Darven Kinock
|
I can not five foot due to difficult terrain..so I will provoke.
Before Darven moves he will attack the beetle who struck him.
Red
attack: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
damage: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7
"on my way friend"
Darven will move, stepping up onto the back of the couch, towards Adinomo.
Darven Kinock
|
Well I am hoping that my AC will hold up to it...it should being a level 1-2. But it is ok.
GM kuey
|
Capone provides divine guidance to Darven, who uses it well to revenge the strike on him, cleaving the offending red beetle in half. He then clambers over the sofa, narrowing avoiding the attack from other beetle.
blue AoO bite, smite Darven: 1d20 + 1 ⇒ (19) + 1 = 20 wow...
Faeria opens the door just in time to see Adinomo pierces with his rapier into the green beetle. Shelby fires an arrow at the other beetle, similarly skewering it.
The two remaining beetles continue their attacks on Darven and Adinomo, but to no avail, clacking their jaws harmlessly in the air.
blue bite Darven, smite: 1d20 + 1 ⇒ (8) + 1 = 9
green bite Adinomo, smite: 1d20 + 1 ⇒ (15) + 1 = 16
Round 2/3
Knowledge(nature or planes) to identify
Status: inspire courage +1 to hit and damage
Bold may act
Greenwillow
Shelby
Adinomo
blue critter (-3)
green critter (-3)
red critter
Capone
Darven (-5)
Faeria
Capone~
|
Standard Action
Capone attempts to assist Devan's next attack against the blue beetle.
Attack to Aid Another (Flank): 1d20 + 0 + 2 ⇒ (12) + 0 + 2 = 14
+2 to Devan's next attack against the blue beetle, in addition to the flank and the inspire courage happening.
Move Action
A duplicate copy of Capone appears in his square. Using the Trickery Domain Copycat ability.
Faeria, the Mad
|
Faeria reaches for her cold iron dagger. Then remembers something. "Oh poo!"
Then she remembers something else--she has the power to warp that reality stuff! She's magic. With a phrase she changes the surface friction of the floor beneath the green beetle via grease DC 15.
Darven Kinock
|
Taking advantage of the bettles distraction, Darven swings.
attack+inspire+aide+flank
attack vs blue: 1d20 + 4 + 1 + 2 + 2 ⇒ (12) + 4 + 1 + 2 + 2 = 21
damage: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4
GM kuey
|
Capone distracts the beetle, giving Darven an opening which he uses to to slice deep into the creature, dispatching it. Faeria suddenly recalled her magic ability and summons a pool of grease under the remaining beetle. Despite it's four legs, it slips and flips over on its back.
green reflex: 1d20 ⇒ 11
Round 3
Knowledge(nature or planes) to identify
Status: inspire courage +1 to hit and damage
Bold may act
Greenwillow
Shelby
Adinomo
blue critter
green critter (-3, prone)
red critter
Capone
Darven (-5)
Faeria
GM kuey
|
Adinomo pierces his small but deadly rapier deep into the innards of the beetle. It twitches violently before it collapses.
combat over!
The beetles disappear with a flash of light, like how they appeared. With the vermin called forth by the hidden summoning circle destroyed, you are able to conduct a thorough search of the house. In this living, you see a large sofa sitting awkwardly near the entrance, facing toward the center of the room. Sets of chairs and tables are arranged throughout, and statues of grandiose gnomes occupy the corners of the room. A set of stairs at the northern edge of the chamber leads downstairs, while a second set of stairs leads up.
Despite the lack of dust on many surfaces, you can tell from stale air, and the carpet and sofa showing virtually no wear, that no one has been here for years.
As suspected, the house is completely deserted and untouched, except for the large gaping hole in window of the southeastern room. mending, anyone? :) The Fimbrik that Faeria tried to feed in the southeastern room is clearly is an illusion. Interestingly in the northeastern room, there is a similar image of Fimbrik. The real Fimbrik would not likely have made such a mistake to programme two images of himself, so there must have been some glitch in the matrix.
The cellar is unnotable except for stacks of newspaper, while the stairs leading up reveal an unfinished second floor. Capone and Faeria occasionally sees a presence moving about the rooms, invisible if not for the magical aura it radiates. It floats into the living room, tidying the mess you made while fighting the beetle. It then moves into the southeastern to clear up the broken pieces of glass and remove the offending brick, but otherwise, ignores you completely. The invisible housekeeper has been keeping the house clean, and apparently has been moving the newspapers from the doorsteps to the cellar. It seems that the publishers in recent years have increased the thickness of the papers, and the servant has been having difficulty pulling the papers through the door slot, thus settling for stacking them neatly beside the door.
In the northeastern gathering room, you find two forgotten potions sitting on the windowsill.
potion of cure moderate wounds
potion of lesser restoration
In the same room, an examination of the table in the southwest corner reveals a neatly penned letter. (see Handout #5) Underneath the letter is a hastily scrawled note in similar handwriting, which contains the name "Karina Clamp".
Faeria, the Mad
|
perception: 1d20 ⇒ 5
Faeria introduces herself to the various Fimbriks. Well, you never know! And chats at them a bit.
She casts detect magic to inspect the potions and the rest of the place.
spellcraft (first potion): 1d20 + 8 ⇒ (9) + 8 = 17
spellcraft (second potion: 1d20 + 8 ⇒ (6) + 8 = 14
"Oh hello. That Fimbrik is one- pardon me, two tough gnomes. He refuses to divulge anything, and I doubt either of him would succumb to bribery or torture." There's a grudging admiration for the man's- men's gumption in her dreamy voice.
"Oh, and he- they've left us drinks. This first potion should pick you right up if you are feeling all bleedy though." She smiles glassy-eyed at no one in particular.
Darven Kinock
|
survival: 1d20 + 5 ⇒ (8) + 5 = 13
perception: 1d20 + 5 ⇒ (5) + 5 = 10
"Hmm. Maybe the next place we go is to the wall of names and look for this name."
At that Darven sheathes his sword and heads for the door, with the wall on his mind.
Capone~
|
Perception: 1d20 + 6 ⇒ (20) + 6 = 26
"No one has been here for years! There's no dust, but the air is stale."
Spellcraft: 1d20 + 6 ⇒ (14) + 6 = 20
Spellcraft: 1d20 + 6 ⇒ (15) + 6 = 21
"The second potion is one that can restore damage to your capabilities, or Lesser Restoration for those familiar with the exact magical names."
Can open both spoilers.
GM kuey
|
Darven, you guys have visited the Wall of Names already. :) See the 3rd slide in the maps and handouts. So with all the three leads explored, where to now?
Adinomo
|
"Hmmm, this note narrows it down to just Karina Clamp. Her entry on the wall of names links her to one of the failed aspirants. We also have a password and know there is a secret passage somewhere. Shall we go to that temple of failed aspirants, try to find this particular one and say that word?"
Faeria, the Mad
|
"Oh yes, let's!" Faeria claps excitedly and makes her goodbyes to their host or hosts.
Note: she still has a potion of cure moderate wounds, if anyone wants or needs it.
Capone~
|
"The temple of failed aspirants. I am amused by the whole concept... why make a shrine to the failed?" Capone chuckles to his own non-humor.
GM kuey
|
You have uncovered all the clues that you can from the leads left behind by Foster and his assistant, Adolphus, and all of them point you towards the Shrine of the Failed in the Ascendent Court district, which is where you head next.
Along the way, there is great excitement and flow of human traffic along the streets, despite the incessant rain. It seems that Sir Reinhart has chosen this very moment to attempt the Test of the Starstone. People you pass by on the streets are exclaiming that the valiant knight is preparing to charge his steed across the chasm outside Starstone Cathedral. The crowds are clearly making their way there to watch the spectacle. That in turn have provided you unrestricted access to the Shrine of the Failed. The city guard and what few caretakers the shrine has have left to watch Sir Reinhart’s attempt.
Erected centuries ago by an unknown organization, the Shrine of the Failed is a dour complex that pays homage to those who failed in their attempts to overcome the Test of the Starstone. The building houses numerous altars, each dedicated to a specific failed aspirant. Black-robed acolytes are usually present to protect, clean, and maintain the halls as well as the few trinkets left behind by the aspirants, but they have now left. The shrine is a stone edifice with several levels that contain altars to the failed aspirants. You are able to access the Shrine via a large set of stairs at the side which leads to a basement annex.
The large monumental antechamber that you enter first stretches eighty feet from end to end, with a ceiling suspended thirty feet from the floor by great pillars. (see map) Seven arched passages lead to humble rooms, each of which contains a polished stone altar dedicated to one of the failed aspirants. Each altar stands upon a raised dais and bears a small brass nameplate identifying the aspirant and his would-be portfolio. Glancing at each of the alcoves in turn, counterclockwise starting from the northeastern one, you see the following names in this order:
- Gobru, god of fish and the bountiful sea
- Mellag, god of rot
- Oggo, god of the sixteen poses
- Spuchasta, goddess of hallucinatory incense and herbs
- the Muted God of silence and serenity
- Plokkis, god of spoiled food and wastefulness
- Zimpar, god of the screaming fear
Darven Kinock
|
"Well she died of spoiled rations and wastefulness. I say we check out Plokkis' alter."
Darven moves over to the alter.
Let's see if this works
"Wiffle"
GM kuey
|
The small alcove dedicated to Plokkis, god of spoiled food and wastefulness, is no more than a plain stone hole in the wall. Other than the altar with the small brass nameplate sitting on stands a raised dais, the alcove is desolately empty.
Darven speaks the word, "Wiffle" which briefly echoes in the small alcove. Darven waits a few heartbeats, and is disappointed nothing seems to happen.
You find a door hidden by an illusion against the room’s west wall! Unfortunately, you can’t see any means to unseal the door. However, further searching reveals that the altar’s nameplate slides to one side, revealing a miniature chalkboard and a thin piece of chalk.
Um, is Darven going to heal himself? There was the potion earlier.
Darven Kinock
|
perception: 1d20 + 5 ⇒ (2) + 5 = 7
will: 1d20 + 2 ⇒ (8) + 2 = 10
"Um..did it work. WIFFLE!"
I am only down 5 and did not want to wast a cure moderate on that. If someone has a wand they can tap me with.
Shelby Salano
|
wand of CLW on Darven: 1d8 + 1 ⇒ (1) + 1 = 2
and again
wand of CLW on Darven: 1d8 + 1 ⇒ (4) + 1 = 5
Will save: 1d20 + 3 ⇒ (16) + 3 = 19
Approach the Muted God of silence and serenity.
"Let's see if a spoken password amuses the muted god. Wiffle."
GM kuey
|
I was going to point out that you can take 20 to search the alcove, but there you go, Adinomo!
As Adinomo completes the word, it almost immediately fades away again. But a rumbling noise comes from the western wall, as it slides into the bedrock and the illusion covering it fades away, revealing a rough hewn dark passageway.
Faeria, the Mad
|
"Pretty.... It really makes you stand out in a crowd." Faeria says to a spot above his head. "...or a dark hole."
Darven Kinock
|
Darven takes lead shield readied and sword drawn.A little paranoid now about secret passages Using the light from Adinomo's armor to light the way.
Faeria, the Mad
|
And outline his silhouette against the darkness. ;)
Capone~
|
Capone takes a quick look around the building to make sure no one is watching before following suit.
Perception: 1d20 + 6 ⇒ (15) + 6 = 21
GM kuey
|
The building is quiet and Capone notes that the area around the building is still largely deserted. He hears cheers in the distance towards where you figure the Starstone Cathedral is. He quickly joins back the party.
With Darven leading the way, you enter with great trepidation into what appears to be a large natural stone cavern beyond the secret door. As you round the corner...
you find the cavern completely empty as far as your light shows. However, although this cavern is dark, illumination emanates from the northeast. You head towards to light and enter cautiously into an alcove but do not spot any signs of life (or unlife).
Whereas the stonework leading to this chamber is rough, the walls in the alcove are polished. Several desks are arranged along the northern and eastern edges of this small stone alcove. A single gem rests among the neatly filed papers on the desk, emitting a soft luminescence that brightens the small room.
Looking through the paperwork left behind, even the unschooled can tell that they are priceless collections of Pathfinder Society lore and information describing dozens of unexplored sites. Most are written in an Azlanti dialect, but appear further encrypted. This collection is clearly a goldmine of great scholarly importance, but understanding the true scope of the discovery would require several weeks of careful study by researchers at the Grand Lodge. Amazing discovery!
map updated
Shelby Salano
|
kn Dungeoneering: 1d20 + 7 ⇒ (3) + 7 = 10
Spellcraft: 1d20 + 6 ⇒ (15) + 6 = 21
Appraise untrained: 1d20 + 2 ⇒ (16) + 2 = 18
"Powerful magic created this cavern."
Cast Detect Magic.
GM kuey
|
Other than the faint evocation magical aura emanating from the glowing gemstone, Shelby does not notice anything else magical in the cavern or the alcove.
Adinomo
|
Appraise assist Shelby: 1d20 ⇒ 15
"That gem seems to be worth quite a lot, what do you think Shelby?"
Adinomo looks if there is any traps or other way out of here Perception take 20 = 28
"Seems we are done here, shall we grab the most important documents and get back to the grand lodge to report? With any luck we might be able to catch a glimp of this sir Reinhart while we are walking past the Starstone cathedral."
Darven Kinock
|
"I agree, lets take as many documents as we can."
At that, he heads back towards the entrance.
GM kuey
|
Relieved that you have found Eylysia’s notes without opposition, you quickly gather up all the notes that you could as well as the glowing gemstone, and make your way out of cavern back to the shrine. However, just as Darven is leading the group to exit the alcove, you are ambushed!
For the surprise round, due to everyone's relative position, I would rule that only Darven and Adinomo has a chance to spot the ambush.
red stealth: 1d20 + 10 ⇒ (2) + 10 = 12
blue stealth: 1d20 + 2 ⇒ (6) + 2 = 8
percep, Darven: 1d20 + 5 ⇒ (12) + 5 = 17
percep, Adinomo: 1d20 + 8 ⇒ (9) + 8 = 17
A halfling woman dressed in red leather is pressed flat against the wall on Darven's right, while a tall hulking human female in blue chain shirt stands near the entrance of the nearby alcove, both ready to ambush the party as you exit. However, the ever attentive Darven and Adinomo spot them in time. You may both act in the surprise round.
init, Capone: 1d20 + 2 ⇒ (15) + 2 = 17
init, Shelby: 1d20 + 9 ⇒ (8) + 9 = 17
init, Darven: 1d20 + 2 ⇒ (17) + 2 = 19
init, Faeria: 1d20 + 2 ⇒ (1) + 2 = 3
init, Adinomo: 1d20 + 6 ⇒ (4) + 6 = 10
init, Greenwillow: 1d20 + 4 ⇒ (6) + 4 = 10
blue: 1d20 + 2 ⇒ (2) + 2 = 4
red: 1d20 + 3 ⇒ (17) + 3 = 20
green, who?: 1d20 + 6 ⇒ (20) + 6 = 26
orange, who?: 1d20 + 2 ⇒ (8) + 2 = 10
The halfling woman nonetheless has quicker reaction. She calls out in a shrill voice, "The Aspis Consortium sends its greetings! as she stabs at Darven with her rapier. The thin blade pierces into Darven's side but does not go deep.
red rapier: 1d20 + 5 ⇒ (14) + 5 = 19 for damage, sneak attack: 1d4 + 1d6 ⇒ (1) + (2) = 3
Surprise Round – only standard or move action.
Those in bold may act.
green
red
Darven (-3)
Shelby
Capone
Adinomo
Greenwillow
orange
blue
Faeria
I should warn you that they have done some buffing when setting up the ambush.
Darven Kinock
|
"Everyone, ambush"
Darven looks at his wound for a second then draws his sword.
He looks at the halfling woman,"You are going to regret that"
GM kuey
|
The towering woman to Darven's left snorts as she laughs. "Ha! He wants us to surrender, Shellie!" She charges at Darven and swings her greatclub at him. However, Darven just manages to raise his shield in time to deflect the mighty blow.
blue greatclub, charge, flank: 1d20 + 7 + 2 + 2 ⇒ (8) + 7 + 2 + 2 = 19
At this time, a male half-elf dressed in green robes steps out of from a corner of the alcove. He waves his hand at Darven as he mutters some arcane words. A magical bolt flies out and smashes unerringly into him.
magic missile: 1d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Shellie the halfling calls out again in her shrill voice. "Leave behind what you found, and we'll let you leave with your lives!" She tries again to skewer Darven with her small rapier, but it bounces off his armor this time.
red rapier, flank: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10 for dmg, sneak attack: 1d4 + 1d6 ⇒ (2) + (5) = 7
Man, they are quite terrible at ambushing, aren't they... :)
Round 1
Those in bold may act.
green
red
Darven (-7)
Shelby
Capone
Adinomo
Greenwillow
orange
blue (charge)
Faeria
Shelby Salano
|
5ft step east. pull my wand of CLW as a move action.
"You know what? Forget bugs. Let's tell the story of the time we curb stomped a bunch of uppity Aspis."
Inspire Courage: +1 to hit and damage.
Faeria, the Mad
|
"Everyone, ambush"
"Huh? Oh? How do we do that?" Faeria says confused. "I mean won't they see us coming. Oh. Hello... Have we met? Is this your place?"
Capone~
|
"Dividing them up would be ideal."
Standard Action
Capone casts Cause Fear at the enemy in Red Leather. DC 15 Will Save. Frightened for 1d4 ⇒ 3 rounds on a failed save, and Shaken for 1 round on a successful save.
Move Action
He creates a Copycat. Functions like a single mirror image.
Darven Kinock
|
Darven five foot steps out of the opening and then swings at the human women.
attack+inspire+favored enemy
attack: 1d20 + 4 + 1 + 2 ⇒ (7) + 4 + 1 + 2 = 14
damage: 1d8 + 2 + 1 + 2 ⇒ (8) + 2 + 1 + 2 = 13
GM kuey
|
Shelby starts an inspiring tale, this time about the stomping on and crushing off snakes. Darven steps further out of the alcove to give his team space to move out. He swings at the tall woman and he quite sure he would hit, but the blow seems to deflected by some magical force. Greenwillow, despite the tight corner she is in, manages to find an opening to create a sudden storm burst, battering the tall woman. Capone, however, focuses his attention on the halfling, He summons divine magic, striking fear into her heart!
will save: 1d20 + 3 ⇒ (8) + 3 = 11
Darven, Adinomo, go ahead and roll the AoO as the red halfling would be fleeing when it reaches her turn. Greenwillow, I think the damage should be 1d6, not 1d6+1, as you are only level 1. But there is a +1 from Shelby's inspire courage.
Round 1
Those in bold may act.
green
red
Darven (-7)
Shelby
Capone
Adinomo
Greenwillow
orange
blue (charge, 7 NL, -2 att)
Faeria
Darven Kinock
|
attack+inspire
AOO: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
damage: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5