GM PDK |
[success]
For the rest of the evening, Soldier's Glory vividly listens to your personal journeys, and for those who allow it, she asks a series of follow-up questions out of genuine interest. Upon hearing all your stories, the sword says, "Friends call me Glory; you may now do so, O brave ones!."
You all convince Glory to present evidence supporting Remaio’s claim to nobility, but the sword reserves the right to change its decision after she meets the man. Some of you understand that Glory still cares deeply about Honaria Alcasti. Glory graces you all with an account of how, after defeating an enemy battalion in the Conquest, Honaria turned opponents to her cause by treating her prisoners with dignity. The blade believes that Taldor only lost the war because insufficient resources prevented Honaria from implementing her masterful tactics.
You also convince Aayef to set his sights on the Pathfinder Society. Aayef’s resolve to seek adventure has not dimmed, but he has learned his lesson about charging off alone. At some point in the evening, he also mysteriously seeks an audience alone with Kinshasa (check your PM).
After you explain your purpose in Qadira, Lady Ghazali allows you all to leave with Soldier’s Glory - for the moment on loan, she explains that future details of this arrangement will be brought forward to Remaio directly, and that Glory will have a say in all things related to its loan, including the right for self determination and the right to acquire wealth. Lady Ghazali plans to open accounts at the Abadar temple on behalf of the blade, which agrees with this.
Back in Taldor, Remaio is relieved to see the blade, and he asks you if the rumors about it are true. Upon hearing this, the blade addresses Remaio directly and explains her intent to restore Honaria’s good name. To this effect, she addresses Kinshasa, "Noble Cavalier, I would assist you until the end of this mission, if you will wield me. What say you?"
GM PDK |
Kinshasa, upon grasping Soldier's Glory you become immediately aware of her powers:
styled after a pegasus in flight. Soldier’s Glory is a
+2 benevolent longsword. She can cast cure light
wounds 3/day and aid 1/day. (CL 6th)
Naruda Burada |
"We really get to have you around for the rest of this quest? We're so lucky!"
Bluff: 1d20 ⇒ 16
If its able to hear us, doesn't that means it should have ears? But where would they even be at? Does that mean it read our thoughts? I hope not.
"Well, let's see if there is anything else Remaio would like for us to do. I'm sure the Lodge is eagerly awaiting our return."
GM PDK |
Sense Motive: 1d20 ⇒ 2
"Ah! Ms. Burada! I am happy to see you have come to your senses in regards to our association! I, too, look forward to fight with you side-by-side! The way you defeated the giant scorpion was memorable, and speaks to your valor. Us girls must stick together!"
Keandre Glasmiter |
The dwarf rolls his eyes at the sword's comments Magical swords should not always be triffled with he thinks
GM PDK |
The next day, Remaio meets you at the lodge again. "If you're up for the next adventure, let me know and I'll coordinate the transport. You fine ladies and gentlemen are heading somewhere near Almas next. That's in Andoran, by the way." clarifies Remaio to those of you who appear to have a question mark above their head at the mention of Almas.
Remaio asks you to visit his distant cousin, Vereena Alcasti, and investigate her trove of family heirloom for evidence of Honaria’s accomplishments. He tells you that she lives in the rural Carpenden region of Andoran (northeast of Almas).
Remaio provides you all with a map of Andoran’s countryside and pays for your transportation costs. After traveling by boat to Almas, Andoran’s capital, you journey west via carriage across the Carpenden Plains, along increasingly narrow roads. Along the way, you pass dozens of small farming villages. Vereena’s homestead is isolated, several miles from the nearest village. The final stretch of the journey takes you all on footpaths that are barely wide enough for a single horse, let alone a carriage.
Then you finally see fields of overgrown crops surround a squat, shingle-roofed farmhouse. A pair of clay pots filled with cheerful yellow marigolds stands to either side of the house’s front door. Broken boards covered in graffiti are nailed over the door and windows.
The painted words across the boards are written in a strange language...
Linguistics check please
A rusty tin bell hangs from a bit of twine near the door. Ringing the bell produces no response from within. Both exterior doors are secured with rusty old locks.
What do you do?
Kinshasa |
Squinting at the painted words Kinshasa tries to make out their meaning.
He does not have any experience with this language, he thought everyone here used common, and that is all he learned for his duties here, away from Nagajor.
Can any of you make out what this says?
Naruda Burada |
Naruda examines the script and then begins chanting. The wind gently tossles her hair. "Let's see if that helps."
Naruda casted her spell-like ability comprehend languages.
GM PDK |
Kinshasa recognizes the Draconic script. Both him and Naruda peer over the graffiti and read: “keep out”
Kinshasa |
Oh dear. I don't recognise draconic. I am a bad nagaji
Oh, this is terribly written, but I see it now. It says "Keep Out". Do you see it too Naruda?
He turns to each of the group. What should we do? I am inclined to investigate. This looks deserted, but someone clearly wants to keep people away for a reason.
Garr Nesteruk |
Garr nods to Kinshasa "Odd the script on the sign is written in.. what was that again?.. Draconic. Common among Nagaji and Kobolds I think, not too many other races speak that old tongue. None I have ever run across anyways. This whole setting.. seems off. I would assume a relative of Remario, even one living in seclusion, would live more luxuriously. Let alone like the poor woman's already been evicted and simply squatting. I vote we pound on the door and announce ourselves as the pathfinders who have been sent on behest of Remario, her cousin. If still an answer isn't given... I'll boot down the door. She may be taken hostage.. or worse." Garr looks over to the group, voicing his narrow minded opinion on the matter at hand
Perrine Ravella |
Perrine nodded at the palm ”I think that a wise course of action. Let’s knock, them make our decision from there. We could check for a back entrance before kicking the door down, of course...”
Magdalyn Varus |
Magdalyn follows the group, keeping a sharp eye on their surroundings. "If written in Draconic there's a solid chance it wasn't written by the original owner of this cabin. Or..." She trails off thoughtfully. "Perhaps it was written as a warning to those who do speak Draconic."
When Garr explains his ideas, Magdalyn quips in. "I don't think it will be necessary to destroy their home, should they be here." She retrieves a set of Theives Tools from her pack, showing them to the party. "I'm fairly handy with them, I should be able to get the door open."
I can take 20 for a 25 DC, able to pick Simple and Average locks.
Keandre Glasmiter |
Perhaps we should look around the house to see if someone might be out back? he states.
GM PDK |
Magdalyn easily picks the lock. The solid oak door appears to be barred on the other side as well.
GM PDK |
Rounding the corner of the house, Kinshasa spots a chicken coop, a fenced backyard, within that backyard, a patch of loose dirt and a backdoor that goes into the cottage. The fence has a broken gate hanging on its last hinge. What do you do?
Kinshasa |
Kinshasa rejoins the group at the front of the house. He reports his findings of a body buried in the back yard.
Garr Nesteruk |
Garr nods to Kinshasa "Well I don't know about you all, but a body in the backyard.. got me intrigued. At the very least it'll solve our current dilemma. If a kobold be under that sheet, we know a good chance our clever host is still alive. However, if its a woman we uncover..Im not going to be the one to break the news." Garr chuckles as he finishes the statement, but its clear by the ruffles on his face that he is concerned about the womans well being.
Perrine Ravella |
When Perrine heard about the body in the back, she immediately rushed to inspect the scene. ”Well, who is it? I hope that’s not our contact, after all,” she whispers to the rest of the group.
Naruda Burada |
Seeing the dead body, Naruda will cast her deathwatch spell-like ability.
"Be careful approaching that body. I can find out for sure if her soul has begun making it's final journey to the Boneyard, or if there is still some fragment that remains with us."
Garr Nesteruk |
While the others potentially investigate the body, and Magdalyn starts to peer inside the window, Garr decides to make himself as useful as he can. He goes upon checking the perimeter of the house, his trained eyes scouting for tracks or potentially hidden traps around the cottage
Survival: 1d20 + 6 ⇒ (14) + 6 = 20
Keandre Glasmiter |
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There is magic here he says, concentrating on the auras and approaching the home.
GM PDK |
The dead body is that of an old woman. The windows are boarded shut with thick wood boards.
Kinshasa |
His brief investigation of the body complete Kinshasa stands up. Well Garr, I believe that answers our question, yes? This is a human woman. Did you find any tracks? What manner of creatures have been frequenting this area?
Naruda Burada |
Seeing that the woman is dead, Naruda makes sure that she is fully covered up.
"We should exercise caution. It is most likely that this old woman was murdered and the killers may still be lurking around."
Naruda carefully checks the doors and windows of the house for any signs of breaking in or set snares.
Perception: 1d20 + 7 ⇒ (8) + 7 = 15
Garr Nesteruk |
Garr looks to Kinshasa, shouting for the rest of the group to hear "Aye, just as I thought, we got ourselves some Kobold squatters to evict! On behalf of Remaio let's show them the err of there ways"
Garr looks for signs of any scouts in the nearby field crops in case an ambush or lookout lay in wait..
Perception: 1d20 + 2 ⇒ (16) + 2 = 18
Garr Nesteruk |
Garr shrugs, "I know not much of the ways of the Kobold's. Could be to hide there presence.. or if we're lucky some chivalrous hero has now taken up residence. Either way whoever's inside best have pure intentions or they will curse there newly acquired luck when six well armed Pathfinders descend upon them!"
Magdalyn Varus |
"It's a shame they've managed to board the door, I would have preferred a stealthy approach..." She turns to Garr, nodding at the door. "Guess we don't have any other choice."
Garr Nesteruk |
Garr smiles, his wide orchish grin betraying his eagerness "I can oblige my lady! If some of the group wants to get ready for a breach, while the rest of ya.. say a prayer for me the door isn't booby trapped.."
Garr walks up to the wooden door and attempts to break it down, thudding the frame of the door with a heavy boot. Roaring as he delivers the thunderous kick
Strength: 1d20 + 4 ⇒ (14) + 4 = 18
GM PDK |
Front door: boarded + graffiti + rusty old lock
Windows: boarded
Back door: rusty old lock
Magdalyn Varus |
Well then, should breaching not work I'd like to attempt Disable Device on the Back Door as well.
Disable Device Take 20: 20 + 5 = 25
But what was the result of the Strength Check? Did it open? Did it not? Was there anything from inside the cabin?
Are we retconning it to try and pick the back door?
Garr Nesteruk |
Not too familiar with the rules of door breaking/sundering. From what I read I could also take two or three swings and destroy the door possibly sundering it? Should the back door also be barred once we pick the lock.
GM PDK |
Garr doesn't find any scout in the forest. He comes back and attempts to boot open the door, but the solid barred oak door does not budge.
Meanwhile Magdalyn goes to the backyard and walks up to the door to attempt to pick the second rusty lock. However...
Magdalyn Reflex Save vs. DC 20 spiked pit trap: 1d20 + 7 ⇒ (3) + 7 = 10 [Fail]
--> 1d6 ⇒ 4 falling damage; and
--> 1d4 ⇒ 4 spikes
Spike 1: 1d20 + 10 ⇒ (12) + 10 = 22 for 1d4 + 2 ⇒ (3) + 2 = 5 piercing damage; [HIT]
Spike 2: 1d20 + 10 ⇒ (16) + 10 = 26 for 1d4 + 2 ⇒ (3) + 2 = 5 piercing damage; [HIT]
Spike 3: 1d20 + 10 ⇒ (11) + 10 = 21 for 1d4 + 2 ⇒ (1) + 2 = 3 piercing damage; [HIT]
Spike 4: 1d20 + 10 ⇒ (3) + 10 = 13 for 1d4 + 2 ⇒ (1) + 2 = 3 piercing damage; [MISS]
You all hear Magdalyn scream in shock as the ground opens up under her, followed by a sickening wet sound. This is quickly followed by the snickering and laughing of an undetermined number of small humanoids inside the loghouse.
Keandre: 1d20 + 0 ⇒ (4) + 0 = 4
Kinshasa: 1d20 + 1 ⇒ (5) + 1 = 6
Magdalyn: 1d20 + 4 ⇒ (16) + 4 = 20
Naruda: 1d20 + 1 ⇒ (6) + 1 = 7
Perrine: 1d20 + 3 ⇒ (16) + 3 = 19
Kobolds: 1d20 + 1 ⇒ (6) + 1 = 7
INITIATIVE:
Surprise: Magdalyn in a trap! [negative 4 hp, dying, unconscious]
Round 1: [Bold may go]
Magdalyn [negative 4 HP, dying, unconscious]
Perrine
Garr
Naruda
Kobolds
Kinshasa and Soldier's Glory
Keandre