Ernest Kalthet |
appraise: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
scraft: 0 + 15 = 15
"I... uh.. these honored dead have some expensive stuff, but we shouldn't take it. We can still report the locations, though! I'm sure the Society won't just waltz in here and steal all their stuff..."
Shinkeer Aswander |
Very wise course of action, Certified Pathfinder Field Agent Ernest Kalthet. I concur. Shin then moves to the double doors, checking for traps along the way and at the door.
Perception: 1d20 + 17 ⇒ (20) + 17 = 37
EndlessForms |
Shin finds no traps on the door and lets himself in. This chamber was once the equal to the fake treasure chamber in true grandeur, but the marshy environment has done its work well—the tops of the treasure shelves are mere islands in the stagnant water. Most of the shelves are empty, with only a few treasures remaining. The grand, rune-covered sarcophagus of the Dog Pharaoh lies open on its dais.
This room is partially flooded, the water level reaching the tops of the treasure shelves and making the room into a series of islands surrounded by 5-footdeep swamp water.
Only a handful of items remain on the bare shelves sticking up through the murky water. Each remaining item is marked with a red chalk “X." The central dais features an ornate sarcophagus, laid open to reveal the mummified remains of the Dog Pharaoh, with his head torn off.
Ernest Kalthet |
percep: 1d20 + 12 ⇒ (10) + 12 = 22
Kn l: 1d20 + 10 ⇒ (17) + 10 = 27
"Hey, lizard people," Ernest shouts towards the water, genuinely inquisitive. "Have you seen the Dog Pharaoh's head anywhere?"
EndlessForms |
The eyes blink but otherwise remain motionless.
Shinkeer Aswander |
Perception: 1d20 + 17 ⇒ (12) + 17 = 29
Shin looks in the direction indicated by Ernest. Ah, I see them, Certified Pathfinder Field Agent Ernest Kalthet. Are they dangerous or friendly?
Amiri Aesculus |
Perception: 1d20 + 11 ⇒ (12) + 11 = 23
"Say the word, Ernie and I'll deal with 'em." Amiri keeps a close watch on the strange eyes peering at them from the water.
Ernest Kalthet |
"Not sure," says Ernest. "I'm more of a modern languages guy; can any of you speak Draconic?"
-Posted with Wayfinder
EndlessForms |
The eyes blink again and look at each other. Slowly four figures emerge from the water; four humanoids with scaly skin, commonly referred to as lizardfolk.
EndlessForms |
The lizardfolk back away and look at each other, afraid.
Sahar Hasna |
"Oh no, no my friends. Please, I have misspoken. As descendants of mighty lizards I assumed you referred to yourselves as snakes and since the mongoose hunts the snake...it would be impolite to imply that we are here to hunt you. However, in this case we are the mongoose. We have fought with the Aspis many times, they are our natural enemies. If the Aspis have taken your eggs, I will promise you that I will do everything in my power to return them to you and push those who have wronged you."
Diplomacy: 1d20 + 0 ⇒ (12) + 0 = 12
EndlessForms |
The lizardfolk stand out of the water a little straighter and begin to relax, one of them even smirking.
"You see, a week ago, a band of Aspis Consortium agents raided our village and took the eggs in the tribe’s hatchery hostage, forcing the warriors of the tribe to work for them collecting relics and resources from nearby ruins."
"They have forced us to come into the cursed location and steal from it. If your tribe will help free us from the snakes, the Muckmouths will be forever grateful. We will show you the underwater tunnel leading out of the tomb. We can tell you where the head snake is, Gerban Lanier. There are a few bits of uncursed treasure in this chamber you can have as well. But we must get our eggs back. Will the Pathfinder tribe help the Muckmouth tribe? Mongooses we will be together."
One of the lizardfolk steps forward and puts his hand out to Sahar.
Sahar Hasna |
Sahar takes the hand of the lizardfolk.
Turning to her companions, Sahar explains "The lizardfolk have been forced into servitude by the Aspis Consortium. The snakes took the eggs from their tribe in exchange for slave labor. They are willing to share information with us so we can help return their eggs. I assume this is acceptable to you all? "
Shinkeer Aswander |
Shin bows to the lizardfolk. Tell them that on my honor, I will do all that I can to recover their young.
Amiri Aesculus |
"Those Aspis bastards!" Amiri lets out, before managing to calm herself.
She places a closed fist over her chest and nods her head towards the lizardfolk. "Please Sahar, tell them I will help. I cannot abide threats against the young."
EndlessForms |
The only magical items left in the chamber have been marked as cursed by the Aspis Consortium and the lizardfolk help you avoid them. The mundane treasure they offer you is worth about 540 gp. They convey to Sahar (who can translate) that there is an underwater passage in the corner of this chamber that leads outside. It opens up into a swamp outside the tomb where the Aspis have taken over the lizardfolk camp. Their leader is a man named Gerban Lanier. They tell you he is lightly armored and has some magical abilities.
Ernest Kalthet |
"Ask them if he flies around in the air or not." Ernest asks Sahar. "It's important to know if Pits are going to work or not."
EndlessForms |
The lizardfolk say they have never seen the head snake fly. They point you in the direction of the underwater passage but tell you that they should stay here for their own safety. They can't seem to be in rebellion, lest the Aspis take it out on their eggs.
The dark and claustrophobic passage through the foundations of the tomb opens into the overcast swamp. The back of the tomb is much like the front, with gnarled swamp trees fighting for space on the dryer bits of ground and reeds, grass, and open stagnant water claiming the rest. To the east the ground raises slightly. Between two bone and leather fetishes lies a path that has seen recent use, the grass and marsh weeds broken down into a matted mush.
Arising from the water, you find yourselves face-to-face with a tall man shouting orders at four more lizardfolk.
Gerban: 1d20 + 8 ⇒ (3) + 8 = 11
Sahar: 1d20 + 4 ⇒ (15) + 4 = 19
Shin: 1d20 + 3 ⇒ (4) + 3 = 7
Amiri: 1d20 + 2 ⇒ (12) + 2 = 14
Ernest: 1d20 ⇒ 18
Sloshing through the water you are in now is difficult terrain.
Initiative:
1. Sahar, Ernest, and Amiri
2. Gerban
3. Shin
Sahar, Ernest, and Amiri are up!
Ernest Kalthet |
First verse, same as the first. Hinder all melee, go!
Ernest actively tries to find the eggs at a glance, particularly if they are near the leader. Active Perception, move action: 1d20 + 10 ⇒ (4) + 10 = 14 He'll also instruct Snouts to smell for them, though that is likely to fail in this terrain.
Regardless, he casts a spell and specifically targets the leader. If Ernest is unsure if he would cause any friendly fire (including any eggs as "allies") with his final Spiked Pit or if he can't see the floor enough to make the pit anyways, he'll Web at as many bads (targeting the leader specifically. Spiked Pit is DC 10 + 6 + 3 + 1 + 1 = 21, and Web is 20.
Amiri Aesculus |
Amiri draws her longbow as she moves closer to the tall man barking orders. She takes aim, draws an arrow back, and lets it fly at the apparent leader.
Mwk. Longbow Attack: 1d20 + 10 ⇒ (20) + 10 = 30
Damage: 1d8 ⇒ 4
Crit. Confirm: 1d20 + 10 ⇒ (4) + 10 = 14
Crit. Damage: 2d8 ⇒ (8, 1) = 9
EndlessForms |
Ernest does not see the eggs anywhere and feels that the lizardfolk are spread out enough and far enough away from the leader that his pit will not hit them. Also I'll let Amiri get her shots off first.
Ref: 1d20 + 10 ⇒ (12) + 10 = 22
Amiri puts an arrow into the leader before Ernest creates a pit beneath the Aspis agent. Unfortunately, Gerban is able to sidestep the pit.
Initiative:
1. Sahar, Ernest, and Amiri
2. Gerban
3. Shin
Gerban: 4 dmg
Sahar is up!
EndlessForms |
Will: 1d20 + 4 ⇒ (6) + 4 = 10
Gerban wades through the water and then tries to feint Amiri with a stab of his short sword.
Bluff: 1d20 + 12 ⇒ (10) + 12 = 22
DC 10 + BAB + Wis modifier or DC 10 + Sense Motive, whichever is higher
If he beats the DC, Amiri is FF to him for the next round.
Initiative:
1. Sahar, Ernest, and Amiri
2. Gerban
3. Shin
Gerban: 4 dmg, -2 save for ? lots o' rounds
You guys are up!
Shinkeer Aswander |
Shin moves up next to Amiri, drawing his blade. He swings hard at the man, but his aim is off.
Attack: 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Professor Snouts Oinkerton |
That hex is witch level in rounds on a failed save. Actual post content to come.
-Posted with Wayfinder
Amiri Aesculus |
No ranks in Sense Motive, and no WIS modifier, so that Bluff beats the DC.
"Ack! You sneaky bastard!" Amiri shouts, sending a light spray of spittle into Gerban's face.
Though she has been properly feinted, Amiri is undeterred in her quest to cause this man pain. She drops her bow and draws her bastard sword.
"You. Will. Pay!" She enters into a rage and swings with her sword.
Raging Power Attack: 1d20 + 15 - 2 ⇒ (18) + 15 - 2 = 31
Damage: 2d8 + 12 + 6 ⇒ (1, 3) + 12 + 6 = 22
Sahar Hasna |
Sahar points at Gerban and says "The misfortune of the Muckmouth tribe upon you snake!"
Evil Eye is for 7 rounds (or now 6).
Misfortune hex: DC 16 Will neg.
The fox looks at Professor Snouts quizzically and says, "Evil Eye is actually 3 + Int Mod rounds on a failed save."
Professor Snouts Oinkerton |
"I'm just a pig; what do you expect? Encyclopedic knowledge of a tabletop role-playing game and not confusing the Slumber Hex with the Evil Eye on duration? Whatever, just give me snacks and I'll be adorable."
Ernest Kalthet |
Ernest draws a fresh stick of butter, to which the Professor gets excited! At least, until the stick disappears and Ernest shoots it towards the leader's sword. Then Snouts is displeased.
Ernest casts Grease, on the leader's weapon, DC 19 to negate. If he fails, then he has to save each round of using it. Full text
EndlessForms |
Will: 1d20 + 4 - 2 ⇒ (1) + 4 - 2 = 3
Ref: 1d20 + 3 - 2 ⇒ (4) + 3 - 2 = 5
Shin swings and misses. Amiri, although a bit off-put, swings hard and hits the agent. Sahar uses another hex on the man and brings doom down upon him. Ernest coats the man's sword in butter. He drops it, curses, then activates a fancy looking amulet around his neck, instantly morphing into a wolf!
Initiative:
1. Sahar, Ernest, and Amiri
2. Gerban
3. Shin
Gerban: 26 dmg, -2 save for 6 rounds, misfortuned
You guys are up!
Ernest Kalthet |
"Aah! I'm pretty much out of spells that help at this point!" Ernest adds, unhelpfully.
If the terrain is acceptable for it, I'd like to Grease the square he's under, but want to avoid friendly-inconveniencing-fire as always. If I can pull it off, a 10x10 area underneath him to get slick without dropping allies. If not, I'll Acid Arrow the area near him after I'd miss with my +2 to hit with no additional feats towards the act.
Shinkeer Aswander |
Shin strike out at the wolf/man with a flurry of swings, attempting to stun the the wolf.
Flurry!: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Flurry!: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
As the monk swings, he yells, Cornugon!!
Cornugon Stun, if Shin hits, DC 18 Fort or stunned for a round.
Sahar Hasna |
Sahar raises her hands to the sky, looking directly at the fox as she mutters the arcane words. A bright blue ball of electricity begins to form between her hands and as she lowers them toward Gerban there is a earsplitting crack of thunder as the bolt streaks forward at the Aspis agent!
Lightning Bolt: 5d6 ⇒ (6, 3, 3, 2, 2) = 16 DC 17 Ref save for half.
Amiri Aesculus |
As Gerban drops his weapon, Amiri laughs, but then lets out a shout of surprise as he transforms himself into a wolf.
"Ah well, man or beast - I don't care what you are!"
She unleashes a couple of powerful swings at the man/wolf.
Raging Power Attack: 1d20 + 15 - 2 ⇒ (4) + 15 - 2 = 17
Damage: 2d8 + 12 + 6 ⇒ (6, 2) + 12 + 6 = 26
Raging Power Attack: 1d20 + 10 - 2 ⇒ (16) + 10 - 2 = 24
Damage: 2d8 + 12 + 6 ⇒ (6, 4) + 12 + 6 = 28
EndlessForms |
Hehe, not even going to bother rolling those saves. Even if he makes all of them I think he's still going down.
Ernest slips the wolf up in the water as Shin brings his sword down on the wolf. Sahar shocks him with lightning (giving Amiri a bit of a jolt up the trousers as well) and then Amiri brings her sword down to finish him off.
Out of combat!
He slowly morphs back into his original shape after falling unconscious.
In addition to his gear, a thorough search of his person reveals an unsigned letter instructing him to loot the Dog Pharaoh's Tomb before the "reptiles revolt against our influence" and a map to the tomb from what appears to be a cave network several miles to the north labeled "Muckmouth."
The lizardfolk from inside come back out to join their brethren that were under Geran's leash, telling Sahar that "smooth-skins" invaded their tribe's hatchery in their cave network and took the entire generation of incubating eggs hostage, demanding their cooperation in exchange for the eggs' eventual return. They plead that you help them get their eggs back (Part II!)
Two hundred yards east of the confrontation site you discover a series of flat-bottomed skiffs loaded with sacks of gold, gems, and art objects, all taken from the Dog Pharaoh's Tomb, ready to be pushed or otherwise moved back to the Aspis Consortium base at the Muckmouth. The lizardfolk offer it to you in thanks.
Ok, that's about it! This is one of those situations where you stay in the Tapestry and forgo buying things in between scenarios. I'll get the chronicle sheets out soon and then we'll jump right into Part II.
Shinkeer Aswander |
Shin hooks his blade back onto his belt and looks around, a satisfied look on his face.
Ernest Kalthet |
Spellcraft (NEVER TAKE 10, ADVENTURE EVERYWHERE): 1d20 + 15 ⇒ (2) + 15 = 17
Ernest looks at the amulet the man activated when he changed. "Hmm, I can't identify this. I wonder what it does...?"
Secondary objective was perhaps to actually negotiate with the lizardfolk, I hope?
EndlessForms |
Actually I think the secondary objective was just to learn more about the Dog Pharoah. Which is basically accomplished by simply noticing that some of the pictures had jackal heads so that you can go back and say, "He was also called the Jackal Pharaoh!" and then go on a book tour for your finding.
Shinkeer Aswander |
Professor Snouts Oinkerton |
Seriously?!? That sounds... awful. I mean, parley with a monstrous nice race seems like a far better objective, espeically with the fact that Pt 2 kind of seemingly hinges on them asking you to do things.
Ninja'd! That sounds more appropriate. The book tour sounded amusing, though.
Amiri Aesculus |
I know I was considering stopping with Amiri after this, but I can't not do part 2. It just wouldn't feel right. Bring it on.
Professor Snouts Oinkerton |
I know I was considering stopping with Amiri after this, but I can't not do part 2. It just wouldn't feel right. Bring it on.
I know only doing Devil We Know Parts 1 and 3 were so butts; plus, this has a "do all of them for the boon" boon! Do pregens lose that if they're still applied to the same character? Last time I had to look something like that up, they had JUST made the ruling that GMs get access to boons on GM credits. Also, do we keep access to the items we found in the first, or no?
EndlessForms |
Yes, I believe pregens still get the boon as long as it's on the same character and the sheets are next to each other.
Ah, you're right on the secondary objective. I remember looking at it and thinking, "Ok, I don't have to worry because that pretty much has to happen." Perhaps I was thinking of the Osirion faction mission. It's basically just, "Hey, did you notice the walls? Congratulations!"
On items: I don't believe so. Since everything gets liquidated at the end of the scenario into gold I think the items you had found mysteriously disappear. Although you can buy the items on the chronicle sheet (just not any other items, since you're still in the Tapestry). I don't remember if this one says it explicitly but I remember Rats of the Round Mountain lays out those rules for staying in the tapestry. So for continuity's sake we're going to stick with that.
Introduction to Part II to recap:
Winning the Hao Jin Tapestry at the Ruby Phoenix Tournament was supposed to grant the Pathfinder Society exclusive access to a museum demiplane where the Tian sorceress Hao Jin stored her most valuable and dangerous acquisitions. At first, the Pathfinder Society believed that the five-by-seven foot tapestry was the only entrance into a demiplane filled with countless ruins drawn from numerous cultures and regions of the world that would be theirs alone to explore. But they soon discovered evidence to the contrary.
The Decemvirate knows now that Aspis Consortium agents have found or forced their way into the allegedly secure demiplane, and they know where the interlopers’ base is. A tribe of lizardfolk native to the plane—called the Muckmouth tribe—are being coerced into serving as guides, porters, and laborers in the Aspis’s plundering, not for any love of Consortium, but because the Consortium is holding a generation of the tribe’s eggs hostage.
The Decemvirate is not interested in sharing its new prize with the Aspis Consortium, and wishes to drive it out and discover how the organization gained access to Hao Jin’s demiplane. The only lead so far is the Aspis base in the lizardfolk tribe’s ancestral breeding grounds within a cave called the Muckmouth, from which the tribe derives its name. Were agents able to infiltrate the caves and dispatch the Aspis agents there, perhaps the lizardfolk would even provide assistance to the Society in its efforts to explore the new realm. Regardless of this possibility, the primary goal is investigating how the Aspis Consortium gained access to the demiplane and determining the extent of their operations here.
Previously obtained details provide a trail through the wide, unmapped marshland from the Society’s point of entry into the demiplane to the Muckmouth, which now lies two hundred yards to the north—a twenty-foot wide cave mired with mud and swamp water. Inside are the Muckmouth tribe’s eggs and the Aspis agents holding them hostage—the only lead to a greater plot from the Society’s greatest rival.
Ernest Kalthet |
Not updating spells, since I didn't see anything about resting yet.
Ernest is ready to go, and still has a gratuitious amount of money. Once he gets 1 more point famous, he can buy that +4 headband!
EndlessForms |
You're not resting so I know it doesn't make continuity sense but I think all conditions, spell-slots, daily-use things, etc get reset with a new scenario. At least I've never read otherwise.
Professor Snouts Oinkerton |
...later, they are likely stuck here until they complete their mission. It’s entirely possible to rest here, so allow PCs to heal or otherwise remove conditions from themselves as normal, but PCs within *REDACTED, BUT THE TAPESTRY* can’t attempt a Day Job check; purchase or sell equipment or spellcasting; or spend prestige points to acquire equipment, purchase spellcasting services, or receive vanities. If a PC remaining within *REDACTED, BUT THE TAPESTRY* has outstanding conditions or unhealed damage at the conclusion of the scenario, be sure to denote her condition on her Chronicle sheet.
I think everything carries, maybe? I know Rats has opportunities to sleep (if the party wants to try,) but this one's pretty rush-y (which I am totally cool with; PFS doesn't have a lot of stuff like this beyond the biggest Resource Marathon Tests, A.K.A. Specials.) The super weird thing is "What happens if you level?" It's not the case for me, but still. Really weird.
Amiri Aesculus |
Amiri catches her breath after dispatching with Gerban.
"Well, now that he's taken care of...Let's get these Muckmouth people their eggs."
I've used 9 of my 18 rounds of raging. I'm okay with trying to push through without resting.