
![]() |
1 person marked this as a favorite. |

Founded by a famous dragonslayer, the small town of Belhaim has become a sleepy rural community just off the beaten path, a settlement where everyone knows everyone and strangers are the talk of the town. But when Belhaim's peace and quiet is shattered by the sudden collapse of the last standing tower of its founder’s castle, things quickly bloom out of control. Why were there bodies of kobolds amid the rubble? What's the sinister secret behind the strange sounds of flapping wings in the night? And what happened to local wizard Balthus Hunclay, who's not answering knocks on his door? The collapsed tower had long been an eyesore to the cantankerous old man—could he have had something to do with its destruction? And what of the rumors of strange stirrings in nearby Dragonfen? Has Belhaim's ancient draconic nemesis returned?
I request that players be able to post at least 2 to 3 times a day on weekdays and at least once a day on weekends, please. Thanks! :-)

![]() |

Thanks for allowing me in! Happy to join in.

![]() |

Hi guys, I'm a sylph rogue multiclassing to monk, here to kick some dragon ass with you guys, though in my case a little more literally. XD
Wayreth tried to keep a low profile in the wake of the recent odd events. If strangers were the talk of town, then he might as well have been a stranger in his own home town, for since birth he had been marked as different on account of his snow-white hair, and all the more so as he grew older for the faint breeze that seemed to follow him everywhere he went.
"With my luck, someone somewhere has speculated that the winds around me grew so strong one day that they collapsed the tower, and that accounted for the strange sounds in the night," he mutters bitterly to himself as he sulks alone in the dark alleyway, a soft breeze gently stirring the dirt around him.

![]() |

Arriving in town with his fellow Pathfinders is Ethendril h'Caramore.
Now in his late forties, Ethendril is tall, blonde, and handsome, and despite being past his prime, Ethendril still looks like he ought to be out saving princesses and slaying dragons.
Tall, broad-shouldered Ethendril h'Caramore appears a warrior's warrior. His pale blonde hair is bound into three long braids to remind him of a vow taken as a youth. His armor and weapons are mismatched, the pieces coming from a dozen different lands and cultures; yet worn by Ethendril, they seem natural.
"I wonder if we might gather more information about what has happened in town," he asks the others.
diplomacy (gather info): 1d20 + 8 ⇒ (15) + 8 = 23

![]() |

Before Ethendril can gather information...
Agnes, Ethendril, and Hotspur, could you please update your summary stats to reflect your first-level status. Or, you may create an additional Alias with the same name and post with that. Thank you. :-)
At the site of the collapsed tower, two locals putter about aimlessly. One wanders about scratching her head, and the other stands with hands on his hips, chewing on a stalk of grass. (These two are Letha Mulle and Varyl Hodd, the least experienced of the local Sheriff's crew.) With their boss out of town, they're clearly out of their element. Someone from the crowd suggests checking to see whether the wizard Hunclay knows anything about what happened, given that his manor shares the hill with the tower. The deputies argue for several minutes, over who'll knock on the wizard’s door. The undertaker Calladastina Honas grumbles in exasperation that she will. When she goes toward the door, she finds a kobold corpse, this one terribly charred, lying upon the wizard's doorstep.
Deputy Hodd bangs on Hunclay's door, but no one answers. Mulle reaches for the door handle, but Hodd grabs her wrist, warning her that whatever magic did in that kobold might still be active on the wizard's door—they'd best leave it alone for the moment. The curious fact that Hunclay doesn't make an appearance in the crowd despite the towe's collapse quickly causes several locals to wonder if perhaps the eccentric wizard had something to do with the calamity.
The town's baroness, Lady Origena Devy, arrives soon thereafter with her son Arnholde to take charge of the situation. After listening to reports from those gathered at the site, she looks briefly at the obviously overmatched deputies and then scans the crowd, desperate for someone with sense to assist her.
Her eyes fall on the party of Pathfinders for the first time, and she asks who you are.
AFTER you introduce yourselves, (please do introduce yourselves in character) the baroness says the following:
"Today's your lucky day. Mulle and Hodd here can't handle this without the Sheriff to hold their hands, and I want to know what happened here. You seem to be a capable bunch. If you go in there (the collapsed tower, NOT Hunclay's) and look through the rubble—find out what happened and why there are kobolds in my town—I'll pay the lot of you 500 gold pieces. While you're looking around in the ruins, keep an eye out for any signs of our local eccentric, Hunclay. It seems somewhat suspicious to me that he's not answering his door. Let me know what you find."
A small crowd has gathered around the rubble of the collapsed tower. Only fragments of the first and second floors still stand. Black stone and broken wooden debris lie scattered down the hill’s southeastern slope, and a rocky ramp of sorts leads up to the tower’s second floor.
Entering the ruined building is actually more difficult than it first appears. Though the tower’s ancient iron front door remains in place, all the rubble blocking it from the other side prevents anyone from using it to enter the tower.

![]() |
1 person marked this as a favorite. |

Reverted everything back to first level.
A young woman among the Pathfinders salutes the baroness.
“Hotspur, at your service.”
Her salute quickly becomes a self-conscious eyebrow rub.
She wears an old uniform stripped of insignia and displays of rank – though silhouettes of missing patches are still visible on the faded cloth. Her hair is closely cropped, and was likely completely shaved within the past few months. Lingering powder burns color her right cheek, and the heavy kohl she liberally applies to reduce glare gives her eyes a hunted and furtive look. The only thing about her that appears well cared for is her remarkably clean and very large musket.
In short, she looks as though she has recently been dishonorably discharged from an army or an asylum.

![]() |

Still sitting astride his dappled bay pony, Harlis pulls off his helm revealing the dirty blond locks and brushes some of the curls away from his face.
"Harlis Underbough of Iomedae, out of Lastwall. Newly arrived. By Sun and Sword, things such as kobolds should not be allowed such mischief unresponded."
He bows slightly in the saddle, his scale armor creaking.

![]() |

Didn't realise we were playing as pathfinders when I made my opening post, but I suppose I can work around that.
Wayreth raises an eyebrow, uncertain as to whether the baroness had truly never heard of him or had just managed to forgot about the white-haired freak-child from about 10 years ago. But then, alot had happened in those 10 years since he stopped calling Belhaim his home - a failed stint at the monasteries of Quain, a brush with pirates on the way back to Golarion, rescue by the Pathfinder Society and his own joining of the organisation. Perhaps it was for the best that no one remembered him or the name he used to go by.
"Wayreth of... of Quain, baroness," the Sylph replies by way of introduction, though he keeps his broad-brimmed straw hat pulled low over his face.
Character note: Until he reaches level 4, Wayreth suffers from an inferiority complex. He'd always been somewhat frail due to his body being partly composed of air, and in his younger years his parents sent him to a monastery in Quain both tom it was hoped, train his body, as well as remove him from Belhaim (though it was never clear whether this was caused by the frequent bullying Wayreth faced or their reluctance to be associated with their strange child). His stint in Quain did not go well due to his frail body, and he started picking up some less-orthodox methods to compensate, which led to his expulsion from the monastery. Once he masters the art of using the air around him as a weapon, however (level 3 rogue+level 1 monk), his personality will start to change as he regains his self-confidence.

![]() |

Looking around at his companions and then at the ruined building they have been bid to enter, Harlis twists and slides from his pony to the ground. Fetching out a small treat which is eaten down with delight by Daylight. Smiling Harlis pats his steed and ties him up in case of need again before returning his attention to the group and townspeople.

![]() |

As soon as the forced-pleasantries are dealt with, Wayreth turns his attention to the large tower. Noting that the front door has been blocked, he looks around for some alternate potential means of entry.
I presume we're heading to the collapsed tower. Is there by any chance some kind of map of the area so we can see what the layout is like and what options there may be for entry?

![]() |

An enormous heap of cracked stone and splintered wood from the tower lies in a low mound here, tumbled partially down the hill to the southeast. The mound of rubble forms a natural ramp that leads up to the now-exposed second floor of the tower above.
Knowledge engineering to know more.
Yes, there's a map. But it's not helpful. Feel free to look here.

![]() |

Seeing no other way to go about it, Wayreth takes a deep breath and says to the othes "this looks like the way up."
My first level feat is airy step, which allows me to ignore the first 30ft of falling damage. A successful acrobatics check would increase that to 40ft. IF the second floor is not more than 35ft up, Wayreth will try to make the climb.
Climb checks: use as needed
climb 1: 1d20 - 2 ⇒ (11) - 2 = 9
climb 2: 1d20 - 2 ⇒ (1) - 2 = -1
climb 3: 1d20 - 2 ⇒ (20) - 2 = 18
climb 4: 1d20 - 2 ⇒ (19) - 2 = 17
climb 5: 1d20 - 2 ⇒ (2) - 2 = 0
Actually, if the second floor is less than 35 ft up, I can take 20 since I have no risk of injury from falling.

![]() |

Only one climb check required. You're first level. :-)
You climb a bit and realize that the tower has (partially) fallen into a sinkhole. Although, from this vantage point, it's impossible to tell how much of the basement survived.
You reach the second floor, now open to the sky above. This exposed upper floor contains only some smashed furniture and a sprinkling of rubble. A trap door is set in the floor against the northwest wall, but a stout timber has fallen across it.
You might need a little help from your friends.

![]() |

You've not played this first book of Skulls & Shackles...the first encounter is to make several climb checks, and if you fail close to the top, the fall can quite easily kill you outright.
The frail sylph takes one look at the timber and thinks to himself "yeah...heavy-lifting, NOT my forte."
He looks down to his fellow pathfinders and calls out to them "so...you guys coming?"

![]() |

Harlis raises a hand to his eyes and watches Wayreth climb up to the second story of the ruined tower.
"What do you see up there?" he calls out with a question as he nervously checks over the straps of his pack and armor.
"Do you have a rope to help?" Harlis asks those around as well as the white haired slyph above as he prepares to follow up on the task required.

![]() |

"Well, not much. Some smashed furniture and a sprinkling of rubble. There's a trap door set in the floor, but there's a large timber across it. Umm...a guy might throw his back trying to lift it, best if a few of us did it together."
Sorry, no rope.

![]() |

Hey! At least I made it up here, didn't I? XD
Wayreth takes a look around for something the rope could be tied to. Like the timber perhaps?
He also keeps a look out for discarded valuables or useful items amongst the rubble.
perception: 1d20 + 6 ⇒ (1) + 6 = 7 (Sigh.)
Wayreth fails to spot the rubble in front of him.
If I can, I'll retry and take 10. XD

![]() |

"I know, always be prepared." Harlis mutters looking at the thread and string in his pack, but not the full strength rope. "But Daylight already looks at me plaintively with the weight of our combined equipment."
Once some aid arrives he hurls it up for Wayreth to secure and starts to attempt the ascension to see if he can aid things along.
climb: 1d20 - 3 ⇒ (4) - 3 = 1

![]() |

ROFL! :-D
Mulle and Hodd have already gone through the trouble of knotting the rope for you. They toss one end up to Wayreth who secures it on a stout looking structure. Harlis pulls with all his might, but fails to make forward progress climbing. At least he didn't fail the DC by 5 or more. ;-P Seeing this, Mulle and Hodd start providing Aid Another actions for everyone by holding the rope at the bottom (Mulle) and pushing you up the slope (Hodd). Taking 10, the rest of the party makes it up to the second floor.
A cheer goes out from the onlooking townsfolk: "Huzzah!" Followed by polite applause. :-)
Lady Origena looks on...
You all work together to move the blockage. This leads you to the un-collapsed portion of the tower's ground floor.
The ground floor has mostly collapsed under the rubble, but along the western portion of the room a section remains clear of debris. An iron trap door set in the floor is directly below its companion door in the ceiling above. (The one you just came through.) Shattered wooden furniture lies scattered around the corpses of two small, green-scaled creatures.
The only source of light in here is what sifts in through the open trap door above.

![]() |

Between his darkvision and natural lightness of step, Wayreth sees no particular obstacle. He steps though the opening and gently glides down, but even before his feet touch the ground, his crossbow is out in his hand and he quickly looks for a place to sequest himself and cover his friends whilst they slowly and cumbersomely make their own way down.
stealth: 1d20 + 13 ⇒ (14) + 13 = 27
perception: 1d20 + 6 ⇒ (10) + 6 = 16

![]() |

Blushing a beet red from embarrassment and exertion Harlis reaches the second floor to join Wayreth. I thank Iomedae for the wisdom to attempt this with a knotted rope, and wish I was a bit more agile afoot like most of my people. He thought.
Looking around he peers to see if he can aid Wayreth in explorations and clearing the way forward.
perception: 1d20 + 3 ⇒ (1) + 3 = 4
Strength: 1d20 + 1 ⇒ (14) + 1 = 15
Looking down Harlis pulls out his blessed sword of Iomedae and casts a minor spell of light upon the blade letting it radiate into the room to see what is revealed from above.

![]() |

Hotspur slides her musket off her shoulder and covers the group.

![]() |

I wonder if I should have told them I had rope the whole time...I must have forgotten...
Ethendril examines the bodies carefully for signs of how they might have died.
Drowning...I'm certain of it.
heal: 1d20 - 1 ⇒ (5) - 1 = 4
Turning to Harlis, he says "I haven't had time to tell you how eager I am to work with a cleric of Iomedae. While my efforts have always been of the more martial sort, your deeper religious work is much appreciated!"
The paladin nods after they have searched the room, then moves to the center of the room to open the trapdoor in the floor.

![]() |

Aeleth takes cover behind the second trapdoor and peers down below.
Still in stealth.
So...what's down there?

![]() |

Joining Ethendril's examination of the corpses and room after descending.
Heal: 1d20 + 3 ⇒ (11) + 3 = 14
Perception: 1d20 + 3 ⇒ (1) + 3 = 4
Harlis nods and smiles in appreciation before responding. "And I to work with one of your level of true dedication to Right."
Note that while Harlis holds his sword the radius of light cast upon it is doubled to 40' bright and 40' more dim for those with normal vision letting people see further than usual.

![]() |

I've added a map to the top of the page for the lower level beneath the Collapsed Tower.
The party opens the door in the floor. By the light of Harlis' blade, you can see the walls of the next chamber below have buckled precariously in several places. Masonry and dirt are scattered across the floor--the collapse above plainly caused this structural damage. The dry-rotted frames of five simple beds lie against the north and south walls. To the southwest, the room broadens into a larger chamber. A rusted, grinning iron statue stands in an alcove in the north wall between the two wings of the room itself, and in the wall to the south is an old iron door.

![]() |

Ethendril looks around cautiously.
"We are walking on precarious ground," the paladin says. "Tread lightly...this place could fall at any moment."
He tries to see any cause of the collapse or find any other clues.
perception: 1d20 + 6 ⇒ (9) + 6 = 15

![]() |

"If you would like to lower me down a bit on a rope, I can take a look without putting new stress on that floor."

![]() |

Hotspur Perception: 1d20 + 4 ⇒ (9) + 4 = 13
Stealth: 1d20 + 10 ⇒ (12) + 10 = 22
Stealth: 1d20 + 10 ⇒ (9) + 10 = 19
The piñata Hotspur is lowered into the next room. Suddenly, she is beset by two creatures!
Bite: 1d20 + 2 ⇒ (2) + 2 = 4, Miss!
Bite: 1d20 + 2 ⇒ (17) + 2 = 19, Damage: 1d6 - 1 ⇒ (4) - 1 = 3
Whatever bit her (Knowledge Nature to know more) injects venom into her leg!
Hotspur Fort: 1d20 + 2 ⇒ (13) + 2 = 15
Ethendril: 1d20 + 1 ⇒ (11) + 1 = 12
Harlis: 1d20 + 1 ⇒ (16) + 1 = 17
Hotspur: 1d20 + 4 ⇒ (16) + 4 = 20
Wayreth: 1d20 + 5 ⇒ (5) + 5 = 10
Enemy: 1d20 + 2 ⇒ (4) + 2 = 6
Enemy: 1d20 + 2 ⇒ (14) + 2 = 16
Hotspur, you're up! Harlis is on deck.
Wayreth, how do you have a +5 initiative? I see that you have a 17 Dex, but I didn't see anything else. Happy to go with the fact that you do, but I couldn't find why on your character sheet. :-)

![]() |

Speaking of which, tho I haven't finished leveling down, I do have my hot bar updated. My first level feats are power atk and toughness.

![]() |

Hotspur drops from the rope, retrieves her musket (weapon cord), steps 5' back and fires at one of the creatures -- all while hoping the floor does not collapse beneath her.
Point-blank single barrel touch attack: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22
Damage: 1d12 + 1 ⇒ (4) + 1 = 5

![]() |

Can we have a description of the creatures?
Harlis peers down into the level below and seeing the action steps to clear the hole and attract the attention of the rest of the party.
"To arms, ranged weapons!"
Harlis pulls out his sling and loads it while looking down at the action.

![]() |

GM: You're looking at my point-buy allocation, not my stat score. XD I spent 17 points on DEX, and with a +2 racial that gets me to 20 DEX.
On his turn, Wayreth will take aim at the critter that has not acted yet, hoping it has not spotted him. (Per my previous posts, I've been maintaining stealth.)
attack roll: 1d20 + 5 ⇒ (16) + 5 = 21 (vs flat-footed)
damage+sneak attack: 1d8 + 1d6 ⇒ (8) + (5) = 13

![]() |

Hotspur, please check out the map. I'm not sure where you're going to take a 5-foot-step and fire without provoking.
Wayreth, thanks. Sorry about the confusion; it's a very different character sheet than I'm accustomed to.
Since Wayreth is near the end of the initiative order, and he may not have the opportunity to attack the flat-footed enemy (because at least one of them goes before him), let's hold off on that attack.

![]() |

No worries, just resolve it when my turn comes. =)

![]() |

Hotspur, please check out the map. I'm not sure where you're going to take a 5-foot-step and fire without provoking.
Sorry! Missed the map. Instead, I will do a full move and try to Acrobatics out of AoOs, so maybe move 20' forward to remain within point-blank and shoot if that works. If they hit me, that's life.
Acrobatics to avoid AoO: 1d20 + 8 ⇒ (17) + 8 = 25
![]() |

"We can't leave her down there alone!" Ethendril exclaims as he prepares to jump into the hole.
I don't think I'm up yet...

![]() |

It's actually two acrobatics checks, one for each enemy:
Hotspur's Second Acrobatics Check: 1d20 + 8 ⇒ (9) + 8 = 17
Hotspur easily avoids the two lengthy, segmented horrors as they writhe and twist, pulsing their venomous mandibles in search of prey. He shoots one, very seriously injuring it!
Harlis: 1d20 + 1 ⇒ (16) + 1 = 17
Enemy: 1d20 + 2 ⇒ (14) + 2 = 16
Ethendril: 1d20 + 1 ⇒ (11) + 1 = 12
Wayreth: 1d20 + 5 ⇒ (5) + 5 = 10
Agnes: 1d20 + 2 ⇒ (4) + 2 = 6
Enemy: 1d20 + 2 ⇒ (4) + 2 = 6
Harlis is up next!

![]() |

Harlis peers down into the level below watching Hotspur descend then bound to safety. The crack of the firearm still starts him as it booms just below. Holding his sword to keep the room lit he pulls his belt dagger and hurls it down towards the injured assailant.
Ranged: 1d20 + 2 ⇒ (1) + 2 = 3
damage: 1d3 + 1 ⇒ (3) + 1 = 4
"To arms, ranged weapons!" He calls to attract the others attention.
This assumes that it's only 10' down, -2 per 10' to the dagger attack from range.