Pushing past the webs the group enters a larger room, the walls were once patterned with Vermilion paint and gold gilding but the pattern is now crumbled and decaying. However in the middle of the room sits a pristine well, its tiles shining as if they'd just been polished. A mournful cry fills the room seeming to originate from the well.
Azeban wades into the web leveling his crossbow a bolt flashes through the air and embeds itself in the spiders side. It's legs waiver underneath it feebly.
Keolin swings at the spider but only hits webs!
Galia steps forward, finishing the arachnid off by cleaving it in half with an overhand swing.
Among the webs the group finds a small purse of gold and a shining white pearl that seems to glow.
There's a draft blowing from the south-east corner of the room and with a quick inspection you find a passage through to the next room.
The spider flinches as another bullet grazes it's large abdomen. scuttling down it's web it strikes at Kristof with it's dripping fangs.
Attack: 1d20 + 2 ⇒ (11) + 2 = 13
But the spider's fangs can't penetrate Kristof's chain shirt.
Round 1 Initiative:
Kristof's pistol goes off with a bang and a puff of smoke and the clicking from above becomes urgent almost like a shrieking. The spider turns its now bleeding abdomen towards Kristof and shoots out sticky webbing entangling the gunslinger.
Web Attack: 1d20 + 5 ⇒ (11) + 5 = 16 Vs Touch.
An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity , can move at only half speed, and cannot charge or run. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell.
Kristof can escape the Web with a DC12 escape artist check or a DC16 str check. (The str check DC for another party member to break him out is DC12.)
Round 1 Initiative:
1d20 + 11 ⇒ (5) + 11 = 16
As Kristof points at the dessicated corpses he spots the glint of gold from a half open purse in amongst the webs. Then he hears as horrible clicking noise from above spotting a Giant Spider.
Azeban: 1d20 + 2 ⇒ (13) + 2 = 15
Galia: 1d20 + 1 ⇒ (6) + 1 = 7
Giant Spider: 1d20 + 3 ⇒ (14) + 3 = 17
Hekra: 1d20 + 6 ⇒ (8) + 6 = 14
Keolin: 1d20 + 2 ⇒ (9) + 2 = 11
Kristof: 1d20 + 5 ⇒ (15) + 5 = 20
Toshizo: 1d20 + 2 ⇒ (4) + 2 = 6
Keolin splits the last beetles back and it collapses amongst the trash. With a little digging Galia finds a sack full of silver coins, Keolin finds a scroll case with what looks like four more trade agreements and Toshizo finds a pair of beautifully fashioned bronze bracers.
1d20 ⇒ 13
1d20 ⇒ 20
1d20 ⇒ 9
1d20 ⇒ 17
1d20 ⇒ 9
1d20 ⇒ 20
The mouldy trash only gets thicker as you get further into the room. It isn't long before Keolin, Galia, Azeban and Toshizo notice movement in the far corner. Out of the rubbish emerges three cat sized beetles, brown with two glowing yellow spots on their backs. Emitting strange grunting noises the beetles manage to look somewhat threatening.
Azeban: 1d20 + 2 ⇒ (3) + 2 = 5
Fire Beetles: 1d20 ⇒ 8
Galia: 1d20 + 1 ⇒ (7) + 1 = 8
Hekra: 1d20 + 6 ⇒ (3) + 6 = 9
Keolin: 1d20 + 2 ⇒ (1) + 2 = 3
Kristof: 1d20 + 5 ⇒ (16) + 5 = 21
Toshizo: 1d20 + 2 ⇒ (9) + 2 = 11
As the Kelish word for water rolls off Kristof's tongue the fountain gurgles and water slops out of the left hydra heads mouth before suddenly gushing out powerfully from all three lower heads. The jets of water blast into the hallway Kristof flattens himself against the wall before Galia takes the blast front on knocking her onto her back as everyone else scrambles out of the way.
Saves and other rolls:
Azeban: 1d20 + 2 ⇒ (19) + 2 = 21
Galia: 1d20 + 1 ⇒ (3) + 1 = 4
Hekra: 1d20 + 2 ⇒ (12) + 2 = 14
Keolin: 1d20 + 4 ⇒ (10) + 4 = 14
Kristof: 1d20 + 5 ⇒ (16) + 5 = 21
1d6 ⇒ 1
Galia takes 1 point of damage from the water jets.
Kristof and Hekra manage to get the door open, pushing it in against a thick layer of mouldy garbage that covers the whole floor.
Perception checks for everyone entering into area 7 please
Galia forces her way through the stuck door into the next hallway. to the right the hall ends in a rounded alcove with a sinister looking fountain. A four-headed hydra, displayed in cross formation, protrudes from the middle of the rounded wall. The hydra’s heads all face directly down the hallway. Its top head’s mouth is firmly shut, its socketed eyes staring darkly down the corridor, and its head fin is flared and up. On that head fin, a single Kelish word is carved into the stone. The other three heads have toothy mouths open wide and reclined head fins; these obviously served as spouts for the fountain. Just below the mouths is a ceramic basin. No water runs from the hydra heads and the basin is dry and covered in a thick layer of dust.
The other end of the corridor opens up into the room with the reliefs of Kelish soldiers doing battle (Area 5). Then there is the door in the hall that should lead to another small room. The door seems to be stuck closed.
Keolin awakes coughing up blood even as his wounds heal. The room is in chaos, your companions calling out to each other and moving about carefully. It seems you are the only one left with vision. Eventually everyone's eyesight slowly returns and making a search of these rooms the group finds 13 various trade agreements among musty scrolls and the frogmans possessions.
You find three flasks of holy water and a potion hidden in the frogmans mushroom nest in area 9
Sorry, been super tired from trying to night ween my ratbag son.
Galia brings her axe down upon the frogman spliting its head even as her eyes succumb to the blinding light. Kristof's eyes also fail him.
With all the yelling and confusion in the room it takes a moment for everyone to realise that there's no longer a present threat and it's only a moment more before everyone works out that Keolin is unconscious and possibly dying though it's a little tricky to locate his body when your all blind.
Could you make another death saving throw Keolin?
AoO VS Hekra 1d20 + 5 ⇒ (6) + 5 = 11 MISS
Azeban throws his dagger using his hearing as a guide, unfortunately it hits Keolin's arm hilt first and his swing goes wide hitting the wall which then causes Galia to have to swing to high to get an effective hit!
Hekra casts a defensive spell as the frogman swipes at him narrowly missing.
Kristof moves past swinging his own axe at the thing but also missing in the hubub.
1d3 ⇒ 3[/dice]
The creature continues its assault on Keolin seemingly prepared to fight to the end as its blood stains the floor.
Bite: 1d20 + 5 ⇒ (19) + 5 = 24, Damage: 1d4 + 1 ⇒ (4) + 1 = 5
The frogman creature savagely bites the dwarf again tearing at him with it's claws until the dwarf drops. The creatures eyes burn blindingly bright again as the dwarf falls to the ground.
Please roll another Fort save Galia and Kristof.
The Frogman sidesteps away from Keolin's blow and weaves out of the way of Hekra's swipe. Kristof's pistol thunders and the bullet rips through the creatures belly and exits through its back in a bloody spray. The Frogman wails lashing out in a blind rage while blood streams from its wound.
Attack Vs Keolin
It savagely bites the dwarfs shoulder but then claws at him pitifully.
As the group begins sifting through the scrolls to find trade aggreements Keolin, Hekra and Kristof hear some scraping from through the broken archway. as you go to point it out or simply look that way you notice a bent over biped hiding in the shadows looking in at the group working.
The froglike creature leaps from its hiding place making a low threatening croak before opening it's bulbous eyes, eyes that burn with a blinding light.
Everyone needs to roll a DC13 fort save or be blind
Azeban: 1d20 + 2 ⇒ (17) + 2 = 19
Blindheim: 1d20 + 2 ⇒ (20) + 2 = 22
Galia: 1d20 + 1 ⇒ (7) + 1 = 8
Hekra: 1d20 + 6 ⇒ (3) + 6 = 9
Keolin: 1d20 + 2 ⇒ (8) + 2 = 10
Kristof: 1d20 + 5 ⇒ (2) + 5 = 7
Toshizo: 1d20 + 2 ⇒ (1) + 2 = 3
Surprise Round Init:
The scroll introduces one Ambassador Xeng Li and describes the Jade Katana a gift to Taliq Asad.
After Toshizo is finished with the burial rights the party heads towards the library area. The door into the room is stuck closed but with a little persuasion Galia gets it open. Inside the room smells musty with a hint of mushroom or mouldyness. The three alcoves are made up of little pigeon holes that are crammed full of scrolls many of them beyond repair.
Perception checks please
1d6 ⇒ 2
1d20 ⇒ 11
1d20 ⇒ 16
1d20 ⇒ 6
1d20 + 6 ⇒ (20) + 6 = 26
1d20 + 2 ⇒ (12) + 2 = 14
The door is free from any kind of magic and a thorough search doesn't turn up any traps. In fact as you check the door it crumbles from its hinges and collapses inwards to reveal a cramped chamber. A black mildew covers the walls and three doors that have metal slots near the floor that would have had latched covers that must have rusted away long ago.. The chamber reeks worse than rotten eggs.
The locks on the three doors are rusted closed and as the doors are bashed in the stirred up mildew causes everyone to hack and cough but doesn't seem to have any lasting effect. With a bit of persistence you discover the remains of three prisoners, one wearing the rotting remains of Tian clothing. This unfortunate prisoner has a dried and cracking scroll tucked into what is left of his shirt. Its broken seal features a kirin
No problem. I've been super busy this week.
Hekra shoots an unerring bolt of force that spins around Kristof slamming into the blob.
Galia charges to Kristof's side her axe smashing into the thing as Kristof steps back throwing small axe that cuts into the clear ooze as well.
The Amoeba lays still on the floor slowly draining into the cracks of the stone floor.
Did you guys want to check out the door in the corner (A7 on the combat map) before heading up the hallway to the Library?
Laying down Maurit, Kristof has a look about. A sift though the junk reveals nothing of interest. When he heads for the door in the north west corner what looked like a wet slick on the wall peels of and flops down to the floor, an amorphous almost clear blob. It attempts to slam its body against Kristof
Azeban: 1d20 + 2 ⇒ (6) + 2 = 8
Galia: 1d20 + 1 ⇒ (17) + 1 = 18
Giant Amoeba: 1d20 - 5 ⇒ (10) - 5 = 5
Hekra: 1d20 + 6 ⇒ (17) + 6 = 23
Keolin: 1d20 + 2 ⇒ (19) + 2 = 21
Kristof: 1d20 + 5 ⇒ (3) + 5 = 8
Toshizo: 1d20 + 2 ⇒ (1) + 2 = 3
Ok there's a link to Maurit's map in the campaign description so it appears at the top of every page. Can everyone see the notes I made on it? You may need to hover the mouse cursor over the map for the notes to appear.
Currently the group is in room 3 and Toshizo is suggesting heading up the hallway marked with a 2 I believe.
The group enters the large dank room carrying the corpse of Maurit. A strange draft seems to flow through this room carrying a foul odor. Rubble is strewn here and there, some stone pieces and the remains of what was probably a chair. A strange, slimy slick glistens down the western wall. Near the slick is a wooden door. The only sound in this room is a faint drip echoing from deeper in the dungeon. A damaged square arch in the north east corner leads on to another room.
1d6 ⇒ 5
The word carved on the reliefs forehead is the Kelish word for Air.
To the right a corridor extends away into the darkness, in the shadows that way you can see a door that by Maurits map leads into the room that had lots of scrolls and to the left the corridor turns and opens up into a room.
I'll put Maurit's map up in the Campaign Discription tomorrow night so it appears at the top of every page. It's too late tonight.
1d4 + 1 ⇒ (1) + 1 = 2
Maurit was still carrying around a few things from her last life including:
I need another Fort save Toshizo
1d20 + 4 ⇒ (7) + 4 = 11
Azeban 1d20 + 2 ⇒ (5) + 2 = 7
Galia 1d20 + 1 ⇒ (10) + 1 = 11
Maurit 1d20 + 3 ⇒ (16) + 3 = 19
Hekra slices at Maurit with his scimitar, but feeling sorry for her his heart is not in it and the blade goes wide.
In a rage Maurit viciously attacks Toshizo slicing at him with her claws and then trying to bite him wherever she can.
Keolin swings his axe scoring a great hit in her belly and though it is partially deflected by her baked leather vest it bites through into her flesh. She looks winded by the blow, growling and holding a hand over the new wound.
" Here. " She says crouching and pointing at the large room in the north west area of the ruined keep. Area 5 " The caves join the ruin here. Nice and quiet in that room, nothing lives there. I can't draw the cave that leads there, to many turns and branches. Let me show you, yes! "
What's the group consensus? Taking her back to the temple? Letting her show you in through the caves? Something else?
Yes she's definitely giving of an undead vibe. From her story your almost certain she's been infected by the ghoul but maybe her body or mind is fighting it off... She seems to have gotten a lot better during this encounter. Perhaps being able to help is good for her.
"Did you see any traps inside?"
" No, no traps. I'm good at finding traps and I've never seen any in there."
" Did you see any magic things inside that may help us or hurt us? "
Maurit shakes her head at this question, " Magic things? No, I don't think so, it I don't know much about magic things. "
"Thank you very much Maurit, that was very helpful indeed! Now, please in return allow us to take you to the Temple. There they will feed you. "
" No, no, let me, maybe I can help more show you the secret way in? Please? "
GM Stuff :
1d20 - 1 ⇒ (16) - 1 = 15
Maurit hisses and looks upset at the memory, " Inside, ugh, inside but the ghoul chased the rest of my party. I haven't seen it again since I came to. Or any of my friends. They left me, left me to rot! " she says angrily throwing the journal down at Azebans feet and crouching down low " Hisss, Hungry! " her tongue slips out licking her teeth but she doesn't attack and after a second she smiles, though it may look more off putting than the tongue. " Anything else you want to know? "
" Agreements? Written ones? There are shelves full of scrolls and things here! " Maurit says pointing at the room with the rounded alcoves. Area 10 " I don't know about an Armoury but I do know that the funny creature that leads the kobolds has a katana. I don't know if it's a ceremonial one but it does look kind of fancy with green and gold and jade stones. That creature is tricky and it can change colours. I'm not sure what it is. The kobolds have set up a home in these chambers. " she answers, pointing at two rooms on the eastern side. Areas 13-14
@Azeban: I'm cool with you 'retro' buying a pen.
Maurit takes the book and ink from Azeban and without waiting for him to fish around in his bag for a feather or pen she crouches down near the door. " Yes, better in a book than on the ground, here, here is the front door and it opens up into thiss room, yes. " She says dipping a claw like fingernail into the ink and scratching in the journal. " yes, and this room is attatched to a cave see I can lead you in that way if you want, maybe it's better... "
She ignores the others as she draws but once she's done she will answer any questions about the rooms.
@Toshizo: Agreed. Thats definitely that could be fixed...
Kristof climbs to the top of the scree slope with Keolin and is giving directions to Azeban. Though it's helpful Azeban is still struggling to make progress.
" Well... it may be your sickness can be cured. Not sure on effect it has on you apart from seeming to make your need to eat more. Should I give you a blessing of healing? "
" No! Are you a cleric? Some good and kindly God? Please no! I think that stuff would hurt me now. " she licks her grey lips with a long pointed tongue. " Let me help and then on your return you can take me with you to your temple... What do you seek here? Some treasure? Some ancient weapon? I... I could draw you a map."
As the group is no longer under immediate threat let's not worry about the climb rolls any longer
Maurit crouches and picks up some of the food, ripping into it with animal abandon. She favours any meat present and spits out anything else.
" Tell us Maurit, what ill has befallen you in this place? Were you sent by that cad Maldris? You wish to help us, but it seems as though you are the one in need of aid?"
" Maldris? No. I can help you though, Did Maldris send you? Are you going in here? I've been in there... That's... That's where we were attacked. They left me for dead, I suppose they had to run... I know lots about in there. I can help. "
" What ails you pathfinder? "
" I'm infected, bitten but my head is clear now. I think it was a ghoul. "
Kn Religion DC18:
She is showing all the signs of being a recently turned ghoul, if that's the case it's irreversible and she will eventually turn completely.
Galia 1d20 + 1 ⇒ (14) + 1 = 15
Tosh 1d20 - 3 ⇒ (18) - 3 = 15
Seemingly spurred on by her own hunger Galia charges up the pile of rumble.
Keolin pulls out his axe, and then says, "That's no way to greet a fellow Pathfinder! If you're that hungry, you could just ask." With his other hand he pulls out a bit of food and tosses it to her.
The woman cocks her head and straightens up somehow looking more human. " You are also pathfinders? I too am a pathfinder, Maurit was... Is my name. Perhaps, perhaps I could help you, yes? Even in this damed form... But but so so hungry... " she looks to the food that Keolin threw then looks back to Keolin and licks her lips as she crouches back down degenerating and becoming beast like again. She edges closer like a hungry dog that knows its probably overmatched.
Toshizo also makes good progress up the rocky pile spear at the ready.
Maurit is 20ft away from the party proper (up the rock pile (DC10 climb))
Sense Motive DC20:
Maurit is serious about both her hunger and her desire to help fellow Pathfinders.
Rolls:Everyone bar Toshizo begins to scramble up the loose rubble but Keolin on his sturdy Dwarven legs is the only one who makes much progress. Just as he reaches the door he hears the clatter of loose rocks from the top of the cliff face. Looking up Toshizo, Keolin, and Galia spot the crouched figure of a woman on top of the cliff. She jumps down form the cliff near to Keolin. She looks closely at Keolin cocking her head, dull bulbous eyes look out from her pale gaunt face. " How long will it take you all to cure, I wonder? You seem so full of life, and I am oh so hungry. "
Tosh Perc: 1d20 + 5 ⇒ (12) + 5 = 17
Init: Azeban 1d20 + 2 ⇒ (4) + 2 = 6
Galia 1d20 + 1 ⇒ (16) + 1 = 17
Hekra 1d20 + 6 ⇒ (7) + 6 = 13
Keolin 1d20 + 2 ⇒ (11) + 2 = 13
Kristof 1d20 + 5 ⇒ (17) + 5 = 22
Toshizo 1d20 + 2 ⇒ (1) + 2 = 3
Maurit 1d20 + 3 ⇒ (1) + 3 = 4
Knowledge Religion DC15:
This woman is a recently turned Ghoul.
Your close enough to notice the grand lodge ensignia stitched into the woman's ragged sleeve.
Don't feel forced into combat but...
The next morning after a quick foray into the nearby marketplace the party makes its way north out of Absalom and into the rocky cairnlands. The going here is tough, with rough broken ground scarred by wars from long ago. The sun beats down upon you and all the climbing and scrambling is thirsty work.
Just as you are starting to think that surely you must nealy be there, and maybe of stopping for a short rest and maybe something to eat the group comes across a small gully. At the end of the gully, about fifteen feet above the ground on a cliff face, is an ancient, ironbound door. Its wood is dried and cracked. Directly in front of the door is a steep slope of rubble and dust-crusted debris that as luck would have it provides a path, albeit a rough and difficult one, right up to the door.
To scramble up the rubble to the door requires a climb check. Also could everyone roll Perception checks.
Kellish:Aaqir replies a smile widening on his face as he shakes Kristof's hand and then Garen's. " I'll be around the Grand Lodge for the next couple of days. I'll make sure you can find me on your return. May your venture bring us all good profits. " Aaqir nods sharply and excuses himself, leaving the party shortly afterwards.
" Indeed! And such winds are found often, when you know the right people. "
If anyone wants to buy anything before you leave Absalom now is the time. Although the ruin is fairly close and if you need to you can always return partway through the mission.
The last fireworks are set off exploding in the night sky in pink, green and blue bursts. Many of the guests applaud at this last hurrah and then go about saying farewells. Carriages are brought to the front courtyard and everyone starts to drift away into the night on mass taking with them the sounds of laughter and conversation.
Later as the festivities are winding down a well dressed Kelishite man approaches the group. He speaks in slow level voice with a strong accent.
" Perhaps you recognise me? I am the Trade Prince Aaqir al'Hakam, Like a fast-spoken djinn, I'll get to the quick. I know where you are going. House Damaq of Qadira claim the ruin, but we are willing to allow you access for the price of a small deed easily accomplished during your adventure. You will be well-compensated, I assure you, for profits are most rewarding when shared. I assume treasure-seekers like yourselves are interested in such a proposition?”
DC 15 Knowledge (local):
The trade prince's legal statements are somewhat dubious. Few houses try to protect any claims within the Cairnlands as such claims are notoriously difficult to uphold and enforce. Still, if any house could do it, it would be House Damaq.
DC 15 Sense Motive:
Aaqir al'Hakam is a deliberate man whose attitude, while brusque, is not directly hostile toward the party or the Pathfinder Society. Nevertheless, it's clear that he is unaccustomed to hearing the word “no.”
No problem Helaman
" Quite right! That's exactly what I'm saying. " Maldris replies, but when Hekra says his piece the Major harumphs " hmph! Recruits these days certainly seem to lack proper respect! " and then he turns and marches away to another group.
Toshizo, Earlier at the tea ceremony:
Amara returns your bow, not as low, but low enough that you know she does not let Keolins behaviour affect her opinion of you.
A little later in the night as you mingle with the other guests and partake of the fine foods and wine Major Colson Maldris, the head of the Andoran faction approaches your group. Decked out in all the finery of his Eagle Knight's ceremonial uniform—a bright blue overcoat with polished gold buttons, gold eagle epaulets, and a fine, black felt tricorn hat he looks very charming indeed.
“Greetings, Pathfinders! " He says in a loud confident voice as if he wants the whole party to overhear this conversation. " I hear you're headed out into the Cairnlands on official Society business. Best of luck outside the city walls, though you look like sturdy enough adventurers. Perhaps not Eagle Knight material, but qualified for the work of a Pathfinder. "
"A word of warning, though, friends—beware the walking dead. The crumbling ruins surrounding the city are rife with them, and you're likely to run into more than your fair share over the course of your career. Undeath and the undead are more than just a physical peril, however. Undeath is the worst kind of slavery. And it should be eradicated like all servitude, whether to aristocracy or to mental control. Being enslaved to the flesh beyond when Pharasma calls one's soul to the Boneyard is a fate I wouldn't wish upon my greatest enemy. So while you plumb the depths of Asad's Keep, remember your solemn duty to your fellow man—both living and dead. Any undead you encounter along the way should be freed of their earthly shell."
“If you prove your dedication to freedom, the resources of Andoran will be at your disposal in your future endeavors.”
Amara nods slightly to Hekra smiling but her smile turns to a frown when Keolin asks his question. " I have not withheld any information that is essential to the success of your mission. Nor will it endanger your lives, I believe it is my right not to disclose the whole history of my ancestors. " She replies in a slightly admonishing voice. Amara scoops the tea leaves out of the pot and places them in a fine bowl presenting them to you to view. She does this to Toshizo first hoping he is aware that he is supposed to comment on the quality of the tea and that this signifies that the ceremony is finished. After this formality has been attended to she dismisses the group." Please excuse me, I must mingle with my other guests. "
"How far is the ruin from here? Does the katana have any magical properties that you are aware of?" Keolin asks awkwardly. He hesitates for a moment. "Any special marks that make this katana specifically identifiable to your family?"
"The ruin is in the cairnlands almost half a days walk from the city walls. " Amara hands a hastily drawn map over, that marks the approximate location of the ruin. " The Katana is not magical to my knowledge, it had green Ito cord and three jade stones set as the eyes of three gold dragons make the Tsuba. The Saya is wooden but was overlaid with gold scales lined with green wire. "
" When do you wish for us leave ? "
" Please, stay and enjoy the party, rest tonight and leave in the morning. "
You believe that Amara is omitting some facts
Ito: the cord wrapping on katana hilts, Tsuba: The hand guard, Saya: the scabbard.