GM Baerlie |
assuming Kazzok still stands on the pressure plate
While Kazzok remains on the pressure plate Hakaam turns the eastern dial. To Kazzok's surprise the wall in front of him (east) starts to sink into the ground while the pressure plate rises. Where the pressure plate was a new column appears.
you have time to jump into the now open space
Hakaam Al-Ajam |
Hakaam, puzzled by all this, now attempts to finaggle with the southern dial.
Darro Demonbane |
Darro and Blackthorn wait for the others to reduce the threat and then they join them.
GM Baerlie |
Fast forward...
You are able to use the dials to navigate through a maze of columns, platforms and walls until you reach a dead end. This stark room measures twenty feet to a side and is undecorated but for a large stone stele that stands against the southern wall. A pile of rubble loosely covers a square metal chest, but the ceiling above shows no sign of damage.
The polished granite stele weighs 5 tons and carved into its face is a worn map of the Inner Sea region, albeit with no scale and only the faintest of remaining markings. A handful of runes survived.
Sandricaan has a look at the runes. "The runes represent known locations of Sky Citadels: Dongun Hold, Highhelm, Janderhoff, Kraggondan, Kravenkus, and Koldukar."
Once Sandricaan speaks "Kodukar" the rune glows with a faint blue light for a fraction of a second.
Sandricaan excitedly explains that similar steles are said to exist in other Sky Citadels, though this one is among the better preserved specimens known to dwarves. Such steles are also said to have served as repositories of knowledge for the dwarves, though no single stele is sufficiently complete to tap any information that might have been stored within.
Upon seeing the rune for Koldukar glow, Sandricaan observes that the rune's responsiveness suggests the lost Sky Citadel - now controlled by orcs - must contain a well-preserved stele, likely even better preserved than the one in this room. Sandricaan marks the wall with a personal rune. "This allows more accurate teleportation to the room in the future. I suggest we take this knowledge back to Sheila Heidmarch."
Victoria Hennessee |
Well, that is like totally awesome, Sandricaan! So can we travel to those other places via these now? Oh, I guess Lady Heidmarch would want to know about it. And I suspect you'd like to get out of here as well. Anything else we need to do for your lost friends before we leave?
Darro Demonbane |
"Are you sure this is enough to warrant the Society expenditures on this mission? I would hate to have to come back here. If this is it then let us prepare to leave."
Hakaam Al-Ajam |
"Apologies, but this here chest... I am curious as to it's contents. Should we try and displace it? The presence of rubble upon it should inspire some disquiet in me but I think that if we are to check it for traps we should rest easy and take it back along with us" says Hakaam as he approaches the chest.
Perception vs Traps: 1d20 + 15 ⇒ (12) + 15 = 27
GM Baerlie |
"You can't do much at the moment. I'll return with a team to retrieve their bodies so they get their final rest at a better place." Sandricaan answers. "I'm sure this is enough. We found a relic which was left by dwarfes thousands of years ago. That's something you don't find every day. It's a clue to find the other Sky Citadels!"
Hakaam examines the chest for traps, but it's untrapped. He opens the chest and finds four platinum etched manuals for the construction of large, underground chambers.
That's the end of this part. I'm going to prepare the Chronicles during the weekend.
Victoria Hennessee |
Awesome, thanks so much for running it. Are we likely to continue for part two? Or are you already running a bunch for GD5?
GM Baerlie |
I'm already running a bunch, but this one was alway on the list for GD5 (in case we can finish on time). Still working on the Chronicles, but...
Several weeks have passed and Venture Captain Sir Canayven Heidmarch intercepted you in the wilderness near the dwarven Sky Citadel of Janderhoff and quickly imparted your next mission. "Greetings, Pathfinders. The Pathfinder Sandricaan already contacted the lodge in Magnimar with the news of your discovery, and my wife and I are interested in following up on this discovery as quickly as possible. We need to get you into Koldukar, the Sky Citadel that lies
beneath the ore city of Urgir, deep in the Hold of Belkzen."
He pauses to gauge his audience's response before continuing.
"Marching to Urgir as you are would be an order just shy of a death sentence, and I want to ensure that you have sufficient intelligence to get in and out in one piece. Only one Pathfinder - Eando Kline - in recent history accomplished this task, and he's not a resource that we can draw upon at this time. Kline traveled through Urglin, a small city made up largely of ores in the eastern reaches of Varisia, and I have reason to believe he learned about a hidden passage into Koldukar that allowed him to avoid the worst of Urgir altogether. Once you learn where this passage is, I want you to meet with me two days' travel southeast of Urglin. There we will assess exactly how to proceed."
The venture-captain takes a deep breath as he surveys the surrounding terrain.
"Let us discuss Urglin and its surroundings. As you may know, the Cinderlands are a hostile, brutal territory due to both the environment and the inhabitants. So long as you do not linger, the Shoanti are unlikely to give you trouble, but keep a careful eye out for the cinder cones, emberstorms, and other dangers that give the Cinderlands their name. Urglin itself is a very ... " Heidmarch pauses as if searching for a polite term, "Brutal place that is more a repulsive scar than a true city. Ores are the dominant species, and all others survive there at the ores' pleasure. You're professionals, Pathfinders," he concludes. "Get in, find the necessary information, and ensure that any other risks you take are calculated ones. Good luck."
Since that meeting, you have traveled through Kaer Maga up the Yondabakari river and trekked across the eastern edge of the Cinderlands to arrive at the gates of Urglin. The entire city is a mess of bone, wood, leather, and crude stone with few structures rising more than twenty feet in height.
The ores in Urglin are so numerous that they are slightly less aggressively territorial than elsewhere. Even so, the lack of a ruling authority means that crimeespecially violent crime-runs rampant.
Priests of Rovagug known as Bonecarvers keep order of a sort and act as the unofficial guards of the city. No religion has so strong a presences in Urglin as that of Rovagug, and few other faiths are tolerated, much less represented.
5 districts comprise Urglin: Warmouth, Oozefront, Boneratle, Scabtown, and Pinkskin. The districts are divided roughly by function and by the Ooze river than slowly flows through the city's center.
Although Pinkskin is the district most welcoming of non-ores, staying in that district is no guarantee of safety. Disgruntled outcasts of all stripes gravitate to Urglin and rarely hesitate to accost newcomers.
Kazzok Odolgun |
I'm assuming that all mentions of "ores" should be read as "orcs".
Knowledge (Local): 1d29 + 19 ⇒ (1) + 19 = 20
Kazzok scratches his beard while imparting what he knows about the city.
"The orcs of Urglin are less aggressive than your regular ol' arc. Not that that says much, I guess... Of course, where there are orcs, there's a penchant for worship of The Rough Beast. I'd suggest we steer clear of the Bonecarvers, even if they're the closest thing the city has a city guard. The city it self is split into five districts: Warmouth, Oozefront, Boneratle, Scabtown, and Pinkskin. We should identify each district's specialty, as best to avoid trouble."
Victoria Hennessee |
Wow, Kazzok! That is interesting yet icky! Bonecarvers? Seriously? We definitely want to avoid that kind of trouble. I heard the same stories.
GI: 1d20 + 9 ⇒ (7) + 9 = 16
Darro Demonbane |
"Good advice Master Dwarf. Let us not treat these orcs as other orcs least they surprise us."
Hakaam Al-Ajam |
I am going to be retraining feats to bring Hakaam in step with other character's combat performance. I know you are very busy, but it would be very much appreciated if you could get Chronicles out so that I can make sure all my t's are crossed before retraining.
Knowledge:Local: 1d20 + 1d6 + 9 ⇒ (17) + (3) + 9 = 29
"Yes, quite, quite" mumbles Hakaam from under his scarf. "It isn't common knowledge that Pinkskin, while outwardly the more friendly district towards outsiders, is still just as dangerous as the others. A deception many have found out only in their final moments."
He sighs and begins looking through his assortment of elixirs and decoctions. "What in the name of the Laws made me buy this potion? Oh yes. Raven-black hair and milk-white skin. That would do it."
Shall I go ahead and level up?
Archibald Peck |
Archibald nodded sagely, wondering if now was the time to go purchase some scrolls of disguise self to appear orcish and indeed does so.
(purchasing 4 level 1 scrolls of disguise self for 100 gp)
Hakaam Al-Ajam |
"Well then, I humbly suggest we set off on our journey" croons Hakaam. "Onwards!"
Victoria Hennessee |
Traveling again with good friends and a purpose!
I am ready to see where our path leads.
Victoria Hennessee |
Well, I can't say any of these places sound pleasant. Who comes up with names like Warmouth, Oozefront, Boneratle, Scabtown, and Pinkskin? I supposed we should just pick one. How about pinkskin...I am sure that is full of cuddly pink bunnies.
Victoria smiles with excitement...or was that sarcasm?
Hakaam Al-Ajam |
"I am not enthralled with our choices. However, I would prefer Pinkskin. Our chances are slightly better within."
Darro Demonbane |
"Does not matter which we start with, be wary of the nature of orcs. Trust them not. Show of strength is what they respect."
GM Baerlie |
You decide to start with Pinkskin. The city’s smallest neighborhood lies between Bonerattle and Scabtown in the northern part of the city, and it is home to Urglin’s non-orc population, including outcast Shoanti, roaming mercenaries, and those who’ve thrown in with the orcs. As a predominantly human district, it is the friendliest of the five to non-orcs — but only just so.
Hakaam Al-Ajam |
Hakaam begins going about asking of anyone with experience ranging down in Nar-Voth.
Diplomacy (Gather Information): 1d20 + 14 ⇒ (6) + 14 = 20
Archibald Peck |
Archibald goes ahead and uses his scroll of disguise self to make himself appear to be an orc and will ask around as well.
Gather Information: 1d20 + 12 ⇒ (7) + 12 = 19
Victoria Hennessee |
Victoria will auto-aid the gathering of information.
Well, this is not as bad as I expected at least.
Darro Demonbane |
back in the states now and should post more frequently. apologies.
"Unfortunately Orc is not a language I am familiar with when we go deal with the orcs directly."
GM Baerlie |
You ask around and finally meet a human leather salesman who's willing to talk to strangers. "Yeah, he came into Pinkskin with a Bonecarver. They went over to a beardless dwarf, who was selling elven delicacies at a stall, and gave him the what-for! The Bonecarver split the merchant into pieces! It was bloody — something like you’d see at the Bloodworks. But we got to witness it for free! I guess that dwarf done something to Kline."
There's one hint you can gather in each district.
Hakaam Al-Ajam |
Hakaam thanks the man before turning back to his companions, ushering them away towards one of the many district exits. "Unfortunately noble companions, it would seem that we must venture to other districts if we are to attempt to get any further information. My mediocre skills were unable to locate anyone else who can recall anything about Agent Kline, and for that you have my humblest apologies. Shall we move onto Oozefront? It sounds like a lovely place" he adds dryly, his tail snatching a passing rodent which he promptly begins to eat, as discreetly and quietly as he can.
Victoria Hennessee |
More lovely than this, Hakaam? I can hardly wait.
Victoria shudders at what oozes could do to her complexion but keeps the thoughts to herself.
Girl, you need to work on your disguises! That and find missions to beaches and mountains...not....this. Eww.
Archibald Peck |
You go to Oozefront, dear Hakaam, I will go to Scabtown since I look the part. We'll meet up and compare notes!
Archibald walks away still dressed as an orc and asks around Scabtown
Gather Information: 1d20 + 12 ⇒ (20) + 12 = 32
Hakaam Al-Ajam |
"Indeed. May water kiss your lips" offers Hakaam humbly.
Diplomacy, Gather Information: 1d20 + 14 ⇒ (13) + 14 = 27
Victoria Hennessee |
Victoria follows Hakaam instead of Archibald.
Hakaam, as odd as it may sound, a Tiefling and Aasimar together would draw slightly less attention than an orc bruiser and myself in Scabtown.
Archibald, do take care while you are away.
Aid GI: 1d20 + 9 ⇒ (5) + 9 = 14
Hakaam Al-Ajam |
"In a city ruled by those who would destroy it's very concept, there are indeed stranger things at work than the scion of the highest heavens and the seed of the blackest depths walking together. Let us walk along and see where our steps and words take us."
Pausing, as if in search of something, Hakaam nonetheless resumes talking. "If I may be so impertinent, from where do you trace your ancestry agent Hennessee? I often do not get much opportunity to ask these questions, and agent Demonbane seems to be deep in introspection. And I must say that I am curious as to what it must be to be proud of one's heritage."
GM Baerlie |
In Scabtown and Oozefont you find the following:
Oozefont
Oozefront extends from east to west across all of Urglin, separating Warmouth from the other districts. It serves as the city’s primary marketplace, though to the detriment of shoppers, a horrid stench permeates this part of the city, emanating from the foul-smelling, sludge-like Ooze, the river granting the district its name. The Ooze divides the section in two, and Urglinites use the waterway to dispose of their sewage, adding to the waterway’s infamous consistency and stench. The only drinkable water from this river lies along the western wall, where the river enters the city; to the east, the river mires outside the city in Pussbubble Lake. A bridge on the western side of Oozefront leads to Bonerattle, while the eastern one leads directly to the lake’s shore.
A heavily muscled orc hunter answers to Hakaam's questions. "He slipped me some coin, he did. Wanted a guide into Urgir. Wanted in unseen, he said. A few days I needed to get him a name, I said. Went to Bonerattle then, he did. Never came back, so no names I find."
Scabtown
Noise from the Bloodworks arena, a massive structure some 300 feet long, regularly echoes throughout this section of the city. This district is filled with taverns and gambling houses, all made of leather stretched over bone, but the arena is by far the district’s greatest attraction.
A tiny Chelaxian dressed in finery and brimming with jewels shares some information. "Ha, that crazy fellow! He’s lucky to be alive — if he still is. He cast a spell at the Bloodworks to save some half-orc food from Razorbite, and helped kill the bulette in the process. I saw it all! I wrote a song about it, too — though I’ve been banned from playing it. Some people don’t find it so amusing — Ploog, the Bloodworks’ owner, being one of them. He was hopping mad that day, and he’s been mad ever since, really. No one ever stops the Bloodworks like that, especially not a pinkskin. I hear that afterward the human and the half-orc slave fled toward Belkzen, the half-orc’s old home. Only one who likely knows more than that is Ploog."
Victoria Hennessee |
Victoria ponders the two reports.
It sounds like this Bloodworks place and the owner, Ploog, should be our next destination. Belkzen maybe after that? But that distance will take more time and preparations.
Hakaam Al-Ajam |
"Indeed, but if I may, attempting to get a little more information cannot hurt us, especially in the presence of man as offended as this Ploog is sure to be. Perhaps gathering some information in the lovely district of Bonerattle would be advantageous."
Darro Demonbane |
Darro and Blackthorn will overwatch Archibold as the bard moves around talking to others. They will only interfere if the bard bites off more than he can chew.
Victoria Hennessee |
Victoria continues to follow, trying to keep her hood from her cloak drawn close over her head as she moves.
Bonerattle sounds equally lovely. Why do I think this is not a place selling toys for infants? she says with a weak smile, mainly to herself.
GM Baerlie |
Warmouth
"Careful where you speak that name. He isn't exactly beloved in this town. Certain folks might kill you for merely uttering it. He cost me a bundle. I'd slit his throat if I ever laid eyes on him again. a resident answers your questions about Kline.
Bonerattle
"Yes, he was here. He met up with a priest of Rovagug, one of the Bonecarvers. I overheard him tell the priest that he was looking for his partner, who'd apparently swindled him and left him for dead. Kline offered to give up the partner to the Rough Beast, so the Bonecarver agreed to accompany the man on his search. They headed toward Pinkskin. I'm looking for Kline myself. There's a bit of coin in it for you if you let me know where he is." a half-orc waterboy says.
That's all the information you can find in the five districts. And you already guessed it, next stop: The Bloodworks
If you want to do things before heading to the Bloodworks, please do it :)
Finding the Bloodworks is easy, for it is Scabtown's largest structure at 300 feet long, 200 feet wide, and nearly 60 feet tall. The arena is built of bone, stone, and hundreds of stretched sheets of leather, and dozens of banners fly from the rooftop, the symbol of Rovagug most prominent among them. Only two entrances admit its bloodthirsty audience, and each has a sign that crudely advertises a ticket price of one silver piece in Common, Orc, and poorly painted pictographs.
Hakaam Al-Ajam |
Hakaam nods, pays the fee and makes his way forward. "Agent Peck, you are well traveled. What should one expect in an arena?"