Dungeon Master S |
While most of the attacks fail to connect, Halbarad does drop the second agent. This leaves but one, and he's circling the drain. He's got one remaining hope... and takes the withdraw action. He makes a path towards the safety (and likely back up) inside. Assuming he survives what's coming.
Round 3.
Halbarad of Arbor |
Round III
Hal expected this, and sends his mount careening toward the entrance to cut him off. Two arrows and an axe beak all try to hit the moving target.
Arrow 1: 1d20 + 9 - 2 + 1 ⇒ (20) + 9 - 2 + 1 = 28 Threatened Critical
Confirm: 1d20 + 9 - 2 + 1 ⇒ (5) + 9 - 2 + 1 = 13 Not confirmed, probably?
Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Arrow 2: 1d20 + 9 - 2 + 1 ⇒ (7) + 9 - 2 + 1 = 15
Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Axe: 1d20 + 1 + 1 ⇒ (5) + 1 + 1 = 7
Damage: 1d6 ⇒ 5
Dungeon Master S |
Halbarad's first arrow is going to do it. The guard drops short of his goal. We're out of initiative.
Halbarad of Arbor |
Are there any sounds from down the stairs? More guards on their way?
Perception: 1d20 + 12 ⇒ (18) + 12 = 30
If not, Hal dismounts to recover his two errant arrows.
1d100 ⇒ 79 Recovered.
1d100 ⇒ 33 Lost.
Looting the bodies.
Perception: 1d20 + 12 ⇒ (10) + 12 = 22
Mikhaere |
Mikhaere sullenly treks across the sands towards Skybek and hands him his crossbow. "Don't be sorry," the tengu adds. "Not your fault my aim sucks."
While Hal loots the bodies, Mikhaere keeps an eye out for danger.
Perception: 1d20 + 14 ⇒ (18) + 14 = 32
Skybek Odeon |
Skybek retrieves his crossbow from Mikhaere. "Thank yae, gud . . . erhh . . . Sir. That is richt fine fire yae produce. Ahh dannae suppose we'll hae any trouble startin a fire if we decide tae camp here tonight. Well, mae fine feathered friend, let's go an see if these Aspis agents have anything on them. Thanks again fer all o' yer help."
Skybek helps search the bodies, and he casts detect magic on them and their possessions.
Perception: 1d20 + 6 ⇒ (9) + 6 = 15
Dungeon Master S |
Halabarad doesn't hear anything coming from the interior. Skybek and Mikhaere find that the agents together have a total of 18 cold iron arrows. They have masterwork gear, but nothing magical. They each bear an amulet with words upon them. Unless you speak Abyssal, it'll take a bit to try to guess it's meaning.
Mikhaere |
Mikhaere hands the cold iron arrows on over to resident pincushion-creator, Halbarad. "You'd probably get the most use out of these."
As for the amulets, the druid peers at them curiously. "Maybe it's like a member's card?" He suggests. "Y'know... flash your amulet of Areshkagal and we'll let you in to the back rooms."
Halbarad of Arbor |
Halbarad nods in thanks to the tengu. Just in case the party runs into some hostile fey or other such creatures, he hands a few arrows (six, to be specific) to Yoshima as well. The other 12 he stuffs in one side of his quiver.
Hal takes a look at the amulet and tries to decipher them. How long would it take to take 20 on a linguistics check? Can I even do that? "Maybe these are somehow involved in bringing the Aspis to the demiplane. Like a key of some kind."
Dungeon Master S |
The amulets read, "Above me is the Mother, below me impure blood"
Halbarad of Arbor |
"We didn't find any Aspis badges on these fellows, did we? Perhaps these amulets are just the insignia of the demon cult the Aspis are working with."
Hal cocks his head thoughtfully.
"The 'Mother' could refer to Lamashtu, and maybe 'impure blood' to Areshkagal's half-sister..."
Does Hal have any more thoughts on that line of thinking?
Kn Religion: 1d20 + 2 ⇒ (13) + 2 = 15
Dungeon Master S |
Nothing that hasn't already been said.
Skybek Odeon |
Knowledge, Religion: 1d20 + 5 ⇒ (14) + 5 = 19
"Ahh dannae ken what kind o' puzzle yer talkin about, but it daesnae look like Ahh want to be spendin mae leisure time contemplatin its meaning. Its clear tae me that they all had the same mither and they dinnae like blood that isnae clean. Ahh suppose it was a gud thing that Ahh gae mae axe a wash b'fore Ahh drove it intae them."
Mikhaere |
"In any case," the tengu pipes up, having more or less zoned out from the conversation about the mysterious amulets, "we should take 'em all with us just in case we need 'em. Otherwise, well, the next guard shift will probably be wondering where this lot went to. We should probably head inside."
Halbarad of Arbor |
Hal expresses agreement with Mikhaere and goes to collect his axe beak. Before the party heads down the stairs, he mounts up and does a galloping circuit of the stone structure, keeping an eye out for other entrances.
Perception: 1d20 + 12 ⇒ (6) + 12 = 18 +2 from assist
Th'reiwa-don assists: Perception (Aid Another): 1d20 + 4 ⇒ (14) + 4 = 18
Dungeon Master S |
Halbarad doesn't find anything else of note, so the party heads to the entrance way. Let me know if you make any attempt to disguise yourselves, put on the amulets, hide your wayfinders, etc.
The dusty stairs from the desert outside open into a large antechamber filled with all manner of crates, boxes, and other storage containers. A large mahogany desk rests in front of two bookshelves that hold several thick, black leather ledgers. Three pegs jut out from the wall near the double door that leads from this chamber to the south.
Map updated.
Halbarad of Arbor |
After checking the bookshelves and desk for traps
Perception: 1d20 + 12 ⇒ (11) + 12 = 23
Halbarad wants to take a look at the ledgers and the desk's contents.
"Those pegs might be a place to hang the amulets or something..." Hal mentions absentmindedly.
Mikhaere |
Mikhaere doesn't look like much of a Pathfinder to begin with, but he makes sure to keep any identifying trinkets secreted away inside his backpack. Heeding Skybek's advice, he'll put one of the amulets around his neck, just in case.
Leaving Halbarad to search the shelves and desks, Mikhaere opens a few boxes and crates just to see what's being kept in here.
Perception: 1d20 + 14 ⇒ (7) + 14 = 21
Dungeon Master S |
The crates seem to store a well stocked array of adventuring gear. you can find one of each item in the "Adventuring Gear" section of the CRB
Mikhaere |
"Oooh. Stuff." Mikhaere rummages around in a couple of boxes, pulling out a few things he thinks might be useful - a spyglass and a silken rope.
Dungeon Master S |
Excellent choice. Don't think I've ever actually purchased one.
The temple awaits!
Halbarad of Arbor |
Nothing of interest from the ledgers/desk, then?
Dungeon Master S |
There's a whole bunch of stuff that would have made sense to a Lantern Lodge agent about a year ago...
Halbarad of Arbor |
Ha! Okay.
Hal shakes his head, signalling nothing of interest. He takes a quick survey of the assembled gear and pockets the simple and average locks, as well as the portable ram, which he stuffs in Th'reiwa's saddlebag.
"Since we're here to kill everything, I might lock up the door after we've passed through. No survivors."
Mikhaere |
1,000gp for a spyglass is way too expensive... but a free one for the scenario? Hell yeah!
Stealth: 1d20 + 10 ⇒ (12) + 10 = 22
Perception: 1d20 + 14 ⇒ (13) + 14 = 27
Mikhaere moves quietly to the far door and places his head against it, listening for signs of life beyond.
Dungeon Master S |
It is, literally, silent as a tomb... is supposed to be.
Mikhaere |
In that case, with a nod to the others to check that they're ready, the intrepid exploring tengu slowly opens the door.
Dungeon Master S |
A long, blasted-out hallway displays several tablets depicting gruesome images of torture and mutilation. The blasted areas have destroyed several of the tablets, but thirteen of them still remain unscathed. Scorched stone and rubble contrast the otherwise pristine corridor.
Map updated.
Halbarad of Arbor |
Halbarad will proceed cautiously into the hallway, wary of any hidden dangers.
Perception: 1d20 + 12 ⇒ (20) + 12 = 32
He stops to peer at the first intact tablet.
Kn. Religion: 1d20 + 2 ⇒ (7) + 2 = 9
Skybek Odeon |
Skybek will follow Mikhaere, keeping quiet and observant as he does so.
Stealth: 1d20 - 1 ⇒ (4) - 1 = 3
Perception: 1d20 + 6 ⇒ (12) + 6 = 18
"Ahh cannae help the fact that the best armor they mak is metal! Yae cannae get me tae wear that soft cushion paddin when Ahh'm tryin tae gae intae battle!"
As Skybek glances at the tablets he comments, "This place daesnae look tae cheery! Whae did this place belong tae before the Aspis Consortium took o'er the decorating?"
Knowledge, Religion: 1d20 + 5 ⇒ (6) + 5 = 11
Knowledge, History: 1d20 + 5 ⇒ (13) + 5 = 18
Dungeon Master S |
The first intact tablet seems to contain a koan of some sort. The riddle is esoteric for certain, but Halbarad, you can tell instantly that if you put your mind to it, something.... will happen. It feels... powerful. Anyone else (Yoshima and Skybek definitely) feels this too.
Halbarad of Arbor |
Halbarad glances down the hallway. "The explosions are linked to solving the riddles on the tablets, somehow... but I'm not sure if we should solve them or leave them alone."
Hal gives a signal to Th'reiwa to guard the door we just came through, away from any potential blast.
Skybek Odeon |
"Ahh dannae ken what the explosions were, unless the were traps shootin off at the wrang person. All Ahh ken is that oor mission is tae clear this place oot of Aspis members and activate the portal fer the Pathfinders. Ahhm nae as inclinded tae hang about solvin riddles if I can heelp it."
Mikhaere |
Mikhaere uses his spyglass to look at one of the tablets from a safe distance (i.e., out of the hallway) and see if he can figure anything out about it... he'll think about it long and hard if need be!
Heads up, I'm going to find any excuse to use this spyglass while I can ;)
Dungeon Master S |
Mikhaere, pick a number 1-13. By now each of you feels the power of an otherworldly force. There are boons to be had, if you're willing to learn from Areshkagal.
Mikhaere |
1d13 ⇒ 3
Tiddalik realises, belatedly, that he had let his master's chain go too loose and now Mikhaere was up to some mischief or another... the frog ribbits sadly.
Halbarad of Arbor |
Halbarad stands well back (outside of an equivalent blast zone as guessed from other craters along the Hallway) and pulls out his wand of CLW, ready to rush in to the tengu's aid, if needed.
Dungeon Master S |
Mikhaere takes a look at the tablet. Instantly he seems mezmerized.
1d8 ⇒ 1
But you can't unravel the riddle... Nothing happens and you break from your trance.
Mikhaere |
"Bah. This is like one of those cryptic crosswords - too hard for me," Mikhaere mutters, shaking his head and lowering his spyglass.
"Looks like this is the only way through. I guess we'd better keep goin'."
Halbarad of Arbor |
Hal nods, stows the wand, and collects his axe beak. "Onward then."
Skybek Odeon |
"Aye, we should make oor way onward, but dae yae nae feel the power comin forth frame these tablets? If we had some time here, Ahh bet we could learn a thing or twa from these. How difficult can it bae, mae fine feathered friend?"
If time permits, Tybek will take a moment to study a tablet and see if he can learn anything from it.
Dungeon Master S |
Tablet #: 1d13 ⇒ 6
1d8 ⇒ 6
Areshkagal's Protection is your is you want it. It's a minor act of chaos and evil, but it could be oh so worth it. You'd be given a a small boon of protection (+1 Profane bonus to AC for 24 hours) if you but desire it. Do you?
Perception: 1d20 + 12 ⇒ (14) + 12 = 26 Halbarad reports that the door to the North offers no clues as to what's beyond.