Sir Dydimus
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You can't escape foul thread!
GM Engleaktig
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All. In my zeal to be all inclusive, I allowed 8 players into the game. My sincere apologies, but we need to split into two tables.
The following players should continue to use THIS thread for game play.
1. Serwe – Wayang Witch
2. Harrow – half-orc Cavalier
3. Tacitus – Human Arcanist
4. Arrack – Human Barbarian
The following players should go over to the NEW thread for game play.
1. Sir Dydimus – Halfling Bard
2. Opal-Alchy – Elf Alchemist
3. Van Potter – Gnome Arcanist
4. Alek – Human Hunter
Again, sorry for the kerfuffle. :-)
GM Engleaktig
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Fresh off your induction into the Society and the completion of your basic training within the organization, you all find yourselves in the office of Ambrus Valsin, the venture-captain in charge of daily operations in and around the Grand Lodge. The efficient and straightforward chamberlain greets you curtly and motions for you to sit.
"All right, Pathfinders! Listen up. I know you are new recruits eager to make names for yourselves in the organization, but first we need to make sure you are up to snuff and won’t get yourself killed out there. I have a number of small assignments for you and your team, and it would be best if you could finish them before the day’s end."
"Every day we get some doe-eyed hopeful or some sniveling bootlicker willing to do anything to join up with the Pathfinders. Most of them are good kids, but not all of them have the salt to make it in a world like this. It’s rough out there and I’m not just talking about the ruins, tombs, and wilderness Pathfinders find themselves in on missions. We’ve got people who look down their noses at us, folks who think we squander our resources, and agents who want to take everything we have collected. This wealth of knowledge and these items of lore make us the most powerful organization on the planet. That said, since we are fractured and widespread, it’s difficult for that power to light on anything for too long. For every friend of the Society, there are two enemies."
"Your first mission, to test your mettle and loyalties, sends you to meet a few people important to the Society living here in Absalom. These are other venture-captains or close allies of our organization, so follow their orders as you would mine. I’ve prepared a list of things I want you to do. They’re not arranged in any particular order of importance, but I want them all completed as quickly as possible. Only report to me once you complete them all. Included in the envelope you hold in your hands is the list, complete with the name of your contact, and directions to the meeting location."
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Here is the list. I've also included a link to the list document beneath my name and at the top of this page.
Assignment #17:
☐ A man named Guaril Karela runs a curio shop in the Docks called the Pickled Imp. Go to him and fill his request as a favor to the Society. I believe it has something to do with a set of rare books.
☐ Ollysta Zadrian requested aid and is expecting you at the Temple of the Shining Star in the Ascendant Court. She needs someone to deliver a parcel of medicine and curatives to a needy orphanage and verify the character of the recipient.
☐ Visit the offices of Osirian nobleman Dremdhet Salhar in the Wise Quarter. The Pathfinder Society needs to obtain permission to delve the Salhar ancestral vaults beneath Sothis. He has made a verbal agreement, and your visit makes it official. You will receive an official charter and detailed maps. Do not embarrass the Society in this matter.
☐ Chelish Paracountess Zarta Dralneen possesses an item loaned from the Vaults. Meet with her in her estate in the Ivy District and retrieve the item in her possession.
GM Engleaktig
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You all make your way to the rich estate of Grand Council member Dremdhet Salhar, and are greeted by a guard who is expecting them as they reach the tall, wrought-iron gate.
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"Pathfinders," the guard says in a sonorous baritone. "You are welcome here. You may proceed."
He pulls open the obviously heavy gate with ease.
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A servant makes his way out to the party and offers greetings, "My greetings to you, Pathfinders. Master Salhar is not present. He was called away on important Council business. However, his most trusted advisor is available to negotiate any business you may require"
The servant leads you through the estate, down well-decorated hallways, past expansive rooms. After a few minutes, the group arrives at a simple study near the end of a long hallway.
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Inside Amenopheus, the Sapphire Sage, a tan-skinned old man sits behind a desk flipping through pages in a large tome. Scraps of paper jut from the book marking over two dozen different places. As the group approaches the open door, the wise sage silently gestures the PCs into the study with one thin hand, while closing the tome with the other after finishing what he was reading.
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"Good day to you, Pathfinders. I am Amenopheus, the Sapphire Sage, advisor to Master Salhar. I understand you were sent here to discuss archaeological permissions. Knowing this was coming, I spoke with Master Salhar at length on the subject and have this to say."
"Since Osirion was reopened to exploration a decade ago, adventurers, historians, and treasure-seekers flock to my country by the hundreds, perhaps thousands. While most families with ancestral burial vaults maintain guards and keep their sites out of the hands of casual thieves, not all families have the wealth or power to restrict everyone, and as we all know, not every defense is perfectly secure. Unscrupulous tomb robbers and maligned merchant organizations cause Osirion to bleed relics into the Inner Sea—something the descendents of Ancient Osirion cannot afford. We Osiriani have thousands of years of rich history coursing through our veins, and while that power has been out of focus in recent years, we are content to wait, knowing our enemies will wear themselves down. As they fall into arrogance, folly, or greed, we wait for our return to power, knowing we bear the riches of our ancestors at our feet."
"Master Salhar remains impressed by the Pathfinder Society, orating in their favor a handful of times in front of Absalom’s Grand Council, in fact. Due to previous relationships between him and the Society, Master Salhar has agreed to grant permission to the Pathfinder Society to explore his family’s vaults below Sothis. The only thing he requires is that you retrieve the map of the vaults from his own vault here. The servant will lead you to the basement and show you the room."
The Sapphire Sage’s eyes twinkle as he smirks knowingly, then he turns back to reading his book as though he had never been disturbed.
Alek Stormcrow
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Dotting. Likewise with Van... Also, I'm going to thoroughly enjoy RPing with Dydimus, silly halfling.
GM Engleaktig
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After leaving Amenopheus’ study, the servant brings the group back through the spacious estate, leading them down sturdy stone steps into the cool basement. Down a hallway, after a couple turns, the party ends up at a plain wooden door. The servant opens the door, gesturing to the room with a bow, and waits silently for the party to enter.
Alek Stormcrow
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Alek gives the wizened mage an appreciative nod of his head as they are ushered out of the study and back through the estate. Much like on the way in, Alek stares unabashed at the opulence of the home as they continue on...
Once at their destination he looks at the door suspiciously, as if expecting it to grow teeth and try to bite him. Cinder senses his unease and his hackles rise, along with the hair on his back. "What are we to expect in there?" he asks the servant bluntly, though politely.
Van Potter
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Fighting off yawning from boredom from the fancy house and the human with the fancy hat, the gnome seems pleased as the group finally makes it to the basement, wandering into the room and looking for said map "Maybe it'll be my lucky day and the map will have some interesting traps listed on it."
Sir Dydimus
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Before leaving the study Sir Dydimus give the sage one of his trade mark bows and then turns to the servant. Lead on goo sir! Adventure waits for no one!
Once to the basement door the halfling draws his sword, Aha! What devious test does this Amenopheus have planed for us? Defeat a dragon? Grapple a giant? Trounce a Troll? I, Sir Dydmus, is ready for anything! and then rushes into the room.
Dotting. Likewise with Van... Also, I'm going to thoroughly enjoy RPing with Dydimus, silly halfling.
Thanks Alec, I was hoping Dydimus would be fun and silly and not too annoying
GM Engleaktig
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Dydimus is awesome! :-)
The servant remains silent and stoic through Dydimus' litany of questions. He simply waits for the party to enter the vault. Then he shuts the door and locks it behind you all.
The plain stone room contains three chests: a copper-banded chest of smooth, dark wood; a red lacquered chest; and what looks to be a cube of solid steel. Behind the chests sits a low table holding a clear glass jar half full of liquid and a covered wicker basket.
Sir Dydimus
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Sword in had Dydimus look over the contents of the room and the excited look on his face slowly changes to one of confusion. Ummm...Okaaaayyy...I guess...aaaa...well we could...aaa...what about...aaa...a puzzle??? Dydimus dejectedly sheaths his sword.
Not more than a second later the wild excitement is back and Dydimus begins moving closer to the chests with dramatic overly cautious steps. In his most suspenseful sounding voice he begins talking to himself. And so begins this deadly game where the wits and nerves of the young band of pathfinders is put to the test against the clever Amenopheus, one of the most powerful wizards ever to walk Golarian.
Perception: 1d20 + 4 ⇒ (3) + 4 = 7
Thanks Engleaktig!
Caranthir Silverhand
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A tall, athletic elf with intelligent eyes quietly joins the group.
"They unlocked the door for me. I apologize for my tardiness, but the Society just recently asked me to join this mission. I am Calanthir Silverhand," he states. "Together we will accomplish these tasks with ease. I trust all of you are prepared," he says.
He carries a finely-crafted longbow with a sure hand, and quietly checks his two quivers.
"I did receive the briefing upstairs," he adds as an afterthought.
Thanks, GM Eagleaktig!
Caranthir Silverhand
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Caranthir looks around the strange room.
"An enigma, certainly," the elf says as his sharp eyes survey the room. He tries to determine if there is anything unusual here.
perception: 1d20 + 3 ⇒ (8) + 3 = 11
spellcraft: 1d20 + 7 ⇒ (12) + 7 = 19
knowledge(arcana): 1d20 + 7 ⇒ (7) + 7 = 14
Caranthir Silverhand
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Unfortunately, no. Right now I'm just a smart fighter with spellcraft and knowledge arcana. Next level, though!
Van Potter
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"Should've known that turban guy would make us work for our supper. Ok, let's see if any of these things are magic."
Van casts Detect Magic on the room.
GM Engleaktig
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Detect Magic:
- Round 1: Yes! You detect the presence of magic. (aside from those magical auras presented by your allies)
- Round 2: The school is illusion.
- Round 3: The strength is "faint" and is centered on the copper banded chest.
I might have limited posting this weekend. Need to travel a bit.
Opal-Alchy
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Is anyone here willing to stick their hand in that liquid for that key?
Opal will arm herself with a dagger, and try to open the copper banded chest, very slowly, unless someone else would like to try.
Disable Device to Open: 1d20 + 7 ⇒ (8) + 7 = 15
Sir Dydimus
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I'll do it!
Sir Dydimus runs over climbs up on the table. He rolls up his sleeves and plunges his hand into the liquid, grasping form the key.
Van Potter
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Van shares his findings with the group then says to the halfling,, "I can just tip it over with magic, but be my guest fella. I can try to open them all from a distance, actually."
Alek Stormcrow
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Alek examines the scene before him wearily, not sure what to think about the situation. When the elf suggest someone put their hand into the liquid he started to suggest that was a terrible idea. Unfortunately before he could say anything, Dydiumus jumps up and shoves his hand down into the liquid. 'Don't let that be acid...'
Sir Dydimus
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Reflex: 1d20 + 7 ⇒ (6) + 7 = 13
Caranthir Silverhand
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"That was either incredibly brave or foolhardy," Caranthir says to Dydiumus. "We will soon determine which," he says.
Sir Dydimus
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Ha Ha! Fortune favors the brave! The halfling holds the key triumphantly over his head. Now what is the next challenge!?
Van Potter
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Van moves past Opal to examine the copper-banded chest and tries to open it, first with Mage Hand, then with his tools if necessary.
Perception: 1d20 ⇒ 6
Disable Device: 1d20 + 9 ⇒ (19) + 9 = 28
Feel free to roll his Will save if necessary, noting that he has an extra +2 vs. Illusions if applicable.
Alek Stormcrow
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LOL! Well, Alek's suspicious personality was right about the acid...
Cinder wrinkles his nose as the acidic smell reaches his powerful scent after the foolhardy halfling shoves his hand down into the liquid. Alek looks at the little fellow with shock and a little admiration. "That was... parts bravery and parts stupidity. Though some might say they are the same thing... Now, let us determine what the key opens!"
Opal-Alchy
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After being confounded by the copper-banded chest, Opal will move on to the next one, and try to open it, attempting an unlock. Still with a dagger at the ready.
Disable Device: 1d20 + 7 ⇒ (19) + 7 = 26
Sir Dydimus
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Standing tall atop the table, the halfling shakes his head as he addresses the team. 'Foolhardy'!?!?'Stupidity'!?!? My dear companions, are we not Pathfinders?!? Is it not our duty, nay, our privileged, to plunge into any adventure set out before us? Look through the chronicles and tell me how many of those heroes were cautious. No friends, we can not sit idly by and hope for success. We have to take risks and act on instinct or we will never join the illustrious ranks that fill the books of legend! So I ask you, who will join me in proving our worth today?!? Who amongst you is ready to push all fear aside and dive into adventure!?! It's our time down here. That's all over the second we are afraid of what is in Amenopheus' bucket. For today we are Pathfinders, today WE are the ones that make history!
With a bright smile and a cheerful wink he tosses the the key to Alek.
Caranthir Silverhand
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"Your enthusiasm and oratory are inspiring, friend, but it is also said that 'there is many a slip betwixt a cup and a lip.' There is a place for caution in assessing risk. Some heroes never had place in a history book for lack of reasonable restraint," Caranthir observes.
"How goes the lock, gnome?" he asks Van.
Alek Stormcrow
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Do I detect a bit of Goonies speech in your oratory, good Dydimus? :)
Alek smiles and chuckles at Sir Dydimus' empowering speech before catching the key as it is tossed to him. "Well said, my little friend. Perhaps you'd like to open that wicker basket next? I'll stand next to in case something unpleasant waits inside that as well." The hunter walks over towards the basket, drawing his short sword out from behind his backpack. He holds the blade vertically above his head, prepared to make a downward attack should anything pop out of the basket to attack. "I am ready, then I'll attempt the key."
GM Engleaktig
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Van moves past Opal to examine the copper-banded chest and tries to open it, first with Mage Hand, then with his tools if necessary.
Feel free to roll his Will save if necessary, noting that he has an extra +2 vs. Illusions if applicable.
Mage Hand fails to interact with the chest.
Van moves to look at the lock.
Will Save: 1d20 + 3 ⇒ (15) + 3 = 18
And he realizes that this chest is merely an illusion.
Sir Dydimus
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Bah Sir Dydimus dismisses the elf's comment with a way of hand, but perks up significantly when Alek joins in the adventure. That's the spirit! The halfling moves up to the basket and draws his sword. With a mischievous smile he grabs the lid of the basket and rips it off with a flourish.
@Alek, I was hoping someone would catch that. I figures if I'm ripping off one 80's classic I might as well keep the theme going.
Van Potter
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Scoffing, Van stands up from his position by the chest, and finally replies to Caranthir's question, "Well, elf, it's an illusion. What a waste of my valuable time."
Backing away from the basket, he just shakes his head at Dydimus, "Brilliant. Just brilliant."
Sir Dydimus
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Thanks! Replies Dydimus not looking at Van but poking around inside the basket with his sword.
GM Engleaktig
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Do any of you have a means of speaking with animals active right now?
As Dydimus stabsss the basssket with his sssword, he rousesss a ssslumbering ssserpent. Its sssnooze ceasssed, the sssnake slithersss to the basssket's lid. Seeing its assssssailant, the sssubject poisesss to ssstrike. :-)
Van: 1d20 + 2 ⇒ (14) + 2 = 16
Alek: 1d20 + 1 ⇒ (16) + 1 = 17
Caranthir: 1d20 + 6 ⇒ (1) + 6 = 7
Opal: 1d20 + 3 ⇒ (2) + 3 = 5
Viper: 1d20 + 3 ⇒ (5) + 3 = 8
Dydimus, Van, and Alek are up!
Van Potter
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Van quickly uses his inherent gnome ability to speak with animals. He holds his hand up to indicate the others should stop and says to the snake, "Sss sssss, ss'ss sss sss s sss ss sss sss's ssssss ss."
"Hey viper, we'll get you a rat if you don't attack us."