Faldoc Tisbane |
Faldoc will make sure his bow and equipment is ready by the time the call to action is made.
Mystic Zhal Peng |
Zhal will be quietly spending his days in study at various libraries in Absalom, as well as spending time at Nethys's shrines. He will also be staying in contact with his Information Brokerage to keep up on any happenings and waiting to hear the call for action.
Will do my best to have the character updated in the next few days, if not over the weekend.
GM Striker |
At Magnimar Lodge, answering to the summons of Venture-Captain Sheila Heidmarch
Venture-Captain Sheila Heidmarch is waiting quietly in her rather crowded study. At the far end of the room stands Venture-Captain Ambrus Valsin alongside a masked figure whose features are concealed by a dark robe and heavy cowl. Half a dozen other Pathfinder agents line the walls and face outward, concentrating on various spells that no doubt ward the room against eavesdroppers. Sheila motions to a small sideboard bearing refreshments before leaning over a small table laden with Thassilonian relics.
Ambrus Valsin steps forward and says, "My fellow Pathfinders, as you can see, the task that lies ahead transcends the interests of Magnimar's increasingly esteemed lodge; it's a mission that will affect the entire Pathfinder Society and merits the direct attention of the Decemvirate." The hooded figure behind the Venture-Captain nods in silent agreement and then gestures for Valsin to continue. "Over the past year, we've received increasingly concerning reports from this region that the Lissalans have plans in motion to revive Krune, the Runelord of Sloth and one of the most powerful wizards of ancient Thassilon. We have set our own plans in motion to keep him in check if the Lissalans succeed, but Sheila Heid march has an ambitious plan regarding this threat." He nods and steps back to cede the briefing to his colleague.
Sheila takes over, adding, "We recently acquired these refuge tokens and their command words. When broken, the tokens will take a handful of agents directly to Krune's sanctuary. If he has yet to revive, do whatever you can to ensure he never does. If he does awaken, pray that he is too dazed and addled to command his full power. Whatever it takes, end this threat to Varisia-permanently."
She then motions to the other relics on the table. "The Society has recovered Thassilonian relics , perhaps some through your deeds, and I would rather they be in your hands as you face Krune; they will do us little good in a museum if the runelord returns. Once you defeat him, take special care to recover his two artifacts: a dragon-tooth spear and a rune-inscribed rod. "Once you are ready, I will show you how to use the refuge tokens. Do you have any questions?"
Even with the passage of several ages, Runelord Krune epitomizes oppression. He built up his entire kingdom on the broken backs of slaves and servants, creating a world of never-ending toil and mindless servitude. If he were to again rise to power in this world-especially backed by the return of his goddess-slavery would become rampant in Varisia. While others accompanying you may seek to parley with words, be not beguiled by the honey-tongued lies of this insidious fiend. Make sure none offer him mercy or the opportunity to escape. Krune must die.
Godspeed,
Major Colson Maldris
No doubt House Thrune will rejoice at the news of your success in defeating Krune, but as we both know, that regime has thrown aside its most useful toys-a mistake I would never make, I assure you. In moving forward we must prepare our own resources should other powers in Cheliax perform another stunt like the one earlier this year. Krune is known to have commanded massive armies of outsiders, and no doubt he knows the secrets of countless under-exploited, extraplanar servants. He won't tell you about them, but his legendary spear might. Take hold of his spear and command it to divulge Krune's summoning secrets. It will fight back, and you won't have long to commune with it before the Decemvirate snatches up the artifact. Remember well what the spear tells you, and together we shall make plans for the future.
Trusted Ally,
Lonnging for your return,
Paracountess Zarla Dralneen
Trusted Ally,
Nearly a year has passed since unknown cultists attacked the Pathfinder Society and stole a hard-won Thassilonian relic. Together we have tracked down these villains and uncovered a plot with far greater consequences than have ever faced the Society before. Ensure that Varisia does not fall to a risen runelord. Ensure either that Krune is not resuscitated or that he dies where he stands.
For the good of Golarion,
Venture-Captain Ambrus Valsin
Sarenrae guide your steel, Taldor has led the greatest armies against the greatest evils, and this crusade against the Runelord of Sloth shall be no different. Lead your fellows into battle, and see to it that Krune falls thanks to Taldor's might. The people of Varisia might not recognize a superior political system even when it is wafted beneath their very noses, but they will certainly applaud your valor if you succeed at this task.
Return victorious,
Lady Gloriana Morilla
Faldoc Tisbane |
Krune must die, or never live again. I think I got it. A half-elf with a bow on his back and a dog at his side was silent until that moment. He looks upon his three companions and nods in greeting to them with a serious look on his face. Whether that was due to how serious the matter at hand was or because of its potential difficulty was hard to tell.
These relics you speak of, what are they exactly?
Zhal Peng |
Zhal nods, reading the missive he receives, and also looking grimly over the intended plans. A bronzed skin man, bald with an elaborate tattoo, leaning on a staff of bronzewood with fittings running the entire length, his eyes of blood red scanning over the preparations. "Questions yes. What information have they gathered on Krune's sanctuary? These tokens, I assume they will teleport us to his location. Will we be able to make magical preparations first? Will the tokens interfere with said magical protections? A certain..., elven incident has left me with a foul taste concerning teleportation and arrivals."
Zhal quickly moves his attention to the relics that Shelia indicates, and would set about examining them to determine their properties.
Juliet |
The short figure in front speaks in a sultry voice. "My, my this will be...interesting I hope to he is still asleep, much easier to end him that way. But if he is awake maybe I can bend him to my will," Juliet tosses a lock of curly dark brown hair over her shoulder.
Juliet is rather attractive, she has long curly brown hair and her eyes are a soft brown with a spark of mischief and along with a smile to match the mischief across her crimson lips. Her usual outfit is a green corset with a dark blue undershirt. She favors a form fitting pair of soft brown pants and brown boots that lace up to the knee. On her hip is her beautifully crafted silver flute. Most forget that she is short when they look at her, her beauty can be rather...distracting.
Galdur XXI |
Galdur runs his fingers along the thick braid of his beard. The emeralds on his fingers catch the light as he nods at Zhal's questions and he waits to hear about the relics. Then he adds a few of his own questions in a jovial voice.
"If these tokens get us in, how are we to get out?"
"Where in Varisia is this lair?"
"Do these runelords need anything special in their ...undoing?"
"If we can't recover them, is destroying the spear and rod an acceptable alternative?"
Torag help me if the lord of sloth is too much work for these dwarven bones.
GM Striker |
If a PC has access to one or more of the following Thassilonian relics from past Chronicle sheet, they may make use of them for free during this scenario only: Replica dragon tooth longspear (stage I), rod of runes, acrimony veil, Lissala's caress, Sihedron brand (endurance), and Sihedron brand (service). If the PC already possesses one of these items, she cannot acquire a second copy in this way. These items are part of the character's story, and it's fitting that they be available for the season's finale.
Ambrus Valsin turns to answer Galdur's first question. "The tokens have a minor enchantment that tracks where they were triggered, so I have good reason to believe that you will be able to return. Pay careful attention to what your refuge token looks like before you break it; you might need it to come back."
Krune's sanctum is a small pocket of space several thousand feet underground.We do know it is somewhere in the northern reaches of what was once the Thassilonian nation of Haruka. It has no connection to the outside world or the Darklands. We've been unable to learn more as the entire area is under the effects of nondetection.
The masked member of the Decemvirate speaks up. "The Master of Scrolls speculates that harnessing as much rune magic as Krune supposedly can would require powerful foci. If you can identify what these are and disrupt them, Krune might lose his greatest weapon. If you cannot find such foci, your battle will be all the harder. As the spear an the rod are Artifacts, you would be hardpressed to discover the means for their destruction, even if you could uncover those secrets I doubt you would have the means to accomplish it. Do not fail."
Sheila will add, "The refuge tokens should not interfere with other magic. The were intended to be used by his followers."
Zhal Peng |
Will use the Acrimony veil from In Wrath's Shadow
Zhal moves across the table to a four piece mask now sitting assembled and waiting. He moves to pick it up, and looks it over. "The Acrimony Veil. So they were finally able to assemble Azlanist's mask. I would gladly use this on our venture. I believe it will help augment some of my spellcasting quite well. Though I wonder, were the Runelords ever on good terms with one another? I suspect not."
Zhal looks over the mask, moving to don it, and fit it on his face to see how well it would look for a moment. He then removes it and looks over to the masked Decemvirate member. "Forgive my forwardness, but perhaps you might have some more information. As I remember, Azlanist was the Runelord of Wrath, and Wrath in today's magics is synonymous with the magic of evocation. Our information is that Krune is the Runelord of Sloth. Which school does he embody? And also, would there be means of locating these foci? How much power do you think they would be generating, and how many of them would you venture to speculate he has?"
GM Striker |
You get the impression the member of the Decemvirate is smiling. In the Thessalonian sin magic sloth is synonymous with our modern school of Conjuration. The foci would most likely be some form of runic magic. As the number 7 has great magical value (there are seven schools in Thessalonian Sin Magic) it would be a reasonable assumption that he would have 7 foci. It has been nearly 10 millennia since he put himself into this slumber, we have no idea what may still remain in his sanctum.
Galdur XXI |
Underground? I can work with that. And conjuration. The dwarf turns to Zhal and then to Valsin with a smile. "I know virtually nothing about runic magic. Are there any special defenses or counter strategies, to employ?"
I think that is all the questions I have :)
GM Striker |
Sheila interjects, The magic is nearly identical to our modern forms, merely more specialized. The best defense would be to destroy all of his foci before he can awaken. His strength will be sapped and his own power then consumed to bring about his awakening. Speed will be your ally.
You have a little time to grab any last second item you want to take with you as well.
Zhal Peng |
Zhal leans back as he studies his spellbook and reference tomes. "Let's see, let's see. My Thassalonian is slightly rusty, but serviceable. I do seem to remember some research that stated that perhaps the schools of sin magic actually excluded the practice of certain types of magic. I would need to do some more research on that one. So far as conjuration goes, I would say standard fare for dealing with summoning and conjuration magic. Beware of rune words though. I do remember a minor excursion into a small Lissalan complex that was unearthed beneath a Pharasmin temple near..., I want to say it was Kaer Maga. I was rather enthralled with the study after that. I seem to remember an entire hallway that had rune sealed doors, with traps on them. Rune keys that would open other doors, much of their magical might is symbolized in the written word. Explosive runes, rune keys, animated rune statues and such. I hope that I can read and understand enough of it to be able to help us."
He stretches back and and then turns to the Decemvirate member and the Venture Captains. "This perhaps would be dangerous talk, but is there any way instead of disrupting the flow of his power, that perhaps we could refocus it and tap into it ourselves?"
Zhal Peng |
Zhal frowns and mutters under his breath. "Not three months ago we tried teleporting someplace. and there was an overlarge insectoid beast that about ate most of that pathfinder team. I'll not assume any teleportation method is going to be safe."
Zhal Peng |
I have a few PP I can play with, currently sitting on 32. are there any spells or essential items you guys can think of we may need? Dispel magics, stuff like that? If not, I think I am ready to roll.
Galdur XXI |
Galdur holds up a twig then punches his thick chest. "'Tis barely better than what I already have, but I can give someone thicker skin if they like."
+4 from barkskin for 90 minutes or for two people 180 minutes. Other than that I am ready to go.
Galdur XXI |
"I will call Shuler'D when we get there. If we need him quicker I will summon him instead. Zhal? Faldoc? Are you sure you don't want some of this?" He holds up the stick referring to barkskin. If not Galdur laments that invisibility stops the light from playing off his rings. With a chuckle and a deep breath he says, "Ready.
Faldoc Tisbane |
Barkskin? I'll accept your offer. Thank you.
As far as scrolls, I think I will invest in two of Magic Fang in case I get the chance to cast it on my companion.
Zhal Peng |
Zhal nods. "If this is anything like that elven mission, this is going to be ugly. Steel yourselves, and I will do my level best to assist us in this fight. Though I am not sure if I am a match for 10 milennia old lord of Sin magic."
Zhal sighs and reaches in his haversack, pulling out a pair of scrolls, nodding to Galdur. "Aye, I'll accept it. Anything for a bit of extra protection. I have a pair of items for our mission. The first is a spell of telepathic bonding. It will last for an hour and a half, and with it we can stay in contact with each other simply by thought, so as to be as silent as possible. Also, before we go, I will shroud each of us in a veil of invisibility. Hopefully we won't teleport into a trap that way. My last encounter with teleportation was a nightmare, and I would as soon avoid it again if I can."
Zhal gathers his things together, holding his staff in his hand and nods to each of them in turn. "When you are ready, tell me. The bond will only last for one and one half hours. Lets hope that we can move through quickly and get back out safely. I will begin the casting when all of you are prepared."
Zhal holds his staff to his forehead, an image of the dual colored mask of Nethys resting on his forehead and he prays softly, eyes upturned.
"Nullam pater, tu et servi tui, vera hodie. Domine in virtute tua, cantus probari in ea peccati hereditas. Da nobis, ut vires, ut requiescerent haeretico piger semper."
Zhal will keep mage armor from his wand active at all times, with the barkskin will make his AC 18 at current, and will adjust depending on the buffs that I set when i get home in a couple hours
GM Striker |
After finishing your final preparations, speaking the command word, grasping the Refuge token you feel a sharp tugging from somewhere behind you. The floor drops away from your feet and an icy wind blows past you. The darkness around you is absolute. Suddenly, you feel the solid stone floor beneath your feet. The wind is gone, and the chill is starting to lift.
A small ziggurat emerges from the southern wall in this tomblike stone chamber. Most of the structure's blocks are simple but precisely cut stone blocks, but in several places petrified humans-too finely sculpted to be carved-shoulder the burden of the blocks above with scarred backs and hands. A short, steep flight of steps ascends the northern face to a second tier, and to the east and west two are other sets of steps that lead to the ziggurat's apex twenty feet above the ground, falling short of the thirty-foot ceiling.
Faldoc Tisbane |
Before I forget I will now cast Longstrider on myself.
That was... different. Faldoc tries to recover his senses after taking the "trip". Well, where to first?
Faldoc will first take a look around his new surroundings. Take 10 for 27 on Perception, unless you need a roll. My dog companion Boomer has scent and a take 10 for 20 on Perception.
Zhal Peng |
Rephrasing, for those of us that have darkvision, can we get a description of what we see, or is that description you gave us what we can see?
Zhal looks about, quickly muttering under his breath as he raises a spell of magical detection.
Casting detect magic and taking a few rounds to get his bearings
"Can everyone hear me?"
Juliet |
Smiling if the barkskin is offered to her she would happily accept it. Once they teleport she lets a soft gasp of surprise.
"Well wasn't that interesting, hmm this place looks..." She decides she doesn't want to finish her sentence instead just looks around at their surrounds and if there happens to be any traps.
Juliet will take a 10 to get a 24 in perception as well
Faldoc Tisbane |
I hear you just fine. Seeing you is more difficult. Faldoc will use a sunrod so that he and the others without darkvision can see.
Galdur XXI |
"I can hear you," Galdur whispers. "The last time I saw such lifelike statues our shaman joined them."
Perception: 1d20 + 1 ⇒ (15) + 1 = 16 +2 if stonecunning applies. Only one set of stairs up correct? Is the chamber natural stone?
GM Striker |
Zahl Peng sees the very walls of this sanctum imbued with magic. As he examines the entrance chamber the presence of magic is Overwhelming spells upon spell have been layered over each other, mixtures of abjuration, necromancy, transmutation, universal schools of spells.
Galdur notices that the stone in this chamber has been expertly carved from natural stone. Under closer examination it is quite clear that the slaves indeed are petrified humans, Thessalonian slaves from all appearances. There is the only one stair case leading up the Ziggurat. The second floor is the only visible exit from this chamber.
Faldoc Tisbane |
Shall we take the stairs up? Or is there something else you'd rather examine?
Galdur XXI |
"We'll take lead. Gives us a little room then follow me." Galdur shapes an invisible candle into a three-armed humanoid. Moments later parts of the floor seem to grow into a creature, a molten glow covering its joints and face. In Terran he asks the creature to climb to the top of the steps. Then, thirty feet behind it, Galdur climbs up the stairs.
Summon large earth elemental (1/6), then move action.
Zhal Peng |
Zhal moves in behind the others, wary eyes casting around the entire edifice. He holds his staff in hand closely as he moves as quiety as he can behind the others, allowing Faldoc to go ahead of himself if he so wishes.
Faldoc Tisbane |
Faldoc and his companion will move in ahead of Zhal, following Galdor inside.
GM Striker |
Faldoc: 1d20 + 8 ⇒ (1) + 8 = 9
Zhal Peng: 1d20 + 0 ⇒ (11) + 0 = 11
Juliet: 1d20 + 0 ⇒ (9) + 0 = 9
Galdur: 1d20 - 1 ⇒ (7) - 1 = 6
Kurshu: 1d20 + 10 ⇒ (13) + 10 = 23
Kurshu rises into the air. Her large feathered wigs "Cautus es, quid agat, ne ignorata consequatur"
Shes casts a spell at Galdur Will DC 24: 1d20 + 6 ⇒ (7) + 6 = 13
Map updated See link at top.
Faldoc Tisbane |
Need clarification on this map. Would we be able to see the creature from the east of west side of the building where the stairs are? I'm asking because I'm sure that summoned creature is granting cover to my ranged attacks.
Zhal Peng |
Spellcraft: 1d20 + 22 ⇒ (2) + 22 = 24
Zhal watches her carefully, then quickly across their mental bond warns them. "Careful, she's enspelled Galdur. Your blows will harm her and him equally."
knowledge roll: 1d20 ⇒ 4 For sake of ease, and not having to post up every single time, I'll make a bare d20 roll, and we can compare to Zhal's skill sheet on his alias for the skill check result. If you can let me know ahead of time, great. If not i'll roll it and you can tell me to apply modifiers later. And sweet geebus, the die roller hates me tonight.
Zhal looks up at the creature, trying to size it up before determining the best course of action.
GM Striker |
@ Faldoc, Yes. She's above the ziggurat, so any side of the chamber should have clear LoS. Those east and west stairs are on the second level however. Also the second level is narrow and requires acrobatics checks to fight on.
Knowledge (Religion) DC 25: You recognize here from ancient Thassilonian texts to be Lissala's herald, Kurshu the Undying. Outsider (evil, extraplanar, lawful) You can recall that one legend speaks of the damage inflicted to her with acid, when all other things seemed to have no effect.
Zhal Peng |
Striker, my bonuses to that roll I believe only come up to a 24. I can go ahead and post without using the knowledge, just tell me how you want to call it.
EDIT: We could always just say that Galdur and I combined our rolls together with our wonder twin mental powers to get the roll. :P
Zhal Peng |
Zhal stares the thing down, unsure for a moment. "I'll be honest, I don't know what it is. I can understand it though."
Zhal ponders a moment, and then perhaps against his better judgement, dons the mask that is the Acrimony Veil, and looks up at the creature.
"Quid nobis transitum clauderet, servus dormitione somni diceret?"