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Cam gingerly moves to the steps and pokes a head up to the next level. A somewhat short room with a peaked roof features two sections of sorts , the area closest to the stairs leads to platforms that run around the intricate mechanisms of the bells and clock, long stopped and covered in dust, rust and bird s!*$. Past the platforms is an open area with a small door, open, that appears to lead outside.
YEah no doubt...BAck in 3.5 there was a alt rule in Unearthed Arcana I think that basically was that if a creature took half or more of its HP in damage in a single blow it had to roll to be stunned. This presents a risk to players but I am thinking of instituting that rule in this game? Kithian hits so damn hard and while that in of itself is a benefit it seems like it should do "more"?
Kithian, enhanced in size, easily closes the gap to the running faceless stalker. Another hard blow and strangely echoey scream fills the room as the creature takes a hideous blow but remains on its feet...
Kithian grows in size and then proceeds to smash on his foe who barely lives through the assault, only to be run through by the arcave duelist on its flank.
Vidar climbs the stair in time to see the remaining foe scramble for steps on the far side of the room hoping to, apparently, climb higher into the building among the clock work.
Pretty much it only gets about 55' feet from you folks...poor bastard. Charges are good here.
Kithian bounds up the ladder like steps past the trap door and immediately punishes one of the stalkers with a brutal blow from his falchion. The faceless creature still utters a sort of gurgled cry but remains on its feet.
Sayniek quickly follows and presses herself to Kithian's flank watching the other stalker who looks to be working its way from the other side.
Anyhting from Vidar here?
Apologies for the delay, I got hit by some wicked cold thing this weekend. Just recovering...
Kithian creates a stirrup for Cam and the two allies look at eachother to signal pushing the bard up through the trap door.
Much to Cam's expectation there is an ambush and though the bard's acrobatic skills are many the push through the door is not the most elegant as he rises up through the door and does a sort of half roll on the floor above.
Faceless stalkers, unformed and mishappen in their natural state attempt to lash out at the new arrival but nothing lands a solid blow.
Cam is up and out of the way and luckily unharmed. The rest of the group can act. Im not going to charge Kithian an action for the boost up. One of the stalker's threatens the trapdoor but used an AoO on Cam already. Move action to get up and through the trap door. The room above is basically one large square with some mechanics on the ceiling and large bells hangin in the cetner. No real terrain to speak of.
Cam takes his traditional position at the front of the group, inspects the trap door and gives a listen for good measure. No sounds come from beyond the door which is probably the single most suspicious thing that has happened all day...
Let me know how you want to handle the popping through the trapdoor since there are probably things waiting for you...
For Sayniek's spells you guys can basically spend a couple minutes before going through the trapdoor onto the level where the bells hand to maximize the timing. I will note that Kithian will take up a lot of real estate on the upper floors if enlarged and getting through the trap door might be a challenge...
As to Cam's thoughts...yes you could theoretically climb up through that space but you would need to find a way to anchor a rope or something or be really daring in your jump off the steps close to that ceiling section.
Plenty of time.
Vidar touches on of Cam's arrows who then lobs the missile up the tower. The pale magical light finds home in the wood around where the other bells to the tower hang in a room up above. A pair of humanoid faces (murky at this distance) seem to quickly peer out over the edge of the open space and the nscuttle away upon realizing that the group seems undeterred.
Kithian is able to navigate back up to the rest of the group though some of the destroyed sections make for some perilous jumps. Taking his time the barbarian rejoins the others.
Some 60 feet remain but no more heavy objects tumble down at the group. For now.
Anything else prep wise you folks want to do before you reach the trapdoor that leads to where the bells are?
Danger sense noted...
Bell 1,How many?: 1d4 ⇒ 1
Bell 1, Cam, Vidar, Sayniek,Kithian: 1d4 ⇒ 1 Cam
Bell 2, How many?: 1d4 ⇒ 2
Bell 2a, Cam, Vidar, Sayniek,Kithian: 1d4 ⇒ 1 Cam
Bell 2b Vidar, Sayniek,Kithian: 1d3 ⇒ 2 Sayniek
Bell 1 v Cam: 1d20 + 15 ⇒ (1) + 15 = 16
Bell 2 v Cam: 1d20 + 15 ⇒ (3) + 15 = 18
Bell 2 v Sayniek: 1d20 + 15 ⇒ (14) + 15 = 29
Say Dam: 6d6 ⇒ (3, 4, 6, 2, 2, 4) = 21
Kith fall: 3d6 ⇒ (3, 1, 6) = 10
No sooner has Vidar internally lamented the lack of quality of their target's accommodations then a loud cracking sound erupts from above. Two large metal bells begin the tumble down the tower breaking steps and sections of railing and wall edges.
Cam narrowly dives away as one bell means to crush him sadly jumping into the path of the second, which he manages to dodge narrowly again. The stairs rip away around him but he manages to stay on what is left of his small section.
Vidar has the good grace of being between all the falling bells and manages to not be in the path of any of the bells or having trouble staying upright as the stairs around the group are smashed apart.
Kithian is also missed by the bells but is sadly standing on a very questionable section of stairs that sends the barbarian tumbling after the bells back into the main level below. Kithian falls for a total of 10-2=8. Not bad for 30 feet.
Sayneik is hit dead on by the last bell the heavy metal and graviy working to try to crush the idylkin in her armor. The bell smashes against her but she manages to keep her feet and the stairs, thankfully, remain stable near her. Who knew bells could roll so high... 21 damage on the oradin.
The party begins the ascent of the tower and Cam leads the way, following the steps past the artificial ceiling of the first floor into the long wrapping steps that will carry the group up above. In the various windows and creaking seams of the dilapidated tower everyone can see a floor with a large hole in it resting above a a series of large bells hangins amidst the darkness and dust high above.
I'll need ref saves please
Sorry folks, work was murder this week.
Cam looks around and notices that buried in the straw where the golem was first nested is a large wicked looking scythe. Apparently the scarecrow was unable to grab it before being attacked. Cam also finds a leather pouch containing a mix of coins and some small jewlery. Finally the bard notes that the scarecrow's cloak actually was very subtley aiding him to hide by taking on some of the characteristics of the room. Cloak of Elvenkind.
Oherwise there is little else of interest in the room save for the stairs that breach the roof of this room and lead to the tower above...
Oh fine, orc ferocity...what a tremendous pain in the ass to my evil machinations you are Kithian ;p
Rising from the blow that would have felled most men Kithain strikes out one final time the blood of his orcish ancestors pushing him to fight on even though death is but a whisper away.
Missiles collide with the scarecrow and that seems to put the creature on sway. The blow from Kithian's blade, however, does the final work. Menacing no longer the scarecrow creature gurgles and grates, the harsh metallic voice gasping in pain, I'm...master I was...can you fix me...she will kill you all. The scarecrow crumples in place, the hay pile the creature was hiding amongst slick with blood and the vicious black fluid.
Kithain *then* collapses for real. 1 hp for the standard action. Fort save DC 19 to auto-stabilize
On Low: 1d20 ⇒ 5
1d20 + 13 ⇒ (5) + 13 = 18
1d20 + 13 ⇒ (15) + 13 = 28
2d8 + 5 ⇒ (8, 3) + 5 = 16
Kithian drives the blade in deep and even despite its resistance the scarecrow offers a grating metallic howl. More glass like missiles of force collide into the creature and it is clear, finally, that the group is getting close to bringing this beast down as it oozes black liquids and offers a rattling exhalation that sounds like otherworldly panting.
The noise rises in intensity and somewhere in the back of Vidar's mind the wizard is reminded that flesh golems, like some other types of constructed creatures, can sometimes become overwhelmed and go berserk, lashing out until nothing around it remains.
The scarecrow continues to lash out at Kithian, the last of the viscous glue from the tanglefoot bag dissipating and no longer with holding the creatures abilites. The first blow scraps off metal and steel as Sayniek continues to ply her superior brand of protections.
The second blow, lands with a sickening crunch. In the race to put each other down the scarecrow is the victor, offerings a wild hammering fist at the barbarian's shoulder which the whol group sees crack, crumble and snap under the weight of the blow. Kithian collapses, his life escaping his body..
My math was wrong. I had Kithian at two but with Rage he has 6 more HP. 16 - DR = 14, putting Kithian at -8 and dying. DC 18 Con check for Kithian to auto-stabilize, 6 rounds until death.
The scarecrow howls in metallic laced fury, its yellow eys angrily searching around it with little in the way of coherence...
Group is up.
Oh every little bit helps, as they say...Tanglefoot Brittle in...: 2d4 ⇒ (1, 1) = 2 rounds
Big Bad Scarecrow...:
AoO: 1d20 + 13 ⇒ (6) + 13 = 19
Seq 1: 1d20 + 13 ⇒ (7) + 13 = 20
2d8 + 5 ⇒ (2, 2) + 5 = 9 Miss due to TFB
Seq2: 1d20 + 13 ⇒ (19) + 13 = 32
2d8 + 5 ⇒ (7, 6) + 5 = 18
Kithian once again swings with force but the blade again seems to bite less than it should. The Scarecrow offers a metallic chuckle to taunt the barbarian but the chuckle is short lived as the scarecrow grunts in frustration as more magic missiles collide against him.
Sayniek continues to use her armor as Ragathiel trained her and reaches out imbuing Kithian with enhanced power and size. Cam uses the opportunity to try to maneuver past the scarecrow whose large size and outstanding reach proves to be more than Cam bargained for. A large meaty fist lashes out at the bard but catches the air just behind the twisting acrobatic display. Missed the mark on provoking the AoO but he couldn't touch you...
The scarecrow continues to fight with unceasing power, the first of its strike barely glancing off Kithian's larger frame. The follow up blow is considerable, striking with almost all the force the creature is capable of producing it is only Kithian's supernatural durability that keeps him on his feet. 18-2 is 16. I have Kithian at 2
Group is up. You are wearing him down but this guy is a beast...I actually have messed something up in your favor and something in my favor so I am letting them net for now, lol.
Man f!*&ing Wayfinder is a great idea but sometimes it not clear to me that things have/have not posted and I just need to be better about checking, sorry
AoO: 1d20 + 13 ⇒ (4) + 13 = 17
Reflex: 1d20 + 2 ⇒ (6) + 2 = 8
1d20 + 13 ⇒ (8) + 13 = 21
1d20 + 13 ⇒ (19) + 13 = 32
2d8 + 5 ⇒ (6, 6) + 5 = 17
Kithian continues to press the attack but in his rage cannot seem to actually harm the creature. Sayniek approaches the monster using her shiled and armor to expertly deflect a blow from the superior reach of the scarecrow. Cam lobs a tanglefoot bag towards the back of the scarecrow and is reward when the creature seems to become tangled amidst the thick ropey glue of the bag's contents.
This does little to stem the rage of the scarecrow however who continues to press his attack. Whether its the glue or the superior assistance of the Idyllkin, the first blow misses Kithian. The second blow, however, carries enough savage force to find its mark and the scarecrow's fist collides easily with the barbarians ribs. 17-2 is 15[/dice]
[ooc]And now the group...
1d20 + 13 ⇒ (13) + 13 = 26
1d20 + 13 ⇒ (7) + 13 = 20
2d8 + 5 ⇒ (7, 3) + 5 = 15
2d8 + 5 ⇒ (2, 8) + 5 = 15
Low: 1d100 ⇒ 60
As Cam's rousing song fills the area the scarecrow growls with menace as it looms over Kithian. A harsh rasping voice that sounds like chalk on granite mixed with thunder hisses at the half-orc, Time to die.
The scarecrow brings one meaty fist down on Kithian's shoulder which almost knocks the barbarian to his knees. The scarecrow, much faster then it would initially appear, then brings another massive fist up and across to slams Kithian in the chest, almost sending him spinning...
Kithian takes two hits of 15 a piece. With DR that should be 28 total?
Ref: 1d20 + 2 ⇒ (17) + 2 = 19
The large creature seems to spring to its feet as Vidar casts, The room erupts in loud noise and fiery explosions as Vidars lobs the fireball across the clocktower. There is a huge *thoom* sound with dust and debris leaving what appears to be a gigantic scarecrow standing some ten feet tall that somewhat nimbly does its best to shield itself.
Kithian moves and lands what would have been a shattering blow against a normal foe ...bu clearly this creature is anything but. The blade bites but not nearly so deeply. Where vital wounds and organs should be only a thin green mucuous pours from the wound. The scarecrow's glowing eyes seem to scowl at the barbarian with unnatural menace...
But he doesn't get to go yet...Cam?
I'll allow the aid others...in the interest of speed due to my illness...
Vidar perception: 1d20 + 17 ⇒ (17) + 17 = 34 Well there you go.
Something about the various noises and gestures of the groups investigation of the room make something jump out to Vidar...read your spoiler and proceed Mr. Wizard sir...
No Vidar, no snacks for you. You haven't met your quota for the day yet. 3 more eyerolls, 2 more jokes about Kithian and THEN you get your snack ;p
Kithian uses his broad arms to swing the large doors open. The air inside the clock tower is dusty and dry. Swaths of rubble and mounds of plaster lie in heaps on the stone floor, particularly in the southwest corner. A single wagon sits to the northeast, and six partially collapsed offices line the northern and eastern walls, their doors hanging askew and their ceilings caved in. A wooden staircase winds up into the cavernous space above. High overhead, four immense bronze bells hang from sturdy crossbeams.
Survival DC 15:
There actually has been fairly robust foor traffic through here. A number of medium humanoids and one set of large mishapen feet have come and gone with regularity
Perception DC 32 (I mean, I know how hard it is but everyone deserves a chance...:
In the northeast corner of the room a large mishapen figure sits in wait seemingly partially obscured in some way. Its small yellow eyes seem to be following the party with interest...
Cam approaches the thick double doors and eyes them a minute, satisfied he runs his hands over a few of its surfaces, pulls a long needle like tool from his kit and plunges it into the lock on the door and then places the needle back in his kit in one sort of flowing action. The door clicks noticeably and is ready to open...
Kithian, Sayniek, Cam then Vidar?
Unfortunately the terrain works against Cam. No obvious onlookers are seen on the grounds around the tower but such is that nature of things that looking up at the tower to spot an observer is much harder than if someone was above looking down. Cam is reasonably certain that no one is closely observing but cannot say there is no one above...
Cue the children's choir
You are in a mixed use part of town, there are other buildings and "shops" but the few people who are around don't really seem to be paying too close attention to anyone. The clock tower is in shade from the Irespan which really gives the entire area a sort of "perpetual dusk" type feeling.
Most Cam is under the impression that the type of people who are normally down here stick to their business and don't get involved. For good or for ill.
The group decided to go it alone and moves through the districts of more "proper" bearing and wind their way below the giant broken bridge of ancient times known as the Irespan. Cast in its shadow the district of Underbridge receives inconsistent light and inconsistent attention made obvious by the ever thinning presence of guard stations, guards and other officials.
Within the heart of the district the group comes to the Shadow Clock. As advertised the tower which stands many many stories is cloaked in long arching shadows of the Irespan but is dappled with some sun on a few of its very precarious edges. The tower leans at almost impossible angles in differing directions at different levels.
The main tower itself is square and a decent size while a pair of ground level additions feed to the main tower off either side that faces the street. A set of rickety wooden doors stands as the most obvious entrance to the tower while a beaten wooden sign has been placed in the turf leading up to the door with a a well faded writ on it that bears the mayor's seal. If it was still legible it would probably be the condemning order.
Wis Check DC 15:
OF the many details Vidar dug up in Caizarlu's journal one does stick out now. The necromancer mentioned that he worked on a "creation" for Xanesha. An undead creature that he noted was quite powerful though perhaps not nearly as smart as his other efforts. If this is her lair, she may be attended by servants that are hard to kill.
Cam Perception DC 20:
While out and about on Vidar's behalf you are certain you are being followed. One plain looking male elf and one dour looking female human seem to take turns following you about. As you return to the lodge to follow up with Vidar you are certain that they are milling about outside...
We will do it like this...
After three days of extreme tedium and the good graces of the local Pathfinder lodge, the Heroes of Sandpoint make headway on the Ironbriar's journal thanks to Vidar's efforts.
Much of the tome is the expected narcissism of a culti leader. Clearly Norgorber's mandates to secrecy belie nothing when it comes to the brevity of his minions. Much of the book details Ironbriar's rise to power as a cleric in the world of the god of secrets. His dissaffected youth as an elf in a human world. Blah blah blah.
Most of what is interesting comes in the last third of the journal. Ironbriar met up with the Foxgloves many years ago and helped build the Brotherhood to what it has become today. As the family went through its various tribulations (as you all know about in detail) Ironbriar was left to rise in the city and cultivate the group into an elite cabal of sorts.
Things have taken a turn most recently with the arrival of Xanesha. A lamia (the lodge has adequate resources that you can look that up), Xanesha arrived in the city for her own ends. She sussed Ironbriar out and he has been captivated by her ever since. Much ink is spilled about the creature and her beauty, her intellect and her fierce power. Ironbriar seems willing to do whatever she wants...even things that seem antithetical to his needs as a cleric of Norgorber. Vidar makes an educated guess that she might have magically manipulated Ironbriar.
In addition to using Ironbriar's organization for a variety of tasks, Xanesha was instrumental in the rise of the necromancer Caizarlu and the manipulation of Aldern Foxglove. Primary in her interest of Foxglove was the foul mold contagion that was breeding in the house. Apparently she saw much of it exported to other places as a weapon.
Much of Ironbriar's description of Xanesha indicates that she is as prone to secrecy as he was and makes details difficult to parse. Perhaps the most substantial clue to the lamia's whereabouts is a description of the "Shadow Clock" as Ironbriar's best guess to her hiding place based on his own keen sense of what she revealed in conversation. Most of this theorycraft is in context of Ironbriar wanting to "surprise" her in some strange act of professed affection.
Otherwise the ournal provides little else of relevant detail to the parties need though surely the guards would e interested in other small details in rooting out any lingering cutlists or sympathizers.
Kno:Local DC 15:
The Shadow Clock is actually a sort of spectacle in the Underbridge district beneath the Irespan, known for basically looking like it is going to collapse at any moment but never actually doing so. Many folks have dies trying to traverse the clock and the city "officially" closed though it devotes little in resources to enforce that edict.
I thought he had done it already...but he can confirm.
Cam, sorry I missed your thoughts earlier in the weekend. I was going to mention, there is a trait that does what you are looking for, I can look it up. There is an old standing paizo houserule that you could take two traits as a feat...which I would be happy to allow. Magical Knack is the name of the trait I am thinking of. If there is a feat that does that plus more then I would say take that.
I think Rogue is a good choice this level...though I say that admiring the increase in martial flexibility it gives you which is not really something you guys having been having any trouble with. THAT said you are sort of the face and the trap-man at the moment so you need to keep those skills good and polished ;p
Sounds good. Use the weekend to post your updates the convo thread (what went up with the level) and note how you are going to use the time/money Vidar, let me know how much time you may want on the spellbook and doing scrolls and I'll let you know how much time you can reasonably expect before circumstance might interrupt you. I will montage us up once I get that info from folks.
Everything in the list is by the book as far as value (1/2 gp market value)
The painting and the fine book are worth 1500 gp total combined.
Will Vidar take the spellbook and/or take the time to decipher it as well?
wand of cure moderate wounds (12 charges) Not really worth selling better to keep?
So 10065/4 = 2516.25 ea
Plus don't forget that you basically have access to and (for all intents and purposes) control the Foxglove townhouse. At some point there will need to be an accounting in Sandpoint about what the do with the property of the family but for now, possession is 9/10ths.
Sorry was trying to get a post in yesterday but my work connection has been really crappy, paizo wouldn't load worth a damn, now 28 hours laters I seem to have gotten on
Cam rifles through the rest of the office and finds nothing else in the other furniture or secret away in the room.
Turning to the box on the table there are a number of items of interest...
wand of cure moderate wounds (12 charges)
With these objects gone through the coded book is really all that remains....
Congratulations. Level 6 ahoy. My recommendation is we hand wave the next part. Vidar will go to the Pathfinders and work through translating the book and the party will have about 3 days down time to do whatever it wants or buy whatever it wants. Thoughts?
Sorry folks, killer day.
Vidar is blessed with enough intellect to know that he is missing a piece. According to what he can piece together the code is a cipher of Elven, Draconic and...Infernal. Vidar doesn't know the language but is skilled enough to recognize it on site.
The wizard figures he could break the code and the book in a couple of days but he needs someone who speaks infernal or a very solid dictionary which are probably hard to come by in polite society save for very RESTRICTED society (think pathfinders, guilds etc.)
Kithian's task seems unfortunately bound for failure but Cam has some luck in finding a small hidden panel in the side table. Within a small book has various notes that may indeed be the key to the coded book in the chest. It seems to be a primer involving multiple languages, though sadly, not all of those languages are known to Cam.
Cam's caution (and the right key) see the chest opened easily. Krinst grunts at the exchange of the group and moves to leave, I will leave you in the thick of it. The guards will know where to find me if you need to talk again...
The chest reveals itself to be mostly books. On top a set of three books seem to be a mish mash of collected works and etchings bound by a professional. They appear to be a collection of sea charts, etchings of some strage rock formations and a number of pamphlets for a "forgotten" school of magic called Alchymyc. The binding work is superb and it would appear that these were meant as a way for Ironbrair to keep his mementos closely at hand.
A fine painting also sits in the locker depicting a city carved from a frozen waterfall with towering ice cathedrals and domes.
A spellbook, emblaonzed with entwined red and green snakes is part of the stack.
An astoundingly well crafted and filigreed tome named "The Syrpents Tane: Fairy Tales of the Eldest" is well wrapped in a protective linen.
Finally on the bottom there is a thin ledger. Matching the hand writing to some of the entries of the memento books it appears to be from Ironbriar but Vidar's concerned seem well placed as the book appears to be written in pure gibberish.
Vidar's search of the chair's reveals nothing, leaving the end table, the vase and the desk as the final resting place of any potential clues within the office itself.
(There is also the box of Ironbriar's effects)