Jerrik Payne |
I don't see why you are protecting these two. Jerrik says as he taps Zhatara again with the wand. Let Dalgron enjoy his hobby. Its quite fascinating to watch until they stop screaming.
Jerrik moves closer to the bound enemy. Or we could just let you tell us everything you know about why your here, who sent you, yada yada yada. If you do, I'm make sure our angry friend here leaves you relatively unharmed. Do we have a deal?
Diplo: 1d20 + 9 ⇒ (3) + 9 = 12 Rats.
GM Tarondor |
That'll do it!
"Okay!" he says, his voice quavering a little. "Now -she- scares me."
These guys are tough to reason with but easily frightened...
The Razmiran preacher doesn't know much, but he relates that his church superiors sent him to Tamran to serve a half-orc and a Varisian man working in this area. They quickly relegated him to instead working for a rude woman who smells of dirt and does not show Razmir the proper deference. All of his meetings with her took place outside of Tamran at three different meeting spots.
The adventure doesn't tell me anything about those three spots, so unless you tell me differently, I'll assume you spend the next day checking them all out and coming up with nothing. Which leaves you just enough time to get back to the Ashfall lodge for your scheduled meeting with the real Guaril Karela at the end of the third day.
Everyone good with that? Or want to accomplish anything anything else first?
GM Tarondor |
At the end of the third day, Guaril Karela returns to Ashfall Lodge to meet with you and compare notes.
“I hope you uncovered some information, my friends,” says Guaril as he applies a dab of wax to his moustache, “For my investigation was only partially successful. My sources tell me that the filthy weasels stealing my cargo are hiding in an abandoned fort. Which fort, they could not say. I would have learned more, but some men…they cannot tolerate pain, eh? Sadly for us, the Nirmathi abandoned many forts after the last Molthuni invasion. These four are our best bets.”
I don't think the map is all that clear on terrain, but forts Fealoss and Ursoss are on marshy ground, while Drejas and Machema are on dry ground.
Dalgron |
Dalgron glances at the map. "Many people we've interviewed have told us about the marshes or the river as the source of the thieves. Since only Fealoss and Ursoss appear to be on wet ground, one of those must be the hideout. But which..." The dwarf holds his hand to his chin, trying to figure this one out.
Violet Red |
Violet looks over Dalgron to check the map and tries to help also
Know: Geography: 1d20 + 4 ⇒ (14) + 4 = 18
"I think that might be our best bet." She points to a spot.
Violet Red |
That's what I was hoping with the roll and what we know now, I thinka slayer/hunter would best know where to search for prey.
Zhatara Smirsset |
"Agreed" Zhatara nods her approval of Tekkannan analysis.
"And Guaril... we also confirmed that you really did deal in drugs with these people. And that has not made our job any easier" she adds in a flat tone.
GM Tarondor |
"Trade is trade," says the Szcarni. "And one man's medicine is another's drug. The point is not that drugs were sold. It's that food and medicine were delivered to a group that really needed it. If a little pesh got moved too, so be it. The food and medicine doesn't always pay for itself."
So where do you start?
Zhatara Smirsset |
"No matter. Your dealings have made it more difficult for us and the whole Pathfinder's Society to be trusted in this backwater hole. And that's a problem no matter how you try to spin it" says Zhatara letting a bit of irritation creep into her voice.
"That said we managed to do our job anyway. Of these 4 forts the most likely ones are Ursoss and Drejas since they are on the river. Let's start with Ursoss then... I like the name better"
Dalgron |
"Sounds exactly like something the infamous Guaril would say.." Dalgron mumbles to himself.
"I'm with Zhatara. Ursoss is up the river, according to this map, and I believe that one shopkeeper fellow, you know, the one who nearly got his lights punched out by yours truly, said something about the thieves coming from up the river."
GM Tarondor |
The next morning, you make your way across the river and into the marshy land around the ruined fort Ursoss. Guaril Karela tells you "It was fairly normal for these forts to be overrun by Molthuni regulars, so the Nirmathi usually had a secret tunnel of some sort that would allow them to escape. Maybe you should look for one of those before we get much closer."
Violet Red |
Know: Geography: 1d20 + 4 ⇒ (2) + 4 = 6
Violet tries to keep a look out for the tunnel, feeling more in her element than in a stuffy city with all those people.
Zhatara Smirsset |
"Good idea. Why don't you make yourself useful then?" Zhatara answers Guaril sweetly before moving to check the surroundings.
Perception check: 1d20 + 4 ⇒ (19) + 4 = 23
Tekkannan |
"Hmm, a tunnel would have to emerge in dry ground, or it would flood. And it would need to be firm ground to prevent the tunnel mouth collapsing." Tekkannan surveys the landscape, thinking about how he would build such a thing.
Profession(Architect): 1d20 + 4 ⇒ (12) + 4 = 16
GM Tarondor |
The group quickly finds a stone trap door some one hundred yards west of the ruins of Fort Ursoss. It was probably well hidden in times past, but years of erosion and the rising waters of the marsh have combined to make its entrance fairly easy to find.
"I will wait here," says Guaril. "To stop anyone who tries to flee this way. You go see about the fort itself and we'll meet up here afterwards."
Dalgron |
"Very well, but are you sure you don't want to come with us? You've investigated just as much as we have, perhaps you know things about this fort that we do not."
Sense Motive, is Guaril being forthcoming?: 1d20 + 6 ⇒ (18) + 6 = 24
Jerrik Payne |
Leave him be. We do need someone for this task and he volunteered, right? Why fight it? Saying no more, Jerrik perpares to journey on.
Violet Red |
Violet goes ahead and enters. Working as quietly as possible to see what is up ahead.
Stealth: 1d20 + 8 ⇒ (4) + 8 = 12
Zhatara Smirsset |
"If you don't want to help us that's fine, we can't force you anyway. That said I think we've better enter from the secret escape route, it's more likely to be near the source of our recent trouble in Tamaran. Maybe you should really guard the other entrance, Guaril..." says Zhatara with a voice devoid of emotions.
Stealth check: 1d20 + 2 ⇒ (17) + 2 = 19
Violet Red |
Yes, I was figuring we were going in the tunnel, having looked for it. I apologize for the confusion
Dalgron |
Perception, any secret levers?: 1d20 + 6 ⇒ (17) + 6 = 23
If not,
Dalgron thinks about charging the metal gate a few times, but doesn't think he can actually manage it given its apparent sturdiness. "No luck here, friends... Perhaps going for the fort is our only option. If they see us coming, leave it to me." He smacks his fist into his palm.
GM Tarondor |
Sadly, there are no means of ingress that don't involve breaking that gate open.
Tramping around to the surface ruins, you see that scorch marks mar the stones of this dilapidated keep. Vegetation hangs loosely from holes in the partially collapsed ceiling, and the floor is sunken and cracked in several places. A charred wooden door lies on the ground in front of an archway leading west. To the north, a stone trap door peeks out from behind a pile of rubble.
The ruin is filled with a platoon of ghostly soldiers dressed in the style of the ancient Shining Crusade. One female figure floats slightly ahead of the rest.
"Go back!" it moans. "Seek not to disturb that which our labors laid to rest at the cost of our lives! He who would disturb this place shall surely perish of the ancient curses birthed from the belly of the
lich king!"
Tekkannan |
Tekkannan harrumphs. "How convenient. The place we are looking for is full of scary ghosts we dare not disturb. I am smelling a mouse, as you say."
He looks around for any of the soldiers who look different from the others, or for someone else hiding in the ruins.
Perception: 1d20 ⇒ 20
*butter churning motion*
Jerrik Payne |
This doesn't look good at all. Perhaps there is yet a different way to get in if not that tunnel? Jerrik also takes a good look, hoping to find some clue.
Perception: 1d20 + 9 ⇒ (19) + 9 = 28
GM Tarondor |
You've found the only two entrances.
"Go back!" cries another ghost.
Zhatara Smirsset |
"Let's see... if you really are ghosts..." Zhatara moves near the 2 apparitions and suddnly unleashes a colorful torrent of multiformed lights on them!
"this shouldn't trouble you in the least!"
Zhatara moves so to engulf the 2 "ghosts" and then casts Color Spray
Violet Red |
Violet twists her hands, wanting to get into some action. Waiting for the party to be unanimous to try the front door.
Dalgron |
Dalgron nods as he follows the group towards the front door, then prepares his fists as Zhatara launches her color spray.
GM Tarondor |
Also, I think that pretty much calls for Initiative. Don't you?
Dalgron Initiative: 1d20 + 4 ⇒ (10) + 4 = 14
Violet Red Initiative: 1d20 + 6 ⇒ (11) + 6 = 17
Zhatara Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Jerrik Payne Initiative: 1d20 + 3 ⇒ (10) + 3 = 13
Tekkannan Initiative: 1d20 + 2 ⇒ (3) + 2 = 5
D Initiative: 1d20 + 2 ⇒ (1) + 2 = 3
T Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Ghosts Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Initiative Order
Zhatara
Violet Red
Dalgron
Jerrik Payne
"T"
Tekkanan
Ghosts!
"D"
Okay, you guys definitely got the drop on them. Once Zhatara announces her target, Violet Red, Dalgron and Jerrik Payne can go!
Zhatara Smirsset |
Zhatara aims the cone of dancing lights at the ghostly woman behind the ghostly horde...
Which I had not realized it was there... XD. It's a 15ft cone shaped burst so it should hit quite a lot of them
GM Tarondor |
Jerrik Payne |
Jerrik will move up and see if Chord of Shards, Reflex DC 15: 2d6 ⇒ (3, 5) = 8 has any effect!
Same idea, have that woman in the effect of the cone.