Tortuga |
Despite carrying a deer carcass into the lodge, as you approach the smell of rotting fish is overpowering. It's as if the dwarven monk slept on a pile of it. If you were used to working on the docks every day, you might get accustomed to it, but to many, it is downright nauseating.
The name is Tortuga. At least that is what everyone calls me. Started out as a bit of a joke, but it stuck. Well, I'd suggest checking out Hestram himself, the entry points of the assassins and Hestram's quarters in the lodge, in that order.
Wynnreyell Moonsilver |
Wynn finishes collecting the last of his durable arrows used in the fight.
Noticing the dwarf, he makes his way over, and extends his arm. Good to have you along. He smirks slightly.It's seems you missed the party though. I am Wynnreyell Moonsilver. He pulls out a wand and activates it on himself.
wand of infernal healing, he will atcivate it every 10 minutes untill fully healed. At the end, looks like 3 charges are needed
GM Aerondor |
Infernal healing only takes one minute to run its course
Hestram is laid out in the main room at the moment.
Nearby is the spot he stood on when he was killed. A thick puddle of his heart-blood has pooled into eye sized clumps.
I'll let you deal with this stuff first, and then you can move on to his room.
Alie Saechel |
Alie follows the others and begins searching the area for clues and detecting for any hidden magic they haven't discovered yet. She starts with the main room.
Tortuga |
Tortuga carefully studies the body of the late Venture-Captain and the area where he was killed.
Perception: 1d20 + 20 ⇒ (6) + 20 = 26
Heal: 1d20 + 7 ⇒ (18) + 7 = 25
GM Aerondor |
There is a single clean strike to the back of the venture captain. Whoever killed him, knew exactly where to strike.
Kalendir |
Seeing little of use at the scene of the crime. "Let's head to Adril's room. Maybe there will be something there on why he was being targeted."
Kalendir stands and sprints off towards the Venture Captain's chambers.
Perception: 1d20 + 10 ⇒ (20) + 10 = 30
Alie Saechel |
"I'm afraid all of the higher ups here might have been targeted. Adril was struck down by an assassin from the shadows, so you might be right, though. They might have had it out for him more than anyone else here..."
Alie accompanies Kal to the man's chambers, detecting magic as she did so.
GM Aerondor |
Adril's room is locked, with a well made looking lock. However that can't stand up to an interested pathfinder, and the door quickly falls to your abilities.
A map of Golarion’s Inner Sea region lies upon his bed, several red slashes are marked on it.
Next to the map rests a primitive greenstone idol carved in the likeness of an ape.
The other things of immediate interest is a serpentine necklace upon the sitting table.
Both the idol and the necklace are magical, and given your skills in spellcraft, I've included some extra information on the maps link
Tortuga |
Interesting necklace. Anyone not so hardy that might want to wear it? By the way, speaking of magic, I got this ring that can hold spells for me to use later. I can get the spells out of the ring, but getting them in is a different story. I do have some scrolls if someone can read them.
I have a ring of minor spell storing.
I have scrolls of shield and animal aspect that can be loaded into the ring.
Tortuga will look around the room.
Perception: 1d20 + 20 ⇒ (14) + 20 = 34
Alie Saechel |
Alie describes the effects of the two strange items to the remainder of the group. "Which room should we explore next?"
Morrin the Stout |
"From the looks of things, I think we should ask our hostess about this map, and what the markings mean. There is something wrong about this, especially about this note. I've been in other planes before, which may mean we will have to travel quite a distance."
Morrin's face twists slightly while in thought before he mutters out loud to himself. "Why would Adril have these?"
GM Aerondor |
Osprey snoops past the door to see how the investigation is progressing.
"If any of you can speak with the dead, maybe that would be a good question to ask him." he points out.
Tortuga |
Well, don't look at me. I just tend to make things dead, not talk to 'em.
Unless someone happens to be carrying a scroll of it and has a good UMD, probably not happening unless we can buy some spellcasting services here. It's not on any of our spell lists as far as I can tell. (Level cleric/oracle 3, inquisitor 3, medium 2, psychic 3, shaman 3, spiritualist 3, warpriest 3, witch 3)
GM Aerondor |
This is a lodge, so I am happy for you to be able to purchase stuff here at normal costs. That still leaves the UMD check..
Kalendir |
Have a decent UMD (+10) But I have no read magic to read the scroll.Though I will give it a try.
Hearing the talk of bringing the dead back for questioning makes Kalendir cringe and go through several moral conflicts within his own mind.
"While I despise this sort of method I am afraid it is for the greater good. I will not attempt this again. Is that understood?" He glares each in the eyes for a better understanding.
Kalendir rushes off as he gathers a few coins and purchases a scroll to speak with the dead. Returning he looks to the others. "What questions do we ask first off?"
As the group prepares he takes his time reading the scroll.
UMD to decipher a written scroll DC 28: 1d20 + 10 ⇒ (20) + 10 = 30
Though it takes his quite a while he believes he understands how the spell works.
UMD Emulate a class feature DC 20: 1d20 + 10 ⇒ (15) + 10 = 25
"This is going to take a bit of time. Come up with your questions while I prepare the spell."
Kalendir sets the spell up and begins to cast from the scroll as the writing begins to disappear.
10 minute casting time so come up with some good questions.
GM Aerondor |
Who is buying the scroll? Normally scrolls are at minmum caster level which is 5 for this, which would give you two questions. Your other alternative is to send to town for a cleric. Either way, think carefully about the questions you may want, as you can only use the spell once a week on any given corpse.
Kalendir |
The scroll is going to cost 375 correct. I currently only have 212 gp without spending some resources from this chronicle. Unless someone wants to chip in I will use some resources from this chronicle to purchase it. Think of two good questions guys. Some that we won't get vague answers to.
Morrin the Stout |
Morrin would gladly pay for the scroll, so no worries there, as I have a few hundred to spare. Now, time to figure out a question.....
"Fletch" |
Fletch will gladly pay 2 PP for a new wand of cure light wounds. He's about to finish off his existing one.
GM, I assume we can take a few minutes for healing now?
Wand of cure light wounds on Fletch: 1d8 + 1 ⇒ (6) + 1 = 7
Wand of cure light wounds on Fletch: 1d8 + 1 ⇒ (7) + 1 = 8
Wand of cure light wounds on Fletch: 1d8 + 1 ⇒ (6) + 1 = 7
Wand of cure light wounds on Fletch: 1d8 + 1 ⇒ (1) + 1 = 2
Wand of cure light wounds on Fletch: 1d8 + 1 ⇒ (1) + 1 = 2
Wand of cure light wounds on Fletch: 1d8 + 1 ⇒ (1) + 1 = 2
Wand of cure light wounds on Fletch: 1d8 + 1 ⇒ (4) + 1 = 5 Up 33 hp and that's the end of the old wand.
Wand of cure light wounds on Fletch: 1d8 + 1 ⇒ (7) + 1 = 8
Wand of cure light wounds on Fletch: 1d8 + 1 ⇒ (5) + 1 = 6
Wand of cure light wounds on Fletch: 1d8 + 1 ⇒ (5) + 1 = 6
Wand of cure light wounds on Fletch: 1d8 + 1 ⇒ (3) + 1 = 4
Wand of cure light wounds on Fletch: 1d8 + 1 ⇒ (3) + 1 = 4 Fletch is now at full hp.
Wand of cure light wounds on Romulus: 1d8 + 1 ⇒ (5) + 1 = 6
Wand of cure light wounds on Romulus: 1d8 + 1 ⇒ (5) + 1 = 6
Wand of cure light wounds on Romulus: 1d8 + 1 ⇒ (8) + 1 = 9
Wand of cure light wounds on Romulus: 1d8 + 1 ⇒ (3) + 1 = 4
Wand of cure light wounds on Romulus: 1d8 + 1 ⇒ (3) + 1 = 4
Wand of cure light wounds on Romulus: 1d8 + 1 ⇒ (8) + 1 = 9Romulus is now at full hp and I have used 11 charges off the new wand.
GM Aerondor |
You can certainly spare some time for healing. We are just waiting on the team to come up with some questions for the body.
Status,
Fletch @ 100/100 HP
Romulus @ 108/108 HP
Alie @ 72/107 HP -
Wynn- 46/74 HP -
Morrin-Invisible (1 Strength Damage) @ 104/157 HP (48 Non-lethal burn)
Kalendir @ 68/88 HP -
Alie Saechel |
Alie pulls her wand of CLW and asks Fletch if he would do the honors.
CLW 1d8 + 1 ⇒ (6) + 1 = 7
CLW 1d8 + 1 ⇒ (6) + 1 = 7
CLW 1d8 + 1 ⇒ (7) + 1 = 8
CLW 1d8 + 1 ⇒ (2) + 1 = 3
Morrin the Stout |
Morrin smiles as he pulls out a wand marked with candy cane stripes and hands it to Kalendir. "Mind using this on me? We can use it up if need be, as I do have another that is still in its packaging. Also, those note on the map, and the items in his room, bother me. I'm thinking there is something bigger in the works, but not sure. Why would someone kill a venture captain, not caring about the repercussions of having the society as a potential enemy?"
Wand of CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Wand of CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Wand of CLW: 1d8 + 1 ⇒ (2) + 1 = 3
Wand of CLW: 1d8 + 1 ⇒ (2) + 1 = 3
Wand of CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Wand of CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Wand of CLW: 1d8 + 1 ⇒ (1) + 1 = 2
Wand of CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Wand of CLW: 1d8 + 1 ⇒ (1) + 1 = 2 - old wand is used up
Wand of CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Wand of CLW: 1d8 + 1 ⇒ (1) + 1 = 2
Wand of CLW: 1d8 + 1 ⇒ (4) + 1 = 5
Wand of CLW: 1d8 + 1 ⇒ (6) + 1 = 7
If getting the scroll and casting takes more than 13 minutes, my temporary hitpoints from Force Ward will be full once again.
Wynnreyell Moonsilver |
Wynn should be at full health by the time we get the scroll and everything. since it was only 3 minutes and not 30
Kalendir |
Kalendir completes the chant as the dark words uttered escape his mouth like guttural growls. To finish the spell he asks but one simple question to break the silence in the room.
"Adril. What do the marks on this map lead to?" Kalendir holds the map in the air for all to see as he points to the marks.
GM Aerondor |
The corpse of Adril opens its eyes and stares hard at Kalendir. It tries to resist the magic but really, how else are you going to progress your investigation and eventually loses the battle.
"People" is the short answer.
Kalendir |
Kalendir figits as he let's out a small groan. "Why are these people so important to be tracked?"
GM Aerondor |
"These people are in the Decemvirate" spits the body before it goes silent - released from the scrolls magic.
Morrin the Stout |
"Wait a moment. I thought no one knew the identities of the ten. If Adril has been investigating, and finding locations of them..... I have a bad feeling about this."
Morrin shakes his head from side to side and begins rubbing his chin.
"We must prepare and follow this Red Raven and Cale. They may have more answers."
Alie Saechel |
"I think you are exactly right, Morrin. We have to figure out exactly who started this and why..."
Alie Saechel |
"That's what we have to figure out. It sounds new like someone was a traitor, or there were several traitors," Alie whispered, not wanting to imagine what that might mean.
Kalendir |
"Adril? A Traitor? What here even leads to that? Maybe he was overly curious who the Decimvirate were. The same as all Pathfinders." Kalendir asks incredulously that they would even question a Venture Captain's motives.
Tortuga |
The ten take the utmost care to protect their identities. Loyalty to the Society would demand that we respect that. So I would say that his mere tracking of their location would be a breach of that trust.
But, knowing that, what does it get us?
GM Aerondor |
A masked servant comes to the door of Adril's room, politely knocking.
"When you are ready, the Venture Captain would like to see you on the rear lawn."
But feel free to continue discussing this or investigating if you like.
Morrin the Stout |
Turning towered the masked servant, Morrin smiles and nods before turning back towards the others. "I agree with Tortuga on this matter of the Ten, but we don't have absolute proof, so don't worry about that Kalendir. It is just speculation, as Adril had enough trust to become a Venture Captain himself. I'll meet you all in the garden, as I want to hear what Eliza has to say about this find."
Double checking his equipment, the man heads towards the garden where his hostess awaits.
Wynnreyell Moonsilver |
I agree with Morrin. Lets see what Eliza has to say on the matter
GM Aerondor |
Eliza and Osprey await you near the entrance to the Maze of the Open Road. Both look somber and contemplative. A smudge of ash on Eliza’s cheek and disgusting stains on Osprey’s already filthy garb hint at the chaos of the last hour.
"What have you discovered?"
Alie Saechel |
Alie looked at the others. She was t sure what they wanted to say, but she decided to be open. "There were marks on the map in his room. We used our scroll and he said the marks were where members of the Decemvirate are located. We didn't get much more information that that, though."
Kalendir |
"Why would Adril have a map marking locations of the Decemvirate?" Kalendir asks, hoping another Venture-Captain might be more aware.
GM Aerondor |
The two senior pathfinders glance to each other with looks of concern. Eliza turns to you with a wistful sigh as Osprey speaks with a low, scratchy voice.
“This Red Raven struck at Adril Hestram for a reason. The truth is that we have suspected Hestram of treachery against the Pathfinder Society for months. The Decemvirate asked me to investigate personally. The Talespinning was not a prelude to Adril’s promotion, but rather a test of his loyalty.”
“A test,” Eliza says, “Adril Hestram appears to have failed.”
Osprey smiles, his thin lips showing comfort and humor belied by his penetrating, avian gaze. “It remains to be seen whether you, his most trusted field agents, may yet pass. Guilt by association is not fair, but in the Decemvirate’s eyes it is prudent, especially in these dangerous times. Your investigations thus far have proven you loyal Pathfinder agents. Venturing into the Maze of the Open Road and solving the mystery of Adril’s assassination will assure your loyalty to the Society, and will surely gain the approval of the Ten.”
Eliza steps forward, her hand curling into a triumphant fist. “I believe in you. I have since the first day we met. Go into the maze. Learn what you can of the Red Raven’s operation and how it ties in with Hestram. Come back and report to us, and we will coordinate our next move.”
Tortuga |
Well, something tells me that this will be no ordinary maze. Is there something unusual about it that you can let us in on?
As we are going to venture into the maze, Tortuga will spend a ki point to activate barkskin, giving him +5 natural armor for 2 hours. I will update my stat line to reflect this. Should we put up a buffs sheet like you did in your other scenario?
Would anyone mind charging my ring with these scrolls I bought?
I have some spells I'd like put into my ring of minor spell storing
Morrin the Stout |
"Maze of the what? Why would the symbol of the Grand Lodge have a maze with the name of it's symbol?" The man tilts his head slightly at Osprey. "Also, is there anything special about this maze we should know about? I've been in weird places with no information and didn't really like what happened."
GM Aerondor |
"As I mentioned earlier.." says Eliza.
"This is no ordinary hedge maze. The Lodge’s books call it the Maze of the Open Road, and my own investigations reveal that it contains portals that connect to sites all over Golarion. It’s been here for centuries, and it’s extremely dangerous. I’ve been spending most of my time worrying about the rare curious citizen who sneaks onto the grounds and wanders in, but I wonder if I shouldn’t have been more concerned with what might come out."
The Forest King Narven, a powerful archdruid of the Arthfell Forest, cultivated the imposing hedge maze on the rear lawn of the Woodsedge Lodge as a gift to the Pathf inder Society more than 200 years ago.
In those days, centuries before the Red Revolution, Galt was a major seat of Pathf inder activity, bringing the Society many allies among the region’s wealthy aristocracy
Eventually, other portals—planted by Narven for inscrutable purposes—brought strange beasts to the maze, and passage through its leafy corridors became extremely dangerous. But the new portals often led to sites of magical power or similar sources of fascinating interest, and the Society began to view the hedge maze as a portal to adventure and discovery. The lodge thrived, and the site became known as the Maze of the Open Road.
At a glance it looks like any common hedge maze, if a living structure 300 feet to the side can be considered common. Its 20-foot-tall walls always appear perfectly manicured, even decades after their Pathfinder caretakers left for safer grounds. Eliza adds "I have spent a great deal of wealth refurbishing the rear lawns to a semblance of their former glory, but I havn’t had to drop a copper on the Maze of the Open Road."
I'll put up a buffs sheet again
Morrin the Stout |
Nodding, he begins to pull out his wands and starts to place them on his belt, as well as picking random pebbles off the ground and stuffing them into his normal belt pouch and pockets. "Don't mind if I pick a few things up to ready myself. There have been few times I went through a portal, and something unsavory was on the other side. Whiffle." mentioning the word, the somewhat ornate of his two belt pouches opened up, and he began putting in more loose stones and and debris he could find. "I know it may seem strange I do this, but don't worry, as it is cheaper than arrows for me! Also, Alie, keep a hold of this wand in case it is needed. Only one charge on it, but could be useful in the right situation, and I don't think I'll need it."
Grinning, he hands her a wand labeled as Haste while pulling down the dark lensed goggles. Turning towards the others, he begins to float once more nodding towards his group. "I'll be close, so don't worry, I just don't want to be seen too early if we catch any unfavorables." As he finishes speaking, the man vanishes from sight.
Wynnreyell Moonsilver |
knowledge history: 1d20 + 11 ⇒ (20) + 11 = 31
This maze was cultivated by a powerful Archdruid named Narven over 200 years ago as a gift to the pathfinder society. Wynn recalls, he thinks for a moment looking at the edge of the maze. Portals were planted in the portal for reasons, and through the portals came magical creatures. That is when this maze became more dangerous to explore, however, for those who were successful and found the portals, they were led to magical sites and fascinating places of interest. Thus it became The Maze of the Open Road, a portal to adventure and discovery.
He sighs, I have known of this place for a century and am glad that I finally get to see it.
Kalendir |
Kalendir's mouth drops behind the mask. "I didn't realize the Maze of the Open Road was real. I..I just assumed that it was more of a symbolic gesture concerning the Society for the many paths we travel."
Kalendir picks up a couple more bundles of cold iron arrows before nodding that he is ready to go.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (7) + 1 = 8 86/88
GM Aerondor |
@Wynn did you use infernal healing to get your hp back?
Status,
Fletch @ 100/100 HP -
Romulus @ 108/108 HP -
Alie @ 107/107 HP -
Wynn- 46/74 HP -
Morrin-Invisible (1 Strength Damage) @ 157+26/157 HP (48 Non-lethal burn)
Kalendir @ 86/88 HP -