hung three conscious bound prisoners (2 males and a female, all human) from the gallows. They stand on a bench; In a corner is another male human prisoner, this one is bound and unconscious. It appears as if Hagla was beating on him right before you entered.
init Mohok: 1d20 + 2 ⇒ (15) + 2 = 17
init Ragnar: 1d20 + 5 ⇒ (12) + 5 = 17
init Birgit: 1d20 + 5 ⇒ (8) + 5 = 13
init Kyhosi: 1d20 + 1 ⇒ (8) + 1 = 9
init Belka: 1d20 + 3 ⇒ (12) + 3 = 15
init Zarunkumar: 1d20 + 9 ⇒ (14) + 9 = 23
init Hagla: 1d20 + 3 ⇒ (12) + 3 = 15
roll off Belka 1, Hagla 2: 1d2 ⇒ 2
init
Mohok, Ragnar,Zarunkumar
Hagla
Party
Mohok |
Mohok strides across the room and swings his blade at the burly hobgoblin.
Move 15' west and attack. Can someone move my token?
+1 Falchion, PA: 1d20 + 10 - 2 ⇒ (15) + 10 - 2 = 23
+1 Falchion damage, PA: 2d6 + 7 + 6 ⇒ (6, 1) + 7 + 6 = 20
Zarunkumar |
Well that's just great, I've been saving my burning hands spell for either the big baddy or a large group of enemies and now we get here and there are to many innocent bystanders to cast it.
Zarunkumar cast Icicle Dagger and forms a frozen masterwork dagger in her hand.
Revvy Bitterleaf |
@Mohok, moved you
Mohok moves forward and slices deep into the hobgoblin's body with his falchion
Birgit tries to send the hobgoblin away into la-la land
will save: 1d20 + 1 ⇒ (7) + 1 = 8 and the hobgoblin warband leader topples over face first.
Zarunkumar then summons a nicely made dagger formed from ice.
Hagla snores
init
You guys
Damage Hagla: 20
Mohok |
I'm going to get a rep for tying up hobgoblins at this rate. With practiced ease, Mohok prepares a short length of rope, making it into a noose that he can drop over Hagla's hands and quickly pull tight and tie off.
Zarunkumar |
I just cast a spell that I can have active for 3 minutes and the battle is over in an instant.
once Hagla is successfully bound and secured to a chair Zarunkumar will put her dagger to his throat and kick him in the leg till he wakes up. "You will answer all or our questions or this blade will slice into your throat and freeze you blood till there is nothing left of you but a block of ice."
Intimidation: 1d20 + 3 ⇒ (11) + 3 = 14
Revvy Bitterleaf |
Hagla spits in Zarunkumar's face
"The Spider will make you pay for this! I will sooner die then tell you anything!"
(Assuming you free them)
The previous captives thanks you all profusely for rescuing them.
After thanking you for rescuing him, Brackett pulls himself tall and tells you that the great Osirian sage Amenopheus is in the city, and has been working with Brackett under cover as an inside agent among the local Shadow Lodge. He believes that the aged wizard is in great danger, quite
possibly having been uncovered as a traitor by the local Shadow Lodge leader, a person known as the Spider, who Brackett suspects to be none other than a prominent member of the People’s Council named Dorianna Ouidda.
Finally, Brackett asks you to muffle the bells in case additional hobgoblin forces remain in the cathedral, as he had overheard Hagla’s plan for invasion while held captive.
Revvy Bitterleaf |
After you muffled the bell the hobgoblin invasion doesn't occur.
It's been a few days since you rescued some important people from the Cathedral and since you've proven to be reliable and decent in a fight (not to mention still around) you've been assembled again for another mission as follow-up to the events that you were a part of.
The cool ocean air of Almas is less forgiving than usual this early morning, leaving the streets empty even of vagrants.
As the moon showers its last ivory rays onto the cobblestone street and the tip of the sun begins to climb over the watery horizon, a lone figure slinks out from a nearby alleyway, pulling back its hood and revealing itself to be Venture-Captain Alissa Moldreserva, a dour expression emented to her face.
“It’s a shame we couldn’t have met at the lodge, but thanks to all the disappearances and political turmoil as of late, I’d say it’s best to keep a low profile for the time being, at least until things get sorted out. It’s bad enough that the good name of Pathfinders everywhere is being slandered by that treacherous group of villains, the ones who call themselves the Shadow Lodge—now the politicians are on our hides thanks to that damnable Ouidda.
“No doubt you’ve heard of her—Dorianna Ouidda, one of the representatives on the Peoples’ Council here in Almas. She showed up in Almas a few years back, and she’s been out to get the Society ever since. Her origins are damn-near untraceable by practical means; it took us this long to finally get to the bottom of the matter, and while it’s no secret she has it out for the Society, few know the truth behind the matter, which is what I’m here to tell you.
“We have it on good authority that Ouidda is none other than the Spider—the leader of the Shadow Lodge cell here in Almas—and that she’s been using her fellow cabalists to smear our name throughout the city. She’s trying to get the legitimate members of the Society either completely run out of Almas or completely under her thumb, but for what reason, we don’t yet know. We know she’s got some shady dealings in her past with
the slave trade, and we think she might be up to some of that business here in Almas too.
Revvy Bitterleaf |
Venture-Captain Moldreserva explains that in just a few days’ time, Ouidda will be going up in front of the Council to make her most damaging speech yet, a speech which could obliterate the Society’s presence in Almas, if
not the whole nation of Andoran. The tricky part is, the Society doesn’t have enough proof of her association with the Shadow Lodge or the slave trade to get her disbarred yet.
That’s where you come in. Moldreserva orders you to uncover evidence of Ouidda’s foul business in Almas, whatever that may be, and to stop her from delivering her speech before the legislature at the palace of the Peoples’ Council the morning after next.
You will have to go around the city finding leads regarding the Spider; if you uncover nasty or criminal information about her, you’ll need to investigate further. The general public is not keen on Pathfinders since Ouidda started smearing the organization’s reputation, so she recommends that you find the clues you need as quickly as possible during the day and make the rest of your moves after dark so you don’t rouse too much suspicion