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"Should we maybe extract the wayfinder from the chasm? The lodge should know of their fallen members. I have a rope."
How hard are the chasms walls in terms of climbing?

DM Kludde |

The chasm is 50 feet deep, and requires a DC 15 climb check if no rope is used, using a rope will reduce that to DC 10 (and you can take 10 as long as you don't have negative str modifiers)

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"I agree, Reinor. We should have two of us go just in case something is down there waiting for us. It might be a good idea to be able to see in the dark too," Dekion says as he turns and looks at the tieflings. "What do you think you two? Are you up for the challenge?"

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"On the other hand, if something is waiting there, I'm not sure any two of us would want to face it by themselves with the rest of us up here doing nothing - we can barely see anything down there from up here. We might want to lower one person to snatch the wayfinder and pull him back up instead. Swayyah or myself are probably the lightest."

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"I can do it...I'm a fine climber," Insidion volunteers. "I also lack weak eyes that cannot see in the dark," he adds, perhaps a bit too harshly as he looks away after saying it.
The tiefling retrieves a coil of rope from his pack and begins to tie it off.
I have a +4 climb...anyone do better than that? If that works, I'll go down and grab the wayfinder after the rope is secure.

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"I-I can do this. I mean, we can do this." Swayaah quietly mumbles. She's been a lot less chatty after her outburst.
Swayaah has a +7 to climb. DM mentioned you can take 10 safely.

DM Kludde |

Insidion and Swayaah climb down to retrieve the way finder. Fortunately, there is nothing lurking in the shadow below but another corpse - dry and crumpled - that lies motionless at the bottom. The wayfinder simply bears the inscription 'Rosarra'.

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"So many wayfinders here. How many Pathfinders came out here?"
"Anyway, let's go south."

DM Kludde |

The arch around the north entrance to this hallway is covered with detailed carvings depicting the life and accomplishments of a female pharaoh. A charred corpse covered in flecks of glass is visible just inside the hallway.
Roll me perception checks
The woman in the carvings is the Song Pharaoh, whose death began the slow decline of the Ancient Osirion dynasties. Two aspects of the carving don’t match historical records; the carvings show her defeated by the Pharaoh of Forgotten Plagues, whom she famously overthrew, and also show her being born in Shiman-Sekh, when she is known to have founded that city.

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Insidion eyes the charred corpse. "I hope our expedition ends better than this one did..." he says soberly.
perception: 1d20 + 5 ⇒ (7) + 5 = 12

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"Pretty." Swayaah mumbles as she looks at the carvings.
Noting the corpse, "How many people died on their way here?" Man, after the third preserved corpse you'd think people would stop advancing. Wait, I'm still advancing.
Perception: 1d20 + 7 ⇒ (15) + 7 = 22

DM Kludde |

Just as she was about to step forward, Swayaah notices little openings in the hallway that reek of being a trap. Also, beyond the archway, on a table, she sees the glimmering of ruby fragments in the dark.

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Swayaah takes a look down the hallway. "Some ruby shards are on that table? You see those?"
Swayaah starts to advance right before halting in front of the doorway. "Trap. Fire trap, I'd guess. See those gaps?" Swayaah points at them. "I can try to disable this, although it's not my strong suit. If this thing shoots fire it would be less of a deal for me. My skin does well against fire."
Swayaah has Fire Resist 5 and Disable Device +5 but not the trapfinding ability, that's Level 3.

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"Likewise...I don't mind the heat, but everything can burn if it's hot enough," Insidion muses.
Insidion studies the wall with great care.
perception: 20 + 5 = 25
trapfinding lets you add half your level to perception, as well as disarm magical traps. If it's not magical, I think you can still find it, as can anyone else, with perception, no? Then if it's not magical, I think you can still disarm it with disable device, ya?

DM Kludde |

Insidion, alerted to the presence of the trap, finds a little switch in the side of the archway. Flipping it deactivates the trap.
The corpse beyond the arch carries a letter that the adventurers manage to recover intact (See map). Also, the body carried a scarab-embossed wayfinder, and a magical scroll
It's a scroll of remove curse
Beyond the archway is a large chamber. This large columned chamber shows signs of past comforts, but an ancient battle scorched the walls and ceiling, and cracked and smashed the floor and columns. The remnants of furniture are scattered against the walls, and piles of bodies are stacked in the sleeping alcoves along the south and west walls. A dais crowned with a great, round table rises from the floor in the south part of the room. Three corpses sit around the table as if in conference, each dressed in fine silk robes. A slight breeze whistles through with a sound like a distant, murmuring voice, but there is no sense or meaning in it. An open hallway to the north leads to a natural cavern. Stairs lead downward in the northeast corner of the room, but were buried in stone when the wall collapsed.

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"Yeah, it looks like an entire group was wiped out," Dekion says as he looks around.
Perception: 1d20 + 2 ⇒ (17) + 2 = 19
After the trap is disabled, Dekion enters the room. "I hope all these corpses don't suddenly rise."

DM Kludde |

Yeah, it looks like an entire group was wiped out
All except one

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"Likewise...I don't mind the heat, but everything can burn if it's hot enough," Insidion muses.
Insidion studies the wall with great care.
perception: 20 + 5 = 25
trapfinding lets you add half your level to perception, as well as disarm magical traps. If it's not magical, I think you can still find it, as can anyone else, with perception, no? Then if it's not magical, I think you can still disarm it with disable device, ya?
Yup, I was mostly checking if it was a magical trap, and if the party Rogue had a better check. Then again, it would have been safer for me to check it due to my Fire Resistance. Moot Point, I guess.
After reading the letter, Swayaah quietly makes her way into the room and checks the table where she saw the ruby shards. It was pretty clear to her the other Scarab Seekers were killed to keep this mission secret.
Stealth: 1d20 + 6 ⇒ (19) + 6 = 25
Perception: 1d20 + 7 ⇒ (4) + 7 = 11
Do I recognize the Scarab Seekers? Another gang?
Knowledge(Local): 1d20 + 6 ⇒ (17) + 6 = 23

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"There are a lot of dead people, indeed. Let's be careful, as I am planning to have a long and happy life, with lots of ale in it"
Reinor walks in the room after Swayaah with his sword ready...you know, just in case.
Perception: 1d20 + 6 ⇒ (18) + 6 = 24

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Insidion moves carefully into the room as well.
"It appears this crew was on a suicide mission and didn't know it. They were betrayed by one of their own," he says ominously.
"This Scarab Sages stuff looks like risky business..."

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Annalísa frowns. "At least some of these people seem to have been Pathfinders, and if this letter is correct it hints that there are some traitors among us." Realizing what she just said, she quickly adds apologetically, "As a society, I mean. We should inform our lodge."
She moves on to look around the room and the dais, but the numerous corpses keep drawing her attention.
Perception: 1d20 + 4 ⇒ (10) + 4 = 14

DM Kludde |

The three dead people sitting around the table look to be of an earlier age than the other bodies found here - much older. In front of one of the sitting corpses, the shattered pieces of a ruby lie on the table. From the description that Amenopheus gave, these pieces match up with what would be sage jewel.
Remember, you still have that amethyst geode to contact Amenopheus
Swayaah vaguely remember something about teams of pathfinder specialising on some topic. Scarab Seekers could very well be the name for such a specialist team.
As the adventurers look around the room, they hear some footsteps in the part of the complex they were earlier. An Ulfen warrior appears, flanked by two other adventurers, and bellows Put that down! then continues What in the nine hells are you doing here?
He has an unfriendly demeanour, but doesn't seem to be outright hostile.

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Yup, this is him..Going to have to deliver the sad news to- wait
Swayaah hears footsteps and immediately tries to hide behind one of the pillars.
Stealth: 1d20 + 6 ⇒ (15) + 6 = 21
What does he mean? Did he know we would come to Seeker's Folly but didn't expect us to survive?
If it's clear he saw Swayaah and she didn't have time to hide, then she'll keep her mouth shut. She scared enough people for one day.

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Our competition, I guess, showing up at the best time possible. Things could very much escalate into a fight, but there's no reason why not to try to avoid one if we can while figuring out what these people actually want here. Annalísa tries mixing some facts in her story while not disclosing the whole truth. "Hail friends. We are Pathfinder agents here on a mission and we are trying to figure out why so many previous agents have gone missing in this place. We want no trouble. Let's all relax a bit - this place is scary enough as is. And who might you be?"
Diplomacy\Bluff: 1d20 + 5 ⇒ (18) + 5 = 23
Annalísa's Diplomacy and Bluff modifiers is the same.

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Insidion initially looks likely to respond to hostility in kind, but stops short after Annalisa attempts diplomacy.

DM Kludde |

I am Yjalk the large Ulfen says and this is my aide Signe. He apprantly feels no need to introduce the third person, who seems to be much lower-ranked. We are here for the riches this place has to offer. The scarred man sold us directions here. There should be a powerful weapon here, that I can use to fight a Linnorm and claim my place among the great!
You seem to be decent enough folk, so I shouldn't've shouted like that. You can stay while we explore the rest of the ruins. C'mob Signe, let's go.
Just as the Ulfen man and his troops are about to leave, the room starts to tremble. The brazier in the center of the table ignites with emerald fire, and a spectral form appears.
I'll update the map when I get the chance. Assume the spectral form is in the middle of the room.
init, Swayaah: 1d20 + 1 ⇒ (8) + 1 = 9
init, Annalísa: 1d20 + 4 ⇒ (4) + 4 = 8
init, Dekion: 1d20 + 4 ⇒ (17) + 4 = 21
init, Insidion: 1d20 + 1 ⇒ (2) + 1 = 3
init, Reinor: 1d20 + 4 ⇒ (5) + 4 = 9
init, Race: 1d20 + 2 ⇒ (16) + 2 = 18
Init, Monster: 1d20 + 5 ⇒ (7) + 5 = 12
---
Dekion
Race
---
Spectral Form
Ulfen warrior
Signe
Footfaigh
---
Reinor
Swayaah
Annalisa
Insidion
---

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"Whoa! There are a lot of people dead here already. Let's try not to raise the count. We want no trouble." Reinor steps forward, to cover Annalisa in case of hostile actions from newcomers.
"As my friend stated, we are pathfinders. Please tell us, whos=m do you represent? May be our goals here are different and we can work this out."
Diplomacy aid: 1d20 + 4 ⇒ (4) + 4 = 8

DM Kludde |

Got you ninja'd
The spectral form babbles incohrerenlt to itself, in a rathe hypnotising way. (Can I have will saves from everybody?)

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Just as Swayaah starts to relax and ponder if she should come out of hiding, this emerald...thing appears.
What the heck is that? And what is it say...
Will Save: 1d20 + 2 ⇒ (14) + 2 = 16 +2 is the spell has the evil descriptor

DM Kludde |

Will, Yjalk: 1d20 + 3 ⇒ (18) + 3 = 21
Will, Signe: 1d20 + 1 ⇒ (13) + 1 = 14
Will, Footfaigh: 1d20 + 3 ⇒ (19) + 3 = 22
Swayaah is unaffected by the babbling, as are Yjalk and his unnamed aide. Signed is completely mesmerized, as are Insidion and Annalisa
Hypnotized for: 2d4 ⇒ (2, 2) = 4 rounds.

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Will: 1d20 + 2 ⇒ (17) + 2 = 19
Race immediately moves towards the babbling spirit, charging if he has to to get there.
Scimitar; Arcane Strike: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6 Strikes as a magic weapon

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Relieved that the Ulfen man and his companions are going to leave without a fight, Dekion also begins to relax just as the brazier ignites and the spectral form appears.
Will save: 1d20 + 1 ⇒ (3) + 1 = 4
The flash of light and strange babbling seem to confuse him as he stands there.
And our great rolling continues. This could get ugly. Go Race and Swayaah, our fate lies in your hands.

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When Swayaah's turn comes up, she will try to recover Insidion.
"Snap out of it! We need you now!"

DM Kludde |

Race hack at the babbling spirit as he sees his companions around him become completely mesmerised. The Ulfen warrior cries out a magic spirit! Ya cannnot hit it with normal weapons, this requires something stronger, and he starts applying an oil to his blade.
The unnamed warrior in the group takes up position beside the warrior, and defends him.
The spirit turns his babbling attention to Race , and reaches out to him, by-passing his armour as a touch seems to drain the wisdom from Race's body
Attack, Race: 1d20 + 4 ⇒ (16) + 4 = 201d4 ⇒ 3 Wisdom damage
---
Reinor - Hypnotized (4)
Swayaah
Annalisa - Hypnotized (4)
Insidion - Hypnotized (4)
Dekion - Hypnotized (3)
Race
---Spectral Form (6)
Ulfen warrior
Signe - Hypnotized (3)
Footfaigh
---

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Race slashes and whallops the spirit, charging weapon and shield alike with bits of his arcane heritage.
Scimitar: 1d20 + 6 - 2 ⇒ (9) + 6 - 2 = 13
Damage: 1d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Shield: 1d20 + 6 - 2 ⇒ (15) + 6 - 2 = 19
Damage: 1d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3

DM Kludde |

Race, ever true to his tried fighting tactic of distracting with the sword and bashing with the shield, bludgeons the allis with a shield bash.
--
Reinor - Hypnotized (4)
Swayaah
Annalisa - Hypnotized (4)
Insidion - Hypnotized (4)
Dekion - Hypnotized (3)
Race
---
Spectral Form (9)
Ulfen warrior
Signe - Hypnotized (3)
Footfaigh
---

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After hearing that magic weapons are needed, Swayaah knows she can't hit it directly. Swayaah will try to awaken Insidion instead, since he's done that electric bite dealy.

DM Kludde |

Swayaah breaks the fascination on Insidion, who slowly snaps out of it.
While Swayaah is shaking up Insidion, the Allip tries to touch Race again
Touch: 1d20 + 4 ⇒ (15) + 4 = 191d4 ⇒ 3 Another 3 wisdom damage...
Yjalk rages, and charges in with his - now coated - great sword. His aide moves over to Dekion, and shakes him out of his trance.
Attack: 1d20 + 8 ⇒ (12) + 8 = 202d6 + 7 ⇒ (2, 5) + 7 = 14
Insidion and Dekion can act again!
--
Reinor - Hypnotized (4)
Swayaah
Annalisa - Hypnotized (4)
Insidion
Dekion
Race
---
Spectral Form (23)
Ulfen warrior
Signe - Hypnotized (3)
Footfaigh
---

DM Kludde |

Her last action was her round 1 action (she acted after the allip). Insidion got shaken out of hypnosis on round one, and can act in round two (the current round)

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Swayaah heads off to awaken Reinor. "I hope you have something magical to hit this thing with!"

DM Kludde |

Swayaah shakes Reinor out of his trance. Reinor can act next round
--
Reinor
Swayaah
Annalisa - Hypnotized (4)
Insidion
Dekion
Race
---
Spectral Form (23)
Ulfen warrior
Signe - Hypnotized (3)
Footfaigh
---