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1d20 + 7 ⇒ (16) + 7 = 23
Thrak thinks the images are of the priests of Lissala, the goddess of runes. Paxs moves over to help Pai, but feels a strange compulsion pass over him, a compulsion to keep reading the script. Pai, meanwhile, is too engrossed in the script to notice Paxs' sudden wave of dizziness. She waves away any attempt to help her as she keeps reading.
The first arrow strikes the same gnoll from before, who falls with a spray of arterial blood.
The last gnoll flings his spear at Hagrym! 1d20 + 1 ⇒ (4) + 1 = 5 for 1d8 + 2 ⇒ (6) + 2 = 8 damage! The spear goes wide, for the dice gods hate the gnoll-kind. The gnoll lets out a yelp and turns tail!
The final gnoll is 60' from Hagrym and 65' from Quinton!
Hagrym, Quinton and Karos x2 are up!
With a bit of wrenching, Thrak is able to free the whip from the statue and return it.
The double doors, as it turns out, are unlocked and easily pushed open. The walls of this chamber are decorated with six life-sized bas-relief carvings that depict a diverse collection of priests, each adorned in billowing robes draped in Thassilonian runes. An intricate scripture winds around each carving, coiling around them and along the walls like an immensely long tangle of ribbons.
Knowledge Religion to ID the priests' affiliation. Linguistics to read the script.
Gaius' first arrow hits the lead gnoll, spinning him slightly. His second barely misses, grazing the gnoll, but not injuring him.
Rekgar assumes a defensive position, fulfilling his vows.
The gnolls move up and throw their spears, readying another one in their off hand as they move!
Gnoll 1 vs Gaius: 1d20 + 1 ⇒ (8) + 1 = 9 for 1d8 + 2 ⇒ (8) + 2 = 10
Their throws are without much accuracy, flying in front and beyond the intended targets!
Hagrym, Quinton and Karos are up!
Corbyn finds no traps upon the statue, nor in the room. The next door leads to a long hallway similar to the one where the Shadowcount and the chain devil were waiting. Small windows watch onto the room with the pool. The far door leads onto a long hallway running perpendicular to the one you're in, with several doors along it, including two sets of large double doors. One leads back into the pool room, but the other leads away from it. The remaining corridor ends abruptly at both ends, choked off by thousands of tons of collapsed rock and sand.
Now that Gaius has presumably told you of the gnolls' presence, everyone can see them.
As Quinton draws his sword, there is a howling war cry and the gnolls spring from their hiding places!
No surprise round since everyone knows everyone else is here!
Quinton: 1d20 + 1 ⇒ (5) + 1 = 6
Gaius and Rekgar are up!
As Gaius approaches the oasis, he spots a gnoll hiding in the rocks. Glancing subtly about, he spots two more lurking in two other spots. In all, three scarred, mangy looking gnolls are watching the oasis. They've definitely spotted you, but you see no signs that they know that you know they're there.
Under Gaius' guidance with help from Hagrym, you set out across the desert. Gaius proves to be a good guide, as you make it to the oasis marked on the map as a last stop before Seeker's Folly near mid-afternoon. The oasis shimmers like a sapphire in the midday heat. Life clings around its edges tenaciously, with only a few hardy plants nestled amid the rocks managing to survive in patches around the area. Finches bathe in the water, resting on an abandoned harness. Trash and castoffs from travelers litter the area, and a small brick hearth is the only permanent fixture.
Make a perception check as you approach.
Perfect! Hop on over to the game thread and introduce yourself. The guys are currently buying mounts before heading into the desert!
Martain, sorry this is a bad one for new characters, as the third installment is a higher tier. Keep your eyes peeled, though. I may do a lower PbP game soon, maybe the Confirmation.
I have four players and need one more to top off a PbP PFS game that has just started. The party is low-tier (1-2), but if we get a level 4 or 5, you'll have the option of playing tier 4-5. I need a player as soon as possible, with the intent of continuing on and playing part 3 with the same character.
Slumper examines the stone plug, but it's far too large to shift. He believes the only way through it is with magic.
Corbyn moves to a door off the transport chamber, and opens it with little difficulty. A strange bronze statue stands in the center of the room. The statue depicts a half-snake, half-human creature with the lower body of a serpent coiled about a stand and the upper torso of a slender human woman. Her hands are crossed over her chest to clutch two objects at her shoulders—the right hand holds a large quill, while the left holds a jade-handled whip. Six birdlike wings emerge from the torso’s shoulders, and instead of a head, it has a disk bearing a seven-pointed star. A line of jade runes runs down the statue’s belly and along the length of its snaky lower body. The whip appears to be a separate item from the statue.
Riding the pygmy camel would give it a medium load, making its speed 30 feet. It can certainly carry you, even if it does seem to have some sort of incontinence issues...
The link for the maps on Roll20 is here. You'll need a Roll20 account to log in. If you have any questions, let me know.
The toothless man happily takes Quinton's money and bolts as soon as it hits his palm. His maniacal laughter can be heard fading into the distance, as well as his shouted "THEY BOUGHT THE CAMEL! HA!"
Hagrym studies the map and by his knowledge of the desert, he believes a straight line across the desert, rather than the circuitous route the map prescribes, would be faster and may shave some time off the journey.
It's the next morning. You can probably find a magical weapon in Eto pretty easily.
Quinton, a local caravan driver looks over the map and tells you that the route described is a caravan route, though rarely used these days. He also tells you that the local gnolls have been getting frisky recently and advises you to be careful of them.
Mounts are available in the market. Camels are 150 gp; light horses are 75 gp. There is also one disreputable looking merchant near the outside of the caravanserai who appears to be selling a mule with two flour sacks tied to his back as a 'pygmy camel' for 10 gp. He grins with missing teeth if you come near and in broken Common calls out "Is camel! Very strong! Good for desert! You no regret!"
A new day dawns in the Osirian trade city of Eto only hours following the meeting with Grandmaster Torch. In exchange for a handful of services, he delivered several maps and sketches of landmarks that collectively point the way to the last known resting place of one or more sage jewels—enchanted gems capable of storing memories of Osirion’s past and reviving the Sapphire Sage Amenopheus’s order. “Those will take you where you want to go,” Torch declared while handing over the maps. “Deviate from the path if you know what you’re doing.” As an afterthought, he added, “You’re not the only ones who know about that site. I hear a group of foreigners set out from Totra not too long ago and are after the same prize. Sounds like there’s no time to waste.”
You make your way to the Caravanserai, where the talk of the area is rumors of gnoll activity in the deserts near Eto. You may make Knowledge Local or Diplomacy (Gather Information) checks to pick up any information on the routes marked on the maps.
Suddenly Pai reappears on the floor next to a suddenly reappearing Ruperta! Both look slightly dazed and bear a light blue glowing tattoo of a Butterfly on the back of their left hands. For 1 week Pai and Ruperta receive a +4 to Perception checks!
Sial mumurs "Fascinating. The sphere must be sacred to Desna in some way."
As soon as Pai touches the globe, she too disappears!
You find yourself floating in the midst of images, which flash by so fast that you can only see brief glances of them. The Arch in Riddleport, the Irespan in Magnimar, a pleasure garden in far off Vudra, the Sphinx in Osirion. The images move so fast, you feel as if your very mind is being worn away by them! Make a Will Save! Suddenly an image of the doors of this very Acropolis flash by!
The sphere looks like a model of the Globe, save with minor inconsistencies, like the fact that the Inner Sea is missing. Still, it floats in the air, rotating gently.
NPCingRuperta steps forward and lays her hand on the globe, murmuring softly to herself. Suddenly there is a flash of light and she disappears!
Torch nods slowly. "Of course, I always honor my deals. First the information and items I requested, then the payment." He nods to the half-orc who steps forward to take the rod if offered.
Assuming you give him the rod and the information you've uncovered...
Torch mulls over the information for a moment before again nodding to the half-orc who hands you a scroll case. Inside are several parchments. One is a map of Osirion, clearly marking Eto and an unnamed site to the north. The second map has a much smaller scale and marks the route between Eto and the mystery location. The last sheet has a charcoal drawing that depicts two large rock outcroppings connected by a smooth wall with a single gate. It is entitled “Seeker’s Folly” and signed “V.L.” Something about the handwriting on the last map looks familiar; roll a Linguistics check.
Once the PCs have had an opportunity to review the papers, Torch explains, “Those will take you where you want to go. Deviate from the path only if you know what you’re doing. Otherwise, stick to the landmarks.” He pauses to consider another thought. “Normally this is where I would say ‘pleasure doing business with you.’ However,” he adds with a grisly grin, “I’m going to throw you something extra for free—just because I’m such a caring individual. You’re not the only ones who know about that site. I hear a group of foreigners set out from Totra not too long ago and are after the same prize. Sounds like there’s no time to waste.”
You may ask any questions, but Torch seems disinclined to add any more. This concludes Destiny of the Sands Part 1: A Bitter Bargain. Congratulations Pathfinders! We will start Part 2 in the next day. I will PM each of you with your Chronicle sheets as soon as you've rolled your Day Job checks, or shortly thereafter.
Leaving Beggar's Alley behind, you head back to the White Uraeus as night falls over the desert town. Once again the half-orc meets you and escorts you in to see Torch. He's lounging in a bath tub, soaking up to his chin in it with his eyes closed. He looks at peace, though his eyes open as you enter.
"My, my. Look who's returned. Have you performed my tasks?" he says in his mocking voice.
Each of the now unconscious thugs has a potion of cure light wounds, a tanglefoot bag and 23 gold on them. A few moments after the thugs are stabilized and the fight is over, the female halfling creeps out cautiously. Seeing as the fight is over, she whistles in a high pitched whistle and several halflings and human children come out of the woodwork, literally. The halfling woman nods at you. "You're friends of the burnt one, I take it. That woman was not; I'm Naleth Hundredfingers. Tell Torch this: "The Red Mantis are searching Eto for a scarred man." You have my thanks for taking these mongrels down. I think the woman will flee now, she's a spy for the Mantis."
Yikes! You guys are lethal killing machines! Just keep that enthusiasm for the next modules!
Karos fires, his shot hitting the first thug in the chest and sending a spray of blood to the sky as the thug falls! Hagrym charges the next one, who is cut viciously and stumbles a few feet to fall as Quinton finishes him! From atop a nearby shack you hear the woman from the alley's curse, then the sound of her hitting the ground and taking off into the maze of alleys and streets beyond.
Combat is over. One thug is a round away from death and the other is at -1 and fading. Do you help them or let them bleed out?
The two thugs exchange a look, then shrug. "Job's a job." They charge!
All the heroes are up first. The thugs are 20 feet away, saps out, about to charge. There are shacks on either side of you, the alley is 20 feet wide. The shacks are one-story wooden affairs with flat roofs.
The column of blue light is the same passage you just came down; it seems to work as an elevator and will convey you back up if you step in it from down here.
Sial and his chain devil companion peer into the darkness. Asyra, the chain devil steps over toward a portion of the eastern wall and runs her hands over it. "There is a plug of solid stone here. I would guess there was once a passage here, but this plug fell to protect it. From what and why, I have no idea."
Sial moves ten feet to the north, where there is a passage into the darkness and murmurs words of magic. He lets out a wordless expression of shock. "There is something powerful to the north of us, a great magic!" Before anyone can stop him, he summons a globe of light on his holy symbol and moves to the north.
Following him, you turn the corner into a room of wonder. The walls, ceiling, and floor of this chamber have been painted to resemble a starry sky, giving the illusion of walking through space. Here and there between the stars are painted small blue butterflies. A ten-foot-diameter stone sphere floats near the room’s southern wall. Three short metal rods protrude from the lower hemisphere, radiating outward like the legs of a tripod, only the rods rest on empty air rather than a solid surface. The sphere itself appears to have been carefully carved with drawings of tiny rivers, mountains, oceans, and forests.
Knowledge Geography if anyone has it, please!
From the other end of the alley, opposite where the woman went, comes a commotion. Two thuggish looking men wielding saps are kicking down doors as they move through the alley, calling out rude words at the people who cower, trying to shield their loved ones from the violence. They seem to be moving toward you.
The woman, whose face goes from smiling to exasperated as you speak about her as if she's not there, throws her hands in the air. "If you do not wish to buy and do not wish to discuss our mutual friend, then I have no business with you!" She begins walking toward the alley mouth to leave.
Stealth: 1d20 + 7 ⇒ (7) + 7 = 14
Perception DC 14:
As she walks away she darts between two buildings at the end of the alley.