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DM Rah |

Hidden within the twisting paths of the Echo Wood, the lawless settlement of Thornkeep gives shelter to folk both dangerous and desperate. Here, the hardiest settlers and artisans ply their trades, ready to defend their own with blade or arrow; mercenaries and barbarians brawl in dismal taphouses, fueled by turbid moonshine and illicit backwater drugs; brigands and river pirates come to spend their bloody gold in unruly and dingy establishments; and monsters both benign and otherwise hide among the populace, eking out their debauched existences as they seek to inflict cruelties on their neighbors. Mercy, charity, trust—these virtues are in short supply in Thornkeep. This forest stronghold is a place where the bold and enterprising can make a fortune and perhaps even keep it—so long as they are strong enough to protect their wealth from the myriad dangers, both human and otherwise, that plague the town.
****
Beneath Brokenhelm Hill and the weathered walls of Thornkeep lies an ancient maze of magic and madness. Once the workrooms and summoning chamber of a rebel Azlanti lord, these subterranean chambers were forgotten thousands of years ago after the eradication of the evil lord and his followers. Over the centuries, adventurers have found their way into these twisting passages and magnificent chambers, only to discover that the fading magic of the ancient Azlanti still lingers here.
Long ago, the evil Nhur Athemon — a powerful wizard and devotee of the demon lord Abraxas — fled Azlant with his household and slaves, making the distant Echo Wood his home in exile. He raised a tower atop the very hill where Thornkeep now stands. Ever fearful of discovery by his enemies in Azlant, the wizard-lord raised webs of illusion and magical wards to conceal his presence. Ultimately, however, Athemon’s efforts were to no avail — in time, his enemies succeeded in divining his location. Azlanti wizards and soldiers broke into the hidden stronghold and destroyed Athemon and his followers, leaving little trace of the outcast’s stronghold aboveground.
However, the soldiers missed the workrooms and conjuring chambers under his palace. Over thousands of years, Nhur Athemon’s wards slowly failed, but enough magic remained to make the hidden vaults a place of darkness and horror. The humans of the nearby lands avoided Brokenhelm Hill, but the goblins of Zog delved eagerly, seeking the power they sensed sleeping here. Goblin miners cut tunnels to reach parts of the complex buried during the long-ago destruction of Nhur Athemon’s palace, and goblin adepts eagerly experimented with the magical properties of the halls, often causing their own demise.
It has long been rumored that old treasures stolen by the goblins of Zog and one or two ancient prizes from the days of Nhur Athemon still wait to be found in the Halls Under the Hill, and adventurers have explored the Accursed Halls numerous times for glory and wealth. Just recently, after a tribe of goblins were discovered and defeated within the Accursed Halls, a new section was discovered - a long Forgotten Laboratory.
****
One evening, you find yourselves at the Greenforest Inn of Thornkeep. One of the oldest buildings in town, the Greenforest is a respectable inn and taphouse with fieldstone walls and finely carved woodwork adorning its posts and eaves. It's a good place to gather rumors, look for work, get a meal, or waste time.
The module doesn't start until you enter the ruins, so we can play around here first if you like. Go ahead and post introductions, and we can set the stage, then dive right into the module on the 5th.

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A portly dwarf enters the Inn and nods to everybody or nobody in particular as he removes his travel cloak. He half chuckles as he seems pleased to have reached this destination. He smells the air of the inn and smiles a broad, warm smile.
"Ahh. Now that is the aroma of some fine ale if I ain't a...well a...well somebody that knows what fine ale smells like. Just what these old bones need. Hah!"
He hooks his thumbs into his belt as he strides up to the bar.
"Brother Grimdoc Clanhammer at your service. I'll have a pint of yer best stout for starters."

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Approximately one hour after the agreed meeting time:
From outside the door of the inn you hear a voice yelling, "Did someone call for a magician?! Very well! I present to you. . . "-there is a big flash of smoke* as the door hurriedly opens and audibly closes as a man tries to sneak in unnoticed in the feeble smoke-"The Amazing Ali Khalid Mustafa Ansari ibn Adeeb: The Greatest Magician in all of GOLARION!"
The flamboyant man splays his hands out as sparks shoot out of his fingers** and fireworks light above his head*** to display The Amazing Ali in dazzling letters.

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A skinny red skinned kid taps the magician on the shoulder, you did not even notice him come up to you and he says "Hmmm i can show you how to sneak in to a place with much more success friend." He smiles and his fanged teeth and red skin reminds you of some creatures you read in a book somewhere....
He holds a cup of what appears to be milk. You you notice it he says "They said i was too young for the strong stuff, i can go risk my life as an adventure, but cant risk my life with a drink, figure that one out!" and frowns at the barkeep.

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Shortly after the dwarf's entrance a small shadow follows suit. This young halfling wears plate armor unlike most of his kind and a red rose medallion. His skin is tanned by the sun and despite the overall good condition of his clothes and equipment they both have seem a good amount of use. Besides some small weapons a big longbow rests strapped to his back.
He makes his way to Brother Grimdoc and climbs a stool besides the dwarf.
I will have what he is drinking. He says to the barman before turing to the Grimdoc. Hello. I am Rufus Tealeaf, from Andoran. I believe we are supposed to meet here. He says humbly.
Spellcraft: 1d20 + 5 ⇒ (16) + 5 = 21
Ali's arrival surprises him and brings a smile to the halfling's face. Thats what I call making an entrance.

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"The Great Swarmholio knows you! You're the funny man with no power!" The gnome points at some random body in the room (say, Grimdoc). "Make him PURPLE! You'll get a cookie . . .."
I think the character being addressed knows that he's the one being addressed . . ..

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The slender elven woman casts furtive glances around the inn as she enters. A smile spreads across her face as she notices two of her favorite spellcasters in the room: The Great Swarmholio and the Amazing Ali.
She makes a beeline for the group and introduces herself to those that are strangers to her. "Hello, I'm Rhoswen - am I the last to arrive?" She sees Brother Grimdoc's pint. "I'll take a pint of that m'self, barkeep," she calls to the man behind the counter.
"Well, Swarmholio, Ali... how have you been in our downtime since our previous delve into stonekeep? I searched around for some other Society work, but couldn't get any. So I've been stuck sitting around, waiting to kill something. It's no fun."

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Sark rolls his eyes as another crazy magic user joins the group, "People called me Sark."

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"Ah! Swarmholio! Rhoswen! Two of my biggest fans! A request, Swarmholio? Why certainly!"
Ali snaps his fingers.
@Grimdoc: DC 16 Will save or turn purple for 1 hour.
(if it feels too much like PvP just assume you made the save and ignore Ali)

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"Ah welcome friends. Glad to meet ya. Come, have a drink with me. As I never like ta drink alone...you know, unless nobody else is around.. "
The dwarf tries to keep a straight face but then breaks into a wide smile as winks at Rhoswen.
"The magician ain't half bad. It's the other half ya gotta keep an eye on. Hah "
will : 1d20 + 8 ⇒ (13) + 8 = 21

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"See? No power. No power at all. No cookie for you!" As the gnome pushes the bag around his body and away form Ali, those who are familiar with that particular bag realize that it must nearly be empty.
"Ooooooooh. DRINK! Bring The Great Swarmholio something spicy and hot!"
After a slight delay the wait staff brings a steaming mug of something frothy to the gnome, who squeals before taking a sip.

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As the level of strangeness suddenly increases in the room Rufus nods perplexed, unsure what to make of the group. Finally he just shrugs and takes another sip of his drink. Rufus, nice to meet ya. The halfling says to Sark and the rest of the group.
With the rep this town have you will probably be entertained soon enough Rhoswen. Smiling.

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Rhoswen returns Grimdoc's wink and mutters lowly to the dwarf, "For all his bluster, Ali is quite good at what he does and has proven himself to be effective. And Swarmholio's pyromancy did the job a number of times as well." She quickly turns her head away, as if she has remembered something embarrassing.
She takes a long draft from her pint and continues talking with Grimdoc, "I should let you know... it has taken me a long while to learn to work with your kind, dwarves I mean. My house, well - we've had a long-standing feud with dwarves. It's a boring story, not worth getting into..." Rhoswen's gaze focuses on the bar in front of her, trying to avoid making eye contact with Grimdoc.
"But despite past history with dwarves, I've learned that as a Pathfinder, I must trust my fellow Pathfinders. I just, well I thought I ought to be upfront with you."

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Sark puts his arm around both elf and dwarf and says in a squeaky voice "Glad to see ancient feuds ended by the Society" By his push his arms around each of you, he causes you to spill some of you drink on the floor.

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Grimdoc stands up at the spilling of drink. A look of horror on his face.
"What now? Why my good man! That is a waste of fine ale."
He recomposes himself and returns to his seat.
"Aye, the Society has pulled many together from different backgrounds. While I have no feud with elves, twas goblins that destroyed my Clanhold in Kravenkus. And wouldn't you know it...my first mission with the Pathfinders was protectin' a group of stinkin' gobbies. I learned real fast that cooperation is required above all else. We gots to trust each other if we are to succeed. Miss, I do not know what quarrel your people had with mine, but you have my word by Old Deadeye, that I will not fail you."
Grim turns with a grin and looks at the Magician.
"Say, Ali. My ale seems to have disappeared. Let's see if you can conjure me up another? Hah!"

DM Rah |

With a flash of light and a gust of wind*, Master of Scrolls Aram Zey arrives suddenly in the room.
"I see you survived the Accursed Halls." He says, looking at Ali, Swarmholio, and Rhoswen. "How... Fortunate."
Zey glances around at the rest of you like an eagle eying prey. "New faces I see. Did the others die or run home to their mothers? Hmm. Well, you three are familiar with the ruins so I won't bother wasting my breath about them. What I came here to say is that the Baron of Thornkeep has given the Society permission to mount another expedition into the next section of the ruins beneath the keep. I'm sure one of you remembers the way in. As usual, explore, cooperate, and report. I will return in a week."
Without ceremony Aram Zey concentrates for a moment, then utters a powerful phrase that causes him to shimmer and vanish in another burst of light and wind.**
Gathering your trappings, you leave the Inn and head to a narrow, overgrown trail across the road from a farm at the edge of town. Following it, you pass through a thick copse to a stepping-stone crossing of the Echo Stream. On the far side of the stream, under the beetling bluffs of Brokenhelm Hill, a wide crevice leads into the hillside and reveals a pair of enormous stone columns built into the rocky wall. This is the path to Thornkeep’s notorious Halls Under the Hill, or the Accursed Halls as they are better known.
You descend through a few chambers still bearing the signs of recent combat. After passing through an impressive stone door, opened by a trick learned by Ali, Rhoswen, and Swarmholio on their recent expedition, you find yourselves at the top of a set of stairs leading down into darkness.
Light sources are needed for those without darkvision. Also, please give me a marching order. I will link a map sometime today.

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Sark back's up quickly at as the angry dwarf gets up with his head down he saying in a low voice "Sorry sir..."
1d20 + 7 ⇒ (18) + 7 = 25
Sark makes notes on how to enter for his own notes on his adventure then says "I can see in the dark and move quietly i can scout ahead for the group." if they agree he will move 30 feet ahead of the group.

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Spellcraft: 1d20 + 7 ⇒ (14) + 7 = 21
"Parlor tricks." Ali mutters as Aram Zey teleports into the room.
"Of course, my good Aram! The AMAZING ALI can weather any challenge!"
Spellcraft: 1d20 + 7 ⇒ (6) + 7 = 13
Before the door Ali casts light on his armor, causing his whole image to shine with even more flamboyance. "Well, why don't some of our more martial members take the lead and act as my bodyguards, hm?"
Whereas during his previous venture Ali was known for dual wielding wands (like a true professional, if I do say so myself he thinks to himself), this time Ali hold a large shield in his left hand and a wand of magic missile in the other.
Ali can stay near the back (or middle for protection if we have some ranged people with higher AC/HP).

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Grim hefts his axe and prepares to enter with the others.
"I am happy to fill in where needed. Although my best ninja years are behind me."
He pats his large frame with a wry smile.
"The last time I was in these halls, I almost didn't make it out. This time will be better by the looks of our assembled team ."

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Spellcraft: 1d20 + 5 ⇒ (12) + 5 = 17
Rufus whistled softly at the Master of Scrolls appearance. Now thats an entrance.
Spellcraft: 1d20 + 5 ⇒ (6) + 5 = 11
At the door the halfling moves to the rear to close the line.
...or middle for protection if we have some ranged people with higher AC...
That would be me. I will close the line and guard the back.

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sark nod and moves up

DM Rah |

The narrow staircase ends in a short corridor leading to a large chamber, the center of which is dominated by a pool of stagnant water. An oily sheen covers most of pool, causing it to reflect a multitude of colors onto the walls and ceiling. The only light in this room emanates from a faintly glowing orb attached to the ceiling, and an acrid stench wafts heavily in the air. There is a simple wooden door in the eastern wall, and a set of ornate stone double doors to the south flanked by a pair of sandstone statues.
Though at first it seems merely a mundane puddle, the oily sheen reveals itself to be more as a terrible pseudopod emerges slowly from the pool. It lunges at Sark, but fortune favors the tiefling and the thing plops on the ground at his feet.
Sark's startled gasp alerts the others in the group that danger must be ahead.
Sark is leading from a distance, so only he had a chance to spot this danger before it threatens him (unfortunately, he didn't). I'm assuming he makes enough noise to alert the others.
PERCEPTION
Sark: 1d20 + 7 ⇒ (2) + 7 = 9
INITIATIVE
Ali: 1d20 + 1 ⇒ (1) + 1 = 2
Swarmholio: 1d20 + 2 ⇒ (18) + 2 = 20
Rhoswen: 1d20 + 6 ⇒ (15) + 6 = 21
Grimdoc: 1d20 + 3 ⇒ (9) + 3 = 12 +5 underground
Rufus: 1d20 + 5 ⇒ (14) + 5 = 19
Sark: 1d20 + 3 ⇒ (7) + 3 = 10
Ooze: 1d20 - 5 ⇒ (16) - 5 = 11
SURPRISE ROUND
Ooze Surprise Slam on Sark: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Acid Damage: 1d6 ⇒ 1
INITIATIVE - ROUND 1
Rhoswen <=UP
Swarmholio <=UP
Rufus <=UP
Grimdoc <=UP
Ooze
Sark
Ali
MAP IS LINKED AT THE TOP

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in the words of a classic movie(anyone that can name it gets a cookie!)
"HEY YOU GUYS WAIT UP!!!!!!" is all Sark has time to say.
Also i get +1 to AC when fighting a single foe from my trait so AC is 18 ATM

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"Splat? Cool!" The gnome moves deeper into the area, stopping in the first space he reaches where he can see the thing, grinning as it waves the oily appendages about. "Need a light?" as he points the first finger of his left hand at the creature and releases an Elemental Ray of Fire at the thing.
Ranged Touch w/ PBS & Precise: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16
Ranged Fire Damage w/ PBS: 1d6 + 2 ⇒ (3) + 2 = 5
7 remain for the day.

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Grim will take a look at the slimy creature.
kn: dungeoneer : 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24
"Hey, watch out Sark...that is a _____. And it can do all sorts of nasty things."
Grim will drop his axe and draw his Lucern hammer as he moves into reach and smacks at the blob. (To the east of the gnome to allow others to the west)
Lucern, reach: 1d20 + 7 ⇒ (3) + 7 = 10 damage : 1d12 + 6 ⇒ (5) + 6 = 11

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Rhoswen rushes forward to help Sark, drawing her elven curved blade as she does so. She does her best to use her momentum to put some extra power into her swing...
Power Attack: 1d20 + 7 - 1 ⇒ (15) + 7 - 1 = 21
Damage: 1d10 + 3 + 3 ⇒ (4) + 3 + 3 = 10

DM Rah |

As Rufus advances, Rhoswen, Grimdoc, and Swarmholio all attack the ooze, splattering and burning pieces of it away. Rhoswen and Grimdocs weapons sizzle from acidic goo, but are strong enough to withstand damage.
Intent on a tiefling snack the ooze surges up at Sark again, squeezing and burning his arm, but failing to get a firm grip.
Slam on Sark: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Acid Damage: 1d6 ⇒ 3
Grab on Sark: 1d20 + 10 ⇒ (5) + 10 = 15
INITIATIVE - ROUND 2
Sark <=UP
Ali <=UP
Rhoswen <=UP
Swarmholio <=UP
Rufus <=UP
Grimdoc <=UP
Ooze

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Grim will swing again, with power this time as well.
"Take care Sark. Them things will grab ya! You ok man? You took a mighty wallop just then."
lucern hammer, reach: 1d20 + 7 - 1 ⇒ (20) + 7 - 1 = 26 for dmg: 1d12 + 6 + 3 ⇒ (4) + 6 + 3 = 13
what a waste of a crit. lol

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Sark titters back and forth replying "Yea nothing a good week of rest wont cure..." He almost falls over, drops into his snake stance then tries to withdraw back into the corner.
do i need to make a tumble check to withdraw BTW am at 0 hps :(

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Ali strides into the room, fashionably late, and calls out, "Never fear, my friend!" as he casts a curing spell on Sark.
cure light wounds: 1d8 + 3 ⇒ (4) + 3 = 7

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The gnome's lower lip trembles as he scoots away from the critter. "B-b-b-but oil's supposed to BUuuuRN!" When he reaches an open spot and stops moving, he turns and sends another stream of fire at the "oily" creature, obviously far less enthused at the prospect.
Ranged Touch w/ PBS & Precise Shot: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14
Fire Damage w/ PBS: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5
6 Elemental Rays remain for the day.

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Simplest change is to use a Ray of Frost instead, same attack roll required, but a different damage roll. Reroll the attack roll if you wish.
Ray of Frost Damage w/ PBS: 1d3 + 1 ⇒ (3) + 1 = 4