
GM Brew |

After some well deserved rest and recuperation, the Archons are once again summoned into action. A missive requests your presence at the infamous gambling den, the Ace of Dreams, the unconventional Pathfinder Lodge located in Lastwall. After an uneventful trip, the party arrives to meet with Venture-Captain Shevar Besnik.
Loud and raucous conversation filters through the door from the common room of the Uscalin Lodge, which doubles as the Ace of Dreams gambling house. “I know it’s here. I had it just a moment ago.” Venture-Captain Shevar Besnik lifts piles of papers and numerous boxes off of his desk, stacking them on various side tables and chairs in his clean but overly cluttered office. The tall, Varisian man’s face parts in a toothy grin as he lifts up a solid oak box. “Found it!” As if to punctuate his discovery, a crowd of players in the gambling hall erupts in cheers.
Distracted for a moment, Besnik stares at the closed office door that leads to the common room. “Desna laughs. Well, she laughs at me, but she smiles on them.” The venture- captain shrugs. “All they have is gold; what I have in here is far more valuable.”
Besnik opens the box’s lid painstakingly slowly, careful to keep the contents out of sight. With reverence, he lifts a large tome from the box and gently sets it on the table. “Careful, the binding hasn’t held up well. This is one of the few Tomes of Righteous Repose left in the world. I’m pretty sure there’s one in the library of the Sancta Iomedaea in Vigil, but I’m—well, let’s just say I’m no longer welcome there. That’s a story for another time."
“Up until today, I’ve only skimmed the pages. I didn’t want to damage it, but now that you’re here, I can’t wait any longer. Care to plumb the depths of this most ancient and wonderful storybook? Oh, the marvelous adventures we will soon read! This tome is a collection of tales describing how various crusaders died gloriously and honorably. I’m hoping to find some clues in the text that will lead us to an as-of-yet undiscovered site or relic. Maybe we can trade a bit of what we find with the Knights of Ozem and earn ourselves some goodwill. After what happened last time, we need it."
“Care to peruse the pages with me?”

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I look about in the room having accepted the invitation from Havelock to join his companions while he is assigned other missions of importance, I find myself nervously nodding yes to the invitation to peruse the pages.

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Isador evaluates at the tome trying to determine its age and value.
Appraise: 1d20 + 8 ⇒ (19) + 8 = 27
I'm interested, especially if it might lead to lost artifacts. That typically results in a win / win for the society and my pockets. He grins broadly as he moves in to get a better look.

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Tarek listens to the Venture-Captain describe the book and the thought of finding lost relics It sounds like an interesting read. Mind if I approach the tome and examine some of the pages over your shoulder?
Diplomacy: 1d20 + 11 ⇒ (2) + 11 = 13
Tarek will approach Besnik and see if there is anything he can decipher
Knowledge History: 1d20 + 6 ⇒ (15) + 6 = 21
Knowledge Planes: 1d20 + 5 ⇒ (8) + 5 = 13
Knoeledge Religion: 1d20 + 7 ⇒ (20) + 7 = 27

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Caoilte, wearing his finest dirty tunic, frowns a bit in anticipated boredom.
Here's the thing. I'm not much of a scholar. I kind of think the deal is you tell us where to go, we go, and when we run into problems that stealth and silver tongues can't solve, I offer solutions.
But don't let me hold any body else from taking a look at the thing.

GM Brew |

Venture-Captain Besnik smiles at Caoilte. "That's just it, I need your help in deciphering this confounded tome. I know, I just know, the answers and clues to great treasure is locked in these pages. I need your help to find it. Old Mutton Chops told me you Archons are the best. That is why I sent for you."
Meanwhile, Tarek tries to recall knowledge learned through his schooling that may aid him. Note, I also converted one roll to a Diplomacy Gather Information. Besnik elaborates further on the importance of the book. "“Well, early crusaders had amazing adventures fighting the Whispering Tyrant, orcs, and a whole host of other threats, but they don’t have very many records that aren’t as dry as an Iomedaean’s hip- ask. This tome gives us important insights into the crusaders’ adventures. Rellakarabee Fustbickle, the gnome author, interviewed dozens of crusaders and wrote about the most heroic and tragic deaths in this book. It wasn’t very widely published, so it’s been di cult to get my hands on it. The poetry is a bit purple, too. Not really my style—but perhaps it’s something you’d be able to interpret?”
Bresnik seems eager to answer any questions the group may have.
Regarding the Author of the tome:
Rellakarabee Fustbickle is a gnome poet, known mostly among literary scholars. His subject matter revolves around heroic figures and tragic deaths. His style is too melodramatic to gain significant acclaim, though he is popular in some circles.
Fustbickle based his poems on true stories from the Shining Crusade. However, the finer details are ambiguous at best. Rumors suggest he was on speaking terms with the mortal Iomedae.
Regarding Lastwall
Lastwall was established in 3828 AR, when it seceded from Taldor. It is a military dictatorship, primary focused on keeping the Whispering Tyrant locked away and the orc hordes of Belkzen at bay.
Lastwall originated from the remnants of crusaders living in the area a er the conclusion of the Shining Crusade, the great war against the evil wizard-king Tar- Baphon (also known as the Whispering Tyrant, who rose a er his death as a lich).
Lately, Lastwall has had to recruit less pious individuals to ll its ranks. On the borders, followers of Gorum and Kurgess are more common than paladins of Iomedae and Sarenrae.

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Tarek shares what information he can recall.
I assume it is just easier if everyone reads the GM information given to Tarek
It seems that most of Fustbuckles poetry is based on true events. He likes to embellish a bit, but I am sure we can filter through the text to pull out the important information. Lastwall has been around since the crusades. Perhaps there is information we can find within the older section of town? Are there any libraries we can visit?
Is the poem listed in the link available to us now?

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I am not sure what we are to do with the information listed. I am posting below if we are to move things along based on the info provided. You can ignore if I am jumping the gun
Tarek glances over the poem.
The verses are referencing a significant battle. The samurai mentioned had considerable skill, a powerful weapon or both. There is a line that mentions the samurai was of elven blood but resides in Torag's house. I thought Torag was a dwarven god? Is it possible that the line is referring to a burial chamber in stone, mountain or some cavern? I am not familiar with Kayla's Tears. Could it be a constellation or landmark? The burial chamber would be within view of it and that would be a good place to start if you believe some relics are hidden within the tomb.

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Besnik nods as Tarek allows his mind to guide hi. After a moment, he adds:
"So she died in battle, victim to orcs’ treachery. If we can locate this ruin and retrieve the samurai’s remains and her blade, we can present them to the Knights of Ozem for proper burial. Any ideas on where this might be? Looks like there are some clues in the poem.”

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I don't seem to recall anything of significant value or that will help us pinpoint a starting location
Tarek rubs the back of his neck as he tries to unravel the clues. He then turns to Bresnik
Is there a library nearby or local historian that we could we speak to?

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Listening and knowing that I am the "junior" member of the team, I try to see if there is anything I can discern. Knowledge History: 1d20 + 8 ⇒ (7) + 8 = 15
I think if I know my history the Clan of the Strangle gut was led by a Tar-Baphon whom she slew and tells us that this story is a tall of grit and determination against large odds.

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Isador absently scratches the stubble on his chin as he listens to the conversation. He seems to have lost focus on the discussion and he starts to rummage through his satchel. He removes a worn green leather journal and begins to flip through the pages.
Knowledge (Local): 1d20 + 7 ⇒ (17) + 7 = 24
Knowledge (Geography): 1d20 + 4 ⇒ (17) + 4 = 21
Ah! I thought that remembered that story. Here it is.. He turn the journal towards the group and reveals a rough hand sketch of an old fortress. the crusaders buried her and her sword, which had shattered against the orc’s bones, in this dwarven ruin.

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Very interesting. I now understand the reference to the house of Torag. Is the dwarven ruin very far?
There is still one phrase within the poem that is not clear. Isador, do you recall anything about Kayla's Tears?

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No knowledge in Geography to help. If an untrained skill check is allowed then I will make a roll and any bonus can be added if it applies
Aid Another-Knowledge Geography (untrained): 1d20 + 1 ⇒ (14) + 1 = 15

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Isador thumbs through a few more pages looking for any additional clues to the location. Muttering adsently to himself let’s see.. no.. no.. ah..
Knowledge (Geography): 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
This might be the location

GM Brew |

Isador, recalling his time from pouring over old maps in search of his treasures, is able to identify the location referenced in the poem.
Through Isador's knowledge,the party learns that the the Stranglegut clan was a prominent horde of orcs allied with the Whispering Tyrant; in their day, they controlled the orc’s largest settlement, Urgir. Kala’s Rage was the name of a massive waterfall in Belkzen, 40 miles east of Urgir. Over time, the mountains became dry and the waterfall slowed to a trickle, earning the waterfall the name Kala’s Tears.
"Well done indeed! Very well then. Belzkan is a ways, about 13 days journey form here. Better get your provisions set, you will be leaving soon. Here is a little to help out." Beskin makes a gesture and an assistant hands a leather bag to Isador, peering inside he sees a number of useful items:
-wand of cure moderate wounds (5 charges),
-a wand of protection from evil (7 charges),
-traveler’s any-tool
The Archons are allowed to procure provisions and any other items they may need.

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Excellent! So the journey begins once more. I believe I have all that I need for the trip except for several days of extra provisions for the journey. I may have a look in the bag to see if anything will be of use to us.
Tarek peeks in the bag provided by Basnik
Very nice. These two wands will come in handy. I don't think anyone else can use them so it may be better if I keep them close. If I am wrong then please speak up. Spreading the magic around the party would definitely be better if they can be used by others

GM Brew |

Besnik takes a look at Caoilte's axe, sizing it up as the casino's buzz of activity plays out in the background.
"I say agent, this is very well made. I know a few people affiliated with the crusaders that may be able to give this baby a little extra edge, if you know what I mean?' He takes out a slip of paper and writes a name on it, sneakily handing it to the axeman. "Make sure you tell them its for the ongoing fight against the legions of the Whispering Tyrant."
Since your battleaxe is already of masterwork quailtiy, it will cost you 2000 gold to upgrade the weapon to a +1 battleaxe.

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I would hope the Society would cover travel costs and provisions on the endeavor, I mean it only seems fair, but if not I will spend my meager meager resources on provisions and then any extra kit required.
With all the talk of tombs and dead people I add a basic club to my inventory and a Ion Torch as a lightweight and portable light source.
Added from Previous adventures are Boots of the Cat, bracers of +1 Armor, Cloak of Resistance +1, Potion of protection from evil, 3x potions of CLW, and a Wand of CLW.
Gifted to me is my Arcane Bonded Masterwork Longsword.

GM Brew |

The lodge provides basic provisions for th etrip.
The journey through Lastwall to the border of Belkzen is uneventful. The Archons pass by the last refuge, Castle Firrine, a fortified town on the border between Lastwall and the Hold of Belkzen. The party enters the dreaded land of Belkzan. As they move through the dark an dangerous land, they hear the cries of savage orcs and the drums of war. Thankfully, the agents arrive safely to their targeted destination.
Hot winds blow ash through the air; it collects against the rocky wall of this ancient structure. Four stone columns mark the entrance, where a fifteen-foot-wide stair descends into darkness.
Map updated.

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Isador wipes the sweat from the back of his neck as he examines the front of the temple. They don't build them like this anymore..
He takes a few cautious steps on the entryway stairs. Let me take a quick look about; I'll be right back.
He quickly drinks all the water in his canteen and secures any loose items to reduce noise before setting out.
Perception: 1d20 + 7 ⇒ (6) + 7 = 13
Stealth: 1d20 + 11 ⇒ (15) + 11 = 26

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I wait patiently on the scout but I use the time to my advantage, casting "Mage Armor" on myself and "Resistance". Once satisfied..I then cast Detect Magic scanning the area, hoping I might assist Izzy and the party in detecting something.
AC is now 15

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I am not sure what map we are looking at. When I click the link above it takes me to a page with 6 different images. The one that looks like the map doesn't look any different than when you first posted the link. If there were changes made then I do not see them

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OH say....I don't mind mind being up front, but since I don't wear much in the way of armor and I am not nearly as skilled in combat as you all.....perhaps I should be a few pace back....now I can help with some light by using my ion torch stone..
Shedding some light into the room, I activate the ion torch stone and smile as the ion stone once something from ancient Azlant hovers above my head. My arcane bonded sword out I scan around prepared to blast or stab as needed.

GM Brew |

The Archons venture forth.
Pottery chips and fractured pieces of stone clutter the floor of this room. An unrecognizable statue stands on a high dais in the northwestern corner.
As Caoilte crosses the threshold, something shambles in the dark...
***ROUND 1***
Isador
Caoilte
Tarek
-----
Skeletons
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Arklore
Izzy, Caoilte and Tarek are up!
Isador: 1d20 + 8 ⇒ (19) + 8 = 27
Tarek: 1d20 + 1 ⇒ (8) + 1 = 9
Caoilte: 1d20 + 1 ⇒ (16) + 1 = 17
Arklore: 1d20 + 3 ⇒ (1) + 3 = 4
skeletons: 1d20 + 5 ⇒ (3) + 5 = 8

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Izzy I think who is on point is a moot.....point.
Brew, the map is tight enough that I can't tell if I need a 5ft step or not. If I do then I'll take it and still attack the skele in red.
Attack, Battle Axe: 1d20 + 8 ⇒ (14) + 8 = 22 +4AB, +4 Str, +1 MW axe, +1 Weapon Focus, -2 Power attack
Damage, Battle Axe: 1d8 + 10 ⇒ (6) + 10 = 16 +4 Str, +4 Power Attack, +2 Specialization
Quick, get out your smashing weapons while I work on them with my axe.

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Isador winces as he sees the undead protectors emerge from the shadows. Well, my bow isn’t very effective against these bones but I don’t think there is enough room for all of us in that hallway. . He takes aim at the skeleton and sends a arrow over Caoilte’s left shoulder.
Attack MW Composite Bow: 1d20 + 9 - 4 ⇒ (7) + 9 - 4 = 12
Arrow: 1d6 + 1 ⇒ (6) + 1 = 7

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Isador tries to lodge an arrow into the corpses but misses.
Caoilte is able to connect, and gives the skeleton a mighty chop. The thing is damaged but still moving!
Tarek tries to add his falcata to the fray but misses hsi swing.
The skells press the attack. The red skelly is able to give Caoilte a decent slice with its sword, drawing blood. Caoilte takes 11 damage.
***ROUND 1***
Isador
Caoilte (-11 hp)
Tarek
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Skeleton red (-11)
Skeleton blue
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Arklore
Ark up then top of the order.
attack red +2 flanking: 1d20 + 9 ⇒ (16) + 9 = 25
attack blue +2 flanking: 1d20 + 9 ⇒ (3) + 9 = 12
damage red: 1d8 + 3 ⇒ (8) + 3 = 11

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I see that Caoilte might be in trouble, eyein the skeleton to his left...I then raise my hand and shoot a Force Bolt at the skeleton...
Force bolt is like a magic missile and is an ability as a evoker wizard
force bolt damage and blue boxed skeleton: 1d4 + 1 ⇒ (2) + 1 = 3