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3 Level 1 Cure spells: 3d8 + 3 ⇒ (2, 6, 4) + 3 = 15
Good enough. (From my own wand)
"Thanks Fran. That was rough."

GM Bret |

Fran: 1d20 + 1 ⇒ (2) + 1 = 3 Low light, +2 when Mr. Sunshine near
Mr. Sunshine: 1d20 + 5 ⇒ (12) + 5 = 17 Low light, scent
Kriklishik: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24 Darkvision, +2 when Flicker isn't out
Ramon: 1d20 + 4 ⇒ (18) + 4 = 22 Darkvision
Shayna: 1d20 + 6 ⇒ (13) + 6 = 19
Thomas: 1d20 + 6 ⇒ (9) + 6 = 15 Low light
Vlazis: 1d20 + 2 ⇒ (2) + 2 = 4
Ray and Fran start healing people.
Mr. Sunshine watches from outside the eastern door. Fran feels a sense of wariness but no sense of immediate danger from him.
Thomas quickly realizes that the lock on the east door is good quality. He can easily jam it so it never opens again, but doing anything more tricky would be difficult.
It would be easy enough to put a chair or something blocking the door.

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"Thomas, that southern door was locked too," Fran says, pointing to the southeastern door. "But hopefully those keys will open everything."

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If no one else secures the door, Ramon will with a chair and turn attention to examining the fallen leader, his items, and his personal effects in the main bedroom to try and discover any clues or information.
In the event no one else does, not trying to steal anyone's thunder just trying to make sure that it is done so we don't miss anything.

GM Bret |

None of the keys that Kriklishik has off Krant open anything on this floor.
Ray blocks the doors by jamming a chair against them.
As he closes the doors, Fran feels a wave of hurt dignity from Mr. Sunshine.
The door to the western room and the south western room are still open.
T24
A large plush bed on the south wall, facing a carved oak desk on the north side, furnishes this large and opulently decorated chamber. In the center of the room, a large carpet, woven with the mask of the Razmir at its center, spreads across the floor.
T22
This small room has a bed, a small bedside table, and a trunk tucked under the bed. The bed is much more comfortable than those you had down in the barracks -- bringing it up to about the level you would expect in a good quality inn.
Rennec’s room contains a small crate holding 8 bottles of expensive wine from Andoran, as well as four empty bottles of the same wine.
A ring of keys.
Black robe.
Iron mask.
The collar he touched when the dogs appeared.
A nice looking gold ring.
A nice looking broach.
Some cufflinks with little masks on them.
Two potions that look to be the same type.
A different potion.
A wand.
No weapons.
If you want to do detect magic, go ahead and give me some Spellcraft checks.
Anyone wanting to search a room, tell me which room and give me a perception check.

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CLWx2: 2d8 + 2 ⇒ (6, 5) + 2 = 13 If I can get two CLW charges from someone to get me conscious I'll happily spread Infernal Healing to anyone who wants it.
Vlazis chuckles wryly as he regains consciousness. Foolish of me to underestimate those hounds. I had thought myself their master, but Dispater has seen fit to correct that hubris.
He joins Ray in searching the area, but leaves any crates or chests to Thomas, We have seen that they relish leaving traps for the unprepared.
Perception: 1d20 + 2 ⇒ (1) + 2 = 3

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Of course, Vlazis loves to spread the hell-power around >:)

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And when things aren't as peachy, - aw [i]hell[/]i-.
We have seen that they relish leaving traps for the unprepared.
"Indeed they do."

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I can mark four more charges off Fran's wand to get Vlazis and Shayna back up and running.
"Aw, it's okay kitty! It'll only take us a few minutes hopefully and then we can leave," Fran calls out through the now-barricaded inner doors. She turns to her attention to helping Ray examine the things found on who she presumes to be the 'leader' of this particular Razmiran temple.
"Need any help with that?"
Spellcraft (Collar): 1d20 + 8 ⇒ (1) + 8 = 9
Spellcraft (Ring): 1d20 + 8 ⇒ (6) + 8 = 14
Spellcraft (Brooch): 1d20 + 8 ⇒ (8) + 8 = 16
Spellcraft (Potions A): 1d20 + 8 ⇒ (4) + 8 = 12
Spellcraft (Potion B): 1d20 + 8 ⇒ (3) + 8 = 11
Spellcraft (Wand): 1d20 + 8 ⇒ (6) + 8 = 14
With rolls like that Fran's likely to identify a whole lot of nothing!
_______
Not trying to steal any of Ray's thunder, just trying to help speed up the process a little! Also I just guessed as to what items needed Spellcraft checks so subtract (or ask for additional) rolls as necessary :)

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Vlazis murmurs a divination of his own and sets to identifying Egarthis's accoutrements.
Spellcraft (Collar): 1d20 + 6 ⇒ (13) + 6 = 19
Spellcraft (Ring): 1d20 + 6 ⇒ (1) + 6 = 7
Spellcraft (Brooch): 1d20 + 6 ⇒ (20) + 6 = 26
Spellcraft (Potions A): 1d20 + 6 ⇒ (1) + 6 = 7
Spellcraft (Potions B): 1d20 + 6 ⇒ (13) + 6 = 19
Spellcraft (Wand): 1d20 + 6 ⇒ (20) + 6 = 26

GM Bret |

The magic on the collar is fading fast. It was a single use item.
Fran identifies the broach as a brooch of shielding.
Vlazis also recognizes the broach.
Vlazis identifies Potion B as Stabilize.
Vlazis identifies the wand as Shield with 42 charges.

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Whichever room is explored, Thomas will observe the doors and any chests.
Perception vs door North: 1d20 + 6 ⇒ (16) + 6 = 22
Perception vs door South: 1d20 + 6 ⇒ (9) + 6 = 15
With the recent door going off in Krislishik's face, Thomas looks for a long pole or item of length, to tap onto the doors from a square 10ft east or west, for both doors.
If those don't set anything off...
Take 10 for disable device on each.
Lockpicking: 1d20 + 10 ⇒ (5) + 10 = 15
Lockpicking: 1d20 + 10 ⇒ (1) + 10 = 11
Lockpicking: 1d20 + 10 ⇒ (1) + 10 = 11
Lockpicking: 1d20 + 10 ⇒ (19) + 10 = 29
Lockpicking: 1d20 + 10 ⇒ (16) + 10 = 26
Lockpicking: 1d20 + 10 ⇒ (4) + 10 = 14
Lockpicking: 1d20 + 10 ⇒ (3) + 10 = 13
Lockpicking: 1d20 + 10 ⇒ (19) + 10 = 29
Lockpicking: 1d20 + 10 ⇒ (17) + 10 = 27
Lockpicking: 1d20 + 10 ⇒ (8) + 10 = 18

GM Bret |

It takes Thomas a few attempts, but he is able to crack the locks. All the doors are now open. Fortunately, there were no other creatures in the other rooms.
I'll assume he gets around to opening all of them.
I'll want Perception checks for any rooms that get a thorough search.
T22 NW
This small room has a bed, a small bedside table, and a trunk tucked under the bed. The bed is much more comfortable than those you had down in the barracks -- bringing it up to about the level you would expect in a good quality inn.
Someone named Faltore used to live here and is an absolute slob. There are dirty robes, bits of partially eaten food, and other trash littering the bed, bedside table and floor.
You have guesses as to which Black Robe lived here, although you didn't interact with them much.
T23
This small chamber is immaculately clean, with the bed crisply made, the floor swept, and all of the personal effects carefully stored and organized.
T22 NE
Same as Faltore's room, except all personal belongings are missing. You don't think anyone has used this room in the last few weeks.
T22 SW repeated for completeness
This small room has a bed, a small bedside table, and a trunk tucked under the bed. The bed is much more comfortable than those you had down in the barracks -- bringing it up to about the level you would expect in a good quality inn.
Rennec’s room contains a small crate holding 8 bottles of expensive wine from Andoran, as well as four empty bottles of the same wine.
T22 S
Same as Faltore's room, except all personal belongings are missing. You don't think anyone has used this room in the last few weeks.
T22 SE
This small room has a bed, a small bedside table, and a trunk tucked under the bed. The bed is much more comfortable than those you had down in the barracks -- bringing it up to about the level you would expect in a good quality inn.
Looks like this room has been recently occupied, but there is no one here right now. The bookmark on the bedside table is inscribed with the name Xanthar.

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Hitting the ones we didn't get
Spellcraft(Ring): 1d20 + 5 ⇒ (10) + 5 = 15
Spellcraft(Potion A: 1d20 + 5 ⇒ (16) + 5 = 21
Room investigation, Aid Another if someone else takes point on it
Room investigation T-22 SE: 1d20 + 4 ⇒ (2) + 4 = 6
Room Investigation T-22 S: 1d20 + 4 ⇒ (9) + 4 = 13
Room Investigation T-22 NE: 1d20 + 4 ⇒ (3) + 4 = 7
Room Investigation T-23: 1d20 + 4 ⇒ (9) + 4 = 13
Room Investigation T-23: 1d20 + 4 ⇒ (11) + 4 = 15
Room Investigation T-22NW: 1d20 + 4 ⇒ (7) + 4 = 11
"They have a very wide range of folks living here. I'm wondering if the neater rooms might have more things hidden in them... or if they're really that clean. What do the rest of you think?"

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Vlazis will also help direct the search. I'll just use Inspiring Command on our lead searcher for the insight bonus to skills

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"Huh, I guess he hoarded all of the best stuff for himself," Fran remarks after the group finishes identifying the magical items found on the leader. "That doesn't surprise me at all."
She frowns, peeking briefly into each of the rooms before heading back into the largest bedroom. "This seems like the most sensible place to start," she muses aloud. "Start here and work our way out to the small bedrooms."
With that, she begins to do just that...
These should probably be Aid Anothers, if allowed.
Perc. T24: 1d20 + 1 ⇒ (14) + 1 = 15
Perc. T22-SE: 1d20 + 1 ⇒ (12) + 1 = 13
Perc. T22-S: 1d20 + 1 ⇒ (14) + 1 = 15
Perc. T22-NE: 1d20 + 1 ⇒ (17) + 1 = 18
Perc. T23-N: 1d20 + 1 ⇒ (17) + 1 = 18
Perc. T22-SW: 1d20 + 1 ⇒ (12) + 1 = 13
Perc. T21: 1d20 + 1 ⇒ (17) + 1 = 18

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Shayna helps search the rooms.
in order from your second last post
perc: 1d20 + 6 ⇒ (14) + 6 = 20
perc: 1d20 + 6 ⇒ (15) + 6 = 21
perc: 1d20 + 6 ⇒ (8) + 6 = 14
perc: 1d20 + 6 ⇒ (15) + 6 = 21
perc: 1d20 + 6 ⇒ (19) + 6 = 25
perc: 1d20 + 6 ⇒ (11) + 6 = 17

GM Bret |

T22 NW Faltore's room
Perception 20 (Shayna) +2 (Ray)
You find a platinum ring in amongst the refuse. It looks valuable.
T23 Egarthis's room
Perception 21 (Shayna} + 2 (Ray) +2 (Fran)
Searching it, you find some notes so you can finally put a name to the person who inhabited this room.
There is a map of Tamran on the wall, with a number of routes detailed. These show a pattern of growth through the city, charting the temple’s in uence. While not damning in and of itself, the map does show a frightening amount of progress. The temple and its priests exert their influence over almost half of the city, and a number of routes show they are making inroads into the other half.
A half finished love poem dedicated “To Iramine, to celebrate your great conquest” lies on top of the desk. You also find evaluations of your performance -- listing Evlar's name instead of Thomas's and Razor instead of Ramon. They note every failure each of you has made. It has a special note on Thomas's about his ability to disappear -- hoping that he will survive training and the breaking in period so they could utilize that ability.
At the back of the desk drawer is a gold dagger with a wide variety of colorful gemstones inset. The blade has what appears to be old, dried blood on it.
Appraise check for more information
T22 NE Empty room
Perception 14 (Shayna) + 2 (Fran)
Nothing further of note is found here.
T22 SW Rennec's room
Perception 21 (Shayna) + 2 (Fran)
Nothing further of note is found here.
T22 S Empty room
Perception 25 (Shayna) +2 (Ray) +2 (Fran)
Nothing further of note is found here.
T22 SE Xanthar
Perception 17 (Shayna) +2 (Fran)
You find a small chest hidden under the bed holding a small cache of wealth stolen from the temple’s coffers. The chest contains a necklace, bag, potion, and parchment. The bag holds 241 cp, 59 sp, 41 gp, and 8 pp. The expensive necklace is made of silver, studded with small pieces of jet. The parchment is a deed to a plot of land and a small manor house just outside Absalom.
No one has lead the search on room T24.

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Fran whistles when they finally turn up some information of use. "Wow...it's scary how much progress these people have made worming their way into city life. If they're this powerful...er, were, then we'll need to be careful when we bring this information to light. I'm sure there will be a lot of other people outside these walls that won't be too happy with us."
Though she doesn't know much about jewelry, Fran does try her hand at pinpointing the value of the gold dagger - though she's careful not to touch the dried blood.
Appraise (Dagger): 1d20 + 3 ⇒ (19) + 3 = 22
In Xanthar's room, Fran checks the treasure found within the hidden chest for magical auras and ponders the deed to the manor house. "I wonder who this deed originally belonged to? Maybe Xanthar was going to run away from the temple eventually and use the house and land for himself."
Necklace: 1d20 + 8 ⇒ (15) + 8 = 23
Bag: 1d20 + 8 ⇒ (8) + 8 = 16
Potion: 1d20 + 8 ⇒ (7) + 8 = 15

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We should bring the map with us; the time for subterfuge has passed.
Vlazis encourages Shayna in her search for a +2 insight bonus.

GM Bret |

Only the Potion was magical. Since it was the only thing, I will use the first Spellcraft check on it.
Fran identifies the Potion as Invisibility.
Looking at the dagger, although she finds it a bit gaudy a collector would likely pay around 5000 gp for it. It is either from Jalmeray or Vudra itself.
With some work, you are able to take the map down.
T24 Iramines room
While there is nothing unusual about the bed, a small table positioned next to it bears a small whip, a pair of manacles, two bottles of Andoren brandy, and four vials of exotic perfumes.
When Shayna examines the desk and the bookcases behind, she finds three ledgers hidden behind a false face.
One of these tomes chronicles every copper the temple has taken in since its founding, including detailed notes concerning how it was obtained. Most of the listed transactions are illegal in Tamran, from slave trade and drug deals to blackmail and protection schemes.
The second ledger covers how the money is spent, from bribing known officials and guardsmen to paying for illegal goods and services. The tome also records a number of notes of tribute, covering vast sums of money sent back to Razmir for the Living God's tithes.
The third ledger, though mostly empty, covers all of the temple's exploits in Kassen, including detailed reports from the priests sent there to retrieve the “fragments.” This ledger ends with a short paragraph dated around 2 weeks ago.
See slide 8, I will try to put a better copy in later.
The desk contains little of value, but the bottom drawer is locked and no key can be found. Fortunately Thomas is able to pick it. Inside is a small leather bag with 50 pp, a potion of invisibility, and a silver raven figurine of wondrous power.

GM Bret |
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Slide 8 has been updated with a better image.
The group gathers all the loot and evidence together and packs it.
Once the make-shift barricade is removed from the door, Thomas asks Fran to use that whispering spell so he can communicate and then takes one of the potions of invisibility the group found.
Sneaking around the railing, he looks down and sees several of the minions with bows out, all ducked behind the prayer benches for cover. Quaffing the potion, he then sneaks down to see what they are up to.
The remaining priests are very nervously waiting and aiming their bows at the top of the stairs. It is obvious they intend to shoot any of the group as they come down the stairs. Rennec is furthest away from the stairs.
Sensing it wouldn't take much to make their moral break, Thomas gets to a place of hiding and reports to the rest of the group.
After a little discussion, they decide to drop the dead body of Egarthis over the railing.
As it bounces off the ground, the acolytes flee in terror. Seeing that he has lost control. Rennec also flees.
You quickly make your own way out of the temple and to the Forest Bounty. Although it is late, you are able to make contact with Reginar.
You give him the map, three tomes and guard schedule. Then you start relaying what you discovered about the temple. He asks a few questions as he hurriedly reads through the tomes. After some quick questions, he says he wants to meet you tomorrow but needs to get this information to his contacts now.
By morning, Field Marshal Gavrik has the faith of the Living God outlawed in Tamran. The temple has been seized by rangers. There are rumors flying around of several guards being relieved of duty. By the next day, the temple building it torn down and put to the flame.
Reginar thanks you all for uncovering the evidence. He gives you the third tome, saying this is perhaps something that the society should chase down but it is outside his area. He urges you to include it with the report you make on this mission.
-----
I hope you all had fun. I will start work on Chronicles. They will be backdated to the date the session was reported.

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I *did* have fun.
Thank you Bret for running the module for us, and thank you for sticking with it through all the technical difficulties that cropped up halfway through.
In addition, thanks to everyone for their patience with me.
The past couple of months have been the roughest time of the retail year, and I've been fighting a bug during that time.

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Indeed - thanks for running!

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I had fun too! Thanks for sticking with it (and with us) GM and I hope you had fun as well. I'm sorry that my RP was a little less meaty than I normally like at times, but I'll echo Ray in that this time of year tends to be pretty busy in my field and that made it harder to do all of my games justice at times.