Haemish the Unlucky |
Haemish gives a quizzical look at the lack of response. "Perhaps the dead are hard of hearing? Maybe you should speak louder? That's what I had to do with my Nana."
GM Baerlie |
Going to tell you what the GM is supposed to know about the jeweled sages:
With the assassination of the Song Pharaoh, Ancient Osirion declined into a period of self-destructive decadence that marked the end of the nation’s golden age. Fearing that Osirion’s culture, relics, and technological innovations would fade from memory, a group of scholars convened and swore to preserve these treasures of the past at all costs. The ruling pharaoh, however, did not believe the scholars’ efforts were motivated by a selfless desire to preserve the past for posterity’s sake, but rather that they were the machinations of dissidents and traitors intent on overthrowing his reign. Accordingly, he sent soldiers to scatter the academics and demolish that which they had gathered. In the face of this ruthless persecution, the surviving scholars fled and reunited at a prearranged location, where they created a number of jewels that could not only store their thoughts and memories but also survive the millennia. The scholars who bore these gems passed them down to chosen successors in their secret society, known as the Jeweled Sages.
The Jeweled Sages continued their work from the shadows, rarely choosing to influence politics directly. Nonetheless, their reputation as custodians of Osirion’s past made them targets of attacks by outside forces — most notably the Padishah Empire — that sought to sever Osirion’s ties to its glory days and more easily institute a new regime. Scattered by the Keleshite invaders, the members of the Jeweled Sages went into exile, buried their jewels for future generations, or sealed themselves away where they could never be found.
The court librarian does not know what exactly happened to the jeweled sages or where to find them as what happened was after his death. He can only tell you what he learned during his life.
Cressyk Shadowscar |
Seeing nothing else to do here, Cressyk climbs down the ladder. "Well, that didn't help much..." Confirming everyone else agrees, he leaves the secret room, nods to the elemental as he leaves the fountain room, and makes his way to the single, unexplored area of the ruins.
GM Baerlie |
Cressyk heads back to the caves and further. He reaches a hallway. The arch around the north entrance to this hallway is covered with detailed carvings depicting the life and accomplishments of a female pharaoh. A charred corpse covered in flecks of glass is visible just inside the hallway. moved Cressyk's token
dynasties. Two aspects of the carving don’t match historical records; the carvings show her defeated by the Pharaoh of Forgotten Plagues, whom she famously overthrew, and her being born in Shiman-Sekh, when she is known to have founded that city.
Haemish the Unlucky |
Haemish gets off Lady and sees if he can determine how long the corpse has been lying here. Perception: 1d20 + 3 ⇒ (16) + 3 = 19,Heal: 1d20 - 2 ⇒ (19) - 2 = 17
GM Baerlie |
With the help of Kiyomi and Cressyk Haemish detects a trap in this room which triggers when somebody moves inside. red square It's a Molten Whirlwind Trap. DC20 to disable
Haemish has a closer look at the corpse. It's a male elf and seems to be dead for several years. His skin looks burned. Next to the body is a backpack.
Herman Halfshanks |
Perception: 1d20 + 12 ⇒ (6) + 12 = 18
"Sure are lots of dead bodies lying around in here. Some might take that as a sign to leave, but it just makes me want to find out what's still back there."
Herman spends a moment looking at the cooked dead body, but his curiosity about the sages drives him forward instead.
Herman Halfshanks |
Herman shrugs. "I may have many talents, but tinkering with traps isn't one of them."
Not sure, but I don't think we have that skill in this group.
Kiyomi Foxsoul |
Kiyomi barks and shakes her foxy head back and forth, indicating that she cannot disable the trap.
Perception: 1d20 + 7 ⇒ (4) + 7 = 11
Kiyomi Foxsoul |
Kiyomi barks happily at Cressyk's discovery, and then also examines the items with him. In case scent will tell her anything extra.
Perception: 1d20 + 7 ⇒ (8) + 7 = 15
GM Baerlie |
The backpack does not contain much useful but a broken scarabembossed
wayfinder and a single scroll. The body holds a pack of notes about the ruins and correspondence from the Pathfinder Society leadership. The notes record his suspicions about a trap in the hallway and that he had located a switch to bypass it. you already found the switches In addition, there is a letter bearing the seal of the Decemvirate.
Thanien,
Our agents in Qadira unearthed documents that were taken out of Osirion during the interregnum. They speak of an ancient group of scholar revolutionaries that were suppressed by the pharaohs during the Second Age. We believe we’ve pinpointed the abandoned fortress where some of these sages hid from the purges with their treasures. The documents say these scholars held priceless histories of Ancient Osirion, which we need you to retrieve and return to Absalom.
Assemble a team of the Scarab Seekers and follow the instructions that arrived with this letter. We’ve set up a cover for you as merchants and prepared a caravan that should see you close to the fortress and provide transport for anything you recover.
If the Osirians discover your purpose, we can’t have it traced back to the Society. Once you go in, you’re on your own. Burn this letter and the other documents once you’ve memorized them, and keep the information they conveyed to yourself.
Herman Halfshanks |
Herman reads the letter with interest. "Do you think all these fallen pathfinders were part of these Scarab Sages? A group sent here a long time ago to explore. And that they all died?"
Kiyomi Foxsoul |
Kiyomi nods her head, a distinctly human movement which looks strange coming from a fox.
-Posted with Wayfinder
GM Baerlie |
Just in case you want to proceed further
This large columned chamber shows signs of past comforts, but an ancient battle scorched the walls and ceiling, and cracked and smashed the floor and columns. The remnants of furniture are scattered against the walls, and piles of bodies are stacked in the sleeping alcoves along the south and west walls. A dais crowned with a great, round table rises from the floor in the south part of the room. Three corpses sit around the table as if in conference, each dressed in fine silk robes. A slight breeze whistles through with a sound like a distant, murmuring voice, but there is no sense or meaning in it. An open hallway to the north leads to a natural cavern. Stairs lead downward in the northeast corner of the room, but were buried in stone when the wall collapsed.
This meeting chamber provided sanctuary during the fiercest khamsin storms. The sages lived in rooms further below, but this area was sealed off during the sages’ battle.
The bodies of the sages are seated around a large table, placed there by the Emerald Sage before he took his own life.
Haemish the Unlucky |
Haemish walks into the room, Lady at his side and whistles low. "Wow, there's a lot of history in here. If only these bodies could talk ... we don't have another scroll, do we?"
GM Baerlie |
While you look at the broken gem and the bodies the echoing footsteps and voices get louder and suddenly a big man and a group of mercenaries enter the gathering hall.
"Hey, what are you doing here? Drop all the treasures you looted here and leave the fortress!" the big man says.
Cressyk Shadowscar |
On the footsteps' approach, Cressyk casts divine favor on himself (+3 luck bonus to hit/damage)
Cressyk grins and says, "You must be the group of foreigners Torch warned us about. I think you'd best let us leave peacefully, with whatever we have on our person."
Intimidate (Take 10): 10 + 8 = 18
Herman Halfshanks |
Herman draws out his rapier, as it looks like a fight is imminent. He looks over the newcomers trying to determine who they are or where they come from by their dress or symbols they may wear.
Know Local: 1d20 + 11 ⇒ (8) + 11 = 19
Haemish the Unlucky |
Finally seeing and hearing the men approaching, Haemish climbs back onto and grabs his lance. He thrusts it up into the air, shouting "Yeah, what they said!" while Lady growls menacingly.
Intimidate aid another: 1d20 + 1 ⇒ (15) + 1 = 16
Lady Intimidate aid another: 1d20 - 2 ⇒ (4) - 2 = 2
I don't know how you feel about animal companions making aid another checks (not that she even succeeded, although a wolf being intimidating seems pretty natural). If you like, I could attempt to "push" her, since intimidation is not something she is trained in (I don't think that trick even exists). Handle Animal vs. DC 25: 1d20 + 13 ⇒ (16) + 13 = 29. Since she didn't succeed, this is just a theoretical exercise, however.
GM Baerlie |
"It is the duty of every Ulfen man to kill a linnorm. We are here to recover a powerfull weapon which should be hidden in these ruins." the big man says.
Herman confirms that this man comes from the north. In his hand he wields a masterwork greatsword and a shortbow hangs from his belt. His clothing is tailored for cold enviroment, with fur and decorated with jewelry made out of horn or ivory.
Intimidated for 10d6 ⇒ (3, 6, 5, 6, 4, 6, 5, 2, 2, 3) = 42 minutes
Herman Halfshanks |
"You are a long way from home, sir, calls Herman to the northener. "There are no linorms here, but rather in your homeland. What weapon do you seek in far Osirion. Perhaps we can assist each other, as we seek relics of an ancient nature here as well."
GM Baerlie |
"Before I return to my homeland I have to recover this weapon. I don't know anything about the weapon, only that it's magic and very powerful. " the hulk of a man answers.
Intimidated by Cressyk he does not intend to move somewhere. "Did you find any weapons in these ruins? I'd like to come with you if you don't mind. More eyes see more treasures."
Haemish the Unlucky |
Haemish shrugs, "Well, I certainly can't see to save my life at the moment, so I could use your help. I wouldn't touch anything if I were you; it's cursed most likely." The halfling looks to the others, wondering what they think of the Ulfens' proposal. He sees Kiyomi growling and reflexively reaches over to pat her on the head. "There, there, girl," me mutters soothingly.
Cressyk Shadowscar |
Cressyk grunts, "Fine, but watch yourselves. We...would not take kindly to betrayal." With that, he completes his examination of the area around the table.
GM - I don't recall finding any weapons that would warrant a journey like the ones these people are describing. Am I just not recalling something? It looks like we've explored the whole place...
Herman Halfshanks |
"So you came all the way from the North to Osirion searching for a weapon, but you don't even know anything about it. Even what it looks like? That's pretty trusting...or foolhardy." says Herman. "What makes you believe it is in this long abandoned place?"
GM Baerlie |
"Legends tell that hundres years ago a powerful weapon was hidden in these ruins and I came to look for it and take it home to kill a linnorm." the man says.
Just in the moment the man finishes the sentence the room trembles, the brazier in the center of the table ignites with emerald fire, and the spectral form of the Sage of Plagues rises from the flames to attack. The Ulfen and his companions flee as fast as they can screaming and shouting that a magic weapon is not worth dying, or even worse, being cursed by a jewelled sage.
Cressyk - you picked up a scimitar in the water elemental room. It's magic but nobody could identfy it as far as I remember. Actually it's a +1 dragon bane scimitar.
Ini Cressyk: 1d20 + 5 ⇒ (3) + 5 = 8
Ini Haemish: 1d20 + 3 ⇒ (7) + 3 = 10
Ini Herman: 1d20 + 3 ⇒ (16) + 3 = 19
Ini Kiyomi: 1d20 + 7 ⇒ (17) + 7 = 24
Ini Sage of Plagues: 1d20 + 5 ⇒ (3) + 5 = 8
You start to hear words which are not making any sense. The Sage of Plagues seems to be talking to herself.
DC 15 Will Save please :)
Round 1
Kiyomi
Herman
Haemish
Cressyk
Sage of Plagues
Cressyk Shadowscar |
Will Save: 1d20 + 7 ⇒ (12) + 7 = 19
Cressyk snarls as he charges the incorporeal form, grabbing his falchion and imbuing it with the power of Gorum.
Swift action: Activate smiting judgement
Full-round action: Charge spirit
Attack (Adamantine Falchion, Divine Favor, Charge): 1d20 + 7 + 3 + 2 ⇒ (9) + 7 + 3 + 2 = 21
Damage (Adamantine Falchion, Divine Favor): 2d4 + 6 + 3 ⇒ (2, 2) + 6 + 3 = 13
Herman Halfshanks |
Following hard behind the half-orc, Herman begins singing forth songs of great heroic deeds from ages gone by. His song stirs for arcane energy, and as he touches Cressyk, he imbues some of that energy to the inquisitor.
Move actin to stay behind Cressyk. Standard action to cast Heroism which grants Cressyk a +2 bonus on attacks, saves, and skill checks for the next 50 minutes.
Haemish the Unlucky |
Will: 1d20 + 2 ⇒ (2) + 2 = 4
Haemish looks aghast at the spectral figure, calling out: "Careful, he might enchant us!" He then pulls out a oil of magic weapon from his bandolier.
Using Danger Ward ability (Will): Ready all allies within 30 feet of the danger ahead, granting a bonus on a single type of saving throw (Fortitude, Reflex or Will) that he chooses when he grants this boon. At any point in the next minute, when these allies fail a saving throw of that type, they can choose to reroll the saving throw with a +4 competence bonus as an immediate action, but must take the results of the reroll even if it is worse.
GM Baerlie |
Will save Herman: 1d20 + 5 ⇒ (19) + 5 = 24
2d4 ⇒ (3, 3) = 6
Kiyomi fascinated 6R
Herman fine
Haemish fascinated 6R
Cressyk fine
Kiyomi and Haemish may reroll their will saves if they like.
Cressyk attacks the spirit immediately and is able to damage it. Herman moves behind Cressy, houches him and casts Heroism on the half-orc.
Round 1
Kiyomi
Herman
Haemish
Cressyk
Sage of Plagues -13HP
The ruby sage is female
Kiyomi Foxsoul |
Will: 1d20 + 2 ⇒ (7) + 2 = 9
Kiyomi continues to stare at the pretty lights the caster is making, just like a dog focused on a laser pointer.
GM Baerlie |
Kiyomi stares into the lights an hears the hypnotizing mumbling of the ruby sage's spirit but nothing else.
The sage's spirit reaches out and touches Cressyk. incorporeal touch, touch of insanity
Touch Attack: 1d20 + 4 ⇒ (17) + 4 = 21 Wisdom damage: 1d4 ⇒ 3
Round 2
Kiyomi fascinated 5R
Herman
Haemish
Cressyk
Sage of Plagues -13HP
Haemish the Unlucky |
Will: 1d20 + 2 + 4 ⇒ (12) + 2 + 4 = 18
If that reroll did not come from my ability, please subtract 4 from the total, in which case I didn't make the DC 15 save.
Haemish the Unlucky |
It comes from your ability. Kiyomi forgot the +4, but in any case it was not successful.
Cool, thanks.
Haemish shakes off the magical enchantment. "Ensorcell me, will you, you silly wraith?" He smashes the magical oil of magic weapon over his lance, and commands Lady to flank the creature. "Now have at you!"
So that's a standard to use the oil, move action to get into position, and swift action to declare my "Paw's Challenge" on the Sage (bonus to damage, plus Lady gains a +2 dodge bonus to AC as long as she threatens the target.
Cressyk Shadowscar |
Cressyk's falchion continues to glow as he swings at the apparition once more.
Free action: Maintain smiting judgement
Standard action: Attack spirit
Attack (Adamantine Falchion, Power Attack, Divine Favor): 1d20 + 7 - 1 + 3 ⇒ (7) + 7 - 1 + 3 = 16
Damage (Adamantine Falchion, Power Attack, Divine Favor): 2d4 + 6 + 3 + 3 ⇒ (3, 3) + 6 + 3 + 3 = 18