Iškur
|
Iškur takes a breath and raises his crossbow until the creature is in his sights, then takes another shot at the last of the vile creatures.
light crossbow: 1d20 + 1 ⇒ (11) + 1 = 12
damage: 1d6 ⇒ 4
| GM Nowruz |
After destroying the very weak beetles which you just could not hit you move in and peek into the main entry hall.
D1. Living Room
While examining the room you note that despite the lack of dust on many surfaces, no one has been here for years. The carpet and sofa show virtually no wear.
You look to the right (D4) where the gnome was located and you still see him perusing his book collection.
Suddenly, you see a second person walking inside the room to the north-east (D2) ... and that person looks identical to the gnome you just saw reading!
And that second person is walking around and then sitting in a chair and reading a newspaper. To your surprise the gnome in the north-eastern room notices you and smiles. He gives a tip of his hat before continuing to read.
It also seems as if someone has tried to move newspapers dating to years back into the basement, but you realize that ever since the local printers changed the thickness of their publication, the newspapers are left on the doorstep. Maybe because the newspapers could not be pulled through the door slot somebody eventually settled for leaving the newer papers neatly piled beside the door?!
You of course check the room where the assumed inhabitant of the house is reading his books in the study. But the first sentences that you exchange with him reveals that this is merely an illusion.
Also the image of the same smiling gnome in the north-eastern room is only an illusion as it seems that an interaction beyond smiling is not possible.
You have the feeling that perfect condition of the room and the systematic, orderly fashion in which everything is kept, looks very much like the doing of an unseen servant spell.
The way these gnomes are reacting reminds you very much of the spell programmed image.
Two separate checks.
The set of stairs at the northern edge of the chamber leads to an unused basement filled with stacked newspapers.
The second set of stairs leads up to an unfinished second floor that is completely empty.
You peek into the meeting room.
D2. Meeting Room
This chamber contains enough chairs, pillows, and desk to accommodate at least six visitors.
Warren Moon
|
Spellcraft: 1d20 + 8 ⇒ (3) + 8 = 11
Spellcraft: 1d20 + 8 ⇒ (6) + 8 = 14
"What beautiful illusions these are! So jealous. Wish I knew what spells these were, beautifully executed. Such detail!"
Warren makes his way into the meeting room, eyeing the study for any notes or tomes that may pertain to the gnomes skill in illusions, Warrens ever curious mind racing..
Perception: 1d20 + 5 ⇒ (4) + 5 = 9
"There must be something here that the Gnome left behind, He's a genius with illusions. I must learn from him!"
Roustan
|
"Lets see if I can spot anything that a magical mastermind may of left behind."
perception d4: 1d20 + 1 ⇒ (11) + 1 = 12
Quinn the Investigator
|
"Someone must have moved those newspapers to the basement in the past. Perhaps to conceal something?" Quinn moves to the basement and starts pushing stacks around for a few minutes, looking for a secret door.
Take 20 on Perception for a total of 25
Iškur
|
spellcraft: 1d20 + 4 ⇒ (4) + 4 = 8
spellcraft: 1d20 + 4 ⇒ (14) + 4 = 18
Amazing; if their actions weren't so limited, I would think them real. But what sense is there in having several?? It ruins the trick ..."
Iškur begins to search the living room, then the meeting room, for magical auras ... "I wonder what other tricks there are haunting this place."
| GM Nowruz |
Iskur looks at the illusions in more detail and realizes that these illusions have been here for a long time and are obviously malfunctioning ... maybe some other magical experiment in the area by other guild members has caused this.
Quinn takes his time and it takes more than six hours to look through the whole house.
During an examination of the table in the southwest corner Quinn reveals a neatly penned letter.
--
PLAYER HANDOUT #5: FIMBRIK’S NOTE
Well, you got me!
I’m not here anymore, and my house is filled with an incredible array of illusions to discourage the curious. But you just had to break in. I respect your gumption and assume you’re either a petty burglar or someone looking into Eylysia’s affairs.
I’ve left Absalom to look for my friend, for she’s been missing for some time; however, I’ve attached the name of a particular Pathfinder you’ll want to investigate at the Wall of Names at the Society Grand Lodge. I assure you, it’s quite important, but I’ll leave you to figure out why.
Oh, and the password. It’s ‘Wiffle.’ You’ll find it important, should you learn where to use it.
—The Illustrious Fimbrik
--
Underneath the letter is a hastily scrawled note in similar handwriting, which contains a name: Doulgonlir Caskmail
* * * * *
Additionally, Quinn finds two long-forgotten potions sitting on the
northwest windowsill.
Potion of cure moderate wounds
Potion of lesser restoration
* * * * *
After a further search of the house and the other levels, you all - but especially Quinn - is sure that no further information or clues can be found.
Warren Moon
|
perception: 1d20 + 5 ⇒ (9) + 5 = 14
Perception: 1d20 + 5 ⇒ (5) + 5 = 10
Hmmm could be some restorative potion, or a poison. Or something that turns one into a giant chicken. Hard to say with this tricky gnome, better leave them be. Warren thinks to himself, noticing the potions out of the corner of his eye
"Well looks like we have our next clue, the wall of names huh... been sometime since I've seen the Grand Lodge. Well what are we waiting for! Lets solve this mystery and claim our fortune and fame!"
Warren takes out his notebook, scratching the word "Wiffle" in its contents
Quinn the Investigator
|
Perception # 1: 1d20 + 5 ⇒ (17) + 5 = 22
Perception # 2: 1d20 + 5 ⇒ (8) + 5 = 13
Quinn sniffs the potions. "I can tell you that this first potion will help heal injuries, but I have no idea about the second one. As you say, Warren, we should head out and see what the Wall reveals about this Doulgonlir fellow. But let's try to leave this place as close to how we found it as possible. Hopefully the Lodge will indemnify us for any damages we've caused."
| GM Nowruz |
You decide to visit the Shrine of the Failed.
Erected centuries ago by an unknown organization, the Shrine of the Failed is a dour complex that pays homage to those who failed in their attempts to overcome the Test of the Starstone.
* * * * * * *
E1. Antechamber
This monumental chamber stretches eighty feet from end to end, with a ceiling suspended thirty feet from the floor by great pillars.
Seven arched passages lead to humble rooms, each of which contains a polished stone altar dedicated to one of the failed aspirants who attempted the Test of the Starstone.
The columns here provide cover to creatures hiding behind them.
E2a–E2g. Altars of Failed Supplicants
Each of these chambers contains a small stone altar to one of the failed aspirants. Each altar stands upon a raised dais and bears a small brass nameplate identifying the aspirant and the would-be-god’s areas of interest.
* * * * * * *
As you enter the Antechamber you notice that it is quite empty. Three acolytes that are walking by are talking with great urgency.
"Oh dear, I had already heard about Sir Reinhart when I was in the Wounded Wisp, but as I entered the Shrine earlier today I saw Sir Reinhart, a Mendevian crusader, preparing himself. I tell you ... he is intent on becoming a god, and wants to attempt the Test of the Starstone."
The other acolyte looks flabbergasted "Oh dear, I can already imagine the story being told tomorrow 'As the valiant — and utterly doomed—knight prepared to charge his steed across the chasm outside Starstone Cathedral, the inevitable happened ...'"
You do not know what will happen but this occurrence has obviously led to you having almost unrestricted access to the Shrine of the Failed. The city guard and what few caretakers the shrine has have left to watch Sir Reinhart’s potentially ill-fated attempt.
Simeon von Klempt
|
Simeon examines the two potions with Detect Magic. He takes 10 on his Spellcraft checks for a total of 18 each.
"Quinn is right that this first potion is a healing one, a potion of cure moderate wounds. The second potion is a potion of restoration, which might come in handy depending on what we'll have to face in the rest of this mission."
"As for the Shrine of the Failed, I've always found this place to be incredibly depressing. It's bad enough that one fails the Test of the Starstone. I've never understood why these fanatics think it appropriate to memorialize such a failure... That said, we might as well see if any of the names we've uncovered so far appear in the Shrine."
Simeon searches the brass nameplates looking for the names Doulgonlir Caskmail, Hollis 'Evil Grin' Thorne, and Karina Clamp, paying particular attention to Caskmail's name since that one has shown up twice already.
Roustan
|
"Now to look around while trying to not break anything this time."
perception: 1d20 + 1 ⇒ (3) + 1 = 4
After a puff of air, "Yep... it's dusty."
Bressa
|
"All three names are here? Didn't expect that. One maybe, but not all three. What does that mean? And what does that have to do with that odd 'Wiffle' word?"
Bressa keeps an eye out for trouble while she helps search the area.
perception: 1d20 + 5 ⇒ (17) + 5 = 22
Quinn the Investigator
|
"I would call this place 'fascinating,' but such a word could hardly do it justice! To think, we stand amongst monuments tho those who would be gods . . . and failed. The story of each much hold great pathos. Yet how could the Pathfinder Society be involved?"
Quinn goes over to the altar dedicated to Doulgonlir, reads the nameplate, and looks around for any hidden niches in the stone.
Perception: 1d20 + 5 ⇒ (20) + 5 = 25
| GM Nowruz |
Quinn starts searching and he finds the plate with the name Doulgonlir Caskmail and through great observation also discovers a secret door hidden by an illusion against the room’s west wall, though you can’t see any means to unseal the door.
Due to the fact that Bressa joins the search she also sees that something is off with the name plate of Doulgonlir Caskmail.
You look at the name plate again and see that it can be slid aside.
Behind the name plate you all see a miniature chalkboard and a thin piece of chalk.
Quinn the Investigator
|
"Well done, Bressa! My knowledge of arcane magicks are limited--do you think that perhaps writing the "password" on the slate will open the door?"
Sorry about the typos in my previous post above. I'm home sick today (which is why I can post a lot), but I didn't realize it would make me a bad speller!
Warren Moon
|
"Nice eyes Bressa, hmmmmm.. The password would make the most sense. I vote we write down "Wiffle". That, or ask for some more wine. Im quite parched.." Warren says, half joking. Warren hunkers down before the group decides what to write, the memory of the batswarm bringing some post traumatic stress to the arcanist
Iškur
|
Iškur wonders if Warren is ready ... "Warren, I see you've been favoring your right leg a bit; are you still wounded? It might be worth going in more with you more fully ready for our next surprise"
Simeon von Klempt
|
Simeon walks over to the secret door and whispers "Wiffle" at the wall. He repeats it a little louder if that doesn't work.
If that doesn't open the door, he agrees with Warren that writing "Wiffle" on the chalkboard might do the trick.
| GM Nowruz |
Simeon writes Fimbrik's magical word on the board and this dispels an illusion concealing a secret door and causes the stone portal to open.
Simeon also realizes that the board is a magical trigger to open the secret door - given one knows the right password and writes that password on the chalk board.
E3. Cavern
The cavern beyond the secret door is made of stone. Although the cavern has the aesthetic of a natural cave.
You recognize the walls are not natural; rather, someone cleared this area using the stone shape spells.
This cavern is dark but there is some illumination coming from further ahead.
E4. Repository
Several desks are arranged along the northern and eastern edges of this small stone alcove. Whereas the stonework leading to this chamber is rough, the walls in the alcove are polished. A single gem rests among the neatly filed papers on the desk, emitting a soft magical luminescence that brightens the small room.
The gem on the desk is a cut alexandrite worth 550 gp.
You all start searching and looking around.
The paperwork on the desk is a priceless collection of Pathfinder Society lore and information describing dozens of unexplored sites. Most are written in an Azlanti dialect further encrypted using an old cipher employed by the Society centuries ago.
Although it is clear to you that this collection is very important, you have a hard time understanding the documents as they are mostly encrypted.
You would assume that the discovery requires several weeks of careful study by researchers at the Grand Lodge.
Simeon von Klempt
|
Simeon Takes 10 on Spellcraft for a total of 18.
Appraise: 1d20 + 4 ⇒ (15) + 4 = 19
Simeon examines the secret cavern. "Someone went through a lot of effort to construct this cavern, using magic to carve out the walls. I wonder what the connection is between the Pathfinder Society and the Shrine of the Failed - why should this be the place where you store these priceless documents."
Simeon looks through the paperwork. "The cypher is a bit much for me, but I'm fluent in Azlanti if anyone else can work out the plain text on these documents."
Simeon also fiddles with the glowing gemstone. "I bet we could get 500 gp or more for this little paperweight."
Bressa
|
Both disappointed and relieved that there is nothing guarding this treasure, the brawler suggests, "I guess we look around some more? Or is this what we were after, after all?"
perception: 1d20 + 5 ⇒ (18) + 5 = 23
Roustan
|
"Does look like it. Hidden Pathfinder Society documents pertaining to unexplored sites. Thinking we don't touch anything so Eylysia doesn't know we found it. Then attempt to find VC Dreng to update him on our progress."
| GM Nowruz |
Again, you are discussing and standing in a silent room that looks like it was not touched for ages.
Perception
Perc(Bressa): 1d20 + 5 ⇒ (7) + 5 = 12
Perc(Quinn): 1d20 + 5 ⇒ (2) + 5 = 7
Perc(Roustan): 1d20 + 1 ⇒ (18) + 1 = 19
Perc(Simeon): 1d20 + 4 ⇒ (18) + 4 = 22
Perc(Warren): 1d20 + 5 ⇒ (1) + 5 = 6
Perc(Iškur): 1d20 + 4 ⇒ (3) + 4 = 7
Suddenly, Roustan and Simeon hear footsteps that are approaching fast.
Roustan and Simeon you have a surprise round with a standard or move action. You do not see anything but have only heard something. Everybody please position your icons in the room. EVERYBODY ELSE PLEASE PLACE YOUR ICONS WHERE YOU WANT TO BE.
Simeon von Klempt
|
Simeon begins casting a spell, making arcane gestures with his hands and muttering ancient words under his breath.
Simeon is casting Summon Monster I to summon a fiendish dog. I'm going to activate my Master of Pentacles ability (which lets me treat my CL as 2 higher when casting a summon spell) and with my Summoner's Charm ability (duration of summon spells increased by 1 round) the dog should be summoned for a total of 4 rounds. I placed the dog token on the map, although technically it doesn't arrive until right before my next turn.
--------------------
Summoned Fiendish Dog CR 1/3
XP 135
Male fiendish dog (Pathfinder RPG Bestiary 87, 294)
N Small animal
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 9 (1d8+5)
Fort +6, Ref +3, Will +1
Resist cold 5, fire 5; SR 4
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +4 (1d4+4)
Special Attacks smite good
--------------------
Statistics
--------------------
Str 17, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Base Atk +0; CMB +2; CMD 13 (17 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +1 (+9 to jump), Perception +8, Survival +1 (+5 when tracking by scent); Racial Modifiers +4 Survival when tracking by scent
--------------------
Ecology
--------------------
Environment any
Organization solitary, pair, or pack (3-12)
Treasure none
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Smite Good (1/day) (Su) +0 to hit, +1 to damage when used.
Spell Resistance (4) You have Spell Resistance.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Roustan
|
Roustan readies his great sword to swing down on any unknown that gets near him(that isn't Simeon's summon). "Think I hear footsteps," said in a whisper.
readied attack action
attack: 1d20 + 6 ⇒ (18) + 6 = 24
damage: 2d6 + 4 ⇒ (1, 6) + 4 = 11
Warren Moon
|
Tokens good here
"Footsteps?" Warren utters, mind lost in his notebook and completely unaware of the approaching threats
Iškur
|
Iškur freezes ... he can't hear anything amiss ...
"Roustan, are you sure?", he whispers. "I don't hear anything ..."
Piece placed
Quinn the Investigator
|
Caught up in all of the excitement, Quinn had completely forgotten that he might be one of the criminals in this situation! He whispers to the others: "Stay hidden, and if worst comes to worst, don't kill anyone!.
| GM Nowruz |
Round 0 - Surprise
1. Roustan (ready action), Simeon (Spell)
2. Elf Bow, Dwarf shortsword, Human greatclub
Roustan, nobody reaches you so your action does not realize in the surprise round.
You suddenly see an Elven archer, a female dwarf, and in the front a human with a large greatclub approaching.
Initiative
Male Human with greatclub: Ini: 1d20 + 2 ⇒ (16) + 2 = 18
Male elven archer: Ini: 1d20 + 3 ⇒ (13) + 3 = 16
Female Dwarf with shortsword: Ini: 1d20 - 1 ⇒ (4) - 1 = 3
Ini(Bressa): 1d20 + 2 ⇒ (14) + 2 = 16
Ini(Quinn): 1d20 + 1 ⇒ (18) + 1 = 19
Ini(Roustan): 1d20 + 7 ⇒ (1) + 7 = 8
Ini(Simeon): 1d20 + 6 ⇒ (13) + 6 = 19
Ini(Warren): 1d20 + 4 ⇒ (11) + 4 = 15
Ini(Iškur): 1d20 ⇒ 10
* * * * *
Round 1
1. Quinn, Simeon -> GO!
2. Elf Bow, Human greatclub
3. Bressa, Warren, Iškur, Quinn
4. Dwarf shortsword
#Male elven archer: Full HP
#Male Human with greatclub: Full HP
#Female Dwarf with shortsword: Full HP
Simeon von Klempt
|
Simeon orders his summoned dog to attack the nearest enemy, the human with the greatclub.
Bite: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d4 + 4 ⇒ (1) + 4 = 5
Simeon then draws his crossbow, moves slightly to get a better angle on the attackers, and prepares to shoot next round.
Quinn the Investigator
|
"Just like a Chelaxian to attack first and ask questions later," Quinn mutters. He sips from a small vial and moves deeper into the room, knowing that there's no way now to stop the inevitable bloodshed.
Standard action to drink Shield extract, move action so that one of the warriors can take the front line.
To GM: Do we recognise these people? Are they like Shrine guards or street thugs who followed us in?
| GM Nowruz |
Simeon's dog really is able to bite the human and you see him bleeding.
None of the Pathfinders have ever seen these three figures and looking into their faces you see that they only have dedication and anger in their eyes.
You hear a scream that momentarily startles you and see the human with rage in his eyes and his large greatclub in his hands trying to hit the dog and when he connects the dog is rammed into the floor and vanishes. The man then steps forward to Roustan.
Human with Greatclub, str +4, bab +1, rage +2, weapon focus +1: 1d20 + 4 + 1 + 2 + 1 ⇒ (20) + 4 + 1 + 2 + 1 = 28
Human with Greatclub, str +4, rage +2, two-handed +3: 1d10 + 9 ⇒ (7) + 9 = 16
Simultanously, the elven archer aims to hit Roustan with a hateful smile on his face and hits him right in the chest opening a large wound. The elf follows to stand behind the human.
Elven archer, Dex +3, bab +1, FE + 2. point blank +1, cover -4: 1d20 + 3 + 1 + 1 - 4 + 2 ⇒ (17) + 3 + 1 + 1 - 4 + 2 = 20
Elven archer, point blank +1, FE + 2: 1d8 + 1 + 2 ⇒ (5) + 1 + 2 = 8
Round 1
1. Quinn, Simeon
2. Elf Bow, Human greatclub
3. Bressa, Warren, Iškur-> GO!
4. Dwarf shortsword
#Male elven archer:
#Male Human with greatclub: -5 HP
#Female Dwarf with shortsword:
Roustan: 4/12 HP
Warren Moon
|
Move 15 ft, Casts Color Spray (DC15) 15 ft cone against elf and human tokens
"Not the usual fodder I'm used to dealing with, I'm sorry Roustan, avert your eyes if you can, I'll give these ones a taste of my magic!"
Warren begins chanting, his hands waving in complex patterns. Moment's later a cone of dizzying color comes spewing forth from the Arcanists fingers
Roustan
|
ha, misread that! thought both those attacks were on me and was dead o.O going after Iskur and before dwarf
Roustan totally had his eyes closed after getting hit with the arrow, "BARNACLES!" After composing himself a little, he swings at the greatclub wielder!
attack: 1d20 + 6 ⇒ (8) + 6 = 14
damage: 2d6 + 4 ⇒ (6, 5) + 4 = 15
| GM Nowruz |
ha, misread that! thought both those attacks were on me and was dead o.O going after Iskur and before dwarf
I would never hit you twice after you have fallen! :-) Hopefully nobody dies here!! Regarding initiative: Yes, Roustan is with the rest of the group. Sorry for forgetting to include you.
Iškur
|
"Roustan!" ... Iškur notes that only his friends are among the wounded, and appeals to Cayden Cailean for aid.
channel positive energy: 1d6 ⇒ 1
sigh ...
Iškur
|
Yike! Thanks ... I didn't realize we'd actually hit anything :-)
I hereby do retcon said channel.
"Roustan!" ... Iškur attempts to heal his comrade ...
cure light: 1d8 + 1 ⇒ (7) + 1 = 8
Better ... I like this better ... Roustan, that's a net 7, since we're retconning the channel. Sorry Warren, no hp for you.
Bressa
|
"Calm down there, big boy!" Seeing that she can step to the front, she drops her longspear adnd steps forward and attempts to grapple the mighty dwarf.
grapple: 1d20 + 6 ⇒ (20) + 6 = 26
| GM Nowruz |
Roustan, I just noticed that you still need to save vs. Warren's color spray.
Warren's spell is obviously not affecting the opponents.
Bressa is such great wrestler that she can grab the human in his rage.
The dwarf moves forward and sees that the human is hurt. She casts a spell and you see the wounds of the human closing.
CLW human: 1d8 + 1 ⇒ (7) + 1 = 8
Round 2
1. Quinn, Simeon -> GO!
2. Elf Bow, Human greatclub
3. Bressa, Warren, Iškur, Roustan
4. Dwarf shortsword
#Male elven archer:
#Male Human with greatclub: grappled
#Female Dwarf with shortsword:
Roustan: 12/12 HP, save vs. DC 15 color spray needed
Bressa: 13/13 HP, In grapple