
GM Socrates |

Ninja dot here please.
A ninja dot is where you delete your dotting post after making it.

GM Socrates |

A wide field of shattered weapons, barrow mounds, and mass graves surrounds the city of Absalom, a vast plain known as The Cairnlands. Rising from the war-torn earth like the grasping arms of the dead are countless siege castles, towers, and fortresses constructed over the millenia by would-be warlords who tried to take the great city and inevitably failed. Like forgotten monuments to failed conquerors, the siege castles of Absalom beckon the brave, the fearless, and the foolish with the promise of adventure and untold treasures, ever ready to create heroes or to entomb the fallen.
--
Venture Captain Drandle Dreng summons you to his office. You find him in the middle of a meal. "Ah yes, come in come in." He says as he takes a moment between bites. He takes a gulp of wine and then smiles at you. "Ah, what a vintage. Thank you all for coming!" He says and takes another bite of food, gesturing for you all to sit down. "One of our agents, Balenar Forsend, brought a fortress in the Cairnlands to my attention recently--more of a tower really, but he liked to call it a fortress." He takes another gulp of wine and continues "I gave him permission to explore it by himself, but I haven't heard from him in a while now and I'm beginning to feel concerned. I'd like you all to check it out, find out what happened to him. You shouldn't have trouble recognizing him, he had a wayfinder after all. Of course, while you're there I'd like you to make sure the whole place has been explored." He takes another bite of food and then scribbles on a piece of paper while he chews. He swallows and hands the paper over to one of you. "These instructions should get you there. Now, out of my office! I have other things to attend to."
You're not likely to get much more information than that, but if you have questions that he'll answer, I will do so retroactively.
--
You make your way out to the Cairnlands and manage to decipher Dreng's scribbles enough to find the ruined siege tower he described. There are no doors or windows on the smooth surface of the walls. The quatrefoil tower is exposed to the open air due to a dramatic collapse of the eastern wing. The top floor appears intact, but its eastern portion hangs over the large pile of rubble left by the collapse. As you approach it from the east, you can see a gaping hole in the building that should let you inside the tower.
I'll have you placed on the map momentarily.

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Roland scanned the scene as well. He was comforted to see most of his prior companions also assigned to this mission. He stood, holding his cold iron tome, wondering what trouble could have found his fellow Pathfinder.

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The Armenian Man was also happy to see that the Society was keeping most of this group together. They'd worked well together recovering the Silverhex, so he had confidence they would also do well here.
"Magdh likes us together, I see! We will go find this waylayed Pathfinder--or we won't! Maybe Magdh bring us all here to die in the crush of a collapsed tower. Let's go see!"
The Armenian Man approaches the rubble, wary for trouble.
Perception: 1d20 + 8 ⇒ (9) + 8 = 17

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"I ain't never met Agent Forsend," Hekran says, "Just to be sure, he's a human, half-elf? Taldan? And just so we know, is he the first to go to this fortress? Does it have a name?"
1st- obscuring mist, enlarge person, grease
0- acid splash, open/close, light
Before we leave Absalom, Hekran will buy a wand of mage armor with 2 PP

GM Socrates |

Back at the lodge
Dreng, having dismissed you and turned to the next thing, looks up at Hekran's question. "Ah, hmm... human, I believe. He is the first Pathfinder to go in the fortress, certainly. I don't know of any name. Anything else?"

GM Socrates |

As the party approaches the tower and starts to look around, Glok, The Armenian Man, and Gnickygnack hear some barking. To your right a small pack of dogs are running towards the party. Emaciated, snarling, and barking, they do not look like they are here to make friends.
Glok : 1d20 + 3 ⇒ (20) + 3 = 23
Hekran Mesra: 1d20 + 2 ⇒ (9) + 2 = 11
The Armenian Man: 1d20 + 2 ⇒ (2) + 2 = 4
Roland: 1d20 + 7 ⇒ (18) + 7 = 25
Gnicky: 1d20 + 4 ⇒ (3) + 4 = 7
dogs: 1d20 + 1 ⇒ (14) + 1 = 15
Initiative Order
Roland <= Up
Glok <= Up
Rabid Dogs
Hekran Mesra
Gnicky
Graktul
The Armenian Man
Green 6/6
Blue 6/6

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Roland readies an action to attack the first dog that closed within his melee range.
Readies action
Attack 1d20 + 4 ⇒ (5) + 4 = 9
Damage 1d6 + 3 ⇒ (4) + 3 = 7

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While seeming to preen a little in his new armor Graktul doesn't have any question about this rather straight forward mission.
Seeing the dogs running up on the group; Graktul moves to the front while pulling out a javelin and launching it at the lead pup.
Attack: 1d20 + 1 + 2 ⇒ (17) + 1 + 2 = 20
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Assuming they are in range if not would delay the attack slightly to allow them to close.

GM Socrates |

Roland waits for the dogs to get close to him, while Glok sticks an arrow into the leading dog. It collapses with a yelp. The other two dogs go running at Glok and bite at him. The red-furred dog manages to get a nip in at Glok's leg.
Initiative Order
Hekran Mesra <= Up
Gnicky <= Up
Graktul <= Up (see below)
The Armenian Man <= Up
Roland <= Up
Glok <= Up
Rabid Dogs
Graktul: let me know if you still want to try to throw the javelin; in which case you could keep both rolls
bite, attack, charge: 1d20 + 2 + 2 ⇒ (16) + 2 + 2 = 20 for b\p\s: 1d4 + 1 ⇒ (1) + 1 = 2

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Nope for some reason misread the order and thought I was acting in the spot as Glok...Think we have too many characters with names starting with "G"...really wishing I had cleave currently but sadly need 2 more levels before I can take it.
With the mangy pups in the party's face, Graktul pulls out his heavy flail launching a wild attack on the dog directly in front of Glok.
Attack: 1d20 + 1 + 4 - 1 ⇒ (15) + 1 + 4 - 1 = 19
Damage: 1d10 + 6 + 3 ⇒ (10) + 6 + 3 = 19

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The Armenian Man usually like to use Magdh's influence to twist fate in their favor some way, but the dogs were already on them! Trying to chew on Glok's leg! No good, no good!
He draws his scythe and quickly steps to the side, slashing down on the dog near him.
Move: draw scythe
5' step
Standard: attack red
Scythe, flanking: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Damage, S: 2d4 + 4 ⇒ (4, 3) + 4 = 11

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"Gnicky, stay back! Dogs love the taste of gnomes!"
Hekran says nonsense and moves his hands in a great circle. A small orb of green fluid appears and fires at the dog.
ranged touch attack: 1d20 + 2 - 4 ⇒ (4) + 2 - 4 = 2
acid damage if need: 1d3 ⇒ 1

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Roland moved to swing his book at the last cur standing.
Attack 1d20 + 4 ⇒ (13) + 4 = 17
Damage 1d6 + 3 ⇒ (2) + 3 = 5

GM Socrates |

Glok, is your AC 21 or 14? Your tagline says 14 but your statblock says 21. If it is the latter then the dog did not succeed in biting you
Graktul turns one dog into a mess of pulp. The Armenian Man steps behind the dog nearest him but can't quite hit it. I don't see anything on Glok's sheet to indicate he would still threaten while weilding his bow, so you do not get the flanking bonus. Roland moves up and gives the last dog standing a solid thunk on the head with his holy book. The dog is still barely standing, but Glok takes care of that as he steps back and puts an arrow through it's head.
With the dogs no longer a threat, the party can now see that the opening in the second floor should be reachable via challenging climb. On the other hand, the pile of rubble slopes down into a dark opening on the first floor...

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Eh...up or down you think...Course since we are trying to locate someone maybe better to start at the bottom and work the way up.

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"Down to go up! The Armenian Man loves this. Perfect symmetry; let's do it!"
The Armenian Man begins approaching the dark opening leading down.
Perception: 1d20 + 8 ⇒ (1) + 8 = 9 low-light vision

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Internally shaking his head at the Armenian Man while leading the way into the darkened opening on the first floor.
Just hope he wasn't being prophetic when he made the earlier comment about it collapsing on us.
Perception: 1d20 + 5 ⇒ (1) + 5 = 6 Dark Vision
And apparently the half orcs are oblivious to anything at this point in time.

GM Socrates |

The party descends to the first floor entrance. The doorway to the southern wing is completely blocked from the inside by fallen rubble, so the party turns to the right. The room to the right is pitch black, but Glok and Graktul can see that the floor is covered in rubble and stone dust. Cobwebs coat the walls and the ceiling. Graktul can also see a doorway in the southwest corner of this room.
As Graktul steps through the door, a chunk of fresh webbing slaps the rubble by his feet. He looks up to see a man-sized spider hanging in the webs on the ceiling! Before he has a chance to react, the spider shoots another web, which misses him just like the first.
Initiative Order
Man-sized spider
Roland <= Up
Hekran Mesra <= Up
Glok <= Up
The Armenian Man <= Up
Graktul <= Up
Gnicky <= Up
the Spider acted alone in the surprise round and won initiative
NOTES: the *entire room* is difficult terrain
The spider is hanging from the ceiling, which is 15' high
The room is pitch black, so currently only characters with Darkvision can see the spider or walk safely in the room
web: 1d20 + 5 ⇒ (4) + 5 = 9
Initiative Mod
Graktul: 1d20 + 2 ⇒ (6) + 2 = 8
Glok : 1d20 + 3 ⇒ (7) + 3 = 10
Hekran Mesra: 1d20 + 2 ⇒ (13) + 2 = 15
The Armenian Man: 1d20 + 2 ⇒ (7) + 2 = 9
Roland: 1d20 + 7 ⇒ (10) + 7 = 17
Gnicky: 1d20 + 4 ⇒ (2) + 4 = 6
Spider: 1d20 + 3 ⇒ (18) + 3 = 21
web: 1d20 + 5 ⇒ (3) + 5 = 8

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Glok takes a look at the ugly spider, clearly for him to see thanks to his superior eyesight, granting him darkvision. He quickly nocks another arrow and lets his bow speak.
Longbow attack.PBS: 1d20 + 6 ⇒ (17) + 6 = 231d6 + 2 ⇒ (4) + 2 = 6

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"Gaw-durn, its dark in here." Hekran says. He says some funny words and casts light on his familiar, the chicken Gartempe. He darts in, knowing the spider might try to bite him.

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Assuming I am not threatened by the spider since it is 15 ft. up.
Graktul moves further into the room attempting to clear the doorway while drawing a javelin. After finding his footing again on the broken ground he turns before launching the javelin at the spider.
Attack, BAB, Dex: 1d20 + 1 + 2 ⇒ (12) + 1 + 2 = 15
Damage, Str: 1d6 + 4 ⇒ (6) + 4 = 10

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Roland will move just into the room and swing his holy book at the spider.
Attack with Weapon Focus 1d20 + 4 ⇒ (19) + 4 = 23
Damage 1d6 + 3 ⇒ (4) + 3 = 7
Would someone be kind enough to move me just into the room, adjacent to the spider?

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The Armenian Man follows the others into the room, now that there is some light. He immediately sees what all the fuss was about; the giant spider looming over his head had to be it! He continues on so he's out of the spider's way, then fishes around in his pouch for something to throw at it.
Move: 20'
Standard (move-equivalent): retrieve acid flask
Roland has been moved

GM Socrates |

Hekran moves into the room to provide some light, then Roland moves into the room and magically flings his holy book at the giant spider. His book smacks the spider in the back of the head, and it quivers.
Glok, sorry I didn't check this sooner. I don't think you can see the spider from your current position; the wall is still in the way.
The Armenian Man clambers into the room and pulls out a vial of something green, and then Graktul enters the room and hurls a javelin through the spider's abdomen. The spider makes a spidery death-gurgle and falls to the ground as Gnicky sends some more lights in to brighten things up.
After some thorough searching, the party does find the remains of someone's pet dog in the spider's webs. It bears a collar with lapis lazuli stones and a tag that says "Kita." It's probably worth something back in town. Unfortunately that is all you find; the western wing is mostly choked with rubble. There is a door in the western wing into a stairwell in the center of the tower, but it is completely blocked by rubble. There appears to be no way to ascend the tower from this floor.

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Well guess back to option number 2 then...Anyone carrying any rope?
While looking at Roland.
Still not used to a book being a weapon.
Before going over to check the javelin that he threw through the spider.
Pretty sure it is useless at this point but feel like it is something he should do either way.
Recalling their last mission Grak looks at the crazy one aka the Gnome.
Do you think the venom glands are worth anything on this guy?

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”I’ve got 50’ of rope. They always taught us to never go on an adventure without rope, you know,” Roland says with a smile as he uncoils it, and passes it to the orc.

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After exiting the hole Graktul takes a look at the rubble pile again.
If you give me the rope will make an attempt to climb unless we have a grappling hook to try to use.
Climb: 1d20 + 1 ⇒ (17) + 1 = 18

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The Armenian Man laughs at the little gnome. "The Armenian Man places his fate in Magdh's hands... but he doesn't make it easy for her to vex me, either! Hahahaha. Gnickygnack will have to climb by himself, let Magdh show him his own fate!"
Carrying Gnickygnack would bump me up an encumbrance level, making it harder to Climb.
The Armenian Man doesn't have rope or a grappling hook.

GM Socrates |

Apparently lacking a grappling hook, Graktul manages to find the natural handholds and footholds in the crumbling tower wall and make his way up. As he climbs, he realizes that he could climb this way up to the landings on the 3rd and 4th floors as well if he wanted. From the second floor, it is straightforward for him to help the rest of the party climb up using a combination of the rope and Graktul's great strength.
Opening the door on the left, the party finds an empty room. Like the rooms on the first floor, this windowless room is completely dark. Once Gnickygnack sends his dancing lights in, it is easy to see that the room is completely empty and even appears to have been unused for a very very long time; the floor is covered in dust.
Or perhaps not: Glok and Graktul make out some reptilian tracks in the dust in front of the northwest door. As Graktul steps up to the door to open it, a previously unseen trap springs a javelin at him! The half-orc's reflexes save him, though, and it bounces off his armor.
let me know when y'all are ready to go through the next door.
I may not get a post in tomorrow--celebrating a family birthday with family time in the morning and a party in the evening.
Graktul vs. trap: 1d20 + 5 ⇒ (6) + 5 = 11
Armenian Man vs. trap: 1d20 + 8 ⇒ (8) + 8 = 16
Javelin trap: 1d20 + 15 ⇒ (2) + 15 = 17 for dmg: 1d6 + 2 ⇒ (4) + 2 = 6

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After the javelin glances off Graktul looks angrily at the door while preparing his heavy flail.
Well someone will have to pay for being the first to ding my armor...Hmm...Appears someone/thing else is here with us though that trap probably informed them that we are here...Will go through when everyone else is ready.

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"Magdh give you great prize, Graktul. Evidence of your prowess; you should be proud to display such a mark!"
The Armenian Man is ready to head to the next room.

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I like traps! I think that they are interesting, well setting them and not trippin the trap. Why I remember once making a trap that blew up, I was only allowed smoke but fire would have been neat too! he remarks

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The Pastor silently follows behind the others as they prepare to explore the next room. His ever present book was grasped tightlyat his side.

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With everyone ready Graktul opens the door quickly entering the room while looking for any threats that deserve a blow from his flail.

GM Socrates |

As Graktul opens the door, an overwhelming stench pours into the room; reminiscent of both rotting eggs and open sewer all at once. With the door open, Gnickygnack sends his dancing lights in to illuminate the next room... and reveals two lizard-like creatures with weapons drawn!
The walls of the next room are lined with mostly-empty weapon racks, with various weapons, armor, shields, and banners hanging on the walls above the racks.
Sickened
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
Initiative Order
Roland <= Up
Glok <= Up
The Armenian Man <= Up
Graktul <= Up
Lizard creatures
Gnicky
Hekran Mesra
Notes: everyone needs to roll a Fort Save
Graktul: 1d20 + 2 ⇒ (8) + 2 = 10
Glok : 1d20 + 3 ⇒ (15) + 3 = 18
Hekran Mesra: 1d20 + 2 ⇒ (1) + 2 = 3
The Armenian Man: 1d20 + 2 ⇒ (10) + 2 = 12
Roland: 1d20 + 7 ⇒ (14) + 7 = 21
Gnicky: 1d20 + 4 ⇒ (2) + 4 = 6
Trogs: 1d20 + 1 ⇒ (7) + 1 = 8