Myrdon Gharthrin |
perception, heroism: 1d20 + 16 + 2 ⇒ (11) + 16 + 2 = 29
Not having quite the same caution as Marta (despite dying once), Myrdon gleefully points at the plaque, or rather an area below it. "Look! There's a secret compartment." He looks at his party, before continuing, "But I'm not going near that." Looks like he did learn some caution after all.
Instead, he invokes a spell that grants him magical sight. (detect magic)
Luisila |
perception: 1d20 + 26 ⇒ (2) + 26 = 28
"Let's keep moving. I don't trust that Orvian stuff. Let's keep our distance from it."
"I agree as well. Let's keep going."
Vladek Odradek |
Automatic success on Knowledge (Arcana) AND Perception!
Vladek isn't so keen to move on.
"Amazing...the way the plaque phrases it is a little funny, but that's almost certainly the fabled Black Blood of Orv, from deep, DEEP below our world's surface. It is dangerous, but not really that much so. It isn't inherently malign or anything...just unnaturally cold. Not something you want to get dunked or soaked in, but one can consume a little bit of it as a draught to briefly empower works of Necromancy."
"As long as we can make sure it doesn't splash all over us or anything, I say there's no reason not to take a closer look at the compartment AND take a vial of Black Blood or two for ourselves."
What kind of roll would it be to make sure it isn't rigged to do anything nefarious?
Marta - A.K.A. Telmar So-Melnop |
Marta looks on with distaste, not liking anything that smells of necromancy. Even the sound of the words brings a bad taste to her mouth.
"I have no interest in practicing necromancy. Leave it be... First the angels and now this. What is going on in this place! Perhaps Hestram's actions are not so outrageous after all."
Fendahl Silvermane |
Hrrmm Outrageous or not, Hestram has proven to be void of an honor. He must be stopped. We can come back later.
Fendahl and Kirrah press onword (not sure if we were going clockwise or counterclockwise - was assuming the latter, but will follow so as not to block the hall with Kirrah squeezing.)
percpetion,aware: 1d20 + 20 + 2 ⇒ (8) + 20 + 2 = 30
GM Rinaldo |
Vladek, a perception check specifically to check for traps would be appropriate if you want to do so, or convince someone else to.
Several people have voiced a preference to move on, but I haven't had anyone specifically say "Let's go to <this> location." I need to know which door or hallway you are entering, and who is taking the lead.
Luisila |
"I agree with Fendahl about moving on. We can always come back later, Vlad. I doubt the 'black blood of Orv' is going anywhere."
"I suggest moving counter-clockwise around the tower edge to investigate the 'Faction Doors' that correspond with our own factions."
Luisila moves into the narrow corridor. "The first one is the old name for your faction, Marta. Perhaps it holds an item useful to its members?"
The priestess ✨detects magic and checks the door and surrounding area for traps and threats.
take 10 perception: 10 + 26 = 36
She then gestures to the door handle. "Marta, do you want to do the honors?"
Marta - A.K.A. Telmar So-Melnop |
"Indeed."
Afraid of what surprise awaits her, yet unable to resist the temptation to see what is behind the Andoran door, she opens it with a grimace on her face. Sky Reach's secrets are not at all what she expected. Deep, very deep down inside her a slow burning has begun.
There had better be a good explanation for all this or there will be reckoning.
Fendahl Silvermane |
Fendahl urges Kirrah to follow along the counter clockwise path.
” I have served a few factions but they seem to close down and I moved on. News has not reached these halls it would seem.“
Vladek Odradek |
Vladek subjects the edifice to a preternatural inspection before moving on.
Perception: 1d20 + 26 ⇒ (4) + 26 = 30
Qadathra |
Qadathra helps.
Perception (separate roll): 1d20 + 21 ⇒ (19) + 21 = 40
Myrdon Gharthrin |
"Give me a quick second," Myrdon mumbles as he activates a wand on himself. (Heightened awareness) Then he waits at the rear (as usual), ready to send his arcane eye in to scout the room as soon as Marta opens the door.
perception, heroism, HA: 1d20 + 16 + 2 + 2 ⇒ (8) + 16 + 2 + 2 = 28
GM Rinaldo |
You check the doors with the symbols, and all appear the same. As you open the doors, you discover wards on them that prevent anyone from entering who does not have an appropriate affiliation. The door marked as Cheliax admits Myrdon, the one marked for Andoran admits Marta, and everyone else is able to enter the door marked for Osirion.
The interior of these sparsely furnished room is decorated according to the aesthetics of the represented nation, and contains a handful of resources. These include a small library containing general information as well as a dozen or so pre-published journals, rough drafts, and similar works in progress. Another shelf holds ledgers with an array of names and dates, presumably signed by visitors. Some of the names have numbers referencing journals or notes supposedly filed elsewhere within the chambers. Also within each room, one half of a small, rough-cut geode rests prominently on a brass stand.
Map is updated. If anyone chooses not to enter their respective room, say so. If you to enter, let me know what you do.
Vladek Odradek |
"Interesting. The Society's basic organization is in constant flux, yet these chambers are set up as though they were meant to be permanent. Why, I'd almost call it Human-scale nostalgia...."
Vladek takes a moment to contemplate 'their' geode. Osirians do love their gems, after all.
detect magic/Spellcraft to identify magic item: 1d20 + 33 ⇒ (2) + 33 = 35
GM Rinaldo |
Vladek quickly realizes that these geodes must each be half of a pair of "Sending Stones", which allow for a message to be sent from one geode to its matched pair. The message sits in its receiving stone and awaits someone to release it by touching the stone and concentrating; sending a message works the same way. The messages can be about a hundred words, and single message can be sent in each direction per day.
If a stone has a message waiting, its interior crystals will glow. None of the stones are currently glowing.
Marta - A.K.A. Telmar So-Melnop |
Marta enters and makes a cursory search, but the mission is paramount and she does not dally. Does she find the others spending more time in their respective niches?
Myrdon Gharthrin |
Being quite a bit more cautious (dying does that to you), Myrdon sends Aegis into the room first. Just in case.
When nothing explodes (or if it fails to enter). Myrdon steps in gingerly and does a quick search of the room as well.
perception, heroism, HA: 1d20 + 16 + 2 + 2 ⇒ (11) + 16 + 2 + 2 = 31
Wouldn't it be useful to send some messages back to the Grand Lodge? Not Myrdon though 'cos he doesn't exactly have a good relationship with the faction leader. But that's also assuming the other halves are with the faction leaders.
Fendahl Silvermane |
Fendahl will stay in the hall with Kirrah while the others search.
”Hrrmm. It seems a bit confined for a lioness. “
Luisila |
“Assuming the match for this geode is in the Sapphire Sage’s office in the Osirion embassy I think it is worthwhile trying to message for help.”
Luisila directs a thought out loud Liane’s way, so the others can hear what she’s communicating.
“Liane, are you one of the deceased Pathfinders lying in the northern lounge of Skyreach Tower? If so, what happened to you? Is there anything you think we should include in the message?”
✧
“Marta, do you want to send a similar message to the Andoran embassy to increase the chances that someone takes notice and responds?”
“Myrdon, if you really don’t want to communicate with the Paracountess, I suppose we can keep your geode as a backup in case we need to message out new information later.”
The priestess brushes a stray auburn tress out of her eyes as she exhales.
Noble Amenopheus and Tahonikepsu,
Greetings. Renegade Venture Captain attacking the Decemvirate in upper chambers of Skyreach tower STOP
Seekers Fendahl Silvermane, Luisila C Mountjoy, Myrdon Gharthrin, Telmar So-Melnop, Vladek Odradek and animal companions assisting VC Eliza Petulengro to protect VC Shemis and the Ten STOP
Number and type of enemies unknown but led by Adril Hestram REPEAT Adril Hestram STOP
Seek Osprey or divination spell if require confirmation Hestram is an enemy of the Ten and Pathfinder Society STOP
Send assistance urgently REGARDS Vladek Odradek MESSAGE ENDS
Marta - A.K.A. Telmar So-Melnop |
Marta nods, "Very good. I will send something similar to my contacts in Liberty's Edge."
Wasting no time she translates the message to something appropriate for her organization and sends it.
GM Rinaldo |
Several of you compose your thoughts and use the geodes to send messages concerning your situation. Those messages are received, and responses come back.
Read the message indicated. Note that these messages include faction missions. In this scenario, whether and how you perform these missions is actually important and will have an effect on prestige and rewards. Consider whether you want to do as they ask, and how you will do so. Remember, these were written in Season 1; I've updated the text slightly, but they are a product of their time. Respond as appropriate to your characters.
IN EITHER CASE, SHE POSSESSES SOMETHING I DESIRE—A GLASS EYE ETCHED WITH SOME MAPS. I ASK THAT YOU TAKE CARE EXTRACTING IT, FOR I AM NOT THE ONLY ONE SEEKING THIS RELIC AND LIKELY SHE HAS SOME SORT OF WARD PROTECTING IT. STILL, IT WOULD BE DELICIOUS TO SEE WHO AMONG MY FAITHFUL SERVANTS HAS THE COURAGE TO WALTZ INTO MY COURT WITH THE EYE SET INTO HER SKULL.
Myrdon Gharthrin |
Oh dear, Myrdon wasn't going to contact Zarta as mentioned above. At least, not just yet. So he wouldn't have gotten that message. Unless one of those who received a message suggests that Myrdon follows suit due to the content of their messages.
GM Rinaldo |
No worries, then. If you didn't use the stone, ignore the message. You're the only person in that faction here.
Marta - A.K.A. Telmar So-Melnop |
Marta exits the room and announces abruptly, "My faction has informed me that the screaming angles are mostly illusions, but that there is one trapped soul that may be freed. They have given me general instructions how to do so. I must return to the pillar."
Which Marta hurries off and attempts. She touches it while trying to mentally invite the soul to join her in her body.
Aistor, are you there. come join Roin and me if you are able.
Luisila |
“According to the worthies in the Osirion embassy, there’s a guardian called a ‘Copper Sphinx’ somewhere in the tower, which will almost certainly attack us. I’m guessing it’s a construct.”
So we ask for assistance in preventing the Society's leaders from getting murdered, and our inglorious faction heads send us … more work to do!
Luisila shakes her head as she follows Marta back to the angel-column. I don’t know why I still get surprised.
As she ruminates on leadership trends in the early 48th century, Luisila considers the group’s next step. “So, where to after Marta acquires her guardian angel?”
“The gaudy ballroom screams trap/ambush to me. The Mwangi exhibit in the south that Myrdon’s arcane eye found also suggests curse/trap/faction fetch mission.”
“What does everyone think about travelling clock-wise around the tower’s circumference and entering the double doors in the south-east?”
GM Rinaldo |
This feels like it is going to hurt; you can choose to make a Will save at this point, or you can voluntarily fail the save and let whatever is about to happen go on uninterrupted.
Myrdon Gharthrin |
"Huh, seems that your faction leaders each know something about this tower. Knowing Dralneen, she would know secrets of this place as well. Ah well, how bad can it bad."
Myrdon, with a rather dramatic great sigh, activates his gem. Shortly after, he comes out to share.
"Hmm, she might actually have been useful. There's this assassin, likely in service of Adril, inhabiting somewhere in the upper levels of this tower. Good to be prewarned, I guess."
Marta - A.K.A. Telmar So-Melnop |
GM Rinaldo |
Marta touches the pillar, and even through her normally stoic face you can see evident pain. After about a minute, she composes herself.
Where to now? You have a door in the gaudy purple room (A), one on the other side of the Orvian room, doors on either side of the "Mwangi" exhibit in the south end of the outer hallway (D), and double doors on the southeast section of the outer hallway.
Communicating with the faction leaders and communing with the screaming angels took about 4 minutes; count down spell durations accordingly.
Luisila |
"Marta, are you OK? Impaired or boosted by the spirit in any way? Let me know if you need any healing magic."
Did you forget my question?
"There's this assassin, likely in service of Adril, inhabiting somewhere in the upper levels of this tower."
“Hmm … possibly capable of invisibility if it took those three dead Pathfinders by surprise …”
Vote for the double doors on the southeast section of the outer hallway.
Marta - A.K.A. Telmar So-Melnop |
Marta rubs her head and grimaces.
"Nothing like that. It's just that the spirit is in bad shape and its debilitating in a way. Makes it hard to think. I'll be glad to be rid of it when the mission is over."
Any door is good with me, so lets do the doors mentioned.
GM Rinaldo |
Following Luisila's lead, you walk around the outer hall, passing by the "Mwangi" exhibit to the double doors. Marta opens them, and sees a wide hallway whose walls are hung with hundreds of exotic masterwork swords, daggers, and other bladed weapons from distant locations within and beyond the Inner Sea region. Small placards beneath each provide the weapon’s name and details on its use, history, and country of origin. To the west, the hallway ends at the foot of a massive, curving staircase. The only other door out leads back to the Mwangi room.
Marta - A.K.A. Telmar So-Melnop |
"Chances are we will need to take those stairs, but we have an opportunity here, which we may never have again, to explore the rest of this level. I'm ready to move on, but I'd understand if you all wanted to peek into the remaining rooms. Or at least open the doors and allow that eye to go in - we can move on while it looks around. That won't take long, will it?"
In spite of her words, Marta is burning with curiosity. Not something she is usually afflicted with, but this is, after all, the home of the Pathfinder Society.
Luisila |
"Yeah, OK. I could be talked into checking another room on this level."
Luisila points westerly past Aegis. "How about the single door on the far side of the Mwangi exhibit?"
Fendahl Silvermane |
After admiring a few of the weapons on display, Fendahl nods in agreement with Lubella and motions for Kirrah to follow as they move through the jungle room.
Perception : 1d20 + 20 ⇒ (10) + 20 = 30
GM Rinaldo |
You open the door on the left side of the Mwangi exhibit. This room turns out to be a gallery displaying an impressive collection of Tian art. Upon shelves lining the room rest dozens of hand-blown glass baubles, each hiding a tiny etching of a bucolic scene within. Above the baubles, stylized brush and ink paintings hang upon the walls, depicting carp and dragons amid rolling waves and wind-whipped mountains. Wooden stands about the room display a menagerie of small ivory carvings, including a pair of foo dogs, several unusual dragons, a bear, a fisherman, a cluster of rats, and an osprey.
An arch to the north opens to a curved passage. To the east, a small antechamber houses a curved staircase rises up into darkness.
Marta - A.K.A. Telmar So-Melnop |
Casting detect magic .
GM Rinaldo |
Marta casts a spell to look for magical auras. The figurine of an osprey is the only item that is magical in the room. On closer inspection, it appears to be a variant of a silver raven figurine, which is used to bear messages in the manner of an animal messenger spell.
Fendahl Silvermane |
” Hrmm. Impressive. It almost reminds me of my childhood in Jinin many years ago. “
Marta - A.K.A. Telmar So-Melnop |
Marta picks up the figuring and handles it as if weighing it, which in a way she is.
"Interesting. Another means of sending a message via an animal. Shall we send one to Osprey? Though I dare say our druid could do the job as well or better. And by the time it arrives, this whole thing should be over. and since it seems to be part of an exhibit I suggest we leave it here."
Luisila |
“I agree with you about leaving the osprey, Marta.”
“I’ve been thinking about some of the clues on this level, Pathfinders.”
"There's this assassin … inhabiting somewhere in the upper levels of this tower."
“Could that be the two-weapon fighting humanoid that Myrdon’s erinyes described to me in the shadow room? I hit it with a boneshatter spell.”
... with something mightier than the pen.
“I’ve been thinking about the Copper Sphinx guardian construct(?) the Scarab Sages warned us about.”
Luisila nods likes she’s made up her mind. “I think it might pay to have an adamantine melee weapon before heading upstairs.”
The priestess re-enters ‘sword hall’, casts ✨detect magic and searches for a masterwork adamantine dagger. “Marta you’re good for adamantine weaponry, right?”
take 10 perception: 10 + 26 = 36
“What’s left on this floor? Is the side room off the mauve ballroom and the Mwangi exhibit all that’s left?”
Luisila screws up the side of her mouth. “I’m inclined to leave them for now and save our resources for the upper level.”
“What does everyone think?”
Marta - A.K.A. Telmar So-Melnop |
“Marta you’re good for adamantine weaponry, right?”
"I have some adamantine shuriken and Ragathiel's judgment to deal with that sort of thing. I should be good."
Luisila screws up the side of her mouth. [b] “I’m inclined to leave them for now and save our resources for the upper level.”
“What does everyone think?”
Marta glances longingly in the direction of the unexplored, but in the end says "Yes, I think we have spent enough time here. Vladek, can you send your eye ahead of us while it lasts?"
Myrdon Gharthrin |
"Gasp! Vladek? How could you!"
Without another word, the dramatically offended (but not really) Myrdon sends his arcane up the stairs into the darkness.
GM Rinaldo |
Luisila looks around the hall filled with weapons, and finds that though the weapons are skillfully made, none have magical auras. How long do you want to spend searching for an adamantine dagger? It could take 10-15 minutes given the number of weapons here.
Myrdon, which set of stairs are you sending the eye up? You have a few minutes remaining, I believe.
Marta - A.K.A. Telmar So-Melnop |
"Gasp! Vladek? How could you!"
Oops, wrong caster :)
Fendahl Silvermane |
”My nodachi is forged of adamantium already. Kirrah unfortunately is not so well equipped.“
Luisila |
“It’s gonna take too long to find what I want.”
Luisila abandons the Absalom adamantine-rush of 4719 before she gets the fever.
“Marta, will your adamantine judgement affect Kirrah and Aegis too?”
The priestess’ eyes flip between the two staircases. “So, which staircase for your third eye, Myrdon?”
west/east: 1d2 ⇒ 2
“East?”
Marta - A.K.A. Telmar So-Melnop |
"It can if I call upon Ragathiel to do so, but I only have the influence to request such powerful miracles a few times per day."
i.e. She has to cast the 4th level Judgment Light spell while the appropriate Judgment is active, which is her highest level spell and she only gets 4 of them per day.
"East is as good a place to start as any. Let's get moving."
Myrdon Gharthrin |
Myrdon seems to recover instantaneously from the insult. "The east it is!"
Yes, I think there's still about 5 min.
GM Rinaldo |
You send the eye up the eastern set of stairs. It finds a hall displaying architectural artifacts recovered from the ruined islands of lost Azlant, far to the west. Renderings of strange designs hang as backdrops behind scale models of various structures. Excerpts from Pathfinder journals document the post-Starfall migration and cultural progression of the survivors of Azlant’s destruction. Two large constructs stand in the room, their heads rotating as they scan the area. They do not appear to notice the arcane eye.
Only Myrdon can attempt this check since he is the only one who can see them right now.
Making use of the eye's remaining time, you send it through the opening to the north. The granite walls of this narrow chamber are mounted with metal plates supporting huge iron gears, all turning slowly, churning an array of chains, belts, cogs, and other devices. The west section of the chamber opens into a wider, clover-shaped chamber to the south, its walls armored in bronze and copper plates. Copper nozzles protrude from between the plates, dripping black grease. The grease stains the floor beneath in pools of scintillating rainbow.