Hakotep I

GM Pendrak's page

1,247 posts. Alias of Pendrak.


RSS

1 to 50 of 1,247 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Xander is fairly certain that the slime is a mix of preserving fluids (possibly formaldehyde), biological mucus consistent with tissues or organs stored in such liquid, and traces of ectoplasm.

Deciding to investigate the strange goo trails later, the group moves down and John cautiously opens the door to Administrator Losandro's office.

Yellow fog soundlessly roils against the cathedral-like windows of this opulent, two-story office. The ground floor features overstuffed furnishings, elegant side tables, and an altarlike desk of dark marble. A delicate spiral staircase and balcony of dark iron rises to a lofty library overhead. Both floors' fixtures frame the lake of blood spread across the room's center.

At the room's center, Doctor Eliege Losandro kneels in the pool of blood, her back straight, her mouth gaping at the ceiling. From her soundlessly screaming mouth an unsteady torrent of purple mist spurts like a fountain of gritty sludge, rising up into the air like smoke to gather near the ceiling in a strange cloud.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Xiao peppers the tatzylwyrm with her magical artillery, and then mighty Regis brings down his massive battleaxe to finish off the dragon-cousin. The way is clear once more.

Searching the creature’s nest reveals a mace made entirely of cold iron with a pentagram inscribed on the head and tarnished silver wire loosely wrapped around the hilt, revealing an inscription in Infernal along the handle. It would seem that this mace is the mace you seek, and that the inscription contains another portion of the fury's true name.

Close inspection of the table uncovers a hidden compartment containing a journal written in Common, a wand, and a scroll.

Wand, detect magic and Spellcraft DC 18:

This is a wand of pass without trace (CL 3rd, 10 charges).

Scroll, detect magic and Spellcraft DC 18:

This is a scroll of fog cloud (CL 3rd).

The journal belonged to a hobgoblin commander called Malgrin. The journal details Malgrin’s strategies and victories. It describes his use of the foothills to lose pursuit and how he employed the druid medics under his service to conceal their tracks and modify the terrain for better camouflage.

The hobgoblin journal represents an insight into the opposition during the Goblinblood Wars. The journal details not only battles, but also Malgrin’s thoughts on the war’s direction and his concerns about new forces entering the field. He outlines new tactics to counter the new arrivals.

The table seems to have been used for maps and planning, allowing the unit to observe from the spiral.

Knowledge (history or local) DC 15:

You realize the unique historical significance of Malgrin’s tactical knowledge, and strongly believe that the journal may be of value to the Pathfnder Society.

The return to Umok is uneventful. When the group arrives back at the Badgers's Den to get some rest, they are greeted by Trigi Neppo.

"A letter for you guys arrived while you were on your quest! This was attached: a scroll of heroism. Somebody must like you! The messenger said it was urgent. Told me to tell you that someone else hunts the prize you're after."

See Slides for the letter.

With their next mission in hand, the group readies themselves for the final section of their adventure here in Isger. Trigi is able to identify the scroll and wand they found in the tatzylwyrm's lair, if the Pathfinders can't do it themselves, and she provides them with cheerful company that evening at the inn. Bearjaw joins the festivities, and is interested in hearing all about the old hobgoblin hideout.

The next day, the group sets out for the Chitterwood.

Again, let me know if you want to make any purchases before the final quest commences.

After days of travel on overgrown trails and hard sleeping in the wilds of the Chitterwood, a half-collapsed wall emerges from the trees winding around a long forgotten encampment. The Hellknight outpost was breached long ago, and decades of growth have begun to reclaim the interior courtyard. A few walls still stand, and undergrowth covers the ground in a dense carpet. A single building in the southeastern end seems to be whole, its entrance blocked with a crude piece of wood.

Perception or Survival DC 14:

You notice that in the shadow of a broken wall hang several huge spider webs; scattered among them are a few sizable humanoid bones as well as broken gear and rotting packs. A few strange tracks are also visible among the bushes near the webs. The packs, upon investigation, contain about 125 gp in mixed currencies, all told.

Survival DC 12 (if you noticed the tracks with the previous check, or they are pointed out to you):

The tracks seems to have been made by an ettercap.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

As Smiley tries to wrap up Pava her well-trained hands move swiftly to block each attempt of the dwarf's to grapple her.

Mikhail and Tholand may act.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Maxime slices at the cyclops with her legendary blade, and twice draws blood. Ismene once again roars in pain. But despite the threat in front of her, she realizes that the spellcasters in the rear are going to cause her more problems than she and her seeresses are ready to deal with, especially if they have a way of preventing the cyclops and her allies' own spellcasting. With a quick, muttered word, divine energy wreathes her body. As Ismene lifts off the ground and flies over their heads, some strange magic prevents Maxime and Willem from trying to attack the cyclops. She lands near Bo and Uzziah, and again taking special effort to remain defensive while casting she sends forth yet another gout of flame, this one engulfing Bo and the spellcasting Barbo.

GM Rolls:

Ismene, Caster level check vs. archon SR 16: 1d20 + 7 ⇒ (13) + 7 = 20

Ismene, Spellcraft vs. gravity bow, DC 16: 1d20 + 13 ⇒ (1) + 13 = 14

Ismene, Spellcraft vs. silence, DC 17: 1d20 + 13 ⇒ (5) + 13 = 18

Ismene, Spellcraft vs. calm emotions, DC 17: 1d20 + 13 ⇒ (19) + 13 = 32

Ismene, Concentration to cast grace defensively, DC 17: 1d20 + 11 ⇒ (18) + 11 = 29

Ismene, Concentration to cast burning hands defensively, DC 17: 1d20 + 11 ⇒ (8) + 11 = 19

Burning hands: 5d4 ⇒ (1, 3, 2, 2, 1) = 9

On fire: 1d4 ⇒ 3

Summary:

Surprise Round Uzziah (suggestion)

Round One Seeresses (tripping balls), Barbo (glitterdust), Willem (moved and total defense), Maxime (moved and divine favor), Πολυμάθεια (moved and aid), Ismene (burning hands), Bo (gravity bow), Uzziah (started casting), Glorne (ice blast)

Round Two Seeresses (cast spells), Barbo (started casting), Willem (put out fire), Maxime (full attack), Πολυμάθεια (cast calm emotions), Ismene (cast grace, flew, and cast burning hands again), Bo (up), Uzziah (up), Glorne (up)

Round Three Seeresses (not yet up), Barbo (not yet up), Willem (put out fire), Maxime (not yet up), Πολυμάθεια (not yet up), Ismene (not yet up), Bo (not yet up), Uzziah (not yet up), Glorne (not yet up)

Ismene- 67 damage
Red- blind for 11 rounds

Bo and Barbo need to make a DC 18 Reflex save to try to dodge the cone of fire. If they succeed they each take 4 points of damage; if they fail they each take 9 points of damage and catch on fire for 4 rounds. If you catch fire, you can extinguish it as a move action with a DC 18 Reflex save (dousing the creature with water as a standard action grants a +2 bonus on this save, while immersing the creature in water automatically extinguishes the fire).

Then Barbo needs to make a concentration check if he takes damage. The DC is 12 plus whatever damage he ends up taking.

Bo, Uzziah, and Glorne may act.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Laura and John manage to shoulder the northern door open to reveal an L-shaped hall that runs from a collapsed space in the west to a small waiting area to the north. Some of the doors in the this wing are closed, but it appears that some of the doors are open or ajar.

Perception DC 16:

You notice mucus-like smears on the tile floor.

Survival DC 10, after succeeding on the Perception check or having the thing pointed out to you:

The antiseptic-smelling smears form a trail that runs between several of the doors, all but one of which are open or slightly ajar.

Next to the door at the end of the hall is a large nameplate that reads "Administrator Eliege Losandro."

Map updated (if you don't get the Perception check you don't notice the pink lines on the map).


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

The creature seems confused by Reginald's japes, and this opening allows Dana, Woodthorne, and Xiao all to land attacks. The creature seems shaken, but it is still standing for now. It bites Woodthorne once again, but once again it is unable to get a grip to grab him.

GM Rolls:

Tatzylwyrm, bite attack vs. Woodthorne: 1d20 + 5 - 2 ⇒ (14) + 5 - 2 = 171d8 + 3 ⇒ (5) + 3 = 81d20 + 9 ⇒ (2) + 9 = 11

Summary:

Round One Regis (diplomacy), Xiao (daze), Tatzylwyrm (double moved), Reginald (evil eye), Dana (hideous laughter), Woodthorne (shield of faith), Orst (total defense)

Round Two Regis (total defense), Tatzylwyrm (bit Woodthorne), Xiao (acid splash hit), Reginald (evil eye), Dana (hit), Woodthorne (hit), Orst (lay on hands, smite evil, move)

Round Three Regis (miss), Tatzylwyrm (bit Woodthorne again), Xiao (up), Reginald (up), Dana (up), Woodthorne (up), Orst (up)

Round Four Regis (up), Tatzylwyrm (not yet up), Xiao (not yet up), Reginald (not yet up), Dana (not yet up), Woodthorne (not yet up), Orst (not yet up)

Tatzylwyrm- 17 damage; shaken; evil eye AC -2 for 1 round

Woodthorne takes another 8 points of damage.

Xiao, Reginald, Dana, Woodthorne, Orst, and Regis may act.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Giovanni's acid blob misses the mark, but Everbloom sends countless tiny needles sticking into the monk. Pava cries out in pain.

The thugs Pava brought with her nock and loose arrows, one each at Giovanni and Everbloom. Giovanni barely sidesteps to dodge, but an arrow hits Everbloom, just missing her throat.

GM Rolls:

Blue, longbow vs. Everbloom: 1d20 + 4 ⇒ (16) + 4 = 201d8 + 1 ⇒ (6) + 1 = 7
Red, longbow vs. Giovanni: 1d20 + 4 ⇒ (13) + 4 = 171d8 + 1 ⇒ (2) + 1 = 3

Summary:

Round One Mikhail (moved and cast judgement), Tholand (double moved), Hskoro (moved), Pava (moved and missed), Everbloom (hit), Giovanni (missed), Bandits (hit and miss), Smiley (up)

Round Two Mikhail (up), Tholand (up), Hskoro (up), Pava (not yet up), Everbloom (not yet up), Giovanni (not yet up), Bandits (not yet up), Smiley (not yet up)

Pava- 18 damage; shaken for 2 rounds

Everbloom takes 7 points of damage. Smiley, Mikhail, Tholand, and Hskoro may act.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

The Pathfinders begin preparing themselves with spells, save Glorne who fires off an ice blast that takes the draconic cyclops full in the chest. Ismene roars.

Behind her the two human women seem to recover their senses, and begin casting spells of their own, albeit one of them blindly.

Spellcraft DC 19:

The one who can see is casting confusion.

Spellcraft DC 18:

The other is casting haste.

GM Rolls:

Red, Will save vs. glitterdust: 1d20 + 8 ⇒ (2) + 8 = 10

Summary:

Surprise Round Uzziah (suggestion)

Round One Seeresses (tripping balls), Barbo (glitterdust), Willem (moved and total defense), Maxime (moved and divine favor), Πολυμάθεια (moved and aid), Ismene (burning hands), Bo (gravity bow), Uzziah (started casting), Glorne (ice blast)

Round Two Seeresses (cast spells), Barbo (up), Willem (put out fire), Maxime (up), Πολυμάθεια (up), Ismene (not yet up), Bo (not yet up), Uzziah (not yet up), Glorne (not yet up)

Round Three Seeresses (not yet up), Barbo (not yet up), Willem (put out fire), Maxime (not yet up), Πολυμάθεια (not yet up), Ismene (not yet up), Bo (not yet up), Uzziah (not yet up), Glorne (not yet up)

Ismene- 13 damage
Red- blind for 11 rounds

Everyone but Barbo needs to make a DC 16 Will save or be confused for 8 rounds.

Barbo, Maxime, and Πολυμάθεια may act.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Despite its spell resistance, the spell seems to affect the codex archon just the same.

GM Rolls:

Ismene, caster level check: 1d20 + 7 ⇒ (20) + 7 = 27


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

I feel like Grimm John is having a really, really bad day so far. Also, I don't know how many of you have read A Song of Ice and Fire but I get a serious Dolorous Edd vibe from Cage.

Genny continues to chitter away in Aklo.

Aklo:

"Well, if its all the same to you guys, I'll stay here in the library for now. If you need any help later, I owe you for sparing my life. I'm good at finding books."

The doors to the north, out the opposite side of the library from where the group came in, are jammed, but no serious effort has been made to unjam them or break them down.

You can try a Strength check.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Botting Willem.

More cautious after his flirt with death in the previous bout, Willem advances with a keen eye to his own self-defense.

Move 20' and take a total defense.

"Fools," cries Ismene the cyclops, and she leaps from the waterfall, using her massive wings to slowly descend and land before Maxime and Willem.

"Burn in the cleansing fire of the Dragon!" She murmurs a few arcana syllables in Cyclops and waves her hands, and a cone of searing flame shoots from her fingertips, engulfing Maxime, Willem, and the codex archon. She laughs, and more heat seems to exude like an aura from her very skin, again singeing Willem and Maxime.

Spellcraft DC 15:

Ismene casts burning hands.

GM Rolls:

burning hands: 5d4 ⇒ (2, 2, 4, 2, 2) = 12

rounds of being on fire: 1d4 ⇒ 4

heat aura: 3d4 ⇒ (1, 1, 2) = 4

Summary:

Surprise Round Uzziah (suggestion)

Round One Seeresses (tripping balls), Barbo (glitterdust), Willem (moved and total defense), Maxime (moved and divine favor), Πολυμάθεια (moved and aid), Ismene (burning hands), Bo (up), Uzziah (up), Glorne (up)

Round Two Seeresses (not yet up), Barbo (not yet up), Willem (not yet up), Maxime (not yet up), Πολυμάθεια (not yet up), Ismene (not yet up), Bo (not yet up), Uzziah (not yet up), Glorne (not yet up)

Maxime, Willem, and Πολυμάθεια need to make a DC 18 Reflex save to try to dodge the cone of fire. If they succeed they each take 6 points of damage; if they fail they each take 12 points of damage and catch on fire for 4 rounds. If you catch fire, you can extinguish it as a move action with a DC 18 Reflex save (dousing the creature with water as a standard action grants a +2 bonus on this save, while immersing the creature in water automatically extinguishes the fire). Then Willem and Maxime need to make another DC 17 Reflex save against the heat aura. If they succeed they take 6 points of damage; if they fail they take 3 points of damage.

I'm only slightly put out that Ismene wasn't able to drop a fireball on all y'all, but Uzziah's spell prevented it entirely. I hope I did everything right with your spellcasting, Uzziah, there are a lot of moving parts when you cast your enchantments.

Bo, Uzziah, and Glorne may act.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Delaying Xiao and botting Orst.

Orst steps forward and also takes up a defensive stance. The tatzylwyrm scoots forward and snaps its jaw up at Woodthorne. Despite his divine protections, the draconic beast still manages to bite him hard in the leg. However, those same divine protections do manage to somehow deflect the creature from getting a grip on Woodthorne's leg and he remains thankfully ungrappled, though he has a nasty wound on his thigh.

GM Rolls:

Tatzylwyrm, bite attack vs. Woodthorne: 1d20 + 5 ⇒ (13) + 5 = 181d8 + 3 ⇒ (5) + 3 = 81d20 + 9 ⇒ (10) + 9 = 19

Summary:

Round One Regis (diplomacy), Xiao (daze), Tatzylwyrm (double moved), Reginald (evil eye), Dana (hideous laughter), Woodthorne (shield of faith), Orst (total defense)

Round Two Regis (total defense), Tatzylwyrm (bit Woodthorne), Xiao (up), Reginald (up), Dana (up), Woodthorne (up), Orst (up)

Round Three Regis (up), Tatzylwyrm (not yet up), Xiao (not yet up), Reginald (not yet up), Dana (not yet up), Woodthorne (not yet up), Orst (not yet up)

Woodthorne takes 8 points of damage. Reginald, Dana, Woodthorne, Orst, Regis, and Xiao may act.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

I've enjoyed the references, though I too am surprised they were subtle enough to just now come onto someone's radar. Though I suppose not everyone was as obsessed with Monty Python as a teenager as I was (I remain a big fan today but man did I love Monty Python back in the day, lol).

Gonna bot Tholand.

Tholand moves forward cautiously to join Hskoro, and takes up a defensive stance in the Dragon Style.

Move 30', total defense, swift action to activate Dragon Style.

Pava gives a smug smile and begins to advance, moving towards Mikhail but watching her fellow martial artist, Tholand, out of the corner of her eye. From her stance as she approaches it becomes clear to both Tholand and Smiley, if not some of the others, that Pava is trained in hamatulatsu, an exotic but deadly fighting form inspired by the varying attacks of the barbed devil, intended to maim and scar rather than kill.

But as she closes the distance, suddenly a wicked, baroque, spiked chain erupts from somewhere below her feet! The chain whips about, and despite her dexterity it slashes Pava across the shoulder sending an arc of blood into the air. A brief flash of fear crosses her face. But despite being shaken, the Irrican scion grits her teeth, keeps pushing forward, and launches herself at Mikhail with a feral shout, the fingers on her hand bent like claws as she attempts to strike the inquisitor. Mikhail feels a piercing pain in his chest as she strikes him, and her hand comes back red with blood.

GM Rolls:

Pava, Will save vs. barbed chains: 1d20 + 6 ⇒ (4) + 6 = 10

Pava, unarmed strike vs. Mikhail: 1d20 + 7 - 2 ⇒ (14) + 7 - 2 = 191d8 + 4 ⇒ (4) + 4 = 8

Summary:

Round One Mikhail (moved and cast judgement), Tholand (double moved), Hskoro (moved), Pava (moved and missed), Everbloom (not yet up), Giovanni (not yet up), Bandits (not yet up), Smiley (not yet up)

Pava- 6 damage; shaken for 2 rounds

Mikhail takes 8 points of damage. Everbloom and Giovanni may act.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

As the dust covers the cyclops and her henchwomen, you see that only one of the human women seems to be effected. She rubs her eyes and reaches around, confused.

GM Rolls:

Ismene, Will save vs. glitterdust: 1d20 + 12 ⇒ (9) + 12 = 21

Blue (Tarn), Will save vs. glitterdust: 1d20 + 8 ⇒ (15) + 8 = 23

Red, Will save vs. glitterdust: 1d20 + 8 ⇒ (3) + 8 = 11

Summary:

Surprise Round Uzziah ([i]suggestion)[/i]

Round One Seeresses (tripping balls), Barbo (glitterdust), Willem (up), Maxime (up), Πολυμάθεια (up), Ismene (not yet up), Bo (not yet up), Uzziah (not yet up), Glorne (not yet up)

Willem, Maxime, and Πολυμάθεια (if the archon is still around) may act.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Pava practically fumes with anger.

"Have it your way," she says, turning to her men, "Kill them."

The bandits reach for arrows from their quivers, and the erinyes lets out a derisive laugh. Pava takes up a martial arts stance and begins to stalk forward.

GM Rolls:

Hskoro initiative: 1d20 + 1 ⇒ (17) + 1 = 18
Tholand initiative: 1d20 + 1 ⇒ (18) + 1 = 19
Smiley initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Everbloom initiative: 1d20 + 3 ⇒ (11) + 3 = 14
Giovanni initiative: 1d20 + 3 ⇒ (7) + 3 = 10
Mikhail initiative: 1d20 + 5 ⇒ (14) + 5 = 19

Pava initiative: 1d20 + 5 ⇒ (9) + 5 = 14
Bandits initiative: 1d20 + 2 ⇒ (3) + 2 = 5

Summary:

Round One Mikhail (up), Tholand (up), Hskoro (up), Pava (not yet up), Everbloom (not yet up), Giovanni (not yet up), Bandits (not yet up), Smiley (not yet up)

Mikhail, Tholand, and Hskoro may act.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Sorry, missed your spoiler Alico

Alico Destane wrote:
"Do you know what are in these books to make them so precious to you, little one? Do they have knowledge of the strange mists or monsters wandering these damned halls? Help us and we will not pursue you or your kin."

Aklo:

"We like all books. You never know what secrets you might learn. Also we just absolutely love scrolls, and we were looking for some here. But we haven't found any. I don't know much about these damned halls, as you call them. Seems like a creepy place in general though, I like it."

Briarstone’s library boasts an impressive collection of texts covering advanced psychological theories and treatments, common medical practices, and matters of regional record. Many of the books seem to be copies of texts held at Rozenport’s Sincomakti School of Sciences; some have even been pilfered from that collection and bear the university’s stamp within their covers. Regardless of the tomes’ pedigree, almost any matter relating to medicine, psychology, and Briarstone or Versex history can be researched here.

There don't seem to be any patient records here.

If you guys are interested in doing research at the library, we will use the Research rules from Ultimate Intrigue for that, as specified. However, it takes an 8 hour period of uninterrupted research, so I'm not sure if that is something you guys want to do right now or not.

Do you let the ratling go?


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Neither Regis's entreaties nor Xiao's magic seem to have any effect on the creature, which nimbly scrambles forward, climbing the walls with exceptional ease, until it nearly closes with the Pathfinders, making its way to the upper level.

Daze only works on humanoids.

It hisses something that almost sounds like words.

Draconic:

"EATTTT YOUUUU!"

Despite Reginald giving it the evil eye, the tatzylwyrm resists Dana's efforts at enchantment as well.

GM Rolls:

Tatzylwyrm, Will save vs. evil eye: 1d20 + 5 ⇒ (15) + 5 = 20
Tatzylwyrm, Will save vs. hideous laughter: 1d20 + 5 + 4 - 2 ⇒ (17) + 5 + 4 - 2 = 24

Summary:

Round One Regis (diplomacy), Xiao (daze), Tatzylwyrm (double moved), Reginald (evil eye), Dana (hideous laughter), Woodthorne (up), Orst (up)

Round Two Regis (up), Xiao (up), Tatzylwyrm (not yet up), Reginald (not yet up), Dana (not yet up), Woodthorne (not yet up), Orst (not yet up)

Woodthorne, Orst, Regis, and Xiao may act.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Pava steps up into view, accompanied by a pair of thugs.

"Very well, if you want to do this the hard way, I'm game," she says. But suddenly the situation changes.

A sharp bang announces the arrival of a black-winged figure in tight leather armor, wielding a longbow. She appears on top of a broken wall nearby, dark eyes darting around the courtyard at the assembled face-off. "Ah, I see the Irrica family line isn't entirely wiped out yet," she observes, "And facing off for a fight! You mortals make such tepid entertainment. But I am merciful. Give me the fragments you've collected and I'll let you live."

Pava scowls at the winged creature, "You serve the Irricas, devil. I know you cannot harm me. Now, you lot, quickly, give me the ring and I'll command it to spare you."


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War
Maxime Chanteclerc wrote:

I am Maxime Chanteclerc de Hénin, Marquise of Beauregard and follower of Iomedae. You claim this place as your temple, but Iomedae's light will shine on this place.

I will give you only one chance to surrender to Her justice.
We will stop the infighting and bring peace and hope on these lands. The Dragon will not raise again.
Surrender, or Die.

She says as she points her sword toward the half dragon Cyclop.

"I am Ismene, the inheritor of the Firespeakers’ legacy and herald of the Second Dragon. It is my divine mandate to usher in the Dragon’s return. He conquered this land once, and will return and conquer it again: the dragon wearing the skin of mortal man. He shall arise and punish these people for forgetting their place and we, his true and loyal subjects, will be at his side to carry out his justice."

Ser Willem Dargerion wrote:
"What the Marquise means to say is that we have come here to end this feud and restore peace to the land for all involved. If you are going to hinder that, we will have little choice but to stop you."

"Orlovsky, Surtova, they are merely the tinder to the coming inferno. We sparked the flame from under them, and now we wait and watch them burn. This feud was long foreseen in our ancestor’s visions; we only hastened along the inevitable with simple whispers and witchery."

Uzziah Potus wrote:
Uzziah bursts out laughing at Maxime's words. "Surrender to her justice? Who's to say that the dragon doesn't have just claim on this place?" he says as he walks forward

"Yes, your words are wise, elf," says the cyclops, as she watches Uzziah move forward. But then she seems to notice with her single, keen eye, that the psychic is up to something. "Wait, he is casting some sort of spell..." she says, but then her eyes glaze over slightly. "Kill them all, except for this one," she says to her followers, pointing at Uzziah.

The two women below do not react immediately, and instead babble incoherently, clearly still intoxicated, as they sway at the foot of the waterfall.

GM Rolls:

Ismene, Perception check: 1d20 + 26 ⇒ (20) + 26 = 46

Tarn, Perception check: 1d20 + 1 ⇒ (14) + 1 = 15
Seeress 2, Perception check: 1d20 + 1 ⇒ (15) + 1 = 16

Ismene, Will save vs. suggestion: 1d20 + 12 ⇒ (2) + 12 = 14

Initiative:

Glorne: 1d20 + 2 ⇒ (2) + 2 = 4
Barbo: 1d20 + 8 ⇒ (3) + 8 = 11
Bo: 1d20 + 8 ⇒ (1) + 8 = 9
Willem: 1d20 + 6 ⇒ (11) + 6 = 17
Maxime: 1d20 + 1 ⇒ (15) + 1 = 16
Uzziah: 1d20 - 1 ⇒ (6) - 1 = 5
Πολυμάθεια: 1d20 + 3 ⇒ (10) + 3 = 13

Ismene: 1d20 ⇒ 10
Mad Seeresses: 1d20 + 6 ⇒ (14) + 6 = 20

Summary:

Surprise Round Uzziah ([i]suggestion)[/i]

Round One Seeresses (tripping balls), Willem (up), Maxime (up), Πολυμάθεια (up), Barbo (up), Ismene (not yet up), Bo (not yet up), Uzziah (not yet up), Glorne (not yet up)

How long does the archon stay around?

Willem, Maxime, Πολυμάθεια, and Barbo may act.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Yeah, everyone in the room is evil. Well, everyone who isn't a Pathfinder.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

The ratling, who you now see is a female, responds to Mashiki's words in Aklo. To anyone who doesn't understand Aklo, it is a hideous language, guttural but with strange pitch changes and obscure sounds, entirely alien.

Aklo:

"I have no idea what's going on. We live in warrens deep in the rocks below this place, in tunnels too small for the big folk to traverse. But the earthquake collapsed some of the tunnels, leaving us cut off in the upper areas from our kin below. We came up here to scavenge a bit. Oh, please don't cut off my tails! I have two, you see, that's why they call me Genny Two-Tails."

At the end of the creature's speech, she gestures towards her hind end, pointing at a pair of wormlike tails, with a bit of a grin as if she is very proud of them.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Woodthorne manages to locate the best possible path up to the hideout. Dana finds a way to leap from rock to rock, making her way to the top, and with a lowered rope the ascent is made without any injury. In fact, despite a decent hike and climb, the Pathfinders are in pretty good shape both in terms of spirits and fatigue, when the reach the entrance to a cave that most likely is the lair they seek. This would not have likely been the case had they gotten lost, or had trouble with the climb.

The trail ends at a large boulder in front of a tunnel leading deeper inside. The cave is dark, the walls are stone, and the ceilings are 10 feet high.

Perception DC 15:

Though there are no hobgoblin tracks apparent at the entrance, the trail shows signs of passage by a large reptilian creature within the last hour.

You guys were perfect in all parts of the skills challenge. You have a chance here to cast any buffs or do anything else before entering the cave, through the power of retroactive continuity. At any rate I'll keep us moving though.

Entering the cave, the Pathfinders move down a long tunnel. The passage eventually turns south, serving as the only entrance and exit for a wide chamber that spirals down to a stone table 10 feet below. Bones and refuse litter the floor, and debris is gathered into a nest alongside the table.

Yellow eyes briefly flicker from the nest. Then, suddenly, a large reptile leaps out, gray-scaled and at least six feet in length. It has a dragon’s head filled with sharp teeth, and two arms ending in grasping claws. A cloud of greenish vapor wafts from its gaping maw.

Knowledge (arcana) DC 17:

Tatzlwyrms are thought to be primeval relatives of true dragons, having branched off the line millennia ago and evolved in a way that sets them notably apart. Undersized compared to their larger cousins, tatzlwyrms are nonetheless ferocious in their own right. And while tatzlwyrms are hardly impressive specimens when put beside their notorious relatives, most other reptiles can’t compare to them mentally. They understand Draconic, though other languages are beyond most tatzlwyrms’ limited comprehension. Nevertheless, tatzlwyrms are deeply cunning, building complex lairs and rudimentary traps.

Tatzlwyrms are quite rare, and only a few particularly curious and lucky adventurers can claim to have seen a living specimen. Reports do agree on some basic features, however. About the size of a full-grown human, tatzlwyrms have only two limbs and no wings, and possess a weak poisonous breath similar to the breath weapons of their true dragon relatives. An adult tatzlwyrm is 6 to 8 feet long, including its winding, organless tail, and it weighs between 400 and 500 pounds. A tatzlwyrm’s scales give the creature limited camouflage, ranging through various shades of green, brown, and gray.

Like true dragons, tatzlwyrms are strict carnivores. They spend most of their time hiding, waiting to attack any prey that ventures too near. They consume their food slowly in the dark security and seclusion of their lairs. Tatzlwyrms have a remarkable knack for ambush and camouflage.

As dragons, they can see in the dark and are immune to paralysis and sleep.

Knowledge (arcana) DC 22:

Tatzylwyrms have pounce, rake, and their breath contains a poisonous vapor. While grappling, instead of making a bite or rake attack, a tatzlwyrm can breathe poison into its victim’s face. A tatzlwyrm must begin its turn grappling to use this ability—it can’t begin a grapple and use its poison gasp in the same turn.

GM Rolls:

Orst initiative: 1d20 + 1 ⇒ (9) + 1 = 10
Woodthorne initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Regis initiative: 1d20 + 6 ⇒ (16) + 6 = 22
Dana initiative: 1d20 + 8 ⇒ (1) + 8 = 9
Reginald initiative: 1d20 + 8 ⇒ (20) + 8 = 28
Xiao initiative: 1d20 + 11 ⇒ (13) + 11 = 24

Tatzlwyrm initiative: 1d20 + 1 ⇒ (10) + 1 = 11

Summary:

Round One Reginald (up), Regis (up), Xiao (up), Woodthorne (up), Tatzylwyrm (not yet up), Orst (not yet up), Dana (not yet up)

Reginald, Regis, Xiao, and Woodthorne may act.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Smiley's shin-kick causes the ettercap to double over in pain, and Hskoro brings his blade down in a solid blow that nearly decapitates the creature, just as Giovanni moves in to stab the creature in the back simultaneously. The Pathfinders have made quick work of this aberration.

With a brief search of the room, the Pathfinders quickly turn up the remains of what must have been Dremlut Irrica.

Perception DC 16:

Someone also finds a sunken stone near the statue of Asmodeus which hides a stash of old Chelish coins worth 326 gp.

The Irrica family signet ring is still on her desiccated finger. It’s encrusted with dirt but still retains its magic.

Appraise, Knowledge (arcana), Knowledge (religion), or Linguistics DC 14:

The wearer of this ring and everyone within 60 feet is protected from the erinyes that the Irrica family controlled, even without knowing the creature's true name. A brief moment spent examining the ring is sufficient to attune with it and activate its ability to protect the wearer and nearby creatures from the erinyes.

Once cleaned off, the gold ring reveals delicate Infernal text carved into the band, but the letters are hopelessly lost in the dense calligraphy. Only through many hours of study might somebody fluent in Infernal pick out and decipher the last piece of the name.

However, it is around this time that a woman's voice calls from the outside.

"Explorers! I am Pava Irrica and I believe you have been traveling across Isger, collecting my family heirlooms. However you've come by them, I am willing to forgive and forget as long as you turn them over to me peacefully. You can walk away, and I'll not get the authorities involved. Now, come out and sheathe your weapons."


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Sorry, I was just going by what Willem said his HP was. By my math his is fully healed in terms of hit points. Moving on.

The fungal threat dealt with, the Pathfinders continue to explore the underneath. A long hallway leads from west to south and contains several stone statues along the walls. These statues depicts one-eyed figures in various poses, with inscriptions in a strange language on the base.

Knowledge (history) DC 22:

The statues are ancient, and clearly cyclopean in origin. They seem to depict heroic figures among the cyclopes.

Iobarian or Linguistics DC 22:

The script engraved into the base of the statues is Iobarian, and the words tell the names and deeds of each hero.

Continuing onward, the adventurers begin to hear the distant rush of water, growing nearer as they go. Soon they come into a cavern, and discover the source. Clear spring water rushes down from a raised opening in the western wall and spills into the pool ten feet below. Lit sconces flicker along the cavern's walls, offering ample illumination throughout the chamber. Painted on the rough-hewn ceiling, thirty feet above, is the image of a resplendent red dragon encircled with flourishing script and arcane symbols.

Iobarian or DC 22 Linguistics:

The inscription reads: "When the two pretenders' heads tear at one another, their blood shall ingite the fires of the Second Dragon's return."

However, the most notable feature of the room is the nine feet tall feminine figure with red scales, dragon wings, and a single eye standing atop the waterfall between two braziers of fire encased with skulls. Her clawed hands reach up to the painting above as if in reverence to the icon. A pair of human women dressed in shabby rags with dirty bandages covering a single eye flank her on either side at the bottom of the waterfall. They seem to be intoxicated, or in some sort of trance, and they are gently swaying and murmuring nearly inaudibly. Both women are reminiscent of the doomsayer you saw back in Zmekya. In fact, its fairly sure that one of them is the very same woman.

Picture in slides.

Knowledge (local) DC 20:

This creature is clearly a cyclops.

Many thousands of years ago, the solemn cyclopes ruled vast kingdoms, yet today their glories are long forgotten. What few cyclopes survive seldom aspire higher than protecting their lairs and seeking out their next meals. This latter task occupies a great deal of their focus, for the monstrous appetites and vacuous hunger of the cyclopes control the race’s destiny and may have led to their original downfall so long ago.

The average cyclops stands 9 feet tall and weighs 600 pounds. Both males and females are almost completely bald, with stringy patches of dark hair occasionally hanging down from above the ears. A bushy, expressive brow couples with a cyclops’s massive eye to make the creature’s attitude easily known.

Cyclopean history is a vanishing thing inscribed on the crumbling walls of vine-choked lost cities that fell long before even the rise of the elves, when dragons and giants ruled a landscape unspoiled by the petty ephemeral races that rule today. Because things have fallen so far, a given cyclops is less likely to know the near-mythic triumphs of lost ages than even a semi-educated human.

Ancient records, the oral traditions of other giantish races, and the scattered accounts of tribal natives of the southern jungles speak of much larger, more primal “great cyclopes,” imposing titans with shaggy legs and a massive horn above an inquisitive eye. These creatures are thought to have been either the leaders or the war beasts of the ancient race, and modern cyclopes honor them as elusive, destructive living gods.

Their most notable feature is their flash of insight ability. Once per day as an immediate action, a cyclops can peer into an occluded visual spectrum of possible futures, gaining insight that allows it to select the exact result of one die roll before the roll is made. This effect can alter an action taken by the cyclops only, and cannot be applied to the rolls of others.

Knowledge (arcana) DC 17:

Whatever else this creature may be, it is clearly half-dragon, and is thus immune to sleep, paralysis, and, judging from the color of her scales, fire damage.

Knowledge (arcana) DC 22:

Half-dragons have darkvision, low-light vision, and a breath weapon based on their dragon type.

As the Pathfinders enter the chamber, the one-eyed giant lowers her gaze to regard them, and addresses them:

"You come uninvited and trespass on the sacred grounds of the Firespeakers. Petty lordlings claim this land as theirs, yet it is none but the Dragon who shall inherit the land and rule as its rightful leader. The anger of these upstarts only fuels the fire of the Dragon’s second coming, and we shall continue to stoke that blaze among them until his return. As for you pitiful intruders, you shall make fine offerings, indeed. Count yourself blessed; not everyone receives such an honor."


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War
Glorne wrote:


Two Questions: (1) to GM: Glorne wears a cloak of resistance(+2), can he loan it to Whillem while he runs his saves? (2) to everyone else: Does anyone have anything else they can do to boost his saves or cure the Wis damage? Guidance, Lesser Restoration potions, etc.

Yes, I don't see why he couldn't let him wear that. Guidance also would help. It looks like any way you cut it though, Ser Willem is cured of the poison at this point. He did take some ability score damage, though, and he is still pretty hurt. Does anyone want to heal him up before moving on to the next area?


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Xander sends a sling bullet smashing into the jaw of the ratling on the outer bookcase, and Miniel follows it up with an arrow that ends the creature's miserable existence.

The one remaining ratling, hemmed in by Mashiki and Alico, seems overwhelmed at this point and simply falls to its knees, blathering something in Aklo.

Aklo:

"Fine, please, I surrender, you can have the books. Please just don't kill me!"


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Though they were initially concerned that they might struggle to locate a 20 year old trail, it seems that it is still in use, and the Pathfinders finds it quickly with everyone helping out (except Regis who gets lost in the woods for a bit). But the path to the base proves a difficult climb. The hobgoblins seem to have chosen the route to deter pursuit and the terrain seems strangely modified, with sudden drop-offs and no smooth trails.

For the ascent to the base, you can use Acrobatics (to jump from rock to rock or balance on a precipice), Climb, Knowledge (nature) (to notice areas deliberately altered to hide the path), or Perception (to spot a safe route).


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War
Maxime Chanteclerc wrote:
Maxime gives one of her antitoxin to Whillem.

That gives you a +5 on all saves against poison for an hour.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Ettercaps (Giovanni and Mikhail and anyone else who can get at least DC 13 on Knowledge (dungeoneering):

Ettercaps are typically 6 feet tall and weigh about 200 pounds. They are solitary creatures and rarely group with others of their kind, even to mate. When they do group, they tend to attract a variety of different spiders, forming a strange collective of ettercaps and arachnids. Ettercaps are known for building cunning traps out of webs and other natural materials, using them to trap prey. They build shelters out of webbing, often high up in the trees away from other ground-based predators, and use monstrous spiders as lookouts and guardians.

Ettercaps are not brave creatures, but their traps often ensure that the enemy never draws a weapon. When an ettercap does engage its enemies, it attacks with its claws and venomous bite. It usually refuses to come within melee reach of any foe that is still able to move, and flees if an opponent gets free.

Giovanni:

Giovanni doesn't know of any resistances, immunities, or vulnerabilities of the ettercap, though he has heard tell that like some spiders they have a poisonous bite that gradually paralyzes their victims.

Ettercap poison—injury; save Fort DC 15; frequency 1/round for 10 rounds; effect 1d2 Dex; cure 2 consecutive saves.

Mikhail:

Ettercaps don't have SR or DR, but Mikhail knows they are pretty easy to hit since they don't wear armor and don't have much natural armor; he's pretty sure Hskoro could have hit the thing even if it wasn't flat-footed. He knows that the creature is pretty resilient in all areas, although its reflexes are slightly less quick, while its fortitude and willpower are about equal.

Rather than botting Tholand I'll just delay him to the others in initiative.

The ettercap hisses and clicks in fury and pain as he is hit right in the face by a blob of acid. Before he can do anything about it, Hskoro rushes forward and slashes him with an axe, and suddenly the tables are turned on the erstwhile ambusher. Nonetheless he seemed unfazed by Mikhail's magic, and simply stares back with his huge, black, beady eyes, before turning to tear into Hskoro with jaws and claws. Hskoro manages to avoid the creature's bite, but the ettercap rips into him with one of its claws. The creature steps over so its back is against the wall.

GM Rolls:

Ettercap, Will save vs. doom: 1d20 + 6 ⇒ (16) + 6 = 22

Ettercap, bite attack vs. Hskoro: 1d20 + 5 ⇒ (4) + 5 = 91d6 + 2 ⇒ (2) + 2 = 4
Ettercap, claw attack vs. Hskoro: 1d20 + 5 ⇒ (11) + 5 = 161d4 + 2 ⇒ (1) + 2 = 3
Ettercap, claw attack vs. Hskoro: 1d20 + 5 ⇒ (19) + 5 = 241d4 + 2 ⇒ (1) + 2 = 3

Summary:

Round One Giovanni (acid splash sneak attack), Hskoro (axe attack), Mikhail (cast doom), Ettercap (clawed Hskoro), Tholand (up), Everbloom (up), Smiley (up)

Round Two Giovanni (up), Hskoro (up), Mikhail (up), Ettercap (not yet up), Tholand (not yet up), Everbloom (not yet up), Smiley (not yet up)

Ettercap- 15 damage

Hskoro takes 3 points of damage. Tholand, Everbloom, Smiley, Giovanni, Hskoro, and Mikhail may act.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War
Dana Katsu wrote:

Hi GM, are we going to finish this game before Nov 19?

You probably already know but I just wanted to make sure you are aware that games need to be reported by then. ;-)

I sure hope so. We are on the home stretch. I've had a lot of issues lately that have prevented me from keeping as regular a posting schedule as I'd like, so I apologize if for some reason we don't finish in time.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War
Maxime Chanteclerc wrote:
@Glorne ooze don't get crit :'(

Actually the psychepore's creature type is plant, not ooze, so the critical did actually go through.

Glorne focuses a storm of elemental energy and blasts the remaining psychepore, riming the fungal mound with frost, flash-freezing it. Cracks form, and then the entire creature shatters like glass. Another threat is neutralized.

Willem still needs to make a bunch of saves against poison if no one can neutralize it. With the failures on the new saves, the DC is now 22 and it lasts for 12 rounds total. You have gone through I believe 4 rounds so far, so there are 8 remaining. Keep in mind if you are damaged by the poison you must also make a DC 18 Will save or be confused for the round, so there is a chance you attack your allies or self during this period.

Knowledge (nature) DC 22:

You are able to identify the various species of fungus located throughout the chamber. Taldan toadstools, cockatrice-of-the-woods, Chelaxian chanterelles, and many other more strange varieties can be found here. Many of the fungi seem to be hybrids of multiple different species, as if someone was experimenting here.

On the lichen covered pedestal rests a journal and a small metal coffer. The journal belonged to a Taldan man who once held this keep by the name of Lysius Corcina. Within the coffer are a ring, a small amulet, and two small vials labeled "sporedream poison." The ring appears like it once held 9 small gems in the band, but all but one are empty: the remaining slot still contains a garnet.

detect magic and Spellcraft DC 24 on the ring:

This is a ring of delayed doom.

detect magic and Spellcraft DC 19 on the amulet:

This is a periapt of health.

Craft (alchemy) or Wisdom DC 20 on the poison:

Sporedream Poison:—injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1 Wis and confused for 1 round; cure 1 save

The journal is mostly concerned with Corcina's experiments here with the plants and fungi. He transformed the chamber into a subterranean garden of moss and fungal species. He experimented with cross breeding Taldan and local varieties for both medicinal and recreational purposes. His trials yielded several interesting findings, including a temporary remedy for an illness similar to the one that now plagues Berislav Surtova’s home. One practiced in the medicinal arts could probably use the notes to make this remedy.

Heal DC 22:

You are certain that you could concoct a remedy to the plague with the materials here, though it would take a few hours.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Dana and Woodthorne conduct the majority of the successful research in the archives, though both Orst, the Reginald/Cassomir tag-team, and the librarian are all helpful in fetching and gathering the books, maps, and scrolls for them as well. With the information here learned put together with what Bearjaw told them, the Pathfinders are able to determine that the hobgoblin base must have been due east of Umok, in the foothills of the Aspodell Mountains.

After resting the night at the Badger's Den, the Pathfinder set out, heading east. After walking for most of the day, they begin to approach the area where they suspect the old hobgoblin base to be located, but now it is a matter of trying to find a trail or path to the base itself, it such a one exists.

For this part it is Knowledge (geography), Knowledge (nature), Perception, Profession (guide), or Survival to locate the trail. You can also choose to make a Fortitude save instead, representing your character working extra hard to try to locate the trail (even if you aren't particularly skilled).


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

The return to Umok is uneventful. When the group arrives back at the Badgers's Den to get some rest, they are greeted by Trigi Neppo.

"A letter for you guys arrived while you were on your quest! This was attached: a scroll of heroism. Somebody must like you! The messenger said it was urgent. Told me to tell you that someone else hunts the prize you're after."

See Slides for the letter.

With their next mission in hand, the group readies themselves for the final section of their adventure here in Isger. Trigi is able to identify the scroll and wand they found in the tatzylwyrm's lair, and she provides them with cheerful company that evening at the inn. Bearjaw joins the festivities, and is interested in hearing all about the old hobgoblin hideout.

The next day, the group sets out for the Chitterwood.

Again, let me know if you want to make any purchases before the final quest commences.

After days of travel on overgrown trails and hard sleeping in the wilds of the Chitterwood, a half-collapsed wall emerges from the trees winding around a long forgotten encampment. The Hellknight outpost was breached long ago, and decades of growth have begun to reclaim the interior courtyard. A few walls still stand, and undergrowth covers the ground in a dense carpet. A single building in the southeastern end seems to be whole, its entrance blocked with a crude piece of wood.

Perception or Survival DC 14:

You notice that in the shadow of a broken wall hang several huge spider webs; scattered among them are a few sizable humanoid bones as well as broken gear and rotting packs. A few strange tracks are also visible among the bushes near the webs. The packs, upon investigation, contain about 125 gp in mixed currencies, all told.

Survival DC 12 (if you noticed the tracks with the previous check, or they are pointed out to you):

The tracks seems to have been made by an ettercap.

If for any reason anyone wants to do anything (cast spells, etc.) before moving into the fort, you may retcon doing so at this point.

GM Rolls:

Hskoro Perception: 1d20 + 2 ⇒ (20) + 2 = 22
Tholand Perception: 1d20 + 7 ⇒ (9) + 7 = 16
Smiley Perception: 1d20 + 6 ⇒ (9) + 6 = 15
Everbloom Perception: 1d20 + 7 ⇒ (18) + 7 = 25
Giovanni Perception: 1d20 + 9 ⇒ (7) + 9 = 16
Mikhail Perception: 1d20 + 3 ⇒ (13) + 3 = 16

Hskoro initiative: 1d20 + 1 ⇒ (11) + 1 = 12
Tholand initiative: 1d20 + 1 ⇒ (11) + 1 = 12
Smiley initiative: 1d20 + 2 ⇒ (4) + 2 = 6
Everbloom initiative: 1d20 + 3 ⇒ (6) + 3 = 9
Giovanni initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Mikhail initiative: 1d20 + 5 ⇒ (6) + 5 = 11

Ettercap initiative: 1d20 + 7 ⇒ (2) + 7 = 9

The worm-eaten slab of wood falls aside easily to reveal a cluttered and rank-smelling hall. Rotten parchment scraps, worm-eaten carpets, and disintegrating furniture hint at a decaying Hellknight command center, a fact confirmed by the rusted remains of armor and ancient standards adorning the walls. A rusting iron statue of Asmodeus lies toppled to one side against a wall. Amongst the debris are the skeletal remains of five humanoid bodies. Two still wear rust-fused Hellknight armor, while three others are covered in molding, rotten leather. Surrounding these aged corpses are the remains of their goblinoid killers; it's clear that everyone was slain in a vicious fight.

However, the Pathfinders hear a faint chittering sound, just as the wooden slab is removed. This is enough warning to prevent them from being surprised when an ettercap reveals itself, ready to attack!

Summary:

Round One Giovanni (up), Hskoro (up), Tholand (up), Mikhail (up), Ettercap (not yet up), Everbloom (not yet up), Smiley (not yet up)

Giovanni, Hskoro, Tholand, and Mikhail may act.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

You don't need cold iron for the psychepores, but they do have DR 5/slashing.

Glorne and Bo pummel the creature in front of Maxime with their ranged offensive, and she finishes the fungal monstrosity of with a series of hacking blows. The psychepore lurches over and collapses to the floor with a groan.

Meanwhile, Willem continues his assault on the other one, which is hurt badly but still standing, and the creature responds in kind by slamming back at him with a series of crushing blows.

GM Rolls:

Blue, slam attack vs. Willem: 1d20 + 11 ⇒ (7) + 11 = 181d8 + 3 ⇒ (7) + 3 = 10
Blue, slam attack vs. Willem: 1d20 + 11 ⇒ (16) + 11 = 271d8 + 3 ⇒ (8) + 3 = 11
Blue, slam attack vs. Willem: 1d20 + 11 ⇒ (4) + 11 = 151d8 + 3 ⇒ (6) + 3 = 9

Summary:

Surprise Round Bo (hit), Maxime (detect evil), Lampad (wept)

Round One Willem (confused), Barbo (haste), Bo (downed lampad), Maxime (missed), Psychepores (threw conks), Πολυμάθεια (confused), Glorne (confused), Uzziah (magic missile)[i]

[i]Round One Willem (confused), Barbo (acid splash), Bo (full attacked), Maxime (moved), Psychepores (full attacked), Πολυμάθεια (confused), Glorne (missed), Uzziah (no action)[i]

Round Two [i]Willem (hit twice), Barbo (missed, old acid went off), Bo (two hits), Maxime (three hits), Psychepores (two hits on Maxime, one on Willem), Πολυμάθεια (cast aid), Glorne (hit with blast), Uzziah (readied wand)

Round Three Willem (full attacked), Barbo (acid splash missed), Bo (full attacked), Maxime (full attacked), Psychepores (not yet up), Πολυμάθεια (up), Glorne (up), Uzziah (up)

Round Four Willem (up), Barbo (up), Bo (up), Maxime (up), Psychepores (not yet up), Πολυμάθεια (not yet up), Glorne (confused), Uzziah (not yet up)

Lampad- dead
Blue- 77 damage
Yellow- 88 damage; dead

Willem takes another 21 points of damage, and needs to make two new saves against the poison (which might increase the DC and duration) and then another against the old poison.

I made a mistake on the psychepores as well, they should have been exposing you guys to poison as well when they are hit by slashing or piercing weapons, but I also neglected to make one of the adjustments to the creatures for higher subtier with 4 PCs for the first few rounds, so I think it generally evens out.

Maxime does need to make a couple more saves against the yellow mold, Fortitude DC 15, as she stayed in the area for 2 more rounds.

Πολυμάθεια, Glorne, Uzziah, Willem, Barbo, Bo, and Maxime may act.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

It did, but I think the three rounds are now up for the archon.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Nope, unfortunately the ratlings aren't wearing armor and don't have any shinies on them as far as you can see.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Aliva moves over and yanks the rope down out of the trappers' hands. He seems surprised, but manages to let go of the rope and not get pulled down with it. Fitliss is still tangled up, but he doesn't have to worry about get dragged anywhere unless Aliva decides to do it.

Several thugs step out into the streets with fine Kelesh longbows, and send feathered shafts flying at Ai'sha. Another fires at Irakelesh between the buildings, even though he has cover against the attack. Only one of the bowman targeting the bard aims true, and a long piece of ash sticks into her shoulder, almost the neck. The archer firing between the buildings also has great aim, and Irakelesh takes one in the hip.

GM Rolls:

Red, longbow vs. Irakelesh: 1d20 + 4 ⇒ (19) + 4 = 231d8 ⇒ 4

Blue, longbow vs. Ai'sha: 1d20 + 4 ⇒ (3) + 4 = 71d8 ⇒ 7
Green, longbow vs. Ai'sha: 1d20 + 4 ⇒ (2) + 4 = 61d8 ⇒ 7
Yellow, longbow vs. Ai'sha: 1d20 + 4 ⇒ (19) + 4 = 231d8 ⇒ 7

Summary:

Surprise Round Purple (missed), Red (moved)

Round One Trappers (threw net and bag), Aliva (stole rope), Thugs (fired arrows), Irakelesh (up), Fitliss (up), Ai'sha (up), G'nock (up)

Ai'sha takes 7 points of damage, and Irakelesh 4. Irakelesh, Fitliss, Ai'sha, and G'nock can act.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

"Aye, I fought in the Goblinblood Wars. That's where I got the name, Bearjaw. I was a scout, fought alongside the Eagle Knights. Fought in a lot of skirmishes, and a few big battles. It were a terrible war. We were out-numbered 3-to-1 or worse in the best case, though they were goblins for the most part. The Chitterwood seemed full of them in those days."

Bearjaw sighs, and looks distant for a moment before continuing.

"You know, I was the one that found the survivors of that caravan raid that happened not far from here during the wars. Hobgoblins slaughtered most of a family that was bringing a betrothed suitor home for their daughter to wed. Them hobgoblin raiders weren't like the main bunch, and that's why the convoy didn't make it. See, them hobgoblins didn't attack from the woods like all the rest. This group, they came down out of the hills and hit that convoy hard and fast. They came from the Aspodell Mountains."

He seems to come out of his reverie, reaches for a rag, and begins wiping down the table in front of him.

"Ah, I hope that helps you. Anyways, I'm busy and I think I've had enough war talk for the day," say the gnome, dismissively.

With this useful piece of information in hand, and not wanting to press the veteran soldier, the Pathfinders say their goodbyes to Bearjaw and proceed to the town archives. A friendly gnome clerk greets, them, and after their explain themselves she allows them to peruse the archives at their leisure. It is a cosy room, well-lit by magic.

The archives contain Eagle Knight maps and documents recovered at the end of the Goblinblood Wars, listing out a number of raids, their general locations, and estimates of when the raids occurred.

In the Archive, you may use Knowledge (geography), Linguistics, Perception, or Profession (cartographer) to determine the probable location of the raid.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

The tatzylwyrm hisses at his fellow reptillian as Hskoro approaches, or does the best he can with Giovanni in his mouth. However, the tatzylwyrm doesn't get an opportunity to make good on his threat, as Everbloom's forceful flower blast pummels the creature into unconsciousness, gracefully doing no harm to the rogue.

Searching the creature’s nest reveals a mace made entirely of cold iron with a pentagram inscribed on the head and tarnished silver wire loosely wrapped around the hilt, revealing an inscription in Infernal along the handle. It would seem that this mace is the mace you seek, and that the inscription contains another portion of the fury's true name.

Close inspection of the table uncovers a hidden compartment containing a journal written in Common, a wand, and a scroll.

Wand, detect magic and Spellcraft DC 18:

This is a wand of pass without trace (CL 3rd, 10 charges).

Scroll, detect magic and Spellcraft DC 18:

This is a scroll of fog cloud (CL 3rd).

The journal belonged to a hobgoblin commander called Malgrin. The journal details Malgrin’s strategies and victories. It describes his use of the foothills to lose pursuit and how he employed the druid medics under his service to conceal their tracks and modify the terrain for better camouflage.

The hobgoblin journal represents an insight into the opposition during the Goblinblood Wars. The journal details not only battles, but also Malgrin’s thoughts on the war’s direction and his concerns about new forces entering the field. He outlines new tactics to counter the new arrivals.

The table seems to have been used for maps and planning, allowing the unit to observe from the spiral.

Knowledge (history or local) DC 15:

You realize the unique historical significance of Malgrin’s tactical knowledge, and strongly believe that the journal may be of value to the Pathfnder Society.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

The yellow mold spores are a poison, not a disease. As far as the psychepores go, acid seems to be affecting them normally.

Botting Willem.

Though Willem seems to be shrugging off the worst of the psycheporic poison, the yellow mold spores he just breathed in are causing him serious respiratory distress. Despite his hacking and coughing, he manages to bring his longsword down twice on the psychepore in front of him, cutting off large chunks of fungal matter. He then steps back out of the mustard colored cloud of spores, though the psychepore follows him closely.

Maxime follows suit, hacking and slashing at the fungal mound in front of her, and Bo sticks one of them with another pair of arrows. Meanwhile the psychepores retaliate on Willem and Maxime again, slamming Maxime twice and Willem once.

GM Rolls:

Willem, Fortitude save vs. new poison: 1d20 + 5 ⇒ (20) + 5 = 25

Willem, Fortitude save vs. old poison: 1d20 + 5 ⇒ (18) + 5 = 23

Willem, Fortitude save vs. yellow mold: 1d20 + 5 ⇒ (6) + 5 = 11

Willem, CON damage: 1d3 ⇒ 1

Willem, longsword: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 251d8 + 3 ⇒ (8) + 3 = 11
Willem, longsword (haste): 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 251d8 + 3 ⇒ (7) + 3 = 10

Blue, slam attack vs. Willem: 1d20 + 13 ⇒ (1) + 13 = 141d8 + 5 ⇒ (1) + 5 = 6
Blue, slam attack vs. Willem: 1d20 + 13 ⇒ (6) + 13 = 191d8 + 5 ⇒ (5) + 5 = 10
Blue, slam attack vs. Willem: 1d20 + 13 ⇒ (11) + 13 = 241d8 + 5 ⇒ (1) + 5 = 6

Yellow, slam attack vs. Maxime: 1d20 + 13 ⇒ (17) + 13 = 301d8 + 5 ⇒ (6) + 5 = 11
Yellow, slam attack vs. Maxime: 1d20 + 13 ⇒ (16) + 13 = 291d8 + 5 ⇒ (6) + 5 = 11
Yellow, slam attack vs. Maxime: 1d20 + 13 ⇒ (3) + 13 = 161d8 + 5 ⇒ (3) + 5 = 8

Summary:

Surprise Round Bo (hit), Maxime (detect evil), Lampad (wept)

Round One Willem (confused), Barbo (haste), Bo (downed lampad), Maxime (missed), Psychepores (threw conks), Πολυμάθεια (confused), Glorne (confused), Uzziah (magic missile)[i]

[i]Round One Willem (confused), Barbo (acid splash), Bo (full attacked), Maxime (moved), Psychepores (full attacked), Πολυμάθεια (confused), Glorne (missed), Uzziah (no action)[i]

Round Two [i]Willem (hit twice), Barbo (missed, old acid went off), Bo (two hits), Maxime (three hits), Psychepores (two hits on Maxime, one on Willem), Πολυμάθεια (up), Glorne (up), Uzziah (up)

Round Three Willem (up), Barbo (up), Bo (up), Maxime (up), Psychepores (not yet up), Πολυμάθεια (not yet up), Glorne (confused), Uzziah (not yet up)

Lampad- dead
Blue- 70 damage
Yellow- 42 damage

Willem takes 6 points of damage, and 1 point of Constitution damage. He made one save against the psychepore poison, but he needs to make another DC 18 Fortitude save against the existing poison next round to completely cure it. He also needs to make a new DC 18 Fortitude save against this round's poison (which should be made first, as it could affect the DC of the previous rounds poison as noted in my last update).

Maxime takes 22 points of damage, and she needs to make two more DC 18 Fortitude saves against psychepore poison. She also needs to make another DC 15 Fortitude save since she is still in the yellow mold.

Πολυμάθεια, Glorne, Uzziah, Willem, Barbo, Bo, and Maxime may act.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Also, I forgot, but Willem and Maxime need to make a DC 15 Fortitude save for moving into the yellow mold.

GM Rolls:

Willem: 1d3 ⇒ 1

Maxime: 1d3 ⇒ 2

As the warriors move onto the bed of yellow fungus to engage the psychepores, a cloud of musty spores fills the air with a slight hiss, causing both Maxime and Willem to hack and cough.

Failure on the Fort save means Willem takes 1 point of Constitution damage, or Maxime 2 points of the same.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

The Pathfinders rest well at the Tooth and Hookah, and the next morning the set out into the Dead City of Wati, well-rested.

The sun beats down on the lonely, silent streets of the necropolis. Dust and sand now cover the once-bustling streets, and buildings that were once homes and shops are gradually disintegrating into rubble after centuries of neglect. Scattered throughout the ruins is the occasional palm tree or shrub, kept alive by the broken remnants of a long-abandoned irrigation system.

Suddenly, the silence is broken by a shout, as an ambush is sprung! The group notices shady looking men moving about in the ruins, and from atop one of the half-collapsed buildings a Keleshite man throws a net down at Ai'sha, while another comes running up through the rubble.

Despite being caught off guard, Ai'sha manages to dodge out of the way, and the man pulls the net back with a curse in Kelish. He decides to try another tactic, and pulls out a small sack, throwing it down at Ai'sha. The bag hits her leg and bursts, entangling her legs in a gooey substance that almost immediately begins to harden as it contacts the air.

Tanglefoot bag info:

An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed.

A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. 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. The goo becomes brittle and fragile after 2d4 rounds (2 rounds in this case), cracking apart and losing its effectiveness.

Meanwhile, the other trapper has better luck with his own net, and ensnares Fitliss.

Net info:

A creature who is hit by a net becomes entangled.

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 you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows (he got a 9 on his Strength check). 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.

An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.

GM Rolls:

Orange, Stealth: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Purple, Stealth: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25

Red, Stealth: 1d20 + 3 + 5 ⇒ (19) + 3 + 5 = 27
Blue, Stealth: 1d20 + 3 + 4 ⇒ (3) + 3 + 4 = 10
Green, Stealth: 1d20 + 3 + 6 ⇒ (6) + 3 + 6 = 15
Yellow, Stealth: 1d20 + 3 + 4 ⇒ (12) + 3 + 4 = 19

Irakelesh Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Ai'sha Perception: 1d20 + 4 ⇒ (14) + 4 = 18
Aliva Perception: 1d20 + 4 ⇒ (1) + 4 = 5
Fitliss Perception: 1d20 - 2 ⇒ (11) - 2 = 9
G'nock Perception: 1d20 + 2 ⇒ (8) + 2 = 10

Irakelesh: 1d20 + 1 ⇒ (14) + 1 = 15
Ai'sha: 1d20 + 3 ⇒ (4) + 3 = 7
Aliva: 1d20 + 4 ⇒ (13) + 4 = 17
Fitliss: 1d20 ⇒ 9
G'nock: 1d20 + 3 ⇒ (3) + 3 = 6
Wati street thugs: 1d20 + 1 ⇒ (14) + 1 = 15
Trappers: 1d20 + 2 ⇒ (20) + 2 = 22

Thugs: 1d20 + 1 ⇒ (15) + 1 = 16
Irakelesh: 1d20 + 1 ⇒ (9) + 1 = 10

Purple, net attack vs. Ai'sha: 1d20 + 4 ⇒ (2) + 4 = 6

Purple, tanglefoot bag attack vs. Ai'sha: 1d20 + 4 ⇒ (14) + 4 = 18

Tanglefoot bag rounds: 2d4 ⇒ (1, 1) = 2

Orange, net attack vs. Fitliss: 1d20 + 4 ⇒ (14) + 4 = 18

Orange, strength check to control the trailing rope: 1d20 + 1 ⇒ (8) + 1 = 9

Summary:

Surprise Round Purple (missed), Red (moved)

Round One Trappers (threw net and bag), Aliva (up), Thugs, Irakelesh, Fitliss, Ai'sha, G'nock

Both Fitliss and Ai'sha are entangled, and Ai'sha needs to make a DC 15 Reflex save or be stuck to the floor. Fitliss would only need a DC 9 Strength check to move more than 10 feet away from the trapper. Aliva may act.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Laura focuses, and cuts one of the ratlings nearly in half, sending its corpse tumbling to the floor from the top of the bookshelf.
Things may have begun to go right for the adventurers. Meanwhile Alico injures another with a touch of negative energy, though the others cannot manage to hit their ratling targets.

The ratling that Alico touched bites at him again, but he dodges. The other, seeing her comrade sliced asunder by Laura's axe, thinks twice. She looks around for a way out, gives a shriek of panic, steps away from Mashiki, and teleports across to the opposite bookshelves with another POP.

GM Rolls:

Orange, bite vs. Alico: 1d20 + 3 ⇒ (11) + 3 = 141d3 - 2 ⇒ (3) - 2 = 1

Summary:

Round One Laura (moved), Mashiki (cast mage armor), Alico (moved and cast cause fear), John (missed), Miniel (missed), Ratlings (fled in fear; threw books; summoned swarms), Xander (tried to cast daze)

Round Two Laura (double moved), Alico (missed), John (missed), Miniel (missed), Mashiki (missed), Ratlings (did ratling stuff), Xander (moved)

Round Three John (miss), Miniel (hit blue), Mashiki (missed), Laura (hit blue), Alico (tried to cast daze), Ratlings (even more ratling stuff), Xander (hit yellow)

Round Four John (missed), Miniel (downed blue), Mashiki (hit orange), Laura (frightened), Alico (failed intimidate), Ratlings (so much ratling stuff), Xander (fleeing)

Round Five John (missed), Miniel (missed), Mashiki (missed), Laura (fleeing), Alico (missed), Ratlings (running out of ratling stuff), Xander (fleeing)

Round Six John (missed), Miniel (missed), Mashiki (hit with acid), Laura (moved), Alico (missed), Ratlings (sixth round of ratling stuff), Xander (fleeing)

Round Seven John (missed), Miniel (missed), Mashiki (missed shocking grasp), Laura (killed green), Alico (inflict light wounds), Ratlings (having ratling problems), [/i] Xander (up)

Round Eight John (up), Miniel (up), Mashiki (up), Laura (up), Alico (up), Ratlings (not yet up), Xander (not yet up)

Red- decided not to come back; used DD
Yellow- 13 damage; used DD (2), lost SS, used CF (2)
Blue- 24 damage; unconscious, stable; used SS, used CF
Orange- 8 damage; used SS, used CF (3)
Green- 40 damage; dead; used SS, used CF (3)

Mashiki just barely missed with the touch attack, but the charge stays on her hand. Did you mean to have her climb atop the shelf and try to get to yellow? As Laura has confirmed, regular AC on the ratlings is 16 (Touch 15, FF 13).

Did Alico already have an inflict light wounds charge on his hand? Otherwise he'd need to cast the spell, which would either provoke (and risk losing the spell if he is hit), or require him to cast the spell defensively (and risk losing the spell if he fails his concentration check).

Xander, John, Miniel, Mashiki, Laura, and Alico may act.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

"The archives, eh? Very well, first things first. You guys look like you've traveled a long ways, and you need some hot food and a cold drink. Follow me!"

The gnome leads you to a tavern, a building that is surprisingly sized for Medium humanoids rather than Small. The sign names it "The Badger's Den," and it turns out to be a cheery place, where gnomes scurry to and fro to help their mostly human and elvish patrons, visitors to the town or some of the few non-gnomes that live in Umok. It is notable that the building has no fireplace, but rather there seems to be a large heatstone of some sort sitting in the center of the room on a pedestal. A massive dire badger lies curled sleeping at the base of the pedestal.

Once inside and seated, and once the group has been served a generous helping of bread, butter, honey, and fruit, and been given the opportunity to order a meal and drinks, Trigi begins to answer questions.

"So you want to see the Archives? Questions about the Goblinblood War? Hmm, well I'm sure you'll find some information in the Archives, but honestly I'd recommend going and seeing Bastojo Qualimger, or "Bearjaw" as they call him, first. He was a scout in the wars, though he doesn't talk about it much. He runs a butcher's shop just down the street, calls it the Beartrap."

Feel free to insert any questions or roleplay with Trigi during your time at the Badger's Den, but I'll go ahead and keep us moving.

---------------------------------------------------------------------

After a delightful dinner, the group says farewell to Trigi for now, though she recommends they come back later if they want to stay the night in town. They make their way to the butcher's shop known at the Beartrap, an unevenly split two story building whose ground level is distinctly taller than the floor above.

Inside the butcher shop, a beefy gnome with a massive green beard tucked into an apron wipes down a long, bloodied table. He turns around, saying "Ahh, strangers, how can old Bearjaw help you?"

This next part is a skills challenge, if you will, consisting of four sections, starting with the discussion with Bearjaw here at the Beartrap. The better your success with Bearjaw, and at the Archives, and on the other two parts will determine how difficult things are for you at the end of this quest.

For each challenge, you can either attempt a skill check or use a class ability (such as bardic performance or casting a spell). After each of you has contributed, we will use the highest check result, and treat any check with a result of 10 or higher as though the that person had used the aid another action. If anyone casts a spell or uses an ability that is appropriate to the task at hand, it will grant a bonus of +2 to the highest check result. For spells or other class abilities that seem particularly appropriate to the task, this bonus might increase to +4.

Bearjaw seems cordial, but you've heard he doesn't easily talk about the war. For talking to Bearjaw, the skill checks you can use are Diplomacy, Bluff, or Sense Motive.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

The Pathfinders rush forward, moving down the ramp to confront this strange draconid. Giovanni decides to skip the ramp, and jumps down, landing on his feet, nimble as a cat. Almost as soon as he lands he sends a blob of acid flying to collide with the tatzlwyrm, and the creature roars in pain.

Quick as a blue-tailed skink the tatzylwyrm rushes across the room, and runs straight up the side-wall of the ramp to close with Giovanni, and tries to bite the daring rogue, who the creature views as a most dangerous purveyor of nasty, burning acid. Giovanni seems not to have expected the climbing prowess of this dragon, and it manages to bite into him hard, right above the knee. What's more, the tatzylwyrm refuses to give up its toothy grip, and has the rogue grappled for the time being.

GM Rolls:

Tatzylwyrm, bite attack with grab: 1d20 + 5 ⇒ (15) + 5 = 201d8 + 3 ⇒ (2) + 3 = 51d20 + 9 ⇒ (14) + 9 = 23

Summary:

Round One Mikhail (missed), Everbloom (double moved), Hskoro (ran), Tholand (ran), Giovanni (acid splash), Tatzylwyrm (bit and grappled Giovanni), Smiley (up)

Round Two Mikhail (up), Everbloom (up), Hskoro (up), Tholand (up), Giovanni (up), Tatzylwyrm (not yet up), Smiley (not yet up)

Tatzylwyrm- 9 damage

Giovanni takes 5 points of damage and is grappled. Mikhail, Everbloom, Hskoro, Tholand, and Giovanni may act.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Botting Bo.

With the lampad dealt with, the Pathfinders proceed to assault the fungal psychepores, launching missiles of force and acid, and bringing the blade. Bo fires another barrage of arrows, though the one arrow that hits seems to barely overcome the creature's defenses.

Then the semi-intelligent plants make their move again. They try to slam their massive bodies into Maxime and Willem.

GM Rolls:

Bo, Cold Iron tipped Arrow (PBS/Haste/DA/RA): 1d20 + 12 + 1 ⇒ (20) + 12 + 1 = 331d8 + 6 + 2 ⇒ (1) + 6 + 2 = 9
Bo, Cold Iron tipped Arrow (PBS/Haste/DA/RA): 1d20 + 12 + 1 ⇒ (2) + 12 + 1 = 151d8 + 6 + 2 ⇒ (8) + 6 + 2 = 16
Bo, Cold Iron tipped Arrow, haste (PBS/Haste/DA/RA): 1d20 + 12 + 1 ⇒ (5) + 12 + 1 = 181d8 + 6 + 2 ⇒ (5) + 6 + 2 = 13

Bo, Cold Iron tipped Arrow, crit confirm (PBS/Haste/DA/RA): 1d20 + 12 + 1 ⇒ (11) + 12 + 1 = 242d8 + 12 + 2 ⇒ (2, 3) + 12 + 2 = 19

Blue, slam attack vs. Willem: 1d20 + 13 ⇒ (5) + 13 = 181d8 + 5 ⇒ (2) + 5 = 7
Blue, slam attack vs. Willem: 1d20 + 13 ⇒ (10) + 13 = 231d8 + 5 ⇒ (1) + 5 = 6
Blue, slam attack vs. Willem: 1d20 + 13 ⇒ (19) + 13 = 321d8 + 5 ⇒ (4) + 5 = 9

Poison damage: 1d3 ⇒ 3

Yellow, slam attack vs. Maxime: 1d20 + 13 ⇒ (12) + 13 = 251d8 + 5 ⇒ (2) + 5 = 7
Yellow, slam attack vs. Maxime: 1d20 + 13 ⇒ (19) + 13 = 321d8 + 5 ⇒ (6) + 5 = 11
Yellow, slam attack vs. Maxime: 1d20 + 13 ⇒ (3) + 13 = 161d8 + 5 ⇒ (8) + 5 = 13

Poison damage: 1d3 ⇒ 3

Summary:

Surprise Round Bo (hit), Maxime (detect evil), Lampad (wept)

[i]Round One Willem (confused), Barbo (haste), Bo (up), Maxime (missed), Psychepores (threw conks), Πολυμάθεια (confused), Glorne (confused), Uzziah (magic missile)[i]

Round One [i]Willem (confused), Barbo (acid splash), Bo (), Maxime (moved), Psychepores (not yet up),[i] Πολυμάθεια (up), Glorne (up), Uzziah (up)

Round Two Willem (up), Barbo (up), Bo (up), Maxime (up), Psychepores (not yet up), Πολυμάθεια (not yet up), Glorne (confused), Uzziah (not yet up)

Lampad- dead
Blue- 29 damage

Willem takes 15 points of damage and needs to make a DC 18 Fortitude save against poison or have the duration extended by another 3 rounds. If he fails that save, he has to make another DC 20 Fortitude save or add yet another 3 rounds to the poison duration. He then needs to make a third save for the poison currently running through his veins, the DC of which is dependent on whether or not he makes the other two saves. It could be 18, 20, or 22, as the duration and DC to save against the poison increases with multiple applications. If he fails this last save, he takes 3 more points of Wisdom damage. As of right now, he is poisoned for 5 more rounds or until he makes 2 consecutive saves.

Maxime takes 11 points of damage, and needs to make a DC 18 Fortitude save or take 3 points of Wisdom damage.

Glorne, Uzziah, Willem, Barbo, Bo, and Maxime may act.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Once more the adventurers struggle to make a dent into their adversaries, though Mashiki is able to hit one of the monsters with her acid blob.

The ratling near Alico continues to be no better at hitting the spiritualist than vice versa. The other ratlings continue to try to use their fear magic, this time targeting Mashiki and Laura.

GM Rolls:

Orange, bite vs. Alico: 1d20 + 3 ⇒ (2) + 3 = 51d3 - 2 ⇒ (2) - 2 = 0

Fear rounds, Mashiki: 1d4 ⇒ 3

Fear rounds, Laura: 1d4 ⇒ 1

Blue, stabilize: 1d20 + 1 ⇒ (1) + 1 = 2
Blue, stabilize: 1d20 + 1 ⇒ (10) + 1 = 11
Blue, stabilize: 1d20 + 1 ⇒ (20) + 1 = 21

Summary:

Round One Laura (moved), Mashiki (cast mage armor), Alico (moved and cast cause fear), John (missed), Miniel (missed), Ratlings (fled in fear; threw books; summoned swarms), Xander (tried to cast daze)

Round Two Laura (double moved), Alico (missed), John (missed), Miniel (missed), Mashiki (missed), Ratlings (did ratling stuff), Xander (moved)

Round Three John (miss), Miniel (hit blue), Mashiki (missed), Laura (hit blue), Alico (tried to cast daze), Ratlings (even more ratling stuff), Xander (hit yellow)

Round Four John (missed), Miniel (downed blue), Mashiki (hit orange), Laura (frightened), Alico (failed intimidate), Ratlings (so much ratling stuff), Xander (fleeing)

Round Five John (missed), Miniel (missed), Mashiki (missed), Laura (fleeing), Alico (missed), Ratlings (running out of ratling stuff), Xander (fleeing)

Round Six John (missed), Miniel (missed), Mashiki (hit with acid), Laura (moved), Alico (missed), Ratlings (sixth round of ratling stuff), Xander (up)

Round Seven John (up), Miniel (up), Mashiki (up), Laura (up), Alico (up), Ratlings (not yet up), Xander (not yet up)

Red- 1 round away in tunnels; used 1 DD
Yellow- 13 damage; used DD, lost SS, used CF (2)
Blue- 24 damage; unconscious, stable; used SS, used CF
Orange- 6 damage; used SS, used CF (3)
Green- used SS, used CF (3)

Laura and Mashiki again need to make DC 12 Will saves vs. fear or be frightened for 1 and 3 rounds respectively. If they make the save they are shaken for one round instead.

Xander, John, Miniel, Mashiki, Laura, and Alico may act.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Althea looks sad for a moment upon hearing of the true cause of her death, but then she smiles at the Pathfinders and speaks, "Thank you for telling me. It is hard to swallow, but it can't take away the happy memories I have of my betrothed."

At this, the image slowly drains away upward, as if her spirit is traveling onward to other realms. With Althea laid to rest, the locket pops open easily. Inside, hidden behind the portrait, is what appears to be just a portion of the erinyes true name.

Delara says that she has a message for the Pathfinders that came while they were gone. She hands over a letter.

See the handout in the Slides.

Delara allows the group to stay in her manor for the night, before bidding them a fond adieu in the morning. The Pathfinders set out for Umok. A few days later, they arrive.

Again, you can retcon any resupply between leaving Valten and arriving in Umok.

Knowledge (local) or Diplomacy (gather information) DC 10 (can be made untrained):

Umok is a gnome town along the northeast edge of the Chitterwood. The gnomes here often clash with local goblin tribes.

Knowledge (local) or Diplomacy (gather information) DC 15:

In order to deter goblin attacks, the town has banned fire within 500 yards of the city. Magic light and alchemical stones replace the need for open flame.

Knowledge (local) or Diplomacy (gather information) DC 20:

Local animals have been befriended or charmed to help defend the settlement. Though friendly to the gnomes, they fight fiercely to defend Umok and its inhabitants from hostile outsiders.

The Pathfinders arrive in Umok without incident, despite the occasional signs of goblinoid activity en route. Approaching the town, it becomes clear that Umok looks oddly proportioned. The buildings are squat, and the streets look too narrow. The walls rise barely 6 feet high and appear too low for an effective defense. Bright colors abound throughout the town, adorning both the architecture and Umok's citizens, giving the impression that a fleet of chromatic dragons must have battled in the skies above, raining multicolored scales down upon the city. Wild and domesticated animals wander the streets, seeming perfectly at home amid the bustle of the town.

The party attracts attention as they enter the city of Umok, with animals taking up defensive postures and gnomes gawking at the travelers and whispering to their neighbors. Before the Pathfinders make it more than a few yards into the city, a female gnome confidently approaches.

Armored and accompanied by an apparently tame badger, the fierce looking gnome eyes your group intently. Finally a smile cracks her face. "Welcome to Umok strangers! My name is Trigi Neppo, peacekeeper and goblin-watcher. Might I ask your business in town?"


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Sorry if I was confusing, you don't really need to move the boulder to go into the cave. I was just giving everyone a chance to notice the tracks and discuss, plus cast any buffs or anything, and decide if you wanna try to move in stealthily or anything. So, yeah, Giovanni has as long as he wants to try to activate that wand (as long as you don't roll a natural 1, since that prevents the item from being activated for 24 hours).

So, we'll work from the assumption that he eventually activates it, and then you move on into the cave, though not particularly stealthily (it hasn't been your guys' thing so far). If anyone else wants to do any kind of buffing before entering the caves, we can also retcon that.

The passage turns south, serving as the only entrance and exit for a wide chamber that spirals down to a stone table 10 feet below. Bones and refuse litter the floor, and debris is gathered into a nest alongside the table.

Yellow eyes briefly flicker from the nest. Then, suddenly, a large reptile leaps out, gray-scaled and at least six feet in length. It has a dragon’s head filled with sharp teeth, and two arms ending in grasping claws. A cloud of greenish vapor wafts from its gaping maw.

Knowledge (arcana) DC 17:

Tatzlwyrms are thought to be primeval relatives of true dragons, having branched off the line millennia ago and evolved in a way that sets them notably apart. Undersized compared to their larger cousins, tatzlwyrms are nonetheless ferocious in their own right. And while tatzlwyrms are hardly impressive specimens when put beside their notorious relatives, most other reptiles can’t compare to them mentally. They understand Draconic, though other languages are beyond most tatzlwyrms’ limited comprehension. Nevertheless, tatzlwyrms are deeply cunning, building complex lairs and rudimentary traps.

Tatzlwyrms are quite rare, and only a few particularly curious and lucky adventurers can claim to have seen a living specimen. Reports do agree on some basic features, however. About the size of a full-grown human, tatzlwyrms have only two limbs and no wings, and possess a weak poisonous breath similar to the breath weapons of their true dragon relatives. An adult tatzlwyrm is 6 to 8 feet long, including its winding, organless tail, and it weighs between 400 and 500 pounds. A tatzlwyrm’s scales give the creature limited camouflage, ranging through various shades of green, brown, and gray.

Like true dragons, tatzlwyrms are strict carnivores. They spend most of their time hiding, waiting to attack any prey that ventures too near. They consume their food slowly in the dark security and seclusion of their lairs. Tatzlwyrms have a remarkable knack for ambush and camouflage.

As dragons, they can see in the dark and are immune to paralysis and sleep.

Knowledge (arcana) DC 22:

Tatzylwyrms have pounce, rake, and their breath contains a poisonous vapor. While grappling, instead of making a bite or rake attack, a tatzlwyrm can breathe poison into its victim’s face. A tatzlwyrm must begin its turn grappling to use this ability—it can’t begin a grapple and use its poison gasp in the same turn.

GM Rolls:

Hskoro initiative: 1d20 + 1 ⇒ (19) + 1 = 20
Tholand initiative: 1d20 + 1 ⇒ (14) + 1 = 15
Smiley initiative: 1d20 + 2 ⇒ (5) + 2 = 7
Everbloom initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Giovanni initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Mikhail initiative: 1d20 + 5 ⇒ (18) + 5 = 23

Tatzlwyrm initiative: 1d20 + 1 ⇒ (8) + 1 = 9

Summary:

Round One Mikhail (up), Everbloom (up), Hskoro (up), Tholand (up), Giovanni (up), Tatzylwyrm (not yet up), Smiley (not yet up)

Mikhail, Everbloom, Hskoro, Tholand, and Giovanni may act.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Altogether you will get 1 XP and 2 PP for completing all five quests. You technically get the gold for each part upon finishing it. If you were playing these in person at the table you might not run them all at once, and you might not ever finish all 5 so that is why you get "partial credit" after each quest is finished, if that makes sense.