
GM Lamplighter |

"No trouble from the little runt - I didn't find out about this until afterwards. But I'm done my part - my job wasn't to go digging with you, it was to deliver the message and then catch a ride back with you. The horses are in the stable." He passes over the receipts you'll need to claim them.
To Nemrok, he laughs hollowly. "Yeah, you just keep telling yourself that, buddy. Sometimes the "bigger picture" is, you're getting screwed." Cassian returns his attention to converting full shot glasses to empty ones.
So, you'll need to reclaim your stuff, which will likely take the day to have the apperwork transferred to the North Gate. You can leave in the morning to head to Angelmire. Provisions etc are included in the gear Cassian purchased, but you have time to do some shopping if you want.

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Unless we pickedu p clues from the documents about what we will face, Oggil has no more shopping to do.

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"The sooner we depart the better I will feel about this mission. One more run in with these guards will not end well...mark my words."
ready .

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Much agreed, Lasaraleen.
No purchases here.

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Ledt nods and checking his equipment adds "I think I am all good to go"
He then takes some additional notes in his small piece of paper.

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The next dring is for me Cassian ! Don't be so negative.
Nemrok tries to cheer Cassian up for the night, before their departure to the digging site.
no shopping for Nemrok either, I'm set !
Once they are all set, Nemrok says.
They do only their job Lasaraleen, don't blame the messenger. I'm curious to know what we will find there.
To be frank, I'm quite exacted for this trip ! Let's go !

GM Lamplighter |

You take word to the Harbormaster's Office that you'll be leaving in the morning via the North Gate, and the rest of the evening passes uneventfully.
In the morning, Cassian has arisen early and gotten the horses loaded. You collect your gear without problem and head out of town, arriving a few days later at the ghost town of Anglemire. Nature is reclaiming the few sturdy stone buildings still visible from the coastline. At the north end of the city, where the Eismont foothills meet with the rocky steps of the Menador Mountains, is a short square tower surrounded by the crumbling walls of Emberhold. Thick curtains of lush, green ivy reach upward from an ocean of waving grass and cling to the cracked stone walls—all that remain of the keep.

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Well, we made it here. Not quite what I was expecting. The place looks just dreadful. Now what?
Lasaraleen will look around, trying to see if the group is being watched or followed from the city.
perception: 1d20 + 6 ⇒ (17) + 6 = 23

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Oggil also carefully approaches the ruins. He takes out his notebook and starts to sketch them, along with a layout of the town.
perception: 1d20 + 11 ⇒ (2) + 11 = 13

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Stay alert! Old ruins are where creatures often live around Golarion.
Chip takes a loot around as well.
Perception: 1d20 + 8 ⇒ (13) + 8 = 21
He also checks for tracks.
Survival (Tracking): 1d20 + 10 ⇒ (18) + 10 = 28
(Zipper also has scent, fyi)
Chip takes out a Wand of Longstrider and uses it on himself.
Ledt, Nemrok, or Drixel, would one of you mind using my Wand of Mage Armor on Zipper? You all are welcome to take a charge for yourselves if you want. Oggil, it may benefit you as well. Chip is nothing if not a team player.
I am assuming it is going off on Zipper, and am updating his status line appropriately. Those taking a charge, just let me know if you do so I can mark it off.

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Oggil nods. "The owl is known for its wisdom. I think perhaps it is your totem Chip."
Oggil gratefully takes a mage armour cast

GM Lamplighter |

Map updated - go ahead and position yourself.
Through the holes and the wall and the ruined pile of timber that was once the main gate, you can see that the floor and roof of the keep's main hall were long ago destroyed by fire, collapsing into the basement. Five thick columns still stand amidst a dense patch of vegetation at the bottom of the large pit that remains.
The main doorway on the south side is flanked by two stone staircases
that wrap around the interior of the west and east walls, much of which have crumbled to the ground. To the northwest is a square tower that’s only partially standing. Weeds have overgrown a doorway on the east wall, which breaks on the northeast corner for a wide set of stairs descending from the ground level. A rusty iron gate still stands at the center of the
pit’s northern wall, rising from the densest portion of the gourd patch and fencing off a descending set of stairs.

GM Lamplighter |

Drixl - Knowledge (nature): 1d20 + 0 ⇒ (20) + 0 = 20
Nemrok - Knowledge (nature): 1d20 + 7 ⇒ (10) + 7 = 17
Chip - Perception: 1d20 + 8 ⇒ (17) + 8 = 25
Drixl - Perception: 1d20 + 0 ⇒ (6) + 0 = 6
Lasaraleen - Perception: 1d20 + 6 ⇒ (20) + 6 = 26
Ledt - Perception: 1d20 + 0 ⇒ (2) + 0 = 2
Nemrok - Perception: 1d20 + 0 ⇒ (9) + 0 = 9
Oggil - Perception: 1d20 + 11 ⇒ (18) + 11 = 29
Zipper - Perception: 1d20 + 7 ⇒ (19) + 7 = 26

GM Lamplighter |

GM RETCON
I missed that you exceeded your Diplomacy check with Zafiro by a certain amount. Before taking his leave, Zafiro offered you three items to aid you in your quest. One is a goblin skull bomb in a padded leather case, which he can't display for safety reasons. A second item is a lesser merciful metamagic rod. The final item is a scroll in an ornate case that he holds to his heart before handing it over.
"This is a scroll penned in the monastery where Iomedae herself studied as an initiate," he states. "May it aid you against the powers of evil."
studied alongside Iomadae did indeed scribe it. The vellum is brittle with age, and the once dark ink is now a faded red. This scroll is especially potent thanks to its connection to the Inheritor. When
activated as a magic scroll, it replicates the effects of both bless and consecrate in a 40-foot radius (CL 3rd).
If an undead creature or evil outsider is within this area, the caster can end the consecrate effect as a free action to grant every weapon wielded by creatures affected by the bless effect the holy weapon property for 1 round. If activated by a worshiper of Iomedae, all of the scroll’s durations are doubled.

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There's something wailing in the lower levels. Goes without saying that we aren't alone.
Zipper, defend! Zipper will now follow Chip, but be ready to defend against attackers.
I'm assuming Oggil, Chip, and Zipper make up the front line, right?
Chips heads over to the ruins, not getting too ahead of the rest of the party.

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Drixel pulls out her Wand of Mage Armor, and likewise, casts it upon herself. She approaches the entrance standing ten feet back from Chip.
Could someone move me 10' south of Chip. I can't on my ipad. thx.

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Could someone move me 10' south of Chip. I can't on my ipad. thx.
Done.

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Retcon
Nemrok thanks Zafiro for his gift and looks at the scroll with delight. Such a wonderful object ! I couldn't use it, but it's a wonderful thing. Thank you Zafiro for such a gift.
Retcon - End
I sense that the large gourds we see are more than that.
If you have seen something it could be plants. Is someone able to speak sylvan ?
Even if plants are usually stupid, may be it's not the case here ?

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I can. It's gnomish tradition!
Chip turns to the ruins.
First, in Common: Hello? Is anyone here?
Then Sylvan: Salve? Hic est aliquis?

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"The owl tweets, but I cannot understand it."
Oggil looks up the tower.
"Maybe we should look in there before trying the depths. While likely looted, it could be there still remains some small bits of useful information."

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Ledt takes the lesser merciful rod if no one else does and thanks Zafiro for his help.
-------
"I will cover that other side" points Ledt to the fallen columns that have broken the wall in the side of the building "From there I can have a better control of the field as you enter and explore"
He then uses his mage armor wand to renew his spell and moves to the column where he remains under cover and patiently observant for things to resolve.
Stealth: 1d20 + 8 ⇒ (17) + 8 = 25
Perception: 1d20 + 0 ⇒ (20) + 0 = 20

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Retcon- Lasaraleen will thank him for the 3 items and offers to carry the scroll unless another wants it
Lasaraleen will let the stealthy Ledt move up before she approaches slowly from a distance, trying to stay out of sight from the courtyard.

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While we are doing retcons
Oggil too with offer a bow of thanks. "We will put these to good use. It may be they will help us uncover some more history."
Back to the current
Oggil follows Ledt as quietly as he can.
stealth: 1d20 + 6 ⇒ (18) + 6 = 24
perception: 1d20 + 11 ⇒ (7) + 11 = 18

GM Lamplighter |

Chip's call into the pit at first generates no response, but after a few seconds a tiny voice calls back in Sylvan.
"Qu'st adnos?"
One of the gourd suddenly moves, tilting up on one end and sprouting a leafy torso with tendril limbs. Two eyes open on the side of the gourd, and it looks up at Chip.
"natis unt tibi-fey?"

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Chip perks up. Hey! It talk! It asked who comes to visit, and if we are fey. I'm gonna tell it I'm a gnome, and if it will let us explore around. Don't worry, Drixel. It doesn't seem hostile... at least not yet.
Ego sum gnome, sic contineat fey hereditatem. Vis ut nobis concedas transitum? Nolumus perturbare patria. Quaerimus enim praeteritum.

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"Talking plants? Next there will be a stream running uphill!" says Oggil in amazement.

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Lasaraleen does not understand the voices, but knows that if they were not expecting visitors, they could be hostile.
She remains silent behind the rock until further can be determined.

GM Lamplighter |

Nemrok: the creature is a gourd leshy, an intelligent plant creature. They are generally peaceful, but quick to anger when their gardens are damaged. They can shoot a seed pod which can entangle foes, and are immune to cold and sonic energy as well as the standard plant immunities.
Chip - Diplomacy: 1d20 - 1 ⇒ (16) - 1 = 15
The creature accepts your offer, and then three more of the gourd-headed creatures come out of hiding. They begin to carefully move plants and gourds aside, showing you various places of interest in the ruined basement and allowing you to explore the palce.
From the creature (whose name is Harvest Stripe), you learn that his people were chased here by a troll, and have made their home here ever since. They are quite happy to remain here, as the sheltered place is good for growing gourds. As signs of their friendship, each one opens his own head, which proves to be hollow. They present you with a series of small objects as gifts. These objects are:
* a dark-haired doll wearing a tiara;
* a silver locket with a portrait of a young man inside;
* a pearl of power (1st-level spell);
* an ancient tome entitled "On the Application of Magic in War", written in a strange script;
* a ring of arcane signets;
* a small ruby songbird;
* a knight’s pennon of battle bearing a mounted knight surrounded by white roses.
To save time, I auto-ID'd the magical items for you; the other items are non-magical.

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Gratias tibi! Tu pulchra domum. Tu es amica.
They are giving us gifts and moving out of the way so we can explore!
He commands Zipper to chill out. Zipper, heel! Good boy!
Shall we look around?
I think either Oggil or Chip would benefit most from the Knight's Pennon of Battle.

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Thanks them for their gifts and their friendly welcome. Tell them we will try to not damage their garden.
Says Nemrok who is quite interested in the ancient tome.
Who adds Be careful to not damage their garden.
I cannot id the pearl of power as is a DC32 to id it...

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I thanked them already. Chip smiles.
Chip tries to tell Zipper to tread carefully by demonstrating the process to him. Zipper, watch.
Handle Animal (Push - DC 25): 1d20 + 10 ⇒ (16) + 10 = 26
He does so successfully.
Both Chip and Zipper take 10, getting a 20 and 13 respectively.
You would need a negative wisdom to fail that check. If someone needs help, Chip will help them out by pointing out where to watch their step. With the leshys' help, he can't fail to aid another on Survival.

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Drixel smiles at the leshy, then carefully follows Chip and Nemrok around the garden.
Survival (Take 10): 10 + 2 = 12
Perception(Aid Another: Nemrok: 1d20 + 0 ⇒ (4) + 0 = 4
But she is much to focused on trying to avoid any damage ot the garden to look about.

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Oggil bows to the creatures. "Your kindness will be recorded in our chronicles."
Oggil will take ten for 15
"If anyone has a staff to attach the flag to, I would be proud to carry it."
I think the pearl of power DC would be 16, minimum caster level is just 1
Oggil then asks "Is there anything they can tell us about this place? They may have learned some of its history already."

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Lasaraleen will come out and smile at the creatures once they seem friendly. Still not understanding their language.
Well that was splendid.

GM Lamplighter |

You have all successfully navigated the leshy's garden. With some back and forth translation, you know that they know little of this place other than it was where they came to escape from a troll. They think the troll went downstairs, through the iron grate blocking the stairs at the end opposite the entrance.

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"The troll went down.. but didn't come back up?" Oggil waits for the question to be translated.
"That means we might have to fight a troll down there... how long ago did the troll head down? I thought they said they had been here some time?"

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Oggil, I hope they were joking. I am not sure we are ready to fight a fierce troll of all things. Those nasty creatures are just dreadful from what I have heard.
Lasaraleen will join up with the others to make plans if the group is to descend.

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A worried look on his face, Oggil approaches the gate, peering into the gloom within with his darkvision.

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Trolls? But their attacks are so easy to avoid! He's referring to his gnome defensive training, and I believe Oggil shares that trait. XD
Chip searches around the ruins as he talks.
Perception: 1d20 + 8 ⇒ (11) + 8 = 19

GM Lamplighter |

You descend the stairs into what must once have been the catacombs under Emberhold. Six round pillars and a large iron gate built into a low archway on the west wall are not the most compelling features of this musty cellar. Drawings rendered from soot and dark brown paint cover the walls. They’re broken up by narrow fissures of dark earth and crumbled plaster. The oldest and most obscured of these drawings depict scenes of the Thrune family being savaged and brutalized by humans and devil-kin alike. The newest scrawlings depict civilians burning under a Chelish flag. The room is filled with the bones of humanoids and animals, most of which are heaped around a large throne against the south wall. Zipper growls and sniffs uncomfortably at the stink in the air, which smells of decay.

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Lasaraleen follows the others down the stairs.
"Ew..."
She about gags when the smell of rotting hits her, but she muffles and forces herself to continue with scimitar held tightly.
She will peek around the corner into the throne room.
perception: 1d20 + 6 ⇒ (11) + 6 = 17

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Chip looks down at Zipper. Sorry, boy. It must be a lot worse for you than it is for us.
Chip joins Lasaraleen in her search.
Perception: 1d20 + 8 ⇒ (12) + 8 = 20
Aside from just looking, anyone have a way to see if there's anything magical down here?