Richard M. Harris
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It is an early morning when you are summoned to the office of Venture Captain Ambrus Valsin for a briefing.
As you enter you notice the Venture Captain is nowhere to be seen, but sitting to the side of his desk is a Humanoid clad entirely in gleaming plate mail to include a helm with a skull mask for a face. Sitting on the floor next to her are 2 steel balls one of which is wreathed in a heatless flame and both of which bear a spiral shape.
The character seems to be deep in thought and does not react to your arrival, but then a soft female voice echoes from within the armor:
Please have a seat, Ambrus will be returning shortly
Saarai Shae
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An athletic and shapely tiefling slinks into the room. Walking past the desk, her tail caresses the desk almost like a hand. Whether the tiefling intended to do this or not is unclear, as she is looking ahead.
Finding a seat, she stretches luxuriously before addressing the others.
"I'm Saarai Shae," she says. "I'll be dealing with scouting, traps, and other stealthy operations. I'm well-equipped to handle a variety of problems," she adds.
Almost as an afterthought, she says:
"I used to be a Taldorian duchess with wealth beyond your wildest imagination...quite the change of events in my life!" she muses quietly as she plays with the tufting of her chair.
bluff: 1d20 + 6 ⇒ (19) + 6 = 25
Molos Voren
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Another tiefling enters the room. He sniffs, looking at the scene before him, keeping a perfumed kerchief at his nose. "You? A duchess," he asks with a smirk. "Perhaps you'll be better company than the rabble I normally have to deal with. If there's no pirate vessel on this mission, I'll be pleasantly surprised. You may call me Molos."
Spellcraft 1d20 + 8 ⇒ (16) + 8 = 24
Knowledge Religion 1d20 + 3 ⇒ (12) + 3 = 15
"Looks like a parlor trick, with your Continual Light spell," Molos adds, looking at the armored one in front of them.
Yggdrar
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The next to arrive was a tall Elf, clad in dirty metal armor and carrying an equally-worn, but clearly sharp, scythe on his back. A large flail on his hip, and a quiver of javelins against the small of his back. This particular Elf was built like a small mountain; Nothing like the atypical willowly, lithe creatures most folks know. His face is scarred across his jawline, and a few other faded marks along his arms visible through the gaps in his armor.
He strides across the room, sharing a passing glance at the Tiefling female already here, but pays her no mind for now. He did catch her comment when he entered, and thought this woman didn't look much like an ex-noble to him.
He opts to stand near the desk, folding his arms across his chest as he says, in a surprisingly eloquent, if gruff, voice, "Yggdrar of the Skyhunters, reporting. I serve as an interpreter and diplomat for my tribe, as well as an example of our warriors. I can also track, and I have some magic taught to me by my Elder."
Sense Motive on Saarai: 1d20 + 5 ⇒ (13) + 5 = 18
Evad Alacar
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Evad Alacar enters the room. You would be sure he was a Mwangi man, if not for the tell-tale pointy elven ears. He has a dark complexion, but it is clear he must be a half-elf; as he is far to light in color to be a drow. Other than the ears, it’s his human features that are most prominent.
He wears green and blue linen robes tied with a rope belt. Around his neck is a cord with a piece of driftwood carved into the shape of a leaf with a drop of water on its end. His hair is braided with feathers and seaweed woven in to the braids and his scruffy beard seems at odds with him to grow. A worn leather satchel stretches across one shoulder and he holds an also well-worn leather bound book in his right hand.
Evad’s wide mouth features a generous smile as he speaks in an unexpectedly deep and gruff voice.
“Friends I am Evad Alacar. Gozreh has provided a fair breeze this day. It favors the traveller. Will that be us this day."
"Crack-jawed" Ahto Ulrych
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A broad-shouldered human with weathered and tanned skin enters and takes a seat. His face bears a web-like scar from where the blow of some heavy, blunt weapon evidently struck long ago. His hair is a near-white blonde and his eyes are hazel in color. He sits with an upright, confident posture, and his calm demeanor radiates a palpable intensity. An iron Key of Abadar hangs priminently from a chain around his neck, and he carries an impressive arsenal; a heavy crossbow, with a case of quarrels at his belt. A dagger and wickedly spiked morning star also hang from the broad leather band about his waist. More noticeably, however, is the the handle of a greataxe portuding over his right shoulder, held in place by a set of bandoliers holding the learher-sheathed axe-head near the small of his back.
"Well met, citizens," he says, giving the gathering a terse nod.
Petronicus Krupt III
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A tall, Chelish human wanders in carrying two guisarmes strapped to his back along with a number of other weapons. He looks like he was out drinking late last night, and probably the night before that as well. He wears well-made, if worn, clothing over a chain shirt, that has been stained by wine on numerous occasions.
Without introducing himself, he takes a cursory look around the room at all of you, rolls his eyes, and collapses into a nearby chair, where he seems to fall asleep within seconds.
"Crack-jawed" Ahto Ulrych
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Sense Motive vs Saarai's Bluff: 1d20 + 7 ⇒ (1) + 7 = 8
Spellcraft: 1d20 + 5 ⇒ (4) + 5 = 9
Knowledge (religion): 1d20 + 5 ⇒ (6) + 5 = 11
Ahto appears to be lost in his thoughts, and shows little interest in peculiarities of the figure sitting before them, or in the lineage of the tiefling woman.
Gotta love this dice engine, sometimes. Sheesh!
Old Iron Tyr
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Some might recognize this creature as a nagaji--relatives of the snake-like naga--but would recognize none of the lithe, slithering qualities of snakes in his husky form. His weathered scales are rough and cracked, which—along with their sandy color—might remind one of dried-out dirt. An ancient scar dominates his face, five gouged lines running from forehead to neck. He walks with a halberd, using it like a walking stick. Armor of mirror-like plates encircles his torso.
He grins. "How's it goin', boys and girls. People call me Old Iron. Ain't my name, but it's got a good sound to it."
Sorry about that, came on to post last night and the site was down again
Richard M. Harris
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After you are settled in, only a few minutes passes before the Venture Captain comes in to his office holding a small stack of paperwork.
"Damn Zey, always sending paperwork and forms for me to fill out" Ambrus says under his breath.
"Greetings Agents, sorry for the wait." Ambrus greets you after dropping the forms on his desk "First allow me to introduce Skel... Sheila, she is a veteran Pathfinder agent, hailing from Kaer Maga."
The armored figure responds "Its okay Ambrus, you can call me Skelly." She turns to you all and nods.
Ambrus starts again "Skelly has come to me needing a group of agents to venture to Kaer Maga to assist the Cathedral with a problem they have been having. I will let her fill you in on the details"
"Pathfinders, comrades... recently it has come to the attention of the clergy at the Godsmouth Cathedral that a good number of the bodies in the ossuary beneath the Cathedral have gone missing. Being that this Cathedral was and still is my home, I have come to Ambrus to ask this favor and he has kindly approved." Skelly finishes this statement with a brief nod to Ambrus.
"You need to travel to Kaer Maga, I will be providing transportation and will guide you to the door of the ossuary. It is forbidden for me to enter by my faith, but I will stay at the door to stand guard. After you have entered the ossuary, we need you to investigate the disappearances, clear out any unfriendly inhabitants, and report back." The cleric pauses as if thinking how to say something "Obviously this is not something that should come without compensation, the church is willing to pay 500 gp for stopping whatever is behind the missing bodies and an additional 250 gp for successfully clearing out this sacred place. You as well, will be allowed to keep any treasure that you find, with the exception of any obviously Pharasmin relics."
Ambrus waits for her to finish and then asks "Any questions Pathfinders?"
Petronicus Krupt III
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Petronicus wakes up from his stupor at the mention of money. After clearing his throat of phlemg, he asks "That's 500 per person up front, I'm assuming? Also, any locals have a beef with you Pharasmans? I've heard that necromancers can practice openly in Kaer Maga and even sell their undead creations as rather stupid slaves. Seems they would always be in the market for corpses and bones."
Richard M. Harris
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"Unfortunately no... that will be 500 for the group. Unfortunately the church of Pharasma is not the wealthiest around, especially the Cathedral in Kaer Maga"
Skelly says wearily, with a slight strain in her voice. She then stands and turns to face you, and you see her wayfinder hanging proudly from her belt.
"As I said, you will get to keep any treasures you find within, and I personally will owe you a boon for this work."
She takes a brief pause.
"We have no enemys in Kaer Maga that we are aware of, but it would not be surprising if some foul beast has raided the crypt for nefarious purposes, but that is what you must find out."
Molos Voren
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"How are we expected to get to Kaer Maga? I assume decent arrangements will be made for us? I simply shan't be put out on a less than savory vessel yet again. Just because we are in the Society, doesn't mean we are completely uncivilized, does it?"
Evad Alacar
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Evad chuckles to himself as he reflects on his recent journey to Absalom. Setting sail out of Korvosa after traipsing around the sewers there, what matter of strange beasts of Gozreh's whim he found there. The journey was blessed with continual fair winds and the trading ship made record time. Now the fair breeze stills blows and back to Varisia he must go and again below ground, this time in Kaer Maga. Thank Gozreh he loves the travel, the open road or the open sea. Considering what was said by Skelly, Evad asks:
"How large is the ossuary? And are there other ways in or out of it?"
"Crack-jawed" Ahto Ulrych
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"What are the laws with regard to the treatment of the dead in Kaer Maga? If we find the culprits, what charge can be laid against them?" Ahto asks, fingers unconsciously stroking the iron key hanging around his neck.
Yggdrar
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The Elf adds his question to the pile. "What kind of forces can we expect to be waiting for us? This is not a small group by any means. I can't imagine the enemy will be small in number, or weak in some way. I would prefer to know beforehand, what I'm getting into without having to find out for myself firsthand."
Petronicus Krupt III
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"What are the laws with regard to the treatment of the dead in Kaer Maga? If we find the culprits, what charge can be laid against them?" Ahto asks, fingers unconsciously stroking the iron key hanging around his neck.
Krupt chuckles at the man's question.
"Laws? In Kaer Maga? Might as well ask if we could host an ecumentical religious service in Rahadoum. Kaer Maga has no laws. It is a city of misfits, outcasts, low-lifes, and runaway slaves. You won't find a more wretched hive of scum and villainy in all of Avistan."
Old Iron Tyr
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Old Iron chuckles as well. "The human's got it right. Don't be so serious. We've got ourselves an opportunity for a good fight. That's all that matters."
Old Iron scratches his chin and grins. "Some fine lookin' ladies in Kaer Maga, too, if this old lizard remembers correctly."
"Crack-jawed" Ahto Ulrych
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"Huh. I shall be most interested to see how an entire city can function without laws," Ahto responds skeptically. "I imagine that contracts are still made, and agreements held to, or else there would be no commerce or trade; only theft, robbery and murder."
His tone rises in intensity at the end of his statement, and his eyes flash briefly, but his expression never changes from its stony demeanor.
Richard M. Harris
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Skelly looks at Molos
"Lets see if I can answer your questions... First, we will be teleporting to Kaer Maga, more specifically directly to doors of the Cathedral. I have paid for this Teleportation myself."
Skelly then turns to Evad
"The ossuary is quite large, the area you will be visiting is one of the lesser used, at least of recent, areas... I unfortunately have never been there myself so I can speak only from rumor. I know there is a large stepped chamber in the middle with hallways and rooms in large square around it.
then turning to Ahto
"Petronicus is correct, Kaer Maga is largly a lawless city,they do not call it the City of Strangers for nothing. lastly turning to Yggdrar "I am unsure as to what lies within the ossuary... again, that is why we need you."
Evad Alacar
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With that Evad has heard all he needs and is ready to go, right after picking up a few things at the Grand Lodge.
Petronicus Krupt III
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With that Evad has heard all he needs and is ready to go, right after picking up a few things at the Grand Lodge.
Petronicus asks the half-elf to pick him up two vials of holy water as well, throwing him a pouch with 50 gp in it.
"Don't spend it all at once!" he admonishes Evad, reflexively making a dumb joke that not even he thinks is very funny.
Saarai Shae
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Saarai slides next to Old Iron Tyr and elbows him playfully in the ribs and whispers to him.
"Good ta see you again, ya big overgrown lizard! I've been meaning to ask you since I last saw you...if anything happens to you...I could really use some new boots..."
She does appear to be listening to the instructions, but has no additional questions for her new employer.
Yggdrar
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Yggdrar frowns and looms st the floor in thought, not liking the fact they were being sent in against unknown odds. Still, he didn't have anything else to ask, and stood up straight again. Looking ready to be teleportsd to Kaer Maga.
Old Iron Tyr
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Old Iron slaps Saarai on the shoulder. "Hah! Hey, if you want to wear an old lizard's skin, who would I be to stop you. Especially since I'd be dead."
Petronicus Krupt III
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The Chelaxian watches the interaction between the tiefling and the nagaji with barely-disguised revulsion, turning away and cleaning his fingernails with a sliver of wood when he can't take it anymore.
N.B. Petronicus Krupt is a racist, elitist, insecure Chelaxian a+$*~@@. His words and actions do not represent my (Branding Opportunity's) personal viewpoint, and should not be taken personally. If anything he says makes you uncomfortable, please let me know and I will tone him down. I find that creating hard-to-like characters can lead to interesting RP and am very aware of my own line for what is appropriate or not. Your line may be different, however, so let me know if I've overstepped it. It is not my intention to make anyone uncomfortable, merely to incite in-character reactions, and provide a bit of color.
Richard M. Harris
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Seeing all of the questions answered Skelly turns to Ambrus delivering a curt nod and then says "Please follow me" and with that she turns retrieving her meteor hammer from the floor, and walks out of the office.
Leading you through the halls of the Grand Lodge you pass pictures of past Venture Captains, some familiar, some from ancient times. You travel around many twists and turns and you find yourselves led in to a back room. The room has a sole occupant.
Teriis
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In a single sweeping motion the man in the center of rune turns to you. His long jet black hair sweeps into the air and seems to slowly fall back into place hair by hair. The man looks at each of you as if examining each of you. The man wears long robes that are covered in runes and marks of Cheliax. In his hright hand he holds a staff with what seems to be flames coming from the top. "Greetings Pathfinders" The man says in a heavy Chelaxian accent. "My name is Venture Captain and Hellknight Signifier Teriis. Also known as the Flame of the Sky." He says chuckling almost.
As his chuckle dies off a lazy black cat rises up from the corner and looks to you each. "Ahh yes and this is Mr. Biggles. He is cranky so do not disturb him or you may regret it." He looks to Skelly. "So these are the ones to transport and then you owe me a favor, right?" He chuckles almost evilly as Skelly shakes her head.
"EXCELLENT. YOU WILL ACCOMPANY ON A TRIP THEN." He laughs as he turns and looks. "So you are ready then?"
Molos Voren
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"Yes, Mister Terris, we are ready to proceed. Please to make the acquaintance of a powerful Chelaxian Hellknight. Much more preferable than the usual riff raff of this place."
Teriis
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"Excellent. Oh do not fret my dear Skelly. You will be there shortly." With that Teriis's eyes roll into the back of his head and the candles in the room dim for a moment before erupting quickly up making the room almost unbearably hot. Teriis begins to chant in crisp, harsh Ignan language. His words starting soft and becoming louder. The flames in the room start to pull away from the candles. The flames rise higher up before transforming into complex series of runes. Teriis chanting becomes louder and louder before he spins around quickly causing all the runes that hang in the air to flash brightly for an instant before hurtling at the group of pathfinders standing at his door. A bright flash of light blinds all for a moment with the lingering words of the Venture Captain in the air. "Good luck pathfinders. I promise the flames will not burn you." He laughes almost manically as the group of pathfinders erupts in flames before disappearing quickly.
"Crack-jawed" Ahto Ulrych
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Asmodeans seem to enjoy theatrics, Ahto thinks to himself, as the runes and flames engulf their party. At least they have an appreciation for law. Even their nuanced hair-splitting interpretations are better than anarchy and lawlessness.
Richard M. Harris
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Moments later the flames fade from your eyes and reveal the doors of a grand cathedral, each bearing a large spiral as an homage to the Keeper of the Boneyard.
"Well Teriis certainly has an affinity for pyrotechnics and theatrics"
After waiting a moment for everyone to get their bearings, Skelly begins to walk to the left of the Cathedral following a gravel path. You are met by clergy wearing simple black robes, with a rope belt, each with a spiral upon their chest. Some of them are carrying boxes, others tools related to cleaning or repair.
Skelly leads you to the cliff side takes a quick pick over and speaks.
[b] "We will now walk down the cliff side path into the mouth of the Unnamed King... You will want to watch your step."[/b}
Old Iron Tyr
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@Petronicus Thanks for the heads-up. It's not problem with me. After my gnome spent all of The Disappeared getting called a halfling and treated thusly, I've gotten to the point that I assume all Chelaxians are racist :P
Chaosorbit
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So sounds like single file at first. Guess we need a marching order.
Open to suggestions (what about this):
Old Iron Tyr (highest AC)
Shaarai Shae (to be able to move in the front doing rougey things)
Petronicus Krupt
Cracked Jaw
Molos Voren
Evad
Yggdrar (muscle in the back)
Evad attempts to organize the group as they approach the cliff side path.
Richard M. Harris
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Seeing that the group is ready to proceed, Skelly wraps her meteor hammer around her waist and turns to proceed down the winding path.
Over the cliffside you can see the bast landscape surrounding the city of Kaer Maga, anyone afraid of heights will feel the gnawing in the pit of their stomach as there is not much between you and the ground far below.
After a few minutes of descending down the cliffside the path turns inward passing through the mouth of one of the ancient monuments carved into the cliffside, this is the mouth of the Unnamed King.
"This is the ossuary proper" Your guide relates, all around you are the same robed and hooded priests that you saw on the trek here, silently attending to the deceased. You are lead through a series of luxuriously appointed catacombs packed with bodies and down several stairways before coming to an area that obviously sees little use. Most of the burial niches here are empty and dusty, the air is musty and close, and silence reigns supreme.
Skelly stops before an obviously locked door and turns back towards you, removing her sack from her back.
"I have a few supplies for you, to help you in this task."
The Pathfinder distributes 1 potion of Cure Light Wounds and 1 vial of Holy Water to each party member, as she hands it to each of you she says
"May you meet Pharasma, when it is your time... but hopefully not soon"
She then draws a follow metal tube the length of a wand from the pack and holds it out whoever takes it.
"This chime will open the sealed doors that you will find below. There are 5 charges remaining, so use it wisely. Also you will need to save 1 charge to open the door here. Once you are through, I am required to lock it and will not be allowed to unlock it for anything. We have no way of seeing through, so will not be able to determine if it is you coming out, or something much worse."
Skelly places her hand on her chest as if muttering a silent prayer.
"This is the only known entry to the ossuary, so make sure you leave yourself a way to get out."
With that said, Skelly reaches into a pouch at her belt and draws out a large iron key. Placing this key in the lock and turning it you, you hear the sound of metal scraping upon stone. This door is obviously not used frequently and would be difficult to open without the proper key. The door swings clear revealing a staircase leading downward.
"Travel well Pathfinders"
The chime must be pointed at the item or gate to be loosed or opened (which must be visible and known to the user). The chime is then struck and a clear tone rings forth. The wielder can then make a caster level check against the lock or binding, using the chime's caster level in place of her own. The DC of this check is equal to the Disable Device DC to open the lock or binding. Each sounding only opens one form of locking, so if a chest is chained, padlocked, locked, and arcane locked, it takes four successful uses of a chime of opening to get it open. A silence spell negates the power of the device. A brand-new chime can be used a total of 10 times before it cracks and becomes useless.
Petronicus Krupt III
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Petronicus pulls out a ioun torch and sends his spinning above his head. "Well, this certainly is a cheery place," he mutters to himself.
"Oh! I almost forgot!" The Chelaxian removes a slender wand from his bandolier and hands it to Ahto.
"I'm assuming you can use one of these curing wands? I have no facility in them, myself."
Marching order is fine. 10' order would be the first two in the first row, followed by the next two, and Yggdrar in the back.
Saarai Shae
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Saarai shrugs after looking at the metal tube. "A curious device," she observes. She also takes the healing potion and vial of holy water and stores them in her bandolier.
spellcraft: 1d20 + 8 ⇒ (4) + 8 = 12
"I wouldn't want to get stuck down here," she says. "Once we're down to one charge, it's time to head back," she adds.
"Crack-jawed" Ahto Ulrych
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Ahto takes the wand from the Chelishman, and nods. "I can use it, and will do so for the mutual benefit of all in our party. Do you wish me to take custody of the chime, as well?"
While waiting for a response, he stows the wand in his belt pouch, along with the potion and the vial of holy water. If given the chime, he will place it in his pouch as well.
Moving to the middle rank, Ahto cocks and loads his heavy crossbow and awaits his turn to descend.