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Pierre curses in the traditional Galtan tongue as he draws his sickle and a dagger, moving deftly to the door.
If it is open already, Pierre will cautiously peer inside.

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"zax, sorry about what I said. Can we kill some nasties as a way to make amends?"
Brak hefty his axe
-Posted with Wayfinder

EndlessForms |

@Pierre: lol! I forgot about that. Beleg has nearly died so many times, he's just really tired of this Pathfinder s~$%.
As you move towards the granary, Zax casts detect evil and sure enough, from the first room he can tell that there are several (ok, 5) evil things in the next room!
beo: 1d20 + 1 ⇒ (10) + 1 = 11
Umaga: 1d20 + 2 ⇒ (6) + 2 = 8
Hingle: 1d20 + 6 ⇒ (14) + 6 = 20
Rhyfelwr: 1d20 + 4 ⇒ (10) + 4 = 14
Brak: 1d20 + 1 ⇒ (6) + 1 = 7
Zax: 1d20 + 2 ⇒ (5) + 2 = 7
Pierre: 1d20 + 5 ⇒ (6) + 5 = 11
The spots with grain are difficult terrain. The lighter colored squares indicate hatches/chutes that let down grain from above. If desired, you can trigger them with a reach weapon (or a normal weapon if you jump high enough). You can also use a ranged weapon to try to open them if you want.
Initiative:
1. Hingle, Rhyfelwr, and Pierre
2. Baddies
3. Umaga, Zax, and Brak
Hingle, Rhy, and Pierre are up!

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@EF: You missed SO many Shocking Grasp attacks against the Mauler. I didn't think it was possible for a magus to miss that much.
Pierre moves boldly into the room, sickle and dagger at the ready. "Why don't you try someone who can fight back!"
Sickle: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d6 ⇒ 4

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My magus assures you: it's possible to miss that much. LOL
Ugh! What are those horrible things? Ick!
Hingle will step forward and let fly with an acid splash on Blue.
ranged touch vs. FF touch AC: 1d20 + 2 ⇒ (8) + 2 = 10
damage: 1d3 ⇒ 3

EndlessForms |

@EF: You missed SO many Shocking Grasp attacks against the Mauler. I didn't think it was possible for a magus to miss that much.
Clearly you've never seen a magus before.
---
Rhy is up!

EndlessForms |

Hingle's acid only burns some grain as Pierre readies his weapons against the undead! Rhy's arrow strikes true but the piercing nature of his arrow doesn't seem to do anything to them!
As they move in, Pierre's blade cuts into one of them! It fights back with its own sickle, which is in much worse condition than Pierre's.
ancient rusted sickle: 1d20 - 1 ⇒ (5) - 1 = 4
damage: 1d6 - 1 ⇒ (5) - 1 = 4
Another joins the fight against Pierre:
ancient rusted sickle: 1d20 - 1 ⇒ (8) - 1 = 7
damage: 1d6 - 1 ⇒ (3) - 1 = 2
And a third swings at Rhy:
ancient rusted sickle: 1d20 - 1 ⇒ (1) - 1 = 0
damage: 1d6 - 1 ⇒ (5) - 1 = 4
The others double move.
Initiative:
1. Hingle, Rhyfelwr, and Pierre
2. Baddies
3. Umaga, Zax, and Brak
yel: 4 dmg
You guys are up!

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Foul denizens of evil! Let us vanquish them!
Zax moves into the doorway, intent on doing just that!
Cold Iron Longsword: 1d20 + 3 ⇒ (16) + 3 = 19 for Damage: 1d8 + 2 ⇒ (7) + 2 = 9

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Brak lets loose a tirade of curses and dashes into the back of the fray, throwing axe first. Vs. Red: 1d20 + 2 - 4 ⇒ (19) + 2 - 4 = 17 "Let me in!"DMG: 1d6 + 3 ⇒ (5) + 3 = 8

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Pierre slides over and spins low to chop the yellow skeleton's femur in half before slamming the pommel from his dagger into its skull.
Sickle: 1d20 + 1 ⇒ (5) + 1 = 6
Damage: 1d6 ⇒ 5
Dagger: 1d20 + 1 ⇒ (9) + 1 = 10
Damage: 1d4 ⇒ 3

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Hingle's boldness in stepping forward before evaporates quickly when his acid splash misses and the undead things close in. Discretion being the better part of valor, he retreats quickly as his more capable friends close in. Whew, he thinks to himself. That was close!
The gnome draws out a flask of holy water and hurls it at Blue!
ranged touch: 1d20 + 2 ⇒ (5) + 2 = 7
if a hit: 2d4 ⇒ (2, 4) = 6

EndlessForms |

Zax moves in and cuts down one of the undead! Brak finishes off another! Umaga and Pierre miss, as does Hingle's holy water. Rhy likewise misses. The undead continue to hack away!
ancient rusted sickle on Pierre: 1d20 - 1 ⇒ (14) - 1 = 13
damage: 1d6 - 1 ⇒ (5) - 1 = 4
ancient rusted sickle on Pierre: 1d20 - 1 ⇒ (5) - 1 = 4
damage: 1d6 - 1 ⇒ (3) - 1 = 2
ancient rusted sickle on Rhy: 1d20 - 1 ⇒ (8) - 1 = 7
damage: 1d6 - 1 ⇒ (4) - 1 = 3
Initiative:
1. Hingle, Rhyfelwr, and Pierre
2. Baddies
3. Umaga, Zax, and Brak
yel: 4 dmg
You guys are up!

EndlessForms |

I completely forgot something important:
As they closed in on you, you felt an eerie silence come over the area. You no longer hear the clanking of your weapons or the movement of your companions. 5' silence aura

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Pierre sneers as his sickle and dagger bounce from the bones. "F###ing smith... I asked for weapons, not s**#."
He spins around the skeleton, dodging two slices from his foes and slamming his sickle against the spine of the yellow skeleton. He follows up with a slash from his dagger.
Sickle: 1d20 + 1 ⇒ (20) + 1 = 21
Damage: 1d6 ⇒ 1
Sickle Confirmation: 1d20 + 1 ⇒ (6) + 1 = 7
Damage: 1d6 ⇒ 5
Dagger: 1d20 + 1 ⇒ (10) + 1 = 11
Damage: 1d4 ⇒ 4

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Zax shifts and attacks the green zombie! You think he said something too...
Attack: 1d20 + 3 ⇒ (16) + 3 = 19 for Damage: 1d8 + 2 ⇒ (3) + 2 = 5

EndlessForms |

@Hingle: Yep, got it.
Pierre lands a glancing blow on one of the undead! Umaga stabs into the undead but finds that the piercing spear does not do all that much. Zax takes down one of them and Rhy swings and misses.
Initiative:
1. Hingle, Rhyfelwr, and Pierre
2. Baddies
3. Umaga, Zax, and Brak
yel: 5 dmg
Hingle and Brak are up!

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can't move pog from phone.
Brak steps 5' NE and swings. ATK: 1d20 + 5 ⇒ (2) + 5 = 7 for DMG: 1d12 + 4 ⇒ (2) + 4 = 6 if it's a hit
-Posted with Wayfinder

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Moved ya, Brak.
Hingle is clearly disappointed by the holy water's showing. He resorts to his acid splash, trying to do more than contaminate the grain this time!
ranged touch vs. Green: 1d20 + 2 ⇒ (20) + 2 = 22
damage: 1d3 ⇒ 3

EndlessForms |

Brak misses but Hingle's acid burns deep into the undead!
ancient rusted sickle on Rhy: 1d20 - 1 ⇒ (4) - 1 = 3
damage: 1d6 - 1 ⇒ (5) - 1 = 4
ancient rusted sickle on Pierre: 1d20 - 1 ⇒ (9) - 1 = 8
damage: 1d6 - 1 ⇒ (6) - 1 = 5
ancient rusted sickle on Umaga: 1d20 - 1 ⇒ (17) - 1 = 16
damage: 1d6 - 1 ⇒ (3) - 1 = 2
Initiative:
1. Hingle, Rhyfelwr, and Pierre
2. Baddies
3. Umaga, Zax, and Brak
yel: 5 dmg
gre: 5 dmg
You guys are up!

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The dwarf steps up to flank with Rhys. There's plenty of time for him to spit in his hands before swinging for the undead between them.
Swing: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
Confirm: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14
REGULAR DMG: 1d12 + 4 ⇒ (11) + 4 = 15
CRIT DMG: 3d12 + 12 ⇒ (3, 4, 1) + 12 = 20

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Umaga, seeing his spear not do much, puts it away and instead punches the undead scum with his spiked gauntlet.
PA spiked gauntlet: 1d20 + 3 ⇒ (20) + 3 = 23 for P/B damage: 1d4 + 5 ⇒ (4) + 5 = 9
PA spiked gauntlet crit?: 1d20 + 3 ⇒ (9) + 3 = 12 for damage: 1d4 + 5 ⇒ (1) + 5 = 6

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Pierre moves around the yellow skeleton to try and strike the vital areas of the green skeleton while it is distracted by Umaga.
Sickle: 1d20 + 1 + 2 ⇒ (17) + 1 + 2 = 20
Damage: 2d6 ⇒ (2, 1) = 3
Dagger: 1d20 + 1 + 2 ⇒ (17) + 1 + 2 = 20
Damage: 1d4 + 1d6 ⇒ (4) + (5) = 9
If Umaga crushes the green skeleton with his crit, then Pierre while tell him to move up and distract the yellow skeleton for the same result. (5' step for Umaga)

EndlessForms |

The party quickly obliterates the undead!
Out of combat!
You are able to stop the Black Echelon Operatives before they were able to add the Gut Wither poison to the granary!
Desperate to find Nessian, Yargos takes you into the sewer maze of the Puddle District, a waterlogged labyrinth of dangerously flooded tunnels known as the Siphons. "We need to meet with Grandmaster Torch, and quick! He'll know where Nessian's located. Grandmaster Torch has powerful friends and bodyguards. You would be wise to keep your weapons sheathed."
After requesting an audience, you are brought before the Grandmaster, a charming, soft-spoken man, but one whose entire body is covered in horrible burn scars. Grandmaster Torch lounges in a shallow pool nursing his scars while two servants gently recycle the water over his charred form.
His two heavily armored, half-orc bodyguards remain close at hand. After a brief introduction, Grandmaster Torch concedes he does in fact know where the upstart Nessian has carved out his new base of operations. Torch is reluctant to sell the information, and the price to rat out a potential future underworld leader of Absalom is steep indeed: 6,000 gp

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"We should take this f@%+ing poison with us, yes?" Pierre asks the group as he sheathes his dagger and sickle. He lights his cigarette with an odd metal contraption the size of Brak's thumb.
---
"I know of your damned ways. We have men like you in Galt. Snakes who would sell their own child for the murmurings of the rebellion." Pierre draws deeply on his cigarette and blows it out in frustration.
"You know we have no such means, broker." He sneers after Torch's offer.

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Indeed, your price is unreasonable! We mean to save the city and you look to make profit? Zax is visibly upset that this "Torch" person seems reluctant to share such important information.

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Hingle steps between the paladin and Torch. You see, Mister Torch, sir, the gnome says with a smile, we're new agents, without the resources to consider such a generous offer. But surely there's some sort of accord we can reach here? We, um... Hingle grabs Pierre and guides him forward, trying to avoid being overheard by Zax, we have this poison that the undead were going to use on the granary. That must be worth something, no?

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"wish we had a spoony bard right about now.""
-Posted with Wayfinder

EndlessForms |

"Hmm, the poison is an interesting offer but I have a better one...."
"I’ve recently come into possession of a series of safes. Unfortunately, the safecracker I employed has turned out to be quite useless. If you can coax even three of the five safes open, I could be persuaded to disclose Nessian’s location and dispense with my regular fee entirely. These chests are remarkably unique and I have the foreboding suspicion that, in this case, the receptacles just might be worth more than their contents, so I’d rather you didn’t smash them open. Oh! One more thing: if my diviner warns me you have crossed me and stolen the contents, there will be repercussions."
The items are as follows:

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perception: 1d20 + 1 ⇒ (18) + 1 = 19 first box
perception: 1d20 + 1 ⇒ (13) + 1 = 14 second box
perception: 1d20 + 1 ⇒ (16) + 1 = 17 third box
perception: 1d20 + 1 ⇒ (12) + 1 = 13 fourth box
perception: 1d20 + 1 ⇒ (20) + 1 = 21 fifth box

EndlessForms |

"Precisely." Grandmaster Torch answers. "Although if you're not up to the task...."
Umaga then stalks off to search the boxes and finds the following details:
The Devil Dial
The devil's head can be turned in both directions, like a combination lock, but without numbers to act as a guide. Disable Device to slowly twist the metal head back and forth in the correct combination of seven separate positions. You can make two Perception checks while doing this to listen for the tumblers and lower the DD DC.
The Box of Golden Faces
The Riddle Vault
The individual letters of a riddle are cleverly carved between the leaves on the chest's lid:
Though different now sounds my name, the spelling still remains the same. Once prior leap of might, now becomes bird of white.
The Smooth Stone Chest
The Holed Safe
Ther eis a hidden panel on one side of the box, but no means to open it.
The pores of the safe are actually the openings of a simple wind instrument built into the workings of the safe. Perform (wind instrument) check to correctly play the song.

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Disable Device is Pierre's area! :-)
DC 8 Sense Motive: 1d20 + 0 ⇒ (18) + 0 = 18
Hingle studies the Box of Golden Faces, then remarks, This is gonna sound silly, but each of these faces is kinda angry. I don't like it. Maybe someone should try getting angry back!
DC 14 Will: 1d20 + 2 ⇒ (9) + 2 = 11
(add'l +2 to roll vs. illusions)
Hingle looks at the smooth stone chest for a long while, then shrugs. No idea.
DC 7 Int check: 1d20 + 1 ⇒ (7) + 1 = 8
After looking at the holed safe for a bit, Hingle claps his hands excitedly. Oh! This along here is a collection of musical notes! Like a flute! Now how did I used to play that thing again...?

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Angry? I'm not exactly happy about all this, I'll tell you that!
Zax starts yelling at the box. Open up! We don't have time for these games! Intimidate: 1d20 + 4 ⇒ (16) + 4 = 20
Zax then moves to the smooth stone chest. Will: 1d20 + 4 ⇒ (3) + 4 = 7 He starts yelling at that one too.

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Perception: 1d20 + 5 ⇒ (8) + 5 = 13
Perception: 1d20 + 5 ⇒ (13) + 5 = 18
Disable Device: 1d20 + 8 ⇒ (5) + 8 = 13
Pierre sets to work on the Devil Dial. "F&%!ing locksmith?" he sneers at the chest.

EndlessForms |

Zax screams at the Box of Golden Faces and surprisingly it opens! Inside is a collection of ancient stone miniatures of a Viking army from the Land of the Linnorm Kings.
After a moment, Pierre eventually gets the right combination on the Devil Dial and opens it to reveal a lost treatise entitled The Inward Facing Circle written by Coganaris the Wracker, a famed Chelish devil-binder, along with scrolls of protection from evil and protection from good.
Two down!

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Lacking any trained skills, Brak gives the stone lump a look over. He's not sure how a "block" of stone constitutes a "chest" so he looks all over and feels for creases or secret buttons. (Taking 20)

EndlessForms |

After fiddling with the stone box for a few minutes, Brak eventually sees through the illusion and realizes that he has already opened it but that the illusion only makes it look like it was still closed. Inside is a collection of material components for a wealth of spells (value 500 gp but 70 lbs of weight).
Having opened three safes, you can return to Grandmaster Torch. "Ah, thank you. You are worth more than my 'safe cracker' friend at least. As it happens, Nessian has been lairing in a new base of operations recently. He calls it the Pyramid of the Dog, carved out of a ruin of half-collapsed siege towers, just outside of Absalom"
"I will remind you before you go though that should Nessian ever discover I disclosed this information, I would view that as most unprofessional and spread the word accordingly."
----
Nessian's decrepit lair is not a pyramid at all. Rather it consists of four ancient, battered siege towers, three of which have collapsed inward toward the largest, forming a giant, tepee-like wreck. You note a dog standing guard outside the tower.
You may plan how you approach.