Guang the Enlightened |
When purple misses me, I'll take an immediate action to grapple him at a -2, per Snapping Turtle Clutch
Grapple: 1d20 + 18 - 2 ⇒ (11) + 18 - 2 = 27 Assume that succeeds
When the blade swings, Guang sidesteps and wraps his arm around the man's sword arm, quickly trapping his limbs.
On my actual turn
Roll to maintain grapple: 1d20 + 18 + 5 ⇒ (11) + 18 + 5 = 34
Inexorably, Guang drags the man off the stairs and back towards the others. "Please do not fight."
Guang finishes his hauling of the unfortunate Legionnaire by positioning him next to the hound archon.
(Guang and purple both have the grappled condition)
Prophet of the Purifying Flame |
Alright, gonna bot Prophet to get us moving along.
Odd. The game was not showing any updates, and then I posted in another thread, returned to my campaigns, and then refreshed and suddenly there was 8 updates. I apologize.
Salubri moves north a bit while drawing a rod from his belt to help augment his power, before offering up a soft prayer to request a mighty display of divine majesty.
Refl DC 18 Half Acidball vs Orange: 9d6 ⇒ (2, 5, 5, 1, 3, 5, 1, 4, 6) = 32 Using rod to make Fireball deal Acid Damage.
The Hound Archon, it's connection to this realm growing weaker, but not gone yet steps around to take advantage of position, but does not have the desire to outright slay the mortals, even if they are evil, unless required to do so.
Bite vs Teal: 1d20 - 1 ⇒ (11) - 1 = 10
Nonlethal Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Greatsword vs Teal: 1d20 + 7 ⇒ (8) + 7 = 15
Nonlethal Damage: 2d6 + 3 ⇒ (4, 3) + 3 = 10
Greatsword vs Teal: 1d20 + 2 ⇒ (19) + 2 = 21 <possible crit>
Nonlethal Damage: 2d6 + 3 ⇒ (4, 1) + 3 = 8
Greatsword vs Teal: 1d20 + 2 ⇒ (11) + 2 = 13 <doubt it>
Guang the Enlightened |
When the battle is over, Guang will reluctantly kill any of the Legionnaires who are only unconscious. They all now know what we look like; leaving them alive to describe us to their supervisors and starting a manhunt jeopardizes the mission of getting a healer to the people who need it. This is not a choice Guang makes lightly, and he personally believes in reincarnation so does not consider that he is permanently ending their existence on the material plane, but if as the GM you consider this to be an evil act then he'll take the consequences for that accordingly.
With a solemn expression Guang carefully, and as gently as it is possible to do, snaps the neck of the Legionnaire he has been grappling. "On your next life, brother, I hope we can be meeting as those who are not enemies," he whispers. "I will serve you for a year and a day as recompense for this necessity. May your soul travel free from resentment and anguish."
He will check the other Legionnaires and repeat the process with them as necessary. When this is done, he looks sorrowfully at Salubri.
"Your actions forced our hand, brother. And my hand in particular. Your Saranrae must be the judge of your decision; I myself do not have the wisdom."
Prophet of the Purifying Flame |
"Do not blame me, brother. You had to do nothing, though you did, and I appreciate it. It was not my fiery wrath that slew innocents here smuggling in implements of faith and healing into this crooked nation. And I might add it was these very legionnaires and their cruel faith that makes such noble acts illegal, and those good souls who would dare do as they know is right, what are called to do victims of torture and murder."
"The Pure Legion are the most vile evil I can possibly imagine, for they do not enslave just the body, nor simply the mind. They focus on the soul, with the mind and body simply their play things. They are worse than demons, for they do so willingly and by choice. This is a nation that, some from fear, most from foolishness and spite would see their own child die, or that of their neighbor, rather than allow anyone to follow their soul's calling or a simple priest's free offer of succor. Because they murdered them, and their families and friends and any that would speak reason or help."
"The men we slaughtered, the ones no one bothered to care about, wouldn't have died if not for these scum."
Milo Flamecursed |
Milo snorts derisively.
"Was book thumpers like you knifin' folks in Sarenrae's name, that made 'em cast out all you gull chokers in the first place."
"You just prove 'em wise."
"Let's hike before more rozzers come flashin." He growls.
Lets get the hell out of dodge before more show up!
Glen Fiddich |
"Right, Milo, let's quickly pick through their gear, mount up and leave.
Glen casts detect magic on the slain legionnaires' equipment and gear.
With a somber expression, Glen nods in accord with Guang's and Milo's misgivings. "Once we're clear of this place, we do need to discuss our tactics and strategy on this mission. If we cannot agree, we must consider whether or not to part ways as soon as we deliver our precious cargo to its destination."
Guang the Enlightened |
1 person marked this as a favorite. |
Guang does not appear convinced by the Prophet's position. "These Rahadoumi, they are denying all the gods, both good and evil, out of their sincere belief that man must be seeking his own perfection. As a servant of Irori, who raised himself to perfection by means of his own efforts and not by worship of another, I cannot be seeing their logic as entirely being false-- I see that the Rahadoumis are seeking perfection in the way that seems best to them, even if this way is being mistaken. Not evil: mistaken. And it is also being true, that their thinking that is, how do you say, black-and-white? That it condemns many in this land to unnecessary suffering.
"But it is also true that devotion to gods, even those claimed as good, has often led to suffering. The worship of your own Saranrae, in a country not so far from here, Osirion-- that was being enforced at the edge of a scimitar for many generations, and worship of other gods outlawed as harshly as ever in Rahadoum."
"If your own church has dictated the proper way in which to worship, and forbidden all other faiths, where do you speak to call 'evil' a people that only paint the same picture with a brush that is sweeping broader?"
Guang pauses to briefly help in the gathering of camels, and help corral them for the escape before continuing.
"I do not say the Rahadoumi are righteous. I also do not say they are evil, or worse than demons, for assuredly I do not think these Legionnaires took any pleasure in seeing disease or wounds ravage their own people-- their friends and family. Demons would. But these guards only followed their duty as they saw it.
"And the hands that took the lives of the smugglers were our own. It was a mistake; it does not need to be compounded by the denying of responsibility for it."
Guang sighs. "It seems plain we will not be seeing eye to eye on this. But consider that the death of these guardsmen will certainly be drawing retaliation upon the citadel of the bey, since they were killed here. Even if you see the Legionnaires as pure evil, our actions have perhaps further jeopardized the smuggling of faith into this land..."
Guang hauls himself up onto his camel, and spurs it gently with his heels to ride out into Rahadoum's harsh desert landscape.
Lurgh |
Their blind devotion to no god is as bad as blind devotion to any. Is there any difference in allowing people to suffer needlessly because you stubbornly refuse divine aid than allowing people to suffer needlessly because you stubbornly follow the tenets of faith?
Glen Fiddich |
Once clear of the Bey's stronghold, Glen recalls the Venture-Captain's guidance and intent:
"Your job is to sneak him into Rahadoum and get him to the village of Wadi al-Hesr, avoiding the nation’s priest-hunting military forces—they’re called the Pure Legion—and taking care of any ‘entanglements’ that you may run into along the way. For all the gods’ sakes, don’t let them know you’re even in the country! Right now, we’re anchored just off Rahadoum’s northern coast near the Qassabah Heb Amar. As far as the Rahadoumi government knows, it is the home of Bey Sarkris El Makkra, jefe of several of the local villages. The truth is, the good bey uses his stronghold as a secret smugglers’ port. Tonight, you are the smugglers, and Agosa here is your contraband. Get him into the tunnels where you’ll meet one of the bey’s servants; he’ll direct you from there."
"Don’t mess this thing up. Once you get Agosa to Wadi al-Hesr—only a few miles from the bey’s fortress—he’ll know where to go. Questions? If not, then get to the tunnels before the tides change. Someone from the bey’s staff is surely already waiting."
Glen clears his throat, and meets the eyes of his companions. "I took no joy slaying those we might have been able to bypass with stealth, a plausible bluff, or persuasive diplomacy.
If we've jeopardized the interests of the Society, the Bey, and our ability to help those dying from the plague, the damage has been done. I suggest we clean up our bloody mess and take the bodies into the desert where they will not be found.
Can we agree to avoid further open confrontation with the Pure Legion, unless absolutely necessary?"
Guang the Enlightened |
Guang bows slightly towards Glen, his hands folded together at his chest and his eyes lowered.
"I have no objections to taking the bodies into the desert with us, though I fear a patrol sent to the Qassabah and then gone missing will still result in the same consequences. But it would be best not to leave the corpses in the very courtyard, yes."
Guang will load his camel with a Legionnaire body.
GM Turmoil |
The Pathfinder easily dispatch the remaining Pure Legion, and Guang assures that none live to speak of those they witnessed. With the threat of the Pure Legion subdued for now, several household servants rush out and silently help dispose of the bodies, surely at the Bey's request. The camels, huddled near the small storeroom full of feed and tack, seem a bit spooked by the combat but remain unharmed.
Out of combat!
Each guard has a +1 Robe of the Pure Legion. The commanders each have a +1 halberd and +1 ring of protection. One of the Pure Legion commanders also has a curious note in his pocket, wrapped around an Osirian signet ring—also a major ring of spell storing—containing the spell locate object.
“The package you seek will be coming in through the sea tunnels. Use this ring to follow the book to them. The Shadow Lodge thanks you for your efforts.”
Taking a moment to investigate the ring and it's accompanying magic, leads you to a small book in Agosa's possession that he explains as one of herbal remedies that he is carrying to give to a contact in Wadi al-Hesr.
The Pathfinder gather up any items of interest to them, and quickly mount the camels to escape Qassabah Heb Amar via the postern gate. The orange grove surrounding the fortress screens your movements from any watchers at the main gate and allows you to flee down the Old Road to the village of Wadi al-Hesr only a few miles away. There, Agosa easily guides you to your contact, who in turn leads the healer to the Pathfinders stationed there. The Decemvirate sends message that they are very pleased with the evidence found implicating Amenopheus as a Shadow Lodge agent, and the one who informed the Pure Legion of your presence. The acquisition of his signet ring provides them a strong focus for scrying and they immediately confiscate it.
Prophet of the Purifying Flame |
Know Nobility DC 20: 1d20 + 5 ⇒ (12) + 5 = 17
Int DC 12: 1d20 + 1 ⇒ (14) + 1 = 15
Salubri helps to hide the bodies, but declines any of their gear, fearing it is cursed in some fashion. But as they discover the note wrapped around a ring, his jaw drops. "It. . . it can't be! I recognize this ring. It belongs to one of our own, the Sapphire Sage! We have been betrayed."
That explains so much, and while it does not help to reduce his guilt over the fate of benevolent smugglers, it does imply that the Society had sealed the fate of many before we had even arrived, and that there was far more at play here than any of us had known.
GM Turmoil |
With Agosa's safe passage to Wadi al-Hesr secured, Venture-Captain Obo of Manaket asks that you stay within the region in case your services are needed again. He is unsure how your killing of Pure Legion soldiers will affect the local governments, and wants you near in case the region starts to become tumultuous.
This is purely optional, but I'd like to do it just to tie the scenarios together a bit. You have roughly 3 weeks between the two scenarios and are asked to stay in the Manaket area. Let me know what your characters do during their time off between the missions.
Lurgh |
Lurgh would likely spend most of the time fishing and meditating during the weeks in between.
Guang the Enlightened |
Guang has no objections to staying in Manaket at the Venture Captain's request, bowing graciously at the question. He debates a visit to the bazaar, but is inevitably distracted by the philosophy being discussed at the local academies, and listens with interest whenever passing by the building.
As is only prudent, he keeps his faith quiet and his holy symbol well hidden during the downtime, but recruits Glen to go together and see about what sort of liquor is served in Rahadoum on at least one occasion. He also hangs about with tries to hang out with bothers tries to check on Milo once a day, to the gnome's possible deep irritation.
Oh, and Guang eats. He makes it his mission to sample the local cuisines with great gusto, and brings back his favorite delicacies from the market to the Lodge, to the others.
I might make some purchases, I'll decide shortly. Also, I have some further GM credits to apply to Guang now that we're out of part 1, so that might push him to 9. I'll have to check.
Glen Fiddich |
Glen enjoys immersing himself in the local culture, sampling the local culinary delights with his companions and making a subversive pilgrimage to Manaket's pubs. His holy symbol, a simple, functional and much-used mug, hides in plain sight. He takes personal pleasure in offering a pony keg of ale and a small cask of wine to some of the friendlier establishments.
Nothing an orison or two of create alcohol can't handle back in the privacy of camp.
Glen might make a purchase or two. I'll let you know tomorrow (today).
GM Turmoil |
The Pathfinders happily take some time off to explore the city and peruse its many fine markets. You quickly notice that it is very hard to locate any sort of divine services or magical gear, though there is a fairly robust black market for such items. When not shopping, you take the time to indulge in the local fair and plenty of alcohol. Nearly three weeks after your arrival to Manaket, a messenger approaches you while at one of the local drinking establishments, to inform you that Venture-Captain Obo has summoned you to the lodge's stables.
“They’ve been missing for almost a week now,” the dour venture-captain says, holding a bucketful of feed over the stable door as the gorgeous stallion eats its fill. Venture-Captain Obo, the ranking Pathfinder in the Manaket region, strokes its nose fondly, then removes the bucket. His beard is lustrous but dominated with gray, and his voice is cultured and deep, a pleasing baritone.
“There were four of them, including your friend Agosa Agion. They had been researching some ancient artifacts of the Jistka Imperium that they had uncovered somewhere near Wadi al-Hesr. Very rare specimens indeed. Loot from some long-forgotten tomb, surely. The whole thing was very hushhush since it could provide a lead to one of the lost cities of Jistka buried somewhere under the sands of the Rahadoumi desert. That’s something the Aspis Consortium and any one of a dozen or more other organizations would want to get their hands on, so it’s got to be Pathfinders that get there first.
“Musin Ptomais, the leader of the team, informed me by missive that they had found an artifact of particular interest—some sort of ancient puzzle that could form a map to this lost city, but that they had to return to the source to try and make sense of it. He promised that as soon as they were certain of its location, they would send me word. He wouldn’t tell me any more than that, though. At the time all the precautions seemed a bit silly, but now with this business with the Shadow Lodge traitors in our midst, Ptomais is looking like a genius.”
Obo sighs wearily, opens another door, and leads out a magnificent chestnut stallion. Grunting as he bends over, the Pathfinder carefully inspects its hooves.
“I never heard from them again. I sent my servants to their base of operations in Wadi al-Hesr, but the place was broken into and ransacked. The only thing of interest my servants could find was this.”
At that, he holds out a scrap of papyrus. Handout added to map
“Follow the footsteps of those Pathfinders and find them. Bring them out of whatever trouble they’ve gotten into, and then send me word.” He heaves a saddle onto the mount and tightens the girth. “Or bring them here directly. Either way, we’ve got to make sure that the information they carry is safe in Pathfinder hands. I only fear that Amenopheus and the Shadow Lodge may be behind this whole thing, and that we may already be too late.”
Venture-Captain Obo swings gracefully into the saddle. “My servant Sayeki will take you to Wadi al-Hesr if need be. Complete the task quickly; we are in a race against those who would destroy the Pathfinder Society.”
Without another word, Obo spins his mount around and rides out of the stable. Sayeki bows to you as he speaks, "Let me know how I might assist you."
Do any of you have an Osirian background or speak Ancient Osiriani?
Lurgh |
That's a lot of numbers. Hopefully I don't have to count that many things. Uhh... How many things is that?
Lurgh abandons the scrap of paper and looks for a suitable mount from the stables.
Glen Fiddich |
Glen admires Obo's fine horses. "Your stable is quite impressive, Venture-Captain. Would you consider allowing me to purchase one of your horses, perhaps this fine chestnut, if you could part with him?" It would be a cool addition to character development.
He studies the note. "I'm afraid the alpha-numeric sequence means nothing to me. Perhaps a secret bank account in Druma?"
Considering Obo's mission briefing, Glen asks, "What can you tell us about the Jistka Imperium?"
Knowledge (local) re Musin Ptomais: 1d20 + 6 ⇒ (17) + 6 = 23
"I might have heard of the team leader, Musin Ptomais. What more can you tell us about him?"
He turns to the servant, "Well met, Sayeki. My name is Glen Fiddich. We are unfamiliar with Rahadoum and welcome you as our guide. Perhaps you could tell us a bit about yourself, if we are to embark on the mission together?"
Glen isn't from Osirion, and he doesn't speak Ancient Osiriani. He's also decided to forego any major purchases for now. Saving up for something more expensive.
Guang the Enlightened |
Guang looks delighted and intrigued by the papyrus scrap, and studies it a few moments in interest. "Ah... do you suppose 4211 and 4281 might be being years? The gap between, it is seventy-- a human mortal who is blessed with good health, he might live so long. Or she. And that would be... about five hundred years ago, no?
"Of course, this is being only a guess," Guang admits placidly.
He bows to their guide, Sayeki, in greeting. He is ready to set out, with a last pass through the bazaar to snag a few items. Buying 3 more antiplague and antitoxins each, -300 GP total
I'd be happy to spring for a wand of comprehend languages if none of us have Ancient Osiriani, with PP if possible, with gold if not.
Milo Flamecursed |
Milo, his smoked goggles entrenched firmly over his eyes, scowls at the piece parchment like he would rather burn it then solve the puzzle on it.
"Screw with no hole." He mutters in annoyance.
Is this new writing (like the team was figuring something out) or old writing, like something found in the ruins?
"Granny the pocket, maybe eyeball the joke." He adds with a grumpy shrug.
He then goes over to a shady corner, pulls out his spellbooks, and starts to study some spells for the road.
How far is it back to Wadi al-Hesr
thinking I might shadow conjure a phantom steed for the ride, if the duration is long enough.
GM Turmoil |
Sayeki looks a bit confused and overwhelmed at all the questions from Glen "I am but a humble servant here. I grew up in Manaket and have lived in the area my entire life, and know it like the back of my foot. While I can serve as your guide to lead you around the area, I am not too familiar with these other things you ask about. The schooling for those of such humble upbringings as myself are not very significant here."
As the Pathfinders look over the hand written note and Guang thinks out loud, Sayeki takes a moment to glance at it as well and something clicks. "Ah yes, I believe you are correct Mr Guang! I have seen very old dates written in such a way before. It literally translates to 'in the seventh month of the year 4211 on its fifteenth day until the eleventh month of the year 4281 on its twentieth day'."
You're more then welcome to purchase a horse if you'd like, and a wand would be easily enough to find in town as well. Wadi al-Hesr is 1 hour by horse, or 3 by foot.
Glen Fiddich |
Glen was directing his questions to Venture-Captain Obo, before he left us. Then, Glen turned to Sayeki and introduced hnimself.
Prophet of the Purifying Flame |
I am Osirion, but do not speak Ancient Osiriani, only the modern form. I do however have a Wand of Comp Languages, as well as Linguisitics and Know History.
Taking a moment to inspect the page, he closes his eyes and allows his senses to expand around just the physical, refraining from focusing on the peoblem itself and instead growing calm to see if the answer comes to him.
Int DC 10: 1d20 + 1 ⇒ (9) + 1 = 10
"My first idea was perhaps some sort of passage, for instance Volume 2, Page 4211 of Chapter 15 or something of this sort. Different traditions have different techniques for their religious manuals and histories. But perhaps, if these are dates, it might be the markings as one might see on a grave, such as the date of birth to the date of passing."
No Local, but it sounds like History or Nobility might be possible. If so, I'll roll those. If not, ignore.
Diplomacy: 1d20 + 12 ⇒ (10) + 12 = 22
Know History: 1d20 + 9 ⇒ (14) + 9 = 23
Know Nobility: 1d20 + 5 ⇒ (7) + 5 = 12
GM Turmoil |
Glen was directing his questions to Venture-Captain Obo, before he left us. Then, Glen turned to Sayeki and introduced hnimself.
Yeah that's what I thought your intent was, but the scenario specifically says he doesn't hang around for questions. And I'm not familiar enough with my Golarian history to tell you much about the Jistka Empire without looking into it, and there's nothing else to know about Musin at this point, so I kind of glossed over it.
I am Osirion, but do not speak Ancient Osiriani, only the modern form. I do however have a Wand of Comp Languages, as well as Linguisitics and Know History.
With your background you would have noticed that the handout was an old dating convention, but Guang already figured it out.
Nothing specific about the date stands out in Salubri's mind, and he can't recall anyone notable who would have a similar date of birth and death. But he does know that the most likely location for such a thing is a centuries-old cemetery not far from Wadi al-Hesr that has been used by Manaket and its outlying villages for dozens of generations, known as the Karzha Necropolis.
Glen Fiddich |
Glens mulls over the sequence written on the papyrus and considers Guang's and the Prophet's remarks.
INT check DC10: 1d20 ⇒ 8
"Perhaps I can help with my general knowledge of things local?"
Knowledge (local): 1d20 + 6 ⇒ (12) + 6 = 18
Prophet of the Purifying Flame |
"I am not familiar with anyone of note that these dates, if they are might be affiliated with, but perhaps we can seek that knowledge in the Necropolis. I understand it is not far. Karzee, Karzon, something like that."
"Perhaps it is not a person, though."
Glen Fiddich |
"It seems our ultimate destination will be the necropolis in any case. However, if the camp at Wadi al-Hesr is not too far off the route, it might be wise to see if the attackers missed something they were looking for or to find some clue about their actual identity and affiliation, Aspis Consortium or Shadow Lodge or other nefarious organization."
Glen asks Obo's servant, "Sayeki, we must get to the necropolis quickly. How much time would we lose by investigating the camp at Wadi al-Hesr first?"
Glen's wistful gaze follows the Venture-Captain's steed galloping along the road. "Sayeki, I would purchase a mount as fine as the chestnut Obo rides, one of its siblings, if possible. Here is gold enough to fairly compensate the owner." 300gp for a combat-trained heavy horse, 20gp for a military saddle, 2gp for bit and bridle, 4gp for saddlebags; 326gp total.
Guang the Enlightened |
Guang taps his fingers together thoughtfully. "I agree with Brother Glen that if it is not too a great a slowing, it might be good to look at the original camp. Scoured, yes, but perhaps not by eyes as sharp as the hunting fox, like ourselves, yes?"
Sounds like the languages is reasonably in hand thanks to Prophet then, so I'll pass on that wand
GM Turmoil |
Sayeki thinks on it a moment, as if you asked him a very hard math question. "The Necropolis to Wadi al-Hesr.....let's see....ummm....I say 5 miles or so apart. Maybe 10 minute horse ride, nothing more. Mr Glen, you made a fine choice on that one, she's a wonderful mount!. For those of you without a mount, we have plenty of camels that I can offer you for the trip."
Leaving the confines of Manaket, you journey back up the coast to Wadi al-Hesr, where Sayeki takes you to the modest hovel from which the Pathfinder team had been secretly working. The building has obviously been broken into rather recently and the place is completely trashed.
Guang the Enlightened |
Take 10 on the perception
"Ah-ha! Friends, I am seeing something. Look." Guang crouches by the strange track.
"What sort of creature makes such a strange print, I am asking myself?"
Are there any knowledge skills that would be relevant in identifying the narrow footprint?
GM Turmoil |
Are there any knowledge skills that would be relevant in identifying the narrow footprint?
No, it's not specific enough to identify a creature from. There's literally nothing else here to do, so I'm going to move you along to the Necropolis.
After a quick ride to the southwest of Wadi al-Hesr, you find a vast burial ground occupying over 20 square miles, filled to nearly bursting with modest gravestones and just as many marble tombs, sepulchers, and crypts. Its recesses form a veritable maze in which an individual could easily become lost. Access is not restricted during the day, and you're free to explore the ground.
I need a Diplomacy or Knowledge History to try and locate the proper section of the Necropolis that ties in with that date range.
Prophet of the Purifying Flame |
"It can not hurt, and it is doubtful that the dead shall simply wall away. However, we are to trek through the harsh heat. Would anyone care for some protection from it's rays?"
I have a wand of Endure Elements Ill go ahead and use, offering it to others as well.
-Posted with Wayfinder
Prophet of the Purifying Flame |
Diplomacy: 1d20 + 12 ⇒ (19) + 12 = 31
Know History: 1d20 + 9 ⇒ (18) + 9 = 27
Once we get to the Necropolis, Ill use a charge of Comprehend Languages as well, and tap the other Pathfinders as well. (It lasts 10 mins)
-Posted with Wayfinder
GM Turmoil |
1d10 - 5 ⇒ (8) - 5 = 3
Asking around at the Necropolis is easy enough, and you're able to locate the portion of the cemetery that was used in the time range around 4281 AR. Finding the exact tomb that matches up with the dates you have is another story though, and it takes around 3 hours to locate it. The tomb with the associated date from your note seems to be of one Adel al-Manhir, a landowner of some wealth, according to the epitaph. The sandstone door leading to the inside of the crypt is slightly ajar and seems as if it were forced open.
Map up
Guang the Enlightened |
Comprehend Languages is a personal spell, so others would have to activate the wand on themselves to get the benefits. I'm okay without it as long as someone in the party can read it. But speaking of wands!
Guang pulls out his own wand at seeing the many tombstones and headstones and crypts. "This seems like a marvelous place to be meeting the undead," he deadpans as he taps the wand to his own forehead, enveloping him in a faint blue-white glow. "If people are wanting, Irori has specific protections against those who have broken their cycle of lifetimes-- some of you may be able to activate it."
I have a wand of Veil of Positive Energy, a paladin-only spell. It provides a +2 sacred bonus to saves and AC vs all attacks or effects from undead, and it lasts for ten minutes a charge. Anyone who has UMD trained and would like to try and activate it on themselves is welcome to. If we hit the ten minute mark while in the crypt, let me know, GM.
Guang also bows his head a moment in prayer, and his bronze-hued skin gets more bark like (barkskin, 40 minutes). He smiles at Lurgh. "Brother Lurgh, is it possible to ask again the same protections you provided last time? And again for you to use this other wand of shielding and cast it into my ioun stone?"
Glen Fiddich |
Wadi al-Hesr
Glen rides up to the Pathfinder camp at Wadi al-Hesr. He dismounts and carries out a swift and efficient grid search of the area around the hovel. He squats down next to Guang, examining the footprint.
Perception: 1d20 + 17 ⇒ (10) + 17 = 27
"Long, clawed bare feet. Reminds me of a girl I knew in Belkzen."
The Necropolis
"Thanks, Prophet." Glen experiences the sudden, odd sensation of understanding all the local chatter that a second earlier had sounded like a flock of birds mating in the trees.
Taking a cue from Guang, Glen ties his horse to a hitching post and finds an isolated spot away from prying eyes and ears and begins buffing up. (Heroism, Heightened Awareness)
He rejoins the party, draws a wand, activates it, and stows it in his handy haversack. (Shield of Faith, CL1)
He eyes the tomb of Adel al-Manhir and its forced-open sandstone door. "We're not the first visitors, it seems. Maybe we should have come here first, after all. Everybody set? Let's go."
Milo Flamecursed |
Will have False Life (temp hp: 1d10 + 8 ⇒ (7) + 8 = 15), Mage Armor, and Endure Elements all cast as we leave Manaket... so still going.
Milo studies the tomb with its breached door, scowling.
Any sign of those same odd tracks Guang saw at the camp, around the tomb here?
Survival (tracks): 1d20 + 4 ⇒ (2) + 4 = 6
"Some prigs' been area divin'." He observes, agreeing with Glen.
He lets the others enter first, then slinks in behind them, doing his best to stay unnoticed. He holds a short metal rod in one hand.
Stealth: 1d20 + 17 ⇒ (16) + 17 = 33
And if the light levels drop some, he will remove his smoked goggles
He keeps his eyes wary for trouble.
Perception: 1d20 + 13 ⇒ (15) + 13 = 28
Lurgh |
Lurgh will cast an extended mage armor on himself and offer the spell to others as well.
Lurgh takes a look around as well, wary that these old tombs could be trapped.
Perception: 1d20 + 9 ⇒ (3) + 9 = 12
Prophet of the Purifying Flame |
Never noticed Comprehend Language was Personal only. :(
But will certainly accept a Mage Armor, and have no issue with others using the wand, if they want. I'm pretty sure that my Clear Spindle Ioun Stone will become useless, but am holding off on selling it back until I know for sure. As far as I'm tracking, it's still good until the Adventurers Guide hits the PRD before it comes a paper weight.
Once all our preparations are made, I'll take out my journal and take a few quick notes. Then, if no one else stops me, I'll go ahead and open up the door and take a peak inside.
Glen Fiddich |
Glen accepts the wand from the Prophet, activates it, and hands it back. "Thanks."
Glen takes a careful look at the tomb's entrance.
Perception: 1d20 + 21 ⇒ (2) + 21 = 23
GM Turmoil |
The light level is darkness through the necropolis but you all have plenty of light sources so it's nothing I'm going to worry about.
Inside of the mausoleum is a simple single-room affair made of sandstone measuring 10 x 20 ft with shelves holding desiccated corpses lining the walls—servants of the deceased. An ornate, stone sarcophagus stands in the middle of the room. The dust around it has been disturbed, and Milo and Glen determine that the lid has been removed and replaced recently.
DC 20 Strength check if you want to try to move the lid.
Lurgh |
How many people can assist?