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Levels 7-11
“Millennia ago, when Ahriman, the Lord of the Divs, attacked the famed Jaizun Citadel, a few of the resident arti cers and elementalists of the Jistka Imperium made their escape. Their whereabouts, and the secrets they took with them, were lost to the desert sands and the ages. Soon after, the Citadel of the Weary Sky, as the Jaizun Citadel became known, was demolished by a fierce elemental storm.” Obo glances over to the thin man standing to his side, “The Sapphire Sage, Amenopheus, is lending a hand in the nascent partnership between the Pathfinder Society and the Concordance of Elements. This new alliance is already beginning to bear fruit. The Concordance was particularly interested in the information we had about the Citadel of the Weary Sky. Recently, they detected an unusual elemental energy to the south, in the Napsune Mountains, and asked us to investigate this disturbance.”
Amenopheus clasps his robes tightly about himself, “We have long suspected that the Jistkan refugees from the citadel may have made their way into the mountains and constructed a hidden stronghold there. There appears to be some connection between this refuge and the elemental storms that battered the Citadel of the Weary Sky. This connection made our new friends in the Concordance of Elements nervous; they do not wish a resurgence of violent elemental storms any more than we do. Now that we’ve identified this lingering elemental imbalance, it must be corrected.”
Obo steels his gaze, “If we’ve truly discovered the ancient elementalists’ retreat, then it may well pose a very real danger. Our alliance with the Concordance is tentative at best and I wish to show our goodwill, but I cannot in good conscience order you to investigate. Instead, I offer you the right of first refusal—more an invitation—to explore.”
Obo withdraws a map from a scroll tube. “The Concordance gave us this map to the location of the disturbance. An ancient Jistkan mechanism blocks the entrance. The Concordance was unable to gain passage, but described it as some kind of sealed portal. From my collection of Jistkan puzzle-boxes, I’d wager it will take keen minds, such as you possess, to unlock this portal and gain entry.”
Venture-Captain Obo holds out the map. “If you are all in agreement, then good luck, Pathfinders. May the gods look down upon you and grant you good fortune.”
You may ask either the Venture-Captain or Amenopheus questions. You may also attempt a Knowledge (history) or Knowledge (planes) (pick one) check to see of you know relevant stuff.

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Mareq considers what he knows about the Jitska Imperium, the Concordance of Elements, and elemental energies.
Knowledge (planes): 1d20 + 11 ⇒ (10) + 11 = 21

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"Ooh!" says Berosius. "Portals! One step closer to that pie-delivery service!"
"Oh, and all that about the Concordance. That's important too."
Knowledge (planes): 1d20 + 11 ⇒ (18) + 11 = 29

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"Greetings all. Those apple biscuits look delicious" A gnome comes in with gadgets strapped across his waist as well has a bandoleer of round ceramic things across his chest. He proceeds to grab a biscuit.

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Harrow looks excited at the delivery of fresh apple biscuits--his favorite--but looks slightly less hungry at the mention of extra-keen minds needed to solve the puzzles.
"Harrow not always know stuff, but sometimes Ragathiel make Harrow extra smart..."
knowledge planes: 1d20 + 3 ⇒ (18) + 3 = 21

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Sorry for the slow posting. Paizo's website isn't working for me most of the time this week.
Knowledge (Planes): There are several ruins in northern Garund left behind by long-lost human civilizations, most famously the Jistka Imperium. The Jistkans were famous for building golems and other mighty constructs.
Turmoil led the Jistkan magistrates to build Jaizun Citadel to focus the power of their elementalists and extraplanar allies.
The Jistkan elementalists bound the spirits of elementals into golems and constructs during their crafting. They used these golems as guards and soldiers.

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Harrow shares with the others all that he knows about Garund and their golems. It is clearly information he could never have come up with himself, but it seems Ragathiel does reveal things to the half-orc from time to time.
"Maybe Harrow help solve puzzle after all," he says.

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Obo pulls Dimble aside: "Our alliance with the Concordance of Elements is more tenuous than the Pathfinder Society likes to admit. Please try to defuse the elemental energies in the least destructive manner possible so as to avoid another catastrophe--which could sour relations with the Concordance. This is of utmost importance to the Society!"
On a separate note, can anyone understand Jistkan?

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Harrow frowns again at the thought of doing something un-disruptive.
"Harrow try..." he murmurs.

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But, what IS the Concordance? I believe that was part of Mareq's research/Knowledge (planes) query. Anything we can k now about it?
No. The knowledge check had nothing to do with them. However, Venture-Captain Obo will simply tell you.
"The Concordance of Elements is an extraplanar organization of elementals and genie-kin who seek to bring balance to elemental energies by any means necessary. They are our allies."

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If there's nothing else...
You head to the place marked on Obo's map. You head to a really big mountain. About 3/4 of the way up, the narrow, stony mountain path broadens as it ascends to a narrow ledge. The rock face to the south towers hundreds of feet in height. Two massive doors made of green marble loom within. They lack any hinges or handles but are carved with enormous, stern, scowling faces. Next to the doors is a shallow indentation containing a tiny stone door with a weathered metal handle.

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"Well, that's certainly impressive," says Berosius, "But the little door is much, um, homier, don't you think?"
The little oracle raps on the small door with his fist.

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"Well, that's certainly impressive," says Berosius, "But the little door is much, um, homier, don't you think?"
The little oracle raps on the small door with his fist.
The little door is about 6 inches tall.
Nothing happens, but the sound of Berosius' knocking makes it obevious that there's a very small hollow space on the other side of the small door.

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Harrow looks skeptically at the tiny door.
"If big door locked and tiny door too tiny, how we get in?" he wonders.
"Little guy squeeze through?" he asks, though even the gnome looks too small to fit.

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can dimble fit through?
Nope. It's too small. Though, it looks like the tiny door isn't locked.
Somebody opens it.
The tiny stone door opens freely. Within, five thin metal strips are attached to the rock face, with large rivets set at the top and bottom. Above the metal strips, a phrase is carved into the wall.
Each metal strip bears faded images of hands with raised fingers.
Strip 1: 3 fingers, 3 fingers, 1 finger, 1 finger = 4
Strip 2: 1 finger, 2 fingers, 2 fingers, 1 finger = 2
Strip 3: 3 fingers, 1 finger, 1 finger, 2 fingers = ?
Strip 4: 1 finger, 2 fingers, 1 finger, 1 finger = ?
Strip 5: 5 fingers, 1 finger, 1 finger, 2 fingers = ?
A delicate wooden mallet hangs from a hook next to the strips. Though, the Jistkan empire fell 8,000 years ago--so, the mallet is in a very, very fragile condition.

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"What all this?" Harrow wonders, afraid to touch anything.
Not sure if I have any skills to help here, seeing as I can't read Jistkan (or other languages) and don't have perform...

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"Some of my spirits were here during the Jistkan Imperium," says Berosius. "Or at least that's what they say -now-. The note says that the spaces between notes are just as important as the notes themselves."
Cast comprehend languages .

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As everyone crowds around the small door, someone accidentally knocks on of the metal strips. It lets out a perfect, melodious note.
1d4 ⇒ 3
Perception: 1d20 + 14 ⇒ (8) + 14 = 22
Harrow, on the larger doors there are two grimacing faces. For the briefest moment, you think one of the faces was looking at you. Directly at you.

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"This face looking right at Harrow!" the half-orc says in frustration.
"Now it not looking at Harrow, but Harrow not like door face looking at him!"

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"Harrow think maybe so. Harrow not want to play it, because face looking at him! Somebody else play it."

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Nope. I can't figure the pattern either. I'm thinking that the finger represent a number of notes and the last number is the number of beats between sets of notes. But I don't know what to do about the unknown numbers.
Intelligence: 1d20 + 2 ⇒ (9) + 2 = 11 Sigh.

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"Harrow, maybe you are meant to be the one who tries it," says Berosius, knowing his friend, while not bright, is capable of great wisdom when he wants to.
"I trust your instincts, old friend."

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wisdom check: 1d20 + 3 ⇒ (8) + 3 = 11
"Maybe try songs on strips..." Harrow suggests. "Anyone know how to play anything? Harrow like songs but not have any to play."
He starts tapping on them randomly.

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Harrow bangs on one of the strips. (With a pommel? A fist?)
The doors erupt with ancient elemental energy.
Berosius Reflex: 1d20 + 7 ⇒ (1) + 7 = 8
Dimble Reflex: 1d20 + 8 ⇒ (9) + 8 = 17
Harrow Reflex: 1d20 + 5 ⇒ (18) + 5 = 23
Mareq Reflex: 1d20 + 5 ⇒ (19) + 5 = 24
The DC is 17. Please feel free to take half damage (or none, if you have evasion) as appropriate.
The elemental energy is all four types (4d6 total, but divided among types):
Cold Damage: 1d6 ⇒ 6
Electricity Damage: 1d6 ⇒ 3
Fire Damage: 1d6 ⇒ 3
Acid Damage: 1d6 ⇒ 5

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Had planned on fist...
Harrow doesn't cry out as the energy courses through him, not feeling any pain. He does, however, recognize that he has taken some serious damage.
"Grrrr! Harrow not like this door, and Harrow not like music!"
CLW: 3d8 + 3 ⇒ (5, 4, 1) + 3 = 13
Hmmm...running out of ideas, but let's not all be close when we try them!

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Perhaps an ally is appropriate at this juncture, thinks Mareq.
He concentrates upon the whirling maelstrom of the planar barriers between the Prime and the Heavenly Mountains of Arcadia and pries them apart with only sheer willpower until he can call upon an celestial ally.
To the others, they simply see a glowing tear in reality, followed by a sword-bearing hound archon.
"Oh, dedicated Dfarfu, warrior of Mount Celestia, can you aid us in opening these doors? Perhaps open them from the far side?" beseeches Mareq.
Basically, the hound archon will cast message, then Greater Teleport to the far side of the doors and figure out how to open them.

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Putting what happens in spoiler tags since the party members don't know this. I don't mind if you read it. :-)
Surprise round:
The archon pops over to the other side of the double doors.
A massive dark gray creature responds as soon as there's something in the room. "Intruder." It says, flatly. (The archon knows this due to truespeech.) And it moves aggressively towards the archon.
??? Initiative: 1d20 - 2 ⇒ (20) - 2 = 18
Archon Initiative: 1d20 + 4 ⇒ (14) + 4 = 18
Round 1:
Archon: 1d20 + 9 ⇒ (15) + 9 = 24, Damage: 2d6 + 3 ⇒ (4, 4) + 3 = 11
Archon: 1d20 + 4 ⇒ (12) + 4 = 16, Miss
???: 1d20 + 19 ⇒ (9) + 19 = 28, Damage: 2d10 + 8 ⇒ (4, 5) + 8 = 17
???: 1d20 + 19 ⇒ (7) + 19 = 26, Damage: 2d10 + 8 ⇒ (7, 3) + 8 = 18
Round 2:
Archon: 1d20 + 9 ⇒ (11) + 9 = 20, Miss
Archon: 1d20 + 4 ⇒ (2) + 4 = 6, Miss
???: 1d20 + 19 ⇒ (5) + 19 = 24, Damage: 2d10 + 8 ⇒ (4, 3) + 8 = 15
???: 1d20 + 19 ⇒ (12) + 19 = 31, Damage: 2d10 + 8 ⇒ (4, 5) + 8 = 17
Round 3:
Archon: 1d20 + 9 ⇒ (3) + 9 = 12, Miss
Archon: 1d20 + 4 ⇒ (14) + 4 = 18, Miss
???: 1d20 + 19 ⇒ (2) + 19 = 21, Damage: 2d10 + 8 ⇒ (9, 1) + 8 = 18
???: 1d20 + 19 ⇒ (20) + 19 = 39, Damage: 2d10 + 8 ⇒ (9, 4) + 8 = 21
Mareq sends forth an ally. The party waits for a while. Nothing happens.
Dimble, did you want to share Venture-Captain Obo's concerns with the rest of the party?

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The archon cast Message so he could communicate with Mareq (and others) about what he sees/encounters. Limits of Message: 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. Just curious if he is able to communicate back to Mareq.

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"What happen to messenger?" Harrow asks Mareq. "If something bad, seem like you tempted do bad stuff to Husarq, but Harrow think try not to..."