| Brother Grergof Varsk |
Oh, I'm sure we can come to a satisfactory agreement Mrs. Heidmarch. After all, we all risked life and limb for the greater good. Even you Mr. Goblinburner, as much as you try to hide it.
If we do this, I would be willing to hold the item first to see if anything bad happens.... As well as give it up when we know more.
That way, those smarter then me can figure out how to save me or destroy me if something bad happens. If the others agree of course. I will not be forcing anyone to do anything they don't want.
Of course if others think it is wiser to have someone else hold this, I am most willing to give the shard I carry up for the greater good.
But I want everyone to know I have only basic divine blessings, I really am best at bashing people over the head. So if this a more for a Mage, I may not be the right person.
| Mrs. Sheila Heidmarch |
"Wonderful. So we have a way forward. I will invite to another meeting tomorrow where the representatives of the city and from the Pathfinder Society - mostly from Absalom - will be informed about this."
"I hope this will go smooth, but as we have seen here there might be complications. So please attend that meeting to, to back up the agreement against other ideas that might be brought up."
"The meeting will be at 6pm, in the lounge of the meeting house."
You want to do something, or shall I skip to the next meeting?
| Abomentolor Goblinburner |
"Why the hurry? We still have business to attend to." Abomentolor objects. "With all the worries about runelords joining the party to claim the artifact back, Grergof needs his tools abck first."
"And how wil that reforging work? Who will do that? I won't hand the shard to some obscure smith."
| Mrs. Sheila Heidmarch |
"The reforging is a ritual, that has to be performed by seven mages. You can take part yourself with your shard. Gwenhyfar can too. Basically everyone with powerful arcane magic. For all positions you can't or don't want to fill, there will be a mage from the Pathfinder Society."
"And we'll need some time to prepare the ritual. The place has to be set up and such an event will draw a lot of attention and a large audience. I expect at least a week preparation time, once all is planned."
| Brother Grergof Varsk |
We best be ready. I always have a bad feeling that some nasty is going to appear and ruin things.
Grergof just nods saddly.
| Foxy Quickpaw |
the next day the guests of the so named "Sihedron Council" arrive on the Heidmarch premises. This leads to lengthy introductions.
There are snacks and drinks offered in the park to make the waiting more comfortable. Everyone arriving is announced to the crowd and personally introduced to her group of heroes by Mrs. Heidmarch herself.
The guests are
Aram Zey Master of Spells for the Pathfinder Society,
Archisa Aparna Famously dashing, treasure-hunting local Pathfinder
Bevaluu Zimantiu Caretaker of Magnimar’s shrine to Desna
Ernst Landis Chief curator of Magnimar’s Museum of Ages
Haldmeer Grobaras Lord-Mayor of Magnimar
Ibra Demerios head archivist of Magnimar’s Founder’s Archives
Ismeir Odinburge Commander of the city watch
Jyronn Imikar Leader of the local church of Abadar
Koriah Azmeren One of Varisia’s most famous Pathfinders
Kreighton Shaine Master of Scrolls for the Pathfinder Society
Leis Nivlandis Master of the Stone of the Seers in Magnimar.
Marcos Farabellus Master of Swords for the Pathfinder Society
Sabriyya Kalmeralm Powerful local merchant
Toth Bhreacher Founder of Magnimar’s Golemworks
Verrine Caiteil Executive moderator of Magnimar’s Council of Ushers
| Abomentolor Goblinburner |
"Koriah we've met already. First when we were hired by Mrs. Heidmarch, and the second time when we rescued her turned to stone statue from that ruined abby."
| Mrs. Sheila Heidmarch |
Once everyone is there Mrs. Heidmarch ushers everyone into the Meeting House. As everyone is seated at the large table she starts. “Greetings, friends and associates, and thank you for agreeing to join the Sihedron Council. Ten days from now, in the afternoon we will gather atop the Irespan to perform the Ritual of Reforging. I’ll give a short speech to introduce the council members, in particular the heroes who braved certain death to gather the shards of the Shattered Star, and then they’ll have a chance to regale the gathered crowd with tales of their adventures. Next, all seven shards will be brought together and placed in the Sihedron Shrine I’ll have my people haul up out of the dungeons under the Crow. We’ll need several spellcasters to help siphon magical energy into the shards."
"My research has indicated that once the Sihedron is reformed, there’ll be some flashy lights and sounds, but that there should not be a dangerous discharge of magic — all the energies will be absorbed by the Sihedron itself in the process of reforging. And once the Sihedron is reformed, I see no better option than appointing the heroes who collected the shards the artifact’s new keepers!"
"Any questions so far?"
| Foxy Quickpaw |
Mrs. Heimarch's hope for a quick end to the council meeting shatters as the gathered guest all burst into voice at once. After a moment of chaos, she quiets them down, and asks each group directly to voice their concerns.
Magnimar’s city officials are eager to use the Ritual of Reforging to inflate the importance of Magnimar while the Pathfinder Society is here and paying close attention, while the Society is eager to lay claim to the Sihedron and take it to Absalom for study. Other members of the council worry that the ritual may be tampering with potent magic that is better handled behind closed doors.
| Abomentolor Goblinburner |
As some Pathfinder suggests taking the Sihedron to Absalom for study Abomentolor stares daggers at him and comments "This is no option."
Intimidate: 1d20 + 12 ⇒ (11) + 12 = 23
| Brother Grergof Varsk |
Diplomacy: 1d20 + 23 ⇒ (4) + 23 = 27
Ladies and Gentlemen. Surely we can work this out peacefully
If we think about this clearly, the point of the reforging is to have a weapon to keep the Runelords from coming back. Since the runelords were based around this area then we really should keep the Shedron here rather than taking it someplace else to study. So I would suggest keeping it in Magnimar would make sense. Just look this is any easy since jumping off point to defend wherever any trouble would show up.
It would also be a place that the society already has a presence, so it could be easily studied when not in use.
As for being concerned about messing with powers beyond our control, if we go forward with this whether we do this in public or behind the scenes tge amount of magic being called would surely be a sign for anyone looking for it.
So better did you this in public where we can unify the people around this and have each person decide if they wish to defend or participate in a celebration of the great event that is happening. To do this behind closed doors would just make others think that there are something being hidden from them. The town already knows this happing, let’s give them something to celebrate!
| Foxy Quickpaw |
Everyone in the room is aware that it was no easy task to rip the seven shards from the cold hands of their former owners, so the words of the heroes who did so have weight.
The harsh objection of Abomentolor silences the room and Grergof's more diplomatic approach of offering opportunities wins them over for the plans Venture Captain Heidmarsh laid out.
The rest of the discussion turns towards details of performing the ritualand possible side effects, how to make it a tourist attraction, safety of the audience and other administrative issues. All in all - at least from the perspective of the city officials - this will become a huge fun fair.
| Foxy Quickpaw |
The meeting goes on for another hour before it is officially closed and those involved move out into the park to converse some more about the event and other topics, building their network.
Mrs. Heidmarch retreats to take care of some more organizational topics she is responsible for. She hired a small army of workers that need written instructions to start working the very next morning.
During the week, throughout the setup of the Sihedron Shrine on the Irespan, the crowd of onlookers gathering on the immense bridge deck grows. It’s not long before it becomes obvious that the event will be quite popular. Vendors and entertainers arrive days in advance, jockeying for position along the broad expanse of the monument. The site becomes an impromptu marketplace as tenants of the Bazaar of Sails relocate to capitalize on the coming crowds, and it isn’t long before opportunistic souvenir peddlers are selling cheap dolls made in the adventurers’ likenesses, slivers of fake “skymetals” purported to have been shaved from the Shattered Star shards themselves, and seven-pronged wooden star toys that threaten to bruise and batter more than one child over the forthcoming weeks. In short, the cause for celebration turns into something of a circus for a population needing little excuse for revelry.
| Abomentolor Goblinburner |
"Let me see." Abomentolor takes the dool and his time to cast mending on the toy.
"There, it's fixed."
After that he ponders if he should put up a line of Abomentolor dolls himself. Not for the money, but to have the dolls in circulation not be these cheap abominations.
| Abomentolor Goblinburner |
"I hope they have the city watch there. I'm not doing crowd control."
"Guests of honor with reserved seats in the front row, maybe?"
"But if Grergof is right and this takes a turn into the gutter, a seat in the first row might be bad."
| Brother Grergof Varsk |
Oh come Mr. Goblinburner, wouldn’t you want people to see how amazing your spells are? After all, they have been hearing stories, but seeing them in action is so much more impressive.
| Abomentolor Goblinburner |
"With my luck it calls one of those elder horrors, and a can do naught. And that right in front of the big audience? No, thank you!"
"And even if it were something flammable - it's hard enough to not singe you in combat. Imagine half of Magnimar standing there and gawking. Crispy peasants really ruin one's reputation. If you don't aim for a reputation as villain, that is."
| Foxy Quickpaw |
Time flies and finally the day comes. Whoever wants to join from the group in the ritual can do, as long as they are arcane casters, the rest is supplemented from the officials of the Pathfinder Society.
The whole thing turned into a giant fair that covers the whole irespan and reaches out into the neighboring city districts. Thousands of people came to witness the spectacle and to have fun at this event.
As the ritual begins, members of the city watch step forward to help ward the cordon surrounding the shrine. In addition, hired professionals of House Derexhi filter through the crowd to discreetly silence rabble-rousers who might disrupt the ceremony. With the ring of the city watch in position, Sheila gives the signal. The seven assembled ritualists bear their respective shards, and with mumbled words of power, slowly begin moving toward one another.
The shards are put, one at a time, in the correct shard sequence (pride, greed, lust, gluttony, envy, wrath, and finally sloth) in the appropriate spot atop the Sihedron Shrine. The mages channel their spell energy into the shards while doing so. The Sihedron Shrine, the shards, and the spellcasters themselves suddenly become wreathed in prismatic energy—all seven colors of the rainbow shine from each shard, then surge downward out of each spellcaster as their spellpower ignites the latent spark in the shards.
A low rumbling begins, accompanied by a higher-pitched buzzing sound as if from a cloud of bees. As these sounds and lights intensify, they become almost too painful to bear. Just as a ripple of unease starts spreading through the crowd and guards, the sound culminates in a peal of thunder as a beam of light arches up into the sky from the Sihedron Shrine to pierce the clouds above. A moment later, the spellcasters stagger back, fatigued but otherwise unharmed, as the reforged Sihedron rises up into the air to slowly hover a foot above the ground.
The crowd, needless to say, erupts into a roar of applause and triumph.
| Brother Grergof Varsk |
Grergof fully equipped, but with his armor looking like just formal robes of his order, watches for threats throughout the ceremony.
As the ritual finishes: Grergof waits for the appointed time and then at the signal strides forth and grasps the Sihedron.
| Abomentolor Goblinburner |
Abomentolor takes part in the ritual and has an eye on all the other casters, so they don't try anything funny. He relaxes a bit as Grergof finally takes the shiny gizmo.
| Foxy Quickpaw |
Sihedron
or here:
Sihedron (Major Artifact)
Aura overwhelming (all schools); CL 25th
Slot none; Weight 7 lbs.
DESCRIPTION
The Sihedron is a seven-pointed star that symbolizes the power
of Thassilonian magic. Xin created the Sihedron as more than
just a symbol of his power over the schools of magic he’d
defined for his nation, though. It was initially meant to be a
badge of his power over all of Thassilon, and a symbol of the
unified nature of the nation’s peoples. Each of the Sihedron’s
arms is made of a different skymetal, symbolizing how the
nation of Thassilon was made of different races—Azlanti,
Varisian, Shoanti, giant, elf, and others. Xin went further than
merely making the Sihedron a symbol of harmony and diversity,
though, and built into its functionality significant advantages
when the artifact is shared among a number of allies. The
powers granted by the Sihedron are greatest when it is used not
by a lone individual, but by a group that works together toward
a common goal, and whose members trust each other enough
to effortlessly pass control of the powerful item between
themselves swiftly and without a second thought.
Alas, Xin’s ideals for the diversity of Thassilon were
misplaced, and even as his rule continued, he found himself
increasingly paranoid and unwilling to share the powers
granted by the Sihedron. The fact that the item was intended
to be a powerful shared artifact but has never properly been
used in this manner is one of the greatest ironies of Thassilon.The Sihedron itself is a relatively plain-looking item. The
seven different hues of its composite metals help to give it
some color, but the artifact lacks any of the decorative runes
and markings that are so common on other Thassilonian
artifacts. Even the artifact itself, built in the image of the sign
of Lissala and the rune for the Thassilonian schools of magic,
seems somewhat plain, lacking the Sihedron rune’s distinctive
hooklike shapes along its arms. In fact, these hooks are
represented in the device by the placement of the seven ioun
stone receptacles.
Once the Sihedron is activated, it glows with a warm
yellow light that sheds illumination as if via a daylight spell.
To activate the Sihedron, a person need only touch
the center of the star where all seven arms meet
and concentrate as a swift action—the Sihedron
immediately rises up into the air behind the user’s
head like a halo and floats along
behind him wherever he goes,
even teleporting along with him.
Although the Sihedron is not in
physical contact with the user, it is in all
ways treated as if it were an attended
object being held or carried. The
Sihedron implants knowledge of all its
powers and how to activate them into
the mind of anyone who activates it in this way.
Once activated, the Sihedron protects its user in
a number of ways. First, it constantly infuses the
wearer with magical energy, granting him fast healing
5. Second, it grants the user the constant effects
of a foresight spell (providing a +2 insight bonus to
AC and on Reflex saves, and preventing the user from ever
being surprised or flat-footed). Third, up to once per day, the
Sihedron can target its wearer with true resurrection the instant
he is slain—he need not activate this power, as the Sihedron
automatically triggers if the user is killed.
When the user activates the Sihedron, he may select one
of the star’s points to be “ascendant.” The Sihedron rotates
so that this point is pointing upward, and he immediately
gains an additional defense and the use of a spell-like ability,
usable at will, as detailed below. The user may change which
point is ascendant as a standard action by concentrating,
but cannot change the point to an “oppositional” point. The
effects granted by each of the Sihedron’s points (as well as
the two oppositional points for each) are listed at the end of
this item description.
As an immediate action (but no more often than once
during any single combat round), the current user of the
Sihedron may cause the artifact to instantaneously transfer
itself to another willing creature within 120 feet. The Sihedron
teleports from the current user and appears behind the head
of the target creature. As it does so, it unleashes a surge of
potent magic that affects both of these creatures, granting a
+2 insight bonus on all saving throws for 1 round and healing
each creature of 2d8+10 points of damage. This transfer
occurs so quickly that it can grant the bonus on a saving
throw after the saving throw itself has been rolled, but it must
be made before the result of that role is confirmed by the GM.
Likewise, the healing granted can occur in the instant before a
creature actually takes damage from any source, which could
heal a heavily wounded target before the additional damage
renders it unconscious or even kills it. When the Sihedron is
granted to a new target in this manner, the new target can
automatically select which point of the Sihedron is ascendant,
even if the point selected is oppositional to the previously
active point.
Each of the Sihedron’s arms contains an ioun stone
embedded in a small receptacle. These ioun
stones cannot be removed as long as the
Sihedron is whole, and they help to power
the following additional abilities when one of
the points is ascendant.
Charity: Grants a +4 insight
bonus to AC and dimensional anchor
as a spell-like ability. Opposed by
kindness and temperance.
Generosity: Grants a +4 insight bonus on
attack rolls and beast shape II as a spell-like
ability. Opposed by humility and love.
Humility: Grants a +8 insight bonus
on skill checks and greater invisibility as a spell-like
ability. Opposed by generosity and zeal.
Kindness: Grants a +4 insight bonus on weapon
damage rolls and ice storm as a spell-like ability.
Opposed by charity and zeal.
Love: Grants a +8 insight bonus on initiative checks and
charm monster as a spell-like ability. Opposed by generosity
and temperance.
Temperance: Grants fast healing 10 (this replaces the
standard fast healing granted by the Sihedron) and fear as a
spell-like ability. Opposed by charity and love.
Zeal: Grants a +8 insight bonus on concentration and
caster level checks and dimension door as a spell-like ability.
Opposed by humility and kindness
| Brother Grergof Varsk |
OK that's actually really neat mechanically. It's kind of a party magic item.
Grergof touches the Sihedron and after a moment with his head bowed, the Sihedron floats behind his head and begins glowing and rotates so one of the points points to the sky.
Aligns Humility. Oh and he would also have cast Honeyed Tongue as the ceremony is going on.
Standing there with a glowing halo around him, he gives a short speech.
Diplomacy + Shedron: 1d20 + 23 + 8 ⇒ (8) + 23 + 8 = 39
Honeyed Tongue Reroll: 1d20 + 23 + 8 ⇒ (6) + 23 + 8 = 37
Grergof is a tad bit nervous addressing so great a crowd, but he falls back on his training and does his best to address those within earshot.
OK at diplomacy 40ish, he is way better of a public speaker then me at this point, so I'll just sum up.
With plain language Grergof thanks those who worked to get us to this day, and all the people who supported them, including the population of the city. He tells them that he will strive to be worthy of their respect and to defend their city from any chance that the Runelords return.
Then he talks briefly about the virtues this item is intended to promote: Charity, Generosity, Humility, Kindness, Love, Temperance and Zeal. He also talks about just as this item is made up of many parts, that we are all in this together, each with different skills, but each of equal importance.
Finally he talks about how it really isn't just him that will be defending others, rather it is a group, so that others should expect to see others bearing the Sihedron as needed to best benefit everyone. With a final expression of thanks and call everyone to celebrate together, he steps down and talks with the others around the area to see how this is received.
Later, When he gets a chance out of the spotlight Gregof pulls the party aside and talks to Darius, Spugnoir and Abomentolor about what the Sihedron does and how they can almost instantly share it, when they are close to each other. He offers it to the others, but notes it might be best if at least for now that they don't reveal to the public exactly what the Sihedron can do or how easily they can trade it.
He also notes it might also be best if he is seen with it for at least the initial public phase, so he is the target if anyone tries to steal it, but that someone else should stick close, so that they can transfer it to another if things go sideways. (Which he still feels like they are sure to.)
| Foxy Quickpaw |
sky to the west.
It seems Mrs. Heidmarch has jinxed it. The Irespan begins to vibrate and hum with a thunderously low drone. Panic quickly seizes the crowd. People scream as the crowd starts to surge south toward stable ground, for all those who have visited the Irespan before have never felt the solid stone beneath them shake so.
| Brother Grergof Varsk |
We should be 15th level right? So no -1 level drain any more?
with aligned Humility, Auto pass the perception in any case.
Something darkens the sky to the West! Prepare for battle!
Grergof pulls forth his bow and prays to make it glow.
How many rounds do we have to prep? Starting with divine bond in my bow to make it +5
Some kind of flight might be useful for us all!
| Abomentolor Goblinburner |
"Stupid peasants are going to trample themselves to death." Abomentolor comments while casting a spell and lifting into the air to be safe from that and possible bridge crumblings.
The darkening to the west is about 100 miles away.
| Brother Grergof Varsk |
Grergof aligns Temperance as he works to make sure that the people are all getting off the Irespan
Diplomacy to get people in his voice range to move calmly off the bridge: 1d20 + 23 ⇒ (4) + 23 = 27
Honeyed Tongue: 1d20 + 23 ⇒ (3) + 23 = 26
| Foxy Quickpaw |
Init Darius: 1d20 + 3 ⇒ (20) + 3 = 23
Init Spugnoir: 1d20 + 6 ⇒ (9) + 6 = 15
Init Abomentolor: 1d20 + 13 ⇒ (8) + 13 = 21
Enormous Shriezyx: 1d20 + 10 ⇒ (4) + 10 = 14
Barely 50 feet from the sihedron shrine a huge aberration bursts out of the Irespan. Magnimarians have long known of the presence of shriezyx harbored within the network of tunnels that worm through the Irespan’s pilings. But usually they are medium sized creatures and not huge. The spider like critter seems to be hungry and turns to snack from the crowd.
Party <--
Shriezyx
| Brother Grergof Varsk |
No I'm the one you want!
Grergof backs up his call with a shot from his bow.
Longbow + DB: 1d20 + 17 + 4 ⇒ (2) + 17 + 4 = 23
Damage + DB: 1d8 + 10 + 4 ⇒ (5) + 10 + 4 = 19
That's not going to cut it....
Grergof drops his bow and pulls out his flail as he rises in the air moving over the people near him as he heads to the creature. Making himself a clear target so the thing attacks him and not the citizens.
Move up 20 feet at an angle so he is 30 feet away from the Shriezyx and clearly glowing over the crowd's heads.
| Spugnoir2 |
HP 110/110
AC 17/12/15 (25/18/23 with Mutagen and shield)
Saves F13/R13/W9 9 Fear Poison Immune
Weapon in hand:
Special effects:Heroism(+2 attack/skills/saves)See invisible (150 minutes),Countless Eyes (15 hours),Shield(+4 AC),Resist Energy-Communal(Fire)(30) on everyone,
Bombs:21/21Stoneskin-Communal(10/DR 150 points) on everyone (140 points)
Spugnoir flaps over with Varsk. Anyone know more about this thing? I missed out on the giant spider class.
| Tauriell |
Know(Dungeoneering): 1d20 + 14 ⇒ (15) + 14 = 29
"It is afraid of fire, but has a venomous bite and a slowing web." Tauriell shouts, adding "At least that is true for the normal sized ones."
| Abomentolor Goblinburner |
A big grin appears on Abomentolor's face. Fire the creature can have.
Scorching Ray+Intensified+Empowered: 1d20 + 11 ⇒ (6) + 11 = 176d6 ⇒ (4, 1, 2, 2, 3, 4) = 16
Scorching Ray+Intensified+Empowered: 1d20 + 11 ⇒ (20) + 11 = 316d6 ⇒ (2, 6, 6, 3, 6, 1) = 24
Scorching Ray+Intensified+Empowered: 1d20 + 11 ⇒ (2) + 11 = 136d6 ⇒ (2, 2, 4, 4, 6, 3) = 21
Scorching Ray+Intensified+Empowered: 1d20 + 11 ⇒ (7) + 11 = 186d6 ⇒ (4, 3, 3, 5, 3, 3) = 21
Scorching Ray+Intensified+Quickened: 1d20 + 11 ⇒ (11) + 11 = 224d6 ⇒ (6, 2, 3, 6) = 17
Scorching Ray+Intensified+Quickened: 1d20 + 11 ⇒ (13) + 11 = 244d6 ⇒ (5, 2, 4, 4) = 15
Scorching Ray+Intensified+Quickened: 1d20 + 11 ⇒ (11) + 11 = 224d6 ⇒ (6, 2, 2, 4) = 14
| Darius Redgrave __ |
Darius sees the result and calls some holy fire from the heavens at the creature too.
Flame Strike DC25: 15d6 ⇒ (4, 2, 4, 4, 6, 2, 1, 6, 2, 3, 1, 2, 5, 2, 5) = 49