Yargul Steland
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"Interesting." The elf approaches a the gnome's appearance and pats the gnome on his shoulder with a blue hand.
Will Save?: 1d20 + 4 ⇒ (1) + 4 = 5
"Seems real enough." He says, agreeing with Kara's assessment of the gnome's skill. Looking about the room, he scans for anything that could be a clue to Elysyia.
Perception: 1d20 + 4 ⇒ (1) + 4 = 5
Owwwww
"Not much to be had here."
Kul-Amon
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Kul-Amon frowns as some of his companions begin to search around and call out for the gnome. "Frimbrik isn't doing nonsense Kara Battaglia. He is engaging in the sacred tradition of his people. He should be honored for this."
He pauses, seemingly uncertain. "It seems unwise to assume that silence is the same as someone agreeing. But Kul-Amon cannot find the problem in your logic." He scrunches his face. "It is ... like one of those stupid taldane puzzles. The ones with the pictures on top of the box. Kul-Amon still hasn't finished the one he was given during the last Ritual of Stardust! Those 30 pieces mock Kul-Amon. But Kul-Amon is patient" he snarls, before realizing the awkwardness of the situation. "Kul-Amon apologises" he continues, sheathing his sword and spreading his hands wide in submission. "Please Kara Battaglia, lead us on. Kul-Amon follows."
Perception: 1d20 + 7 ⇒ (13) + 7 = 20
Klo Thunderstep
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Klo can't help himself. He begins sticking his thick finger through the gnome-that's-not-a-gnome. "What is dis?" He looks curiously back into another room, "Any of dem real?"
Not sure how else to help—given that the rest of the group seems to have this in-hand—the big man begins giving the house a thorough search.
Klo will basically take 20 on Perceptions, combing the house for anything useful. :D
Jikan Osoi
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"No. I can make small noises out of thin air like most gnomes can, but not all gnomes can do full blown illusory images. Maybe I'll learn one day." He won't.
Jikan aids the search with Detect Magic.
| GM Dien |
Fimbrik is a powerful arcanist-- despite Kara's words of illusion magic, you all find it very hard to actually throw off the sensation of his images being real. Nevertheless, the images do not interfere with your searching, merrily carrying on their business... their repetitive business, for they never seem to complete their various tasks.
But it's possible to search around them, if one doesn't find them somewhat creepy. The Pathfinders spend a good ten minutes turning the house inside out, since Fimbrik's voice never does boom out with a strict forbiddance.
In the end, they have a few things to show for their effort: two potions, with a note tucked beneath them. (The red-bordered note)
Klo Thunderstep
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Perception, potion 1: 1d20 + 5 ⇒ (15) + 5 = 20
Perception, potion 2: 1d20 + 5 ⇒ (13) + 5 = 18
Klo unstoppers both bottles, sniffs and lightly tastes each, and re-stoppers them. He holds up one. "Okay healing." He holds up the other, "Restores a little drain."
Check the spoilers, everyone. And let's note that we have them available. :)
He scratches his bald head at yet another intimidating wall of words, then shakes his head in resignation."Someone just say where we're going next, yuh?"
Yargul Steland
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"Our clue here mentions the Wall of Names. Perhaps that is the next best place to investigate."
| GM Dien |
The Pathfinders tromp on! Leaving Fimbrik's warm, cozy, and illusion-filled house behind in order to return to the chilly fog outside and visit the Grand Lodge itself... and the somber Wall of Names.
The curving wall of black glass tops a small hill on the Lodge grounds, and serves as a memorial for the many Pathfinders lost before their time and before they had acquired 16 PP. The names of the dead are inscribed, line after line, stretching through hundreds and perhaps near a thousand: a bleak reminder of the fate that awaits all too many intrepid Pathfinders.
Continual flame spells seem to make the black glass glow from within, rendering the names legible if somewhat eerie as they seem to hang darkly in the air before the wall's inner light. You are the only visitors to the tomb at night. Working off Foster's notes, you manage to find the names mentioned... it's fortunate the wall is ordered chronologically. Aside from the date of their death, each name is followed by a short inscription that describes that Pathfinder's fate... except, according to Foster's notes, none of these three people ever even existed.
Doulgonlir Caskmail - Deceased 4332 AR - Fought up all but one step of the Storval Stairs. Blade shattered at an inopportune moment.
Hollis “Evil Grin” Thorne - Deceased 4331 AR - Enjoyed the many excesses of Katapesh. Ended by a drug-induced hallucination.
Karina Clamp - Deceased 4330 AR - Followed the last Linnorm King to Valenhall. Lost at sea, last seen in a great tornado.
Yargul Steland
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Perception: 1d20 + 4 ⇒ (16) + 4 = 20
Knowledge (Religion): 1d20 + 4 ⇒ (20) + 4 = 24
Blue hands trace around the scratches of the fake pathfinder's causes of death. "Starstone casualties?" he asks out loud.
"The Shrine of the Failed may hold more clues."
| GM Dien |
Yargul's keen eyes and religious know-how serve him very well-- he deduces that the next stop on this 'errand' might merit a visit to the Shrine of the Failed.
You guys set out again. Pathfinders have great calves and thighs. As a result of all this hiking and chasing down leads. Of course further on in your career you might hire transport or teleport yourselves with mere thoughts, but for now, it's hoofing it. Trudge, trudge, trudge.
By the time you reach the Starstone Cathedral, the eastern sky is starting to lighten, the glow of dawn on the horizon. Have you really been at Dreng's 'wine fetching' all night? You sure have. Ugh.
Despite the earliness of the hour, there's a fair number of people in the streets around the Cathedrla, jostling each other and muttering. There's food vendors too, selling roasted chestnuts and hot beverages. A certain air of anticipation is felt in the crowd, and a grubby looking urchin running around stops before you. You can see the gray building of the Shrine on the far side of the quasi-crowd.
"Taking ten to one, ten to one odds, get your bets in now sirs and missus! Ten to one odds against Sir Reinhardt!"
Stopping to learn what the fuss is about, or going on into the Shrine?
Korum of the Silver-Eyed Wolf
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Trodding through the streets with his companions, the half orc muses to himself. I thought there would be more action. All we seem ta be doin' is walkin' all over town. Ain't no honor or money ta be made doin' this. He looks up toward the dawn lit clouds, "Well, 'least it stopped rainin'."
-Posted with Wayfinder
Captain Kara Battaglia
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Fimbrik's note said he attached the name of a pathfinder. Did he, or is that just a missing clue and we have to go off the existing names we have?
Yes, well done, Yargul. Let's go see the failed "aspirants". Fancy word for fools who thought they could be Gods.
Kara stops at the urchin's mention of a wager.
Ten to one odds for what? Who is Sir Reinhardt?
Captain Kara Battaglia
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Ooh, just looked at my faction journal stuff. One of 'em is identifying items. If we get more loot, mind if I take a crack at IDing them first? Is it bad form to post this kind of thing?
Jikan Osoi
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Naw, go for it! I got the same thing and guess I've done it lol.
(Will have to see if have fulfilled others as well though)
Kul-Amon
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Kul-Amon follows, bringing up the rear. "There is that brother Korum" he opines grimly, trying not to dwell too much on his latest failures. Although the others were able to succeed where Kul-Amon failed. Perhaps that is why the Society sends out many people; so that the failures of one do not end the mission. That is pretty smart. Kul-Amon should remember that. He snaps back to reality. "What does ten-to-one odds mean? Is that an invocation? Is sir Reinhart a being worthy of invocation or a creature needing warding?" he asks confused, seemingly baffled by odds and the concept of gambling.
| GM Dien |
re:Kara - Dagnabbit. I knew I forgot some bit. One thing I dislike about Wisp is the layout of information between the different segments, makes it easy to miss some bit. Okay, super tiny retcon:
*At Fimbrik's*
The note you found, as you turn it over to check and make sure nothing else appears secretly hidden or the like, you happen to note that the words 'Evil Grin' are scrawled on the back...
*Now*
The urchin squints up at Kara and Kul-Amon, then decides Kara is less creepy looking and thus answers her.
"Aspirants for takin' the test of course! At dawn he's gonna ride his big horse over the chasm to the temple! Ten to one says he fails. That's pretty good money all things considered, usually it's like a hundred to one. Bets?" he asks hopefully, while waving a hand back through the crowd. Looking over the heads of those assembled, you can now make out a large white warhorse, resplendent in gold and crimson barding, with a man atop it similarly clad in golden armor, pacing the great horse back and forth while the crowd watches.
"Me, I think he'll splat," the urchin confides. "But I dunno, I guess he looks pretty impressive."
Kul-Amon
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Kul-Amon rubs his chin thoughtfully. Finally he asks: "Youngling. Kul-Amon would ask if the man Reinhart is a user of magic."
Jikan Osoi
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"I mean, even magic users fail at this test. Only 2 have made it, right? And I think both them weren't even magic users before. And both those are deities now."
Kul-Amon
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"If he suceeds?" Kul-Amon ponders the question for a moment. "Kul-Amon would say that if he is successful, then the horse becomes a god. If Reinhart fails though the horse will die at the bottom of the pit." The half-orc frowns, but shrugs. "Too bad we will not be able to feast upon the flesh of the mighty warbeast, for it's spirit must be a firey one. One that would power many spells."
| GM Dien |
The child merely shrugs at Kul-Amon's question of if Reinhardt is a magic user. "Dunno," he says, and disappears into the crowd when it becomes obvious you're not going to lay any money on bets.
There's a murmur through the crowd, then, and a shifting as people clear a way for the big warhorse and its resplendent rider. The first rays of dawn start to peek over the spires and rooftops of the city.
Sir Reinhardt nods and puts his visor down on his gilded helm. "Good people of Absalom! I shall remember you when I have come into my power! Courage and honour in all things! Charge, Astarion!"
The dawn's light catches on rider and horse alike, burnishing the gold armor to an impressive fiery glow, as the beast's hooves rattle along the cobblestones. The crowd takes a collective breath as Reinhardt approaches the wide fissure.... the warhorse takes a mighty leap...
For long seconds the horse hangs in the air, soaring through it, and perhaps the knight is some sort of magician, for a horse's sinews alone would not explain the steed's great leap. Brilliantly gleaming with the sunrise, gliding with seeming ease over the chasm, Reinhardt and Astarion form the sort of picture that etches itself on the mind's eye....
...only to burst into flame at the zenith of their leap. As if an invisible hand had struck them down, the blazing forms plummet like rocks for the bottom of the chasm. There's a collective noise of disappointment from those gathered around you, as the jaded citizens of Absalom see yet another would-be god fail. Dozens crowd the edge to peer after Reinhardt...
...and the path to the Shrine of the Failed is clear, with any possible guards joined the throng in watching Reinhardt's fate. You hurry quickly across the plaza...
***
The monumental chamber of the shrine stretches eighty feet from end to end, with a ceiling suspended thirty feet from the floor by great pillars. Seven arched passages lead to humble rooms, each of which contains a polished stone altar dedicated to one of the failed aspirants who attempted the Test of the Starstone.
Each of these chambers contains a small stone altar to one of the failed aspirants. Each altar stands upon a raised dais and bears a small brass nameplate identifying the aspirant and the would-be-god’s areas of interest. Perhaps Sir Reinhardt will shortly have one of these alcoves dedicated to him...
One of the alcoves has an altar to someone named 'Spuchasta'- this alcove is decorated with dried herbs and bowls of incense which make the room weave a little crazily as you get close enough to smell them.
Klo Thunderstep
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Klo is angry as they enter the monument, his mutterings rising every now and again. ”… not fair … horse had no choice … dumb, big-headed man … “
Regardless, he sets to work searching the room.
Perception DC25: 1d20 + 5 ⇒ (11) + 5 = 16
Will DC 20: 1d20 + 5 ⇒ (6) + 5 = 11
”I see nothing,” he grumbles, giving the room an accusatory glare.
Jikan Osoi
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Auto-fail the perception
Will Save: 1d20 + 1 ⇒ (16) + 1 = 17 - even if it's illusion it's still a fail.
"Smells nice in here."
Yargul Steland
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Perception: 1d20 + 4 ⇒ (5) + 4 = 9
Will Save: 1d20 + 4 ⇒ (10) + 4 = 14
"Ended by a drug-induced hallucination." Yargul quotes the Wall aloud. As he peers into the herb-laced room, "Fitting."
Korum of the Silver-Eyed Wolf
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Perception: 1d20 + 4 ⇒ (7) + 4 = 11
Will: 1d20 ⇒ 10
As the rest of the team searches, Korum walks up to Kul-Amon. "I just want to clarify something. Yer magic is powered by horse meat? Does it have to be a horse? How does all this work?"
Captain Kara Battaglia
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At Sir Reinhardt's attempt...
Kara watches the twin lanterns fall and says frankly: Well, let that be a lesson to us. We're not special. Damn waste of fine armor. Let's go.
WS: 1d20 + 1 ⇒ (6) + 1 = 7
Hmm, this 'Spuchasta' seems most likely to be the "drug-induced hallucination. Let's take a look more closely...
Take 20 on Perception for a 25
Kul-Amon
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Perception: 1d20 + 7 ⇒ (6) + 7 = 13
Will Save: 1d20 + 5 ⇒ (5) + 5 = 10
"No brother Korum, it does not have to be horse meat. My tribe, unenlightened as they are by the All-Seeing Eye, believe that by eating the flesh of certain animals you take part of their spirit, and that if you have a strong heart, you can put the power of that spirit to use through magic. Of course that is stupid. Everyone knows that the spirits are eaten along with the flesh, and that it is through Nethys' blessing that one can use that energy to power mighty spells."
Kul-Amon nods, validating his own beliefs. "That is why sometimes people have indigestion, or must go to the toilet very fast. Because the spirit they are trying to eat is too powerful. Or has already been claimed by the spirit of decay, who bows to the Dark Lady who refuses Death. And that spirit is too powerful to eat, of course."
Korum of the Silver-Eyed Wolf
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Interested in this line of thinking..."So is that why they call drinks spirits? Cuz they got power in 'em too? It'd explain why some men lose control o' themselves after drinkin' a few too many." Then thinking out loud "I wonder if that would hold up in Court? 'Wasn't me yer Honor. It was the spirit in the ale what made me do it'...Nah, proly not."
Kul-Amon
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"The spirits only cause weakness of the body as they battle their way out. They don't hold anything in a court. Also, Kul-Amon does not understand what you were talking about. Who is Yerhonor and why must you tell him or her that spirits made you do anything?" asks Kul-Amon, an eyebrow raised.
Kul-Amon
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Kul-Amon frowns, clearly thinking way too hard. "Kul-Amon understands. Yerhonor is a spirit of Woe and confusion. Kul-Amon will protect you brother from the curse of Yerhonor."
Jikan Osoi
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"Korum, I think all that claim would do in a court of law would put you in a different kind of prison, if you get what I mean."
| GM Dien |
Y'all continue to amuse me with the RP. Sorry I've been slow, resettling back home after my trip.
As the others discuss the fine points of the law and of consuming spirits through flesh, Kara takes her time studying the alcove filled with herbs... and eventually can make out the thin line of a secret door! She also detects that the nameplate of 'Spuchasta' is able to be slid to the side-- revealing a secret compartment holding a small blackboard, and a piece of chalk.
It appears something is meant to be written here.
Klo Thunderstep
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Klo listens along to Kul-Amon's thoughts about consuming spirits, frowning the whole time. Finally, he shakes his head, looking confused as he focuses on Kara's discovery.
He looks at the statue, "Some kind of door?" He begins pushing on the shrine to test its sturdiness, "Can we break through?"
Kul-Amon
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"Good that there is chalk here. Kul-Amon does not usually carry chalk" says Kul-Amon, seemingly to distract away from how clueless he is as to what should happen here.
Captain Kara Battaglia
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Ha! That was an awesome exchange, Kul-Amon and Korum
Kara half-listens to their talk of spirits and ritual then turns, satisfied, when the door is revealed.
A ha! Here we are. Do you lot want to keep up your banter, or help out? I don't know how much time we have until people become bored with Sir Fool-heart's last ride. Now, what was it that Fimbrik's note said...
Kara writes 'wiffle' on the chalk board.
| GM Dien |
The faint scratch of the chalk on the board by Kara results in the secret door swinging open! A passage of natural stone opens beyond...
The cave ahead is not wholly dark. A glimmer of violet light waits ahead. Making a cautious way towards the source of the glow, you move through the cavern passage... and come upon a small room with a desk! A purple gemstone sits on the top of the desk, atop a small pile of books and scrolls, radiating the glow. Unlike the rough cavern walls leading here, this little chamber is as smooth-walled as any marble temple.
The papers, scrolls, and books are another thing. While not magical themselves, they are mostly filled with a language not in common use-- Pathfinder training has made it possible to identify the script of old Azlant, but none of you happen to speak it. The documents seem quite old-- you can pick out a few dates here and there that indicate the cache is centuries old, and who knows what knowledge has been lost here, hidden away in the heart of Absalom!
? mysterious rolls?: 1d4 ⇒ 2
The Pathfinders take care to bundle up the old documents, preserving the brittle manuscripts and half-rotted bindings for further study by the Society.
Map updated
Jikan Osoi
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Spellcraft: 1d20 + 5 ⇒ (1) + 5 = 6 - Fail
Spellcraft: 1d20 + 5 ⇒ (11) + 5 = 16 - Fail
Perception: 1d20 ⇒ 19 - Fail
"Let's pack it all up and get outta here!"
Klo Thunderstep
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Klo and only hit one of those DC's
Perception DC20: 1d20 + 5 ⇒ (8) + 5 = 13; not that he will. :/
Klo pulls a few empty sacks from his pack. They look oiled and they smell like fish, but they look sturdy enough. He picks up the team's desire for speed, and quickly has everything put away.
Captain Kara Battaglia
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Dungeoneering: 1d20 + 3 ⇒ (7) + 3 = 10
Perception: 1d20 + 5 ⇒ (10) + 5 = 15
Kara is oblivious to other things, but smiles broadly at the cache of papers.
Fascinating! How many others in our station can boast such a find on their first mission! Well done, everyone! She helps load what she can, and is surprisingly strong despite her (lack of) armament.
Kul-Amon
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Perception: 1d20 + 7 ⇒ (11) + 7 = 18
Kul-Amon seems slightly distracted. Does he hear? No. It is just the echo of their own footsteps. "Yes brother Korum. And we should give thanks to the gods for our blessings. Unlike sir Reginald. He must not be thanking the gods, but begging Pharasma."
| GM Dien |
Rolling for Yargul to keep us moving
Yargul Per: 1d20 + 4 ⇒ (4) + 4 = 8
The servant of Irori helps cheerfully with the loading of objects, volunteering his tower shield perhaps to serve as impromptu cart-load...
Making your way back out to the main room of the shrine, you're all caught off-guard when voices ring out in a sharp "There they are! Now!" and four figures step out from behind the pillars... two swordsmen, wearing black and red uniforms with a stylized Chelish cross grasped in a clawed hand, hurry forward to block your egress, while a half-orc mutters a spell aimed at Klo, and a human woman swathed in red robes clutches an Asmodean pentagram.
Bad guys- fighters: 1d20 + 5 ⇒ (7) + 5 = 12
Bad guys- casters: 1d20 + 2 ⇒ (19) + 2 = 21
Jikan Init: 1d20 + 9 ⇒ (9) + 9 = 18
Kara Init: 1d20 + 6 ⇒ (1) + 6 = 7
Klo Init: 1d20 + 2 ⇒ (4) + 2 = 6
Korum Init: 1d20 + 1 ⇒ (13) + 1 = 14
Kul-Amon Init: 1d20 + 1 ⇒ (10) + 1 = 11
Yargul Init: 1d20 + 1 ⇒ (20) + 1 = 21
Surprise round actions: the swordsmen move up with weapons drawn; the other two cast spells.
Klo's will save: 1d20 + 5 ⇒ (15) + 5 = 20 (Success! Normally I won't preemptively roll saves for y'all, but in the case of surprise rounds and stuff I want to keep it moving.) Klo feels a wave of blind panic start to assault his senses... but he's made of stronger stuff than that and is able to regard the figures before him with only a certain unease. (shaken for 1 round)
The Asmodean lowers her five-sided star, draws a scroll, and reads from it. A protective penumbra of reddish flames erupt around her. Meanwhile, the half-orc glowers at Klo, angered that he threw off her first spell. Her eyes smolder.
Klo Will save #2, shaken from surprise round: 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 10
...a NEW flavor of dread settles into Klo, distrust and unease with all these city folk and their horse-killing ways, even as the initial fear leaves him.
Round 1 - bold may act
Bad guys B (red, purple)
Yargul
Jikan
Korum
Bad guys A (blue, green)
Kul-Amon
Kara
Klo (evil eyed (but no longer shaken); -2 to attacks for 5 rds)
Jikan Osoi
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"An ambush! You will never take us!"
Non Action
Jikan steps up to the corner of the small room he's in.
Full Round
He begins casting Enlarge Person.
Korum of the Silver-Eyed Wolf
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This is going to provoke some.
Spitting out his ever present toothpick, Damn! Muttering to no one in particular to convince himeslf this is a good idea... "Well, big risk, big reward."
Ax: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25 for damage: 1d12 + 6 ⇒ (6) + 6 = 12 and Sneak Attack: 1d6 ⇒ 5
May have to rely on that good ole Orc Ferocity.
| GM Dien |
Daring the double swords of the ambushers, Korum darts forward...
I'd ask if you wanna try and acrobatics that... but you wouldn't be able to get to your target square if so. So, yeah, this is gonna possibly hurt, since the AOOs will trigger on the square they're flanking...
Blue vs Korum, flank, bless: 1d20 + 4 + 2 + 1 ⇒ (17) + 4 + 2 + 1 = 24
Damage: 1d8 + 2 ⇒ (8) + 2 = 10
Green vs Korum, flank, bless: 1d20 + 4 + 2 + 1 ⇒ (9) + 4 + 2 + 1 = 16
Damage: 1d8 + 2 ⇒ (8) + 2 = 10
....welp. Uh, at least no crits? *wince* Sorry man.
Korum's attempt to maneuver out into the room is met by the well-trained... and hard-hitting (seriously, max damage on both!) swords of the mysterious ambushers.
That takes you to -7 I believe. Invoking orc ferocity will keep you on your feet, but as you're now disabled you won't get to make an attack. I'll rule you get to the target square, though. Yargul, you're up, and you have a flank-- that Korum went to great pains to obtain for you, heh.