
DM Puppet Master |

Just a quick reminder, the notes about the flooding of the city were after passing the gates to Xin Grafar, meaning there was no way to have examined them before opening the gates. It was also just a bunch of scrawled volume and rate calculations on the wall by the map, not an actual warning.
"What? Notes? Why in Razmir's name would there be notes down here? And there definitely weren't any notes or walls by the door. And why does it matter if we slept or not?" She clearly doesn't believe Carrakas' line about the whole place flooding with gold and can't quite figure out his real reason for asking such seemingly pointless questions. "I guess we slept some? And what do you mean 'this morning'? I said it was dark. It's not dark in the morning. It was before the sun had risen. And if you've gotten this far, clearly you've seen everything I have in the city."
A little swamped at work right now. Unless there's anything else you wanted to do before resting, I'll post the results of your night tomorrow.

Carrakas |

Right, sorry, working off of memory not my strong suit.
The tiefling just grunts in annoyance, and gets up to prepare for the night. When he gets a chance, he'll fill in the others about what he found. "I was able to get a little bit more information out of her, but not much. The cultists have no idea that the city will flood with gold - she was convinced I was lying about that. They seem to have opened the gates sometime before dawn today, possibly after sleeping. So we should have a couple more days, I hope."
Looking back at the cultist, he asks "What are we going to do with her? We can't very well take her with us, going in to face more of them. Can't set her free. Leave her tied up somewhere?"

DM Puppet Master |
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Escape: 5d20 ⇒ (14, 5, 15, 12, 19) = 65
Since there wasn't a preference for middle watches, just going to roll randomly for them.
1 Carrakas, 2 Finnrick, 3 Lily: 1d3 ⇒ 3
1 Carrakas, 2 Finnrick: 1d2 ⇒ 1
After some time searching about, Finnrick manages to find a building a little ways off the road that is more or less completely intact. The door and windows are simply holes in the golden walls, but there are plenty of places to bed down that would be out of sight of someone casually glancing in, should anyone come that way. The stairs up to the second floor work especially well to block line of sight. People set up their bed rolls in various out-of-sight places, Dusan thankfully finding a corner well away from the rest of you to sleep in. Luckily, all the molten gold keeps the entire city a comfortable temperature, despite the cold season up above ground. This allows everyone to stay comfortable even without the warmth, and obvious 'people are here' signal, of a fire.
If you want to interact with whatever happens during your watch, feel free to do so. I can run your watch/the morning after simultaneously. Just try not to do anything that will provoke combat. ;-)
No sooner had you finished that thought when your eyes catch a flicker of movement out on the street. But when you turn your gaze in that direction, you don't see anything. You're just about to dismiss it when you catch another flicker of movement. Staring intently at the spot, you're eventually able to distinguish what appears to be shadowy figure. Or is it just a shadow? Whatever it is it's definitely moving about. It starts to head in your direction, and your hand clenches, ready to summon your weapon and give a cry to arms to your companions. However, it flies upwards, towards the second floor of the building your in. There are a few moments of tense silence as you split your attention between the staircase and out your window. Soon you hear a crrrruuunnnchhh, a soft thud-clink of something falling, and some high pitched noises. Angling yourself to get a better view up, you see a swarm of bats hurriedly vacating your second floor, chased by the shadow. The creature, whatever it was, does not return, and soon you're waking Finnrick for his watch and returning to your own peaceful slumber.
About half way through your watch, you begin to hear a soft, rhythmic thud,thud of heavy footfalls approaching. Scarcely daring to breathe, you tightly hold your not-so-trusty sling and who or whatever is making the sound gradually gets closer and closer. You could swear that you could feel the ground tremble slightly with each step, though it doesn't seem to disturb any of your sleeping companions. Eventually the sound begins to fade, the person or creature's path never bringing it in to sight of your chosen dwelling. Intently listening just in case it decides to double back, you finally let out a sigh of relief when there's a seemingly (to you anyway) deafening crash right outside your building causes you to jump and bite back a scream. Heart pounding in your ears, you desperately look out the window in the direction of the sound. There's a small pile of gold coins sitting not far beyond the window. The sound was apparently it falling from somewhere, and given that all of your companions were still sound asleep, it probably wasn't as loud as you thought. Thankfully for your nerves, that's the most eventful thing that happens during your watch and soon you're waking Marzela and returning to a mercifully dreamless sleep.
That settled, you ease into your watch. It appeared that nothing had happened the previous 8 hours (or at least you hadn't woken up during them), so hopefully that streak would continue. As if to mock such a wish, you hear a soft growl nearby. Spinning around, looking for a possible foe, you realize the noise is coming from the sleeping Dusan. He repeats the noise and begins scratching at the air and kicking slightly. It looks almost like he's trying to run in his sleep. But not the normal way humans run. He looks more like dogs do when they run in their sleep. The sight is endearing until you take a step too close and catch a whiff of his unearthly stentch. Better to keep him far away.
About an hour later, you catch your prisoner attempting to quietly struggle out of her bonds. She unsuccessful in her efforts, and after she gives up, you hear here quietly, half-mumbling to herself. You've been to enough services and sermons to recognize praying when you see it, though she's not saying anything loudly or clearly enough to make out what exactly she's praying for. The rest of your watch is uneventful, and soon your companions begin to stir and wake, ready to once again face the perils of the city.
It's now 11 hours later (assuming you all then waited an hour after resting for the spellcasters to prepare their spells). It sounded like you all wanted Marzela to prepare a truth spell and talk to the prisoner again. If that's not the case, let me know, and I'll continue you along your journey.

Marzela |

During her watch, Marzela moves a bit closer to see if she can catch what the woman is praying for.
Perception: 1d20 + 13 ⇒ (6) + 13 = 19
In the morning she prays for a truth spell, and Sarenrae grants it to her. When everyone is awake, she explains how the spell works, so that everyone knows how much time they have and what the spell can and can't do, and so they can prepare questions to ask in the limited time available.
(Text of Spell HERE, and you will need to read Zone of Truth as well for the details, but that is linked from the first.)
Would like to know if I heard anything she was praying for in advance of playing this spell out with her.

Carrakas |

"So your spell keeps her from telling lies; that's great. But does it make her answer any questions? Far as I know, she hasn't lied to us once since we've captured her, she just tells us to b&~#@%!s off."

Finnrick |

Thanks for linking that info, I will also get my spells prepared and read over that stuff
"Something was patrolling last night, it came close but I don't think it saw us. Luckily I had my TRUSTY sling so I was not frightened."
Bluff: 1d20 + 2 ⇒ (18) + 2 = 20
Almost wet himself.

DM Puppet Master |

The prisoner only seems to be saying a few words out loud, most likely in an unconscious effort to emphasize them in her prayers. The rest is silently mouthed. The few words Marzela manages to pick up sound like, "...great...guide....-ngth...not fall...hea-...die...take...eter-...after-...continue...service...glory...st re-...then".

Marzela |

To Carrakas:
Unfortunately no. It doesn't force her to answer. Only makes sure the answers are the truth if spoken. The spell is not as powerful as my ring (which can also be subverted, with effort and luck), or even a potion, but those are not options for us. If someone monitors her with detect magic after I cast, we can tell whether it is affecting her, and if it is, then silence is the only way to lie.
Does everyone know what they wish to ask?

Jaed Zandorias |

"You better tell us what we want to know or we will be forced to try more traditional methods..." Jaed tries to scare the cultist before the interrogation begins.
Intimidate: 1d20 + 5 ⇒ (15) + 5 = 20
Bluff: 1d20 + 8 ⇒ (1) + 8 = 9

DM Puppet Master |

Are you guys ready to start? Or are you waiting to see if she makes her will save? I'm basically waiting for someone to actually ask her something. Or possibly several questions to help reduce back and forth.

Marzela |

Thanks Lily. That makes it easier than casting Detect Magic in order to tell.
When everyone is ready, Marzela casts the spell, and then (if it works), sits with their prisoner as people ask questions. She isn't worried about threats or intimidation, but she won't allow any additional torture.
She starts out just by asking Why did you come here?

DM Puppet Master |

Will DC?: 1d20 + 2 ⇒ (4) + 2 = 6 Fail
Marzela casts the spell and the cultist begins to take on a far more angelic appearance, appearing calm and collected despite her still bound condition. The symbol of Abadar begins to hover over her head.
Why did you come here?
"I came because Lady Iramine demanded it of me. She wishes to claim the treasures of this place for the glory of the Living God, and I am only too happy to help her accomplish this deed."
"And how many of you came here?"
When Jaed asks his question, the cultist completely ignores him, refusing to answer or even look at him. However, when Marzela repeats the question, she replies. "We came with a little over a score of us. Plus the ship's crew, though I don't know their numbers."

Marzela |

Was there a particular treasure that Lady Iramine was after?
She waits for an answer, and then asks
Are there more of your group still alive somewhere here in the ruins?
She leaves time for other questions from the group, and if she answers all of the questions put to her, Marzela shows her the ring that she wears, explains that it is a ring of truth, and asks if she has any questions that she wants to ask, to which Marzela promises an honest answer as thanks for her cooperation.
Not trying to hold us up though... if people want to move on, we can hand-wave that part, and just sum up that Marzela will tell her that the city really is going to flood and assures her that they have no plans to kill her (unless they must in self-defense), in a way where she can feel more certain that she isn't being lied to.

DM Puppet Master |

"Was there a particular treasure that Lady Iramine was after?"
"She wants anything and everything that will bring glory to our god. It's the city of the Whispering Tyrant, or so I gather, who knows what's accumulated over the centuries."
"Are there more of your group still alive somewhere here in the ruins?"
"Probably. It's not like I have scrying spells cast on them though."
Does anybody other than Marzela have questions? Worst comes to worse, if the cultist ignores you I'll just have Marzela ask repeat them. Or if you don't have questions, you should probably decide what you're doing with the cultist next. Let her go? Take her with you? Kill her?

Jaed Zandorias |

Jaed whispers to Marzela. "Ask her if they have prepared any other traps. It would be good to know what is waiting for us ahead... Oh, and if she knows a half-elf named Evlar."

DM Puppet Master |

Ask her if they have prepared any other traps. It would be good to know what is waiting for us ahead...
The cultist smirks. "I have no idea. Whatever they have in store, I have no doubt it'll be enough to deal with you lot. Really, it would be best if you just turned around now and left. You might live long enough to see that Razmir is the one true god."
"Oh, and if she knows a half-elf named Evlar."
She shrugs. "Who's that? The human's girlfriend? Did she run leave him for the faith? Is that why he reeks of desperation?"
"That thing patrolling in the nigbt. What was it?
She rolls her eyes and looks like she's about to say something and then doesn't. She frowns in annoyance before sighing heavily. "And, how exactly do you expect me to know? Your-" she halts again, her annoyance at the effects of the spell growing, "-description leaves something to be desired. As you've probably noticed, we're not the only ones here." She gives Finnrick a pointed, you're too dumb to live look.

Marzela |

Marzela forces herself not to smirk at some of the remarks of the cultist.
What kinds of creatures did your party encounter within this place?
She waits for an answer, and then smiles and also asks
What is your name? Mine is Marzela. I don't think we've formally been introduced.
After this, she answers the woman's questions (as above), unless anyone else has a question.

DM Puppet Master |

"What kinds of creatures did your party encounter within this place?"
"Lots of golden things. Some were statues, others skeletons. It seems to be the theme of this place. A couple of fire elementals in the distance. I'm not sure, but there may have been some shadow creatures as well."
What is your name? Mine is Marzela. I don't think we've formally been introduced.
The cultist gives Marzela an odd look and pauses before finally answering. "Aglanda, herald of Razmir."
Seems like y'all might be out of questions you wanted to ask? If so, what is it you're going to do next?

Jaed Zandorias |

Annoyed by not getting anything useful from the cultist Jaed just turns around and gets ready to continue the journey to the center of the golden city.
I'll roll now in case we decide to leave.
Perception: 1d20 + 10 ⇒ (10) + 10 = 20+2 for traps

DM Puppet Master |

Finnrick: 1d20 + 18 ⇒ (8) + 18 = 26
Lily: 1d20 + 13 ⇒ (16) + 13 = 29
Jaed: 1d20 + 10 ⇒ (11) + 10 = 21
Marzela: 1d20 + 17 ⇒ (9) + 17 = 26
Done questioning the cultist, Marzela spends a few moments answering the woman's questions. They seem to be mostly along the lines of why they hate the Living God enough to come all this way just to stop them mixed with some general propaganda. If you care to give an IC reason, feel free to do so. Done with that, Carrakas picks Aglanda up ? as the group continues along their counter-clockwise path with Jaed leading the way, looking for traps.
Shortly you come to a bridge that looks like an intact version of the ornate broken ones you had seen earlier. The two front pillars have been carved to look like female warriors facing each other. Each has one hand raised to help support the ceiling of the bridge while the other holds a falchion, extended towards each other to make a arch above the entry way. Stretching behind them to support the remaining length of the bridge's ceiling are ornate pillars will elegant designs carved in to them. They seem to alternate between designs of the history of the original city and just patterns without meaning.

Finnrick |

"Your false god leaves something to be desired. You may want to bite your tongue woman. There was a time when I was a peaceful servant for her goddess Sarenrae, but being around your Razmiran scum has left a bitter taste in my mouth. I no longer care for the lives of any of you. If it weren't for my companions who seem to care to preserve your life I would leave you tied to a pillar and sit watching as you were slowly consumed but molten metal. I still may."

DM Puppet Master |

The cultist laughs. "False? Has your god ever come down to show herself to you? No, she sits high on her little throne in their little world and couldn't care less about her followers. Mine cares enough to be on this plane of existence, raising his followers from poverty and abandonment to something more. If you were really as 'good' as you thought or if you goddess gave a damn about you, I doubt you would have followed us all the way here to this damnable island if we're such a corrupting influence on you. Maybe you just like having an excuse to give in to that savage beast inside you. Enjoy the taste of human blood on your tongue, eh? I'm sure the your goddess loves that you'd like nothing more than to kill us 'evil-doers.' Skipped all her priests' lectures about compassion and peace, I see." She sneers scornfully at Finnrick's supposed faith.

Indileth Amaneldth |

Lily looks greatly annoyed and she says, "You idiot, the whole point is that gods delegate power to their faithful while they are off in realms where mortals can't survive because we're too impure. Being stuck on this material world just means you lack the rarefied quality of moral certitude of the soul to exist and thrive on another plane of existence. Your god being stuck here just means he sucks."

Jaed Zandorias |

Jaed listen to the discussion from the distance. "Well, for once I have to agree with this lunatic. The gods don't care about us. No god cares about anyone," he emphasizes. "You should leave before I change my mind. And if I ever see you again, well, you know what will happen. We almost killed you once, there won't be a second chance."
For when we are done with the theological debate:
"I've seen statues coming to life before," the rogue says as he tries to spot any trap that could wake up the statues.
Perception: 1d20 + 10 ⇒ (12) + 10 = 22+2 for traps

Marzela |

Marzela tells Aglanda that she doesn't like what she has seen Razmir's followers do to others, but that she isn't here out of some specific hatred of him, but that the Pathfinders sent her to help protect this group. She was hoping they would be able to do something about the city's connection to the negative energy plane, but of course stopping the cult from stealing even more is also a motivation.
Once the insults start flying, she withdraws from the conversation.
_____
When they come to the bridge, she casts detect magic to see if the statues are enchanted.

DM Puppet Master |

Aglanda laughs. "I never said the Living God was stuck here. Merely that once he passed the Test of the Starstone, he chose to remain here and help us while Aroden, Iomedae, and even the Lucky Drunk chose to abandon us lesser beings. Razmir and his faithful have done far more for me than any of the other gods or their followers cared to. I was starving on the street when they took me in, fed, and clothed me. You heathens will not sway my faith or my loyalty!"
Jaed's comment makes it sound like the plan is to let her go? Just checking because right now she's bound, so leaving would be rather difficult for her.
"but of course stopping the cult from stealing even more is also a motivation."
"Is it really stealing if it's all just sitting here to rot, being used by no one? And even if it were, do you really prefer for the treasure to remain the property of the Whispering Tyrant? Regardless of what your experiences with Razmir's faithful have been, I can tell you that we don't go around raising armies of undead to serve us."
------
Jaed does not see any signs of traps or triggers for the statues on the bridge. Marzela however, does notice that they detect as magical.

Marzela |

I can tell you that we don't go around raising armies of undead to serve us.
Fair point.
___________
Knowledge Arcana: 1d20 + 6 ⇒ (15) + 6 = 21
There is abjuration magic on the statues. Probably a ward. Be careful. They might come alive like that big statue of masks we fought before.

Jaed Zandorias |

We said that we would not harm her if she talked so I suppose the good-aligned characters would let her go. Jaed just does not care about what happens to her.
"Ok, looks like there we'll have to fight living statues again."
When all weapons and spells are ready Jaed carefully advances towards the bridge.

Marzela |

I don't really want to let her go. The likelihood is that she will once again try to kill us. It's unfortunate, but I think we have to carry her with us. Unless... I mean we could retcon to the end of the spell and ask her to promise that she won't act against us, but I don't know if she would. That is the only way we could really relieve ourselves of the burden--at least ethically.

Carrakas |

We could leave her tied up somewhere, with a promise to return on the way out. It seems like carrying her around with us is a bad idea.

DM Puppet Master |

We said that we would not harm her if she talked so I suppose the good-aligned characters would let her go. Jaed just does not care about what happens to her.
Doing what you said you would do is more of a Lawful thing than a Good thing. Though not harming someone who is completely at your mercy would be a Good-aligned thing. Either way, not harming her is not necessarily the same thing as letting her go.
I don't really want to let her go. The likelihood is that she will once again try to kill us. It's unfortunate, but I think we have to carry her with us. Unless... I mean we could retcon to the end of the spell and ask her to promise that she won't act against us, but I don't know if she would. That is the only way we could really relieve ourselves of the burden--at least ethically.
Given that you had multiple real life days to think of questions and I even suggested discussing what you wanted to do with her next, I'm inclined to say that it didn't occur to any of your characters to ask for a promise within the time frame of the spell.
I'll post the results of people attempting to cross the bridge/seeing if doing so results in the statues attacking later tonight/probably in 6 or so hours.

DM Puppet Master |

Fully expecting the statues to come to life, the group stash Aglanda with Dusan to guard her in a nearby building just in case. The group then warily approaches the bridge, careful not to step on any pressure plates or trip wires. Nevertheless, as they get close, the statues begin to move to block off the group's path.
Finnrick: 1d20 + 6 ⇒ (18) + 6 = 24
Lily: 1d20 + 3 ⇒ (5) + 3 = 8
Jaed: 1d20 + 11 ⇒ (19) + 11 = 30
Marzela: 1d20 + 1 ⇒ (12) + 1 = 13
Monster: 1d20 ⇒ 14
Init
- Carrakas, Finnrick, Jaed
- Statues
- Lily, Marzela
It doesn't look like anyone has Kn(Engineering), so I won't bother with monster info spoilers.

Jaed Zandorias |

Doing what you said you would do is more of a Lawful thing than a Good thing. Though not harming someone who is completely at your mercy would be a Good-aligned thing. Either way, not harming her is not necessarily the same thing as letting her go.
I would argue that leaving someone to their fate, all tied up, in a place like this would be an evil thing in the same moral level as torture. But Jaed does not really care about what happens to the cultist nor is he bound to keep the promise. So if you want to leave her there it's ok with him.
Is there a map for the fight against the statues?

DM Puppet Master |

DM wrote:Doing what you said you would do is more of a Lawful thing than a Good thing. Though not harming someone who is completely at your mercy would be a Good-aligned thing. Either way, not harming her is not necessarily the same thing as letting her go.I would argue that leaving someone to their fate, all tied up, in a place like this would be an evil thing in the same moral level as torture. But Jaed does not really care about what happens to the cultist nor is he bound to keep the promise. So if you want to leave her there it's ok with him.
If you believe she will be killed while you're gone, then yes, leaving her tied up by herself would not be a Good act. Though I was also uncertain if y'all were assuming she would be ok if you left her alone or not. I was mostly just saying that keeping your word isn't necessary a Good/Evil alignment thing so much as a Law/Chaos alignment thing.
Is there a map for the fight against the statues?
There's a link to a map under the init rolls in my earlier post. I'll add it to my header later.

Jaed Zandorias |

your word isn't necessary a Good/Evil alignment thing so much as a Law/Chaos alignment thing.
Ah, gotcha!
There's a link to a map under the init rolls in my earlier post. I'll add it to my header later.
Oh my, I'm totally blind ◉_◉
Leaving her with Dusan seems like a good compromise. We aren't leaving her to die, but we don't have to carry her into battle. I wouldn't leave her as rat food.
Sounds good to me.
Jaed moves around the southern statues and attacks it.
Sword: 1d20 + 10 ⇒ (17) + 10 = 27
damage: 1d6 + 5 ⇒ (1) + 5 = 6
Sneak attack: 3d6 ⇒ (6, 6, 3) = 15

Millsy the Cat |

Go gettem' girl," Finnrick says reaching down and petting Millsy. A shimmer runs through her coat and she snarls, teeth glinting.
Casts magic Fang on Millsy.
The cat charges the giant construct.
Charging Bite: 1d20 + 11 ⇒ (1) + 11 = 12
Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Trip: 1d20 + 9 ⇒ (12) + 9 = 21
Great... AC 16

Carrakas |

"More statues" Carrakas says with a grin, "this should be fun." He gathers in earthen energy, steps a little closer to the northern statue, and sends a conjured ball and chain slinging out toward it.
Move action to gather power, 5-foot-step west to get within 10ft of the statue, then use Kinetic Whip with power attack and bludgeoning
Attack, PA: 1d20 + 10 - 1 ⇒ (14) + 10 - 1 = 23
Damage, PA, bludgeoning: 3d6 + 6 + 2 ⇒ (6, 1, 2) + 6 + 2 = 17

DM Puppet Master |

N: 17, S: 16
Jaed's short sword: 3d6 ⇒ (1, 1, 6) = 8
Jaed and Carrakas both move forward and strike at their respective foes. Both blows land, sending an almost painful jolt down their weapons at the force of their blows, though they look like they don't do quite as much damage as the two might expect. Millsy, overeager from the newfound strength in her jaws, completely overshoots her target and misses her lunge.
The statues then move to meet the two foes that had attacked. However, neither manages to land a blow.
Falchion vs Carrakas AC 22: 1d20 + 8 ⇒ (8) + 8 = 16
Falcion vs Jaed AC 20: 1d20 + 8 ⇒ (4) + 8 = 12
Cold iron mace: 3d6 ⇒ (4, 3, 1) = 8
Marzela then moves forward to strike with her cold iron mace, feeling a similar harsh clang as the weapon strikes the metal creature.
Lily has her round 1 action and Carrakas, Jaed, and Finnrick have their round 2 actions.

Jaed Zandorias |

Jaed maneuvers around the statue 5 feet step while he signals Millsy to move to the other side of it. "Millsy, attack!" Once the cat is in position delayed action he lets his words fly.
Right sword: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
damage: 1d6 + 5 ⇒ (2) + 5 = 7
Sneak attack: 3d6 ⇒ (2, 6, 6) = 14
Left sword: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25
damage: 1d6 + 5 ⇒ (4) + 5 = 9
Sneak attack: 3d6 ⇒ (4, 4, 1) = 9