| GM West |
The port city of Riddleport in Varisia is famous for the massive stone arch at its center, as well as the town’s tendency to attract… unsavory types. It is here that your group has assembled, in a popular tavern and temple to Cayden Cailean called the Publican House. Each of you received a sealed envelope from Venture Captain Sheila Heidmarch in the Pathfinder lodge of Magnimar. Along with a letter (see the Campaign Info tab) from Heidmarch, each of you also received a small pouch of gold, a map of a coastal area near Riddleport, and a list of the other agents you would be meeting at the Publican House on this day an hour before dawn, at which time you would depart for a nearby Shoanti village using the enclosed map to meet with your contact there – a woman named Tide Watcher.
After introducing yourselves to each other over an early breakfast, you depart Riddleport and arrive at a marked spot on the coast a few hours later. The sound of crashing waves and seabirds mixes with the smell and cool spray of saltwater at the entrance of a wide, low sea cave open to the Varisian Gulf. A bustling community is hard at work in the dim morning light: tall, tattooed men and women clean and fillet fish, while others toss crustaceans into pots; a group of older children sit in a circle on the sand near the water’s edge and repair nets and harpoons; nearby, several women are busily patching holes in a small boat.
“This is not a sight very many outsiders ever see, Pathfinders,” says a tall, muscular woman who has moved up unseen and unheard behind your group. Her head is shaved and tattoos line her shoulders, arms, and neck. “But we are pleased you have come. Kel-grish! Welcome! Let us walk.” She leads the way, not waiting for a response. “I am Tide Watcher, the jothka of this tribe,” she says, as she strides along a small path heading up the hill above the cave. “As you probably know, the Shoanti do not often call upon outsiders for help. But this is a special circumstance.” She stops atop the hill and takes a deep breath of the wind blowing off the water before turning to the hills and mountains to the north, gesturing vaguely in that direction.
“Two weeks ago I stood watch on this spot, minding both the water and the land. Suddenly a plume of flame rose into the air in the hills there.” She points slightly northwest. “I took a group of warriors to investigate along the tunnels that we are well familiar with, but we soon found a place where the floor had recently collapsed into another series of tunnels that had smooth, worked walls. A complex of passageways that none of us had ever seen before. Then we found the stone door. It flickered with flame and was deeply carved with the runes we know to be the language of Thassilon.”
She pauses, a sour look on her face. “It is forbidden to explore places marked with these runes, so I thought it best to simply try to collapse the cave entrance and be done with the entire thing. But then I saw the door was cracked open just slightly. Something had either gotten in or gone out. I sent word to our allies in Magnimar of what we’d found. I contacted Sheila Heidmarch specifically because I have heard that under her direction, the Pathfinders have not only made fair dealings with the Shoanti, but that they too have laid the spirit of an ancient symbol of peace to rest, and stopped a Runelord from rising once again.” She pauses for a moment, and gazes at each of you, as though taking your individual measure. “While we awaited word back, five days ago, a priest named Julian arrived from Magnimar and claimed he could seal the door. He worships a good god of monuments, he said, and was confident he could succeed. I have not seen him since, however, so I do not know what has happened.”
Tide Watcher continues to study each of you for a moment longer, then finishes her piece. “Pathfinders, I want you to learn the nature of this place beyond the door and determine if it is a threat to my tribe. If it is within your ability to eliminate it, do so. If not, we will discuss closing off the cave entrance permanently. Do you have any questions?”
"Chance"
|
Chance beams a bright smile as he looks up at the towering Shoanti woman.
"A pleasure to meet you, Tide Watcher. Please, call me Chance. I've encountered followers of the goddess of ancient Thassilon - Lissala - before, which is likely why Sheila Heidmarch asked me to join this team in assisting you and your idyllic village here. Now this Julian person who came through, did you happen to see his holy symbol?
knowledge - religion to recognize good aligned dieties of "monuments" Knowledge: Religion: 1d20 + 4 ⇒ (20) + 4 = 24
Assuming the dice roll is sufficient and Tide Watcher did see the holy symbol, Chance will see if it perhaps matches that of the Empyreal Lord Soralyon (a rune-covered spire).
Also, you said that this occurred two weeks ago and that you were concerned something may have gotten out. Have you or any of the villagers noticed anything out of the ordinary that might coincide with this event? - missing people or animals, strange tracks, other unusual sights or smells ... that sort of thing? ... also, similarly did anything occur after this Julian fellow showed up?
Kroone
|
My greetings, Tide Watcher. I am Kroone, Paladin of Irori, and as my friend, I'm here representing the Pathfinder Society.
The large Nagaji had a calm and soothing voice tone. His eyes were equally calm, although the snake features were strange to some people. He was using leather armor under long and clean monk robes, and an immense sword could be seen sheathed on his back.
In addition to what Chance mentioned... Did Julian mentioned the name of the deity he worships at all? - he scratched his head, clearly not being the most intelligent around.
Zzorn
|
"Lady Tide Watcher, enchanted to make your acquaintance," says Zzorn, bowing and kissing her hand. "Visbaron Zzorn Eilif at your service. Many thanks for granting us the opportunity to serve in one of your numerous noble causes. We are at your disposal." He bows to the lady, unstopping a Taldan wine bottle and filling a glass for her. He produces similar small 3 ounce glasses for the rest of the group, and gives everyone a fill.
Seating himself on a nearby large piece of driftwood, he continues, "We'll find the missing priest, of course. However, can you tell us how hot these fires are burning? would you recommend some kind of fire protection? Also, I recommend you do a head count for your entire tribe while we prepare. My humble opinion, of course, Milady. Is there any other information you wish to impart us with?"
Kridash Magath
|
Kridash performs the mandatory greeting nods, and looks in the direction Tide Watcher pointed towards. His brow forms a curious look on his gray skin.
"A plume of fire? As in a long-lasting column, or a short burst? Did anything else catch fire in the area?", he asks without looking, and turns around when prodded with a glass being offered. He looks at Zzorn, thankfully nods and takes the offered wine. "I mean, should we be concerned about forest fires?", he asks, still holding the cup with a bit of awkwardness in his grip.
Vornsk
|
A short woman, wearing a stylized mask of a tiger with jade eyes and heavy clawed gauntlet follows the other Pathfinder's conversation without offering much of her own. She is quiet in step as well as voice, much like the jungle predators of her attire.
At the mention of the tunnels and the fire her focus seems particularly intent and she finally offers her voice to the conversation.
"Dit te tunnel breat?" she asks in a thickly clipped accent. The short question seems to ask a whole lot more. Did the tunnel breath? is the traditional way of asking what dangers the tunnel holds, creatures, fires, magic, traps and other 'living' threats they Jotska expects to find in the tunnels. And asking again, "Dit te door breat?" the small woman asks about the dangers the runes are known to represent in such a way the brave Shoanti avoid them.
| GM West |
Tide Watcher greets each of you warmly, raising one eyebrow in bemusement at Zzorn's rather forward manner. She raises the filled wine glass he gives her in a toast, then takes a sip and begins to answer questions.
In response to Chance and Kroone, she responds that though she didn't ask about the deity that Julian worshipped, she is able to describe what she saw of his holy symbol - a crooked spire of stone covered in strange writings. Based on that, the halfling oracle believes that the missing priest might well be a follower of Soralyon. She shakes her head in the negative at his follow up question. "No, I have heard no reports of other strange sightings since then."
In answer to Zzorn's concern and Kridash's inquiry, she says. "The fire I saw burned high and hot but for a few moments only, and fortunately there were no trees nearby that could have burned. Then it was quelled, perhaps spent or otherwise quenched I cannot know. All of my people are accounted for, and we dared not enter the corridor that lay beyond the rune-carved door we found - which likely leads to the answers you seek. Thassilon was a corrupted empire that existed long ago, and it is forbidden for the Shoanti to go near its ruins. If you have a means to protect yourselves from fire, it seems a wise precaution to me - though I cannot say for certain."
Answering Roscoe and Vornsk, Tide Watcher says. "I cannot say more of the tunnel itself, but if it is indeed a Thassilonian ruin, I have heard tell of ancient magical traps and creatures, but I have no deep knowledge of these things. Perhaps you can find Julian and ask him when you get there. That is, if he is still alive and well when you find him."
Feel free to ask more questions, of course. I will also take Knowledge (History) or (Arcana) checks, if you'd like to roll them, in order to give you more background information. You may also take a bit of time to move through the village and gather a bit more information that may or may not be helpful with a Knowledge (Local) or Diplomacy check, which you may roll in addition, if you'd like. If you need supplies, some might be obtained in the village as well, though any such equipment purchased must be of the most basic nature.
Zzorn
|
Zzorn Know.Local, take 10: 10 + 8 = 18
Zzorn attempts to gather some information in the village, trying to stay polite and not overly sharing his purpose behind the gathering...
Vornsk
|
"Thassilonian ruins hmmm?" Vornsk thinks. "Ancient people and great magic. I think this is my element." A deep purring sound of ...pleasure emanates from under the mask and the hairless tail twitches happily.
Kn (history): 1d20 + 8 ⇒ (19) + 8 = 27
Kn (arcane): 1d20 + 8 ⇒ (12) + 8 = 20
Kridash Magath
|
"I wouldn't get my hopes up. The man's been in that place for five days and didn't contact anyone. If we find him... great. But as I said - I have doubts.", Ash notes with cynicism as he takes a sip of the wine, and licks his lips to clean the residue liquid from them.
"Tide Watcher - how long have you been here? Your people, I mean. Is this the first time this happened?"
"Chance"
|
Chance will join the others in speaking with the villagers to try to aid in obtaining any additional information while sampling the local food.
Diplomacy: 1d20 + 9 ⇒ (7) + 9 = 16
helpful trait means he gives +4 rather than +2 to aid another
| GM West |
------------------------------------------------------------------
As the group sets out, Tide Watcher answers Kridash in a somber voice. “Although it saddens me to hear you do not know, it does not surprise me. We the Shoanti are the original inhabitants of Varisia, although we have been driven from many of our ancient homelands. We have seven quahs, what you might call clans, united by heritage, tradition, and lifestyle. I and my tribe are part of the Shadde-Quah, the Axe Clan. We keep our homes near the water and repel those who try to conquer our shores. We are unused to seeing outsiders, although we do trade with Magnimar.”
After a half-mile hike north guided by Tide Watcher, your group arrives at a makeshift camp outside a cave entrance guarded by several warriors. The scouts here report that they have neither seen nor heard any sign of the missing priest to their Shoanti commander, and Tide Watcher turns to face you all after nodding her understanding. “My men will remain here to continue their task of making sure that no enemies emerge from the cave. We found the remains of goblins, all of them recently killed, here and there throughout the passages as well as signs of a running battle. Perhaps there are more lurking beyond the door we found, or maybe not.” She shrugs, as though the presence of goblins is of no real consequence. “My soldiers will be here if you need them, but they will not enter the cave to assist you. If you deem it necessary, they can help you in collapsing the entrance and sealing the caverns beyond. Though doing so would doom the priest for certain, if he yet lives. And of course whatever secrets lie beyond that door in the Thessalonian ruins will remain unknown.”
Tide Watcher retrieves a scrap of parchment tucked into her belt and hands it to whoever is standing nearest. “Here is a map that will lead you to the door we found. Good luck to you all in your exploration. And be careful.” Your party finds that the caves are unlit, and after providing your own light sources you note that the passages are narrow, winding and generally quite cramped. However, after several hundred feet or so along the route indicated on the map, the caverns begin to widen somewhat. Where the passage widens, broken arrows and short, makeshift swords litter the ground here and there, and the rotting corpse of a goblin is also found slumped against a rock wall.
About 100 feet further on beyond the battle site, your group of Pathfinders locate a collapsed portion of the tunnel as indicated on Tide Watcher’s map. A natural ramp has formed, and though footing is tricky (especially for those heavily encumbered), it is eventually navigated with no serious mishap. After gaining the lower tunnel, the passageway soon twists sharply to the left and after another hundred feet or so the passage takes a final bend before opening into a natural chamber roughly 30 feet long and 10 feet wide, dimly illuminated by a flickering light at its end. Stalactites cling to the ceiling among several dark fissures and a few stalagmites rise from the floor in this cave where the air is damp and clammy. At the far, eastern end of the room stands a partially open 10-foot-wide double door set into the wall. Flames flicker about the columns and lintel, casting the spiky, spidery runes carved upon the door’s surface into sharp relief.
In the center of the chamber, facing the doors and with his back to you, a humanoid sits on the ground, its head bowed toward the floor as if dozing. When you enter the cavern, he either hears you or notices the shadows thrown off of your lights and he rises unsteadily to his feet, turning to face your group. Dark circles beneath the male human’s eyes attest to a terrible exhaustion that must certainly be afflicting the stranger, who is clad in chainmail armor with a heavy pick strapped to his belt and a holy symbol hanging from his neck depicting a rune-covered spire. A backpack lies on the ground near the man, remnants of rations and a nearly-full waterskin spread out upon the canvas material. His dark brown eyes take a moment to focus upon you, and then he speaks in a voice that sounds frayed and hoarse. “Thank Soralyon! I had thought none would come before exhaustion would take me into a darkness with no end.” The priest, most certainly the man named Julian that Tide Watcher had spoken of, collapses to the ground in a boneless heap after his heartfelt exclamation, though he remains conscious. If just barely…
OOC: Let me know who is carrying any light sources (and what they are), so I can set up the map properly. You can easily rouse Julian enough to ask him some questions, and then I’d like to propel us forward as soon as possible. The issues with the board covered my vacation and then some, it appears. I’m going to try and maintain a swift pace from here on and would ask the same of my players. Thanks folks, and it’s good to be gaming again!
Roscoe Thorngage
|
diplomacy: 1d20 + 8 ⇒ (7) + 8 = 15
perception: 1d20 + 6 ⇒ (11) + 6 = 17
Roscoe doesn't have a light source on him. I'll wait for the rest of the group to chime in just to make sure we actually have one. Besides, Roscoe isn't the healer type...
Vornsk
|
Vornsk has studied the Thassolonian Runelords, a great mage dedicated to a certain school of magic to which it seems was associated with a sin: envy to abjuration, gluttony to necromancy, greed to transmutation, lust to enchantment, pride to illusion, sloth to conjuration, and wrath to evocation. "Thassilon came to an end in te great cataclysm known as EarTfall, she says. It is suspected the Runelords all had preparations in place tat would allow tem to survive, perhaps even until te present day."
Remembering her maps, Vornsk relates that this area of Varisia was likely in the kingdom known as Bakrakhan. The Runelord Alaznist, ruled this domain of wrath. "We should be wary of abjuration magics."
No Survival & no Heal for me. Vornsk has darkvision and prefers to hide. She will take point though if an one cares. Welcome back everyone :)
"Chance"
|
As they travel, Chance nods politely in all the right places to indicate he is paying attention while he hustles and struggles to keep up with the much faster Shoanti.
When they arive at the cave entrance and hear about the goblins, he greets the warrior politely and inquires to his own group Does anyone speak goblin? - might be useful if we run into some live ones .
Before entering the cave, Chance turns to Tide Watcher. The trust you and your people are showing us is appreciated, you have my vow that I will do everything in my power to make sure that your trust is not misplaced and that we will succeed in this mission.
RE: goblin corpse in tunnel Untrained Heal: 1d20 ⇒ 12
RE: amateur tracking Untrained Survival: 1d20 ⇒ 13
After encountering, the priest - Untrained Heal: 1d20 ⇒ 19
You seem to be in rough shape, neighbor. Can you tell me your name? I'm going to see what I can do to help you, but it may involve magic.
Assuming the man doesn't object too much, Chance will detect magic on him before approaching too closely.
RE: checking out the priest:
*for what ails him: Untrained Heal: 1d20 ⇒ 20
*if magic present: Spellcraft: 1d20 + 4 ⇒ (10) + 4 = 14
Glancing over at the door, Chance looks at the runes to see if they look familiar or if he can discern their meaning. He speaks / reads infernal, has encountered Thassilonian runes when dealing with cultists of Lissala and has Linguistics. Linguistics: 1d20 + 1 ⇒ (4) + 1 = 5
For some reason, I though Pei Zin also used their profession: herbalist skill for healing checks, but I'm not seeing that now, so will have to pick it up at 3rd as an actual skill. Chance can cast light - and would normally do so on the end of his long spear to be able to move the illumination around better, but can cast on someone else's shield or another object if that would work better.
| GM West |
The man takes a long drink of water as Chance looks him over, the halfling oracle quickly determining that only rest will help this human, who is badly exhausted. Neither does he detect any magic, though there is an aura surrounding the door.
"I am Julian. Cleric of Soralyon." The man gasps tiredly. "I have worked for the last five days straight keeping up a magical barrier around the door. A ritual that is effective, though only through the continued use of magic that requires utter concentration on the caster's part."
Chance doesn't recognize the writings on the door, nor can he fathom their meaning.
Kridash Magath
|
No light sources on me. Darkvision of 60 ft takes care of that for me. No torches either, sorry, folks.
Ash cracks a smile when he sees the priest. "Well, I'll be... The man is actually alive!" He walks over to offer his waterskin, but takes a sip to rehydrate, just in case Julian empties it in one long swig. "I'm not gonna lie, old man - we thought you're a goner by now. Can you walk?"
Ash also offers some of his food. The poor fellow must be starving.
| GM West |
Julian gives Kridash a wan smile, then takes a grateful drink from his waterskin, though not much. The half-orc notes that the cleric came prepared and doesn't seem malnourished or dehydrated. Just exhausted from lack of sleep.
"Thank you, yes I can walk - and I must do much more than that. I just need a moment. When I heard you, I feared that those beyond the door had gained new allies and that my efforts were for naught. But now..."
Julian shakes his head and rises slowly to his feet, though he keeps his body braced against a wall as he speaks to you all. "Whoever you are, I must hold to hope that you are here to help. Did Tide Watcher send you? No matter... If you are willing to assist me, I can take some much needed rest while you go through the door and eliminate whatever focus of magical energies you can find: it might be a creature or an object. I know there must be something, for my magical ward will only last for ten minutes at a time before it fails. But once you’ve done that, I should be able to finish a permanent ward and seal off the ruins that lie beyond the door. Will you help?"
See the Discussion tab for a VERY important announcement!
Roscoe Thorngage
|
Roscoe gives a quiet nod to answer Julian's doubt to who sent them. To answer the second question, Roscoe merely pushes upward with his thumb against the hilt of his wakizashi, exposing a flash of silver against the ebon scabbard, his other hand rests atop the handle as he moves towards the door stoically.
Vornsk
|
Vornsk tries to look beyond the door or at least carefully listen at it. Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Presuming no clues discovered.... The occultist puts her gloved hand against the door and relaxes her sight. Her emerald eyes seem to lose focus, then roll back into her head only to be replaced by an faint emerald light. She still sees the door, but she is looking at its history, from Julian's breaking its seal to the re-discovery by Tide Watcher and hopefully beyond. (object reading)
Later, Vornsk moves to the side of the door, ready to cover Roscoe as he passes through.
Kridash Magath
|
"Good to hear that, but ...", Ash stutters while looking at the barrier. "What exactly is beyond that door?"
Curiosity gets the best of him as he re-attaches his waterskin to his backpack, and he blurts out the question.
"I know it's not always possible, but I like to walk into situations knowing what to expect."
| GM West |
Julian gazes steadily at Kirdash, and nods his head in agreement with the half-orc’s words. “Forewarned is forearmed, as it is said. I’m almost certain that the ruins beyond the door were once part of the realm called Bakrakhan, ruled by Alaznist, Runelord of Wrath.” He points to the runes written on the door. “At least, that is what the writing would indicate, it is scribed in the language known as Thassalonian. I have not ventured beyond, so can only guess as to what you may find. But given that this is likely a stronghold of Bakrakhan, I’d expect to see evocation magic used against you. Bakrahkan was also known for using fleshwarping magic to make more powerful soldiers.”
In the meantime, Vornsk and Roscoe investigate the door and what lies beyond. A hallway of polished stone some ten feet wide extends onward for about a hundred feet or more. The walls are eight feet high and the ceiling is slightly vaulted. For the moment at least, illumination shouldn’t be a problem as there are sconces that burn with Continual Flame spells that burn with a yellow light every 15 feet, staggered between either side of the corridor. The pair can see that the passage appears to narrow to five feet wide about fifty feet ahead, and another fifty feet or so beyond that is a door set into the wall.
It’s difficult for you to estimate exactly how far away the door is from your position. Illumination isn’t a problem though, but figure it’s between 100 and 150’ away or thereabouts. I will have a map up with my next post after you move through the door, now that I’ve figured out Google Slides. :)
Zzorn
|
Kn.Local: 1d20 + 8 ⇒ (18) + 8 = 26
Survival: 1d20 + 5 ⇒ (3) + 5 = 8
Heal: 1d20 + 1 ⇒ (2) + 1 = 3
On the way there, Zzorn muses aloud, "Any of you ever wondered about that old theory about the Shoanti? you know... seven quahs, seven realms of Thassilon, and seven points on the Sihedron, and such?"
Zzorn does not carry a light source as he needs two hands firmly planted upon his falchion's hilt! ...however, as the group arrives to location, he says multiple times:
"Ahem.. ah... ummm... can.. anyone light up a torch in here? it's darker than a troll's armpit in here!"
When Vornsk and Roscoe open the door, Zzorn says "Oh! this next room is well lit... let us see if one of those sconces can be brought along with us..."
Zzorn attempts to take a continual flam torch from its sconce.
| GM West |
Julian shakes his head in response to Vornsk. "I've seen nothing, I only know that there is some fell magic beyond the door. Whether it is a creature or a thing, I know not. Whatever it is, it serves as a focus for the magical energy that thwarts my ward. It must be neutralized before I can complete the ritual needed to seal this passage entirely. Though I will wait for your return before I do so. But do not tarry! I fear exhaustion will claim me soon and then whatever evil dwells in the ruins will be free to bring doom to the lands of the Shoanti."
Zzorn finds that the torches can indeed be removed from their sconces, and they remain lit with magical, heatless flame. The group heads down the wide passage, reaching the point where it narrows, the door some 50' ahead. It appears to be shut tight.
Yep, my notes show that Chance has Light cast upon his spear point, so Zzorn can use that as well. As mentioned, the area is well lit by the everburning torches, and you can take one if you'd like. Please put yourselves in the marching order you'd like as you approach the door single file in the 5' wide passage.
Zzorn
|
"Would the scholars in our team care about taking a look at the runes on that door before I open it?"
Vornsk
|
Vornsk is no scholar, but she nods. First she looks at the door, door frame, hinges and such looking for hidden wires, catches or other triggers. Then she touches her hand to the door and lets her normal sight drop away and as the object's story read out before her. Looking for who last used the door, who made it or any other detail that might help them prepare for what is next.
Perception: 1d20 + 6 ⇒ (19) + 6 = 25 then attempting read object
Kridash Magath
|
Ash nods at Julian to show he understands. Not satisfied with the response, but doubting he could get a better one, joins in to examine the door for any malicious mechanisms.
"Find anything interesting?", he asks as he moves up to Roscoe.
Perception (+1 vs traps): 1d20 + 8 ⇒ (10) + 8 = 18
| GM West |
Moving along the passage, Zzorn calls back to the others to have a closer look at the door when he suddenly feels a bit of resistance greet his shin when he is still about twenty feet away. Oops... Flits through the barbarian's mind as there is a sudden snapping sound from above and a part of the ceiling, cunningly concealed, comes swinging toward him!.
Pokey Smashy Book Trap Attack: 1d20 + 15 ⇒ (4) + 15 = 19 vs Zzorn's FF AC
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
And though Zzorn makes a valiant attempt to avoid the swinging plank by twisting toward the right-hand wall, still it smacks painfully against his shoulder.
Taking at look at the cunning trap, the adventurers find a few oddities. The spikes driven through the heavy board might have been a bit more effective if not for the myriad of books driven through them, their bindings spread open so that the pages can be seen.
There do not appear to be any runes carved on this door, nor any traps that can be found. And though most of the books are ruined, a metal bookplate is attached to the cover of one, its surface carved with runes in a foreign language.
Determining that the door is no threat, Zzorn opens it and finds a hallway running north to south, its walls carved with images of fire and destruction. Humanoids from many races peer out from the flames in the upper portions of the carvings, their faces alight with excruciating pain. The lower two feet of the carvings show other figures on hands and knees, their faces toward the north, the brutal fires just above their backs.
Near the center of the hallway on a low plinth stands the statue of a cruel-faced woman wielding a ranseur in her right hand. Her left hand gestures to the south, giving the impression it is the source of the carved flames. A large bronze plaque is affixed to the southern wall of the passage, covered in spiky, spidery runes.
Each of the party member's shuffle forward to peek into the hallway to get a glimpse of what lies beyond the door.
Vornsk Perception Check: 1d20 + 6 ⇒ (5) + 6 = 11
Kridash Perception Check: 1d20 + 8 ⇒ (10) + 8 = 18
Chance Perception Check: 1d20 + 2 ⇒ (10) + 2 = 12
Roscoe Perception Check: 1d20 + 6 ⇒ (16) + 6 = 22
Kroone Perception Check: 1d20 + 1 ⇒ (20) + 1 = 21
Zzorn Perception Check: 1d20 + 6 ⇒ (16) + 6 = 22
Everyone except for Vornsk notes that someone has used charcoal to draw a large, toothy goblin grin on the statue's face. The tiefling is focused instead on the writing carved on the wall, which she unfortunately does not understand.
Vornsk - 22/22 HP
Kridash - 26/26 HP
Chance - 19/19 HP
Roscoe - 19/19 HP
Zzorn - 22/26 HP
I didn't see any Known Languages on Vornsk's character sheet and I didn't see the language written either on the bookplate or upon the plaque affixed to the wall on anyone else's character sheet. Hope you all don't mind I'll probably be rolling Perception checks for you, mainly to speed up the game up a bit. Lastly, I haven't seen Kroone check in as of yet. I'm PMing him, and will write him out of the game if I don't hear from him before the weekend.
"Chance"
|
Wincing a bit in sympathy at the effect of the trap, Chance extracts his wand of cure light wounds and activates it on Zzorn before returning it to his spring-loaded wrist sheath. He casts detect magic, angling it so that only the books and bookplate are in the cone to ensure nothing of magical value remains and then moves up - spear in hands.
cure light wounds wand - 1 charge: 1d8 + 1 ⇒ (7) + 1 = 8
Roscoe Thorngage
|
Moving along the passage, Zzorn calls back to the others to have a closer look at the door when he suddenly feels a bit of resistance greet his shin when he is still about twenty feet away. Oops... Flits through the barbarian's mind as there is a sudden snapping sound from above and a part of the ceiling, cunningly concealed, comes swinging toward him!.
[dice=Pokey Smashy Book Trap Attack]1d20+15 vs Zzorn's FF AC
[dice=Damage]1d4+2And though Zzorn makes a valiant attempt to avoid the swinging plank by twisting toward the right-hand wall, still it smacks painfully against his shoulder.
Taking at look at the cunning trap, the adventurers find a few oddities. The spikes driven through the heavy board might have been a bit more effective if not for the myriad of books driven through them, their bindings spread open so that the pages can be seen.
There do not appear to be any runes carved on this door, nor any traps that can be found. And though most of the books are ruined, a metal bookplate is attached to the cover of one, its surface carved with runes in a foreign language.
Determining that the door is no threat, Zzorn opens it and finds a hallway running north to south, its walls carved with images of fire and destruction. Humanoids from many races peer out from the flames in the upper portions of the carvings, their faces alight with excruciating pain. The lower two feet of the carvings show other figures on hands and knees, their faces toward the north, the brutal fires just above their backs.
Near the center of the hallway on a low plinth stands the statue of a cruel-faced woman wielding a ranseur in her right hand. Her left hand gestures to the south, giving the impression it is the source of the carved flames. A large bronze plaque is affixed to the southern wall of the passage, covered in spiky, spidery runes.
Each of the party member's shuffle forward to peek into the hallway to get a glimpse of what lies beyond the door.
[spoiler=Perception
...
Cringing as the trap triggers, "Goblins apparently."
| GM West |
Chance heals Zzorn of his injury, then uses a minor spell and indeed detects a magical aura on the bookplate. But it is a powerful (strong, conjuration) aura and difficult to identify.
Zzorn leads the way further into the room with the others arrayed behind him. As the group passes the statue, there is a sudden whooshing sound and a sheet of flames erupts from the southern wall, enveloping the corridor about two feet off the floor and all the way to the ceiling! In an instant, the fiery blast is spent and the shaky Pathfinders find that the trap didn't leave them with any injuries, save for burnt hair, smoldering patches of clothing and bruised egos.
Checking out the double doors at the end of the corridor where it widens, no traps are found and Zzorn opens them up. Beyond the doors is a large room with three other doors to the east, west and north. Its walls are decorated with carvings extolling the virtues of wrath: scenes abound of warriors crushing their opponents with a combination of martial and magical skill. Above all these warriors stands the magnificent figure of a striking woman clad in armor and wielding a ranseur. Her face is contorted in a mixture of rage and elation, and she stands atop a veritable mountain of corpses.
In sharp contrast to the intricate beauty of the carvings, the contents of the room are in shambles. Broken tables and chairs litter the floor, once-magnificent banners are torn and strewn about, and evidence of several small fires can be seen throughout the room. Anything that can be burned is blackened with soot, and anything breakable has been shattered into tiny pieces. The pungent smell of an animal warren permeates the chamber.
Even as the Pathfinders look around at the incredible mess, two green-tinged puddles of ooze squirm and undulate from beneath two of the tables in what appears to be a display of excitement as they move toward the party!
Kridash Initiative: 1d20 + 4 ⇒ (16) + 4 = 20
Chance Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Roscoe Initiative: 1d20 + 4 ⇒ (4) + 4 = 8
Zzorn Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Oozes' Initiative: 1d20 - 3 ⇒ (15) - 3 = 12
----------------------------------------
Bold PCs may act before the oozes!
Chance - 19/19
Zzorn - 26/26
Oozes - #1 Unwounded; #2 Unwounded
Vornsk - 22/22
Roscoe - 19/19
Combat Map - Slide #2
Zzorn
|
"Ach! what garbage is this? let's try a sling bullet before I sully a spear or sword in this! I'm not sure if I should laugh at these jellies or be offended... let us try the latter... let me take a few hard breaths try to think of something that irks me... there... yesssSSSS! I HATE TALDOR'S BUREAUCRACY!!! THERE I SAID IT!! AAAARRGH!!!"
slingy goes-a-twilin'!! RAAAAAAAAAGE!!!: 1d20 + 4 ⇒ (20) + 4 = 24 for a nasty with more force than usual sling bullet on the red jell-o!!: 1d4 + 5 ⇒ (1) + 5 = 6.
I can't believe it's not butter a.k.a. I can't believe I wasted a crit on a bloody sling bullet!: 1d20 + 4 ⇒ (3) + 4 = 7 for a nastier than I could have ever hoped sling bullet!!: 1d4 + 5 ⇒ (2) + 5 = 7 maybe... but probably not... but who knows with oozes? oh... and Zzorn will draw a spear as a move action.
Vornsk
|
"Let me take a look at tis." Vornsk studies the magic plate that Chance has found. Unless someone objects to V spending a full minute doing so, she automatically succeeds on the Spellcraft check with object reading. If speed is preferred, I will attempt the check. "Wonderful," she says looking at the fine metal.
Sheet updated: LANGUAGES: Common, Tien, Draconic, Elven, Goblin, Infernal, Orc. which doesn't really help with the door I am sure. :)
Kridash Magath
|
Ash readies up his shortbow as Zzorn makes his rousing ... speech? Midway through the process, he hears the line about Taldor bureaucracy, and staggers for a moment. "What?", he looks at Zzorn with a confused look before aiming and firing an arrow at the ooze.
Shortbow, Piercing: 1d20 + 6 ⇒ (16) + 6 = 221d6 ⇒ 4
As far as I am aware, oozes are immune to precision damage and SA, but if it applies, add a 2d6 to that. Sneaky things: 2d6 ⇒ (2, 4) = 6
He lets out a short burst of laughter after releasing. "What was that?"
| GM West |
Ash's arrow strikes true, and though putrescent slime gushes forth from the wound, it appears to have no effect on the ooze! Chance delays, letting Zzorn take the lead as the barbarian rants angrily about politics in Taldor and lets fly a bullet from the sling he draws from his belt (Damage = 6 [no crit possible])
The oozes surge forth, leaving a nasty trail of slime behind them on the floor and the Pathfinders are repulsed to note that one of them (the ‘green’ one) appears to have ears jutting forth from its amorphous form, they resemble… goblin ears? One of the oozes focuses on Ash, and the other on Zzorn, but the two fighters manage to avoid getting hurt by the slimy creatures.
Red Ooze Slam Attack: 1d20 + 3 ⇒ (2) + 3 = 5 vs Zzorn’s AC = Miss!
Map - Slide #2
-------------------------------------------------
All players post your actions!
Zzorn - 26/26
Green Ooze - Unwounded
Red Ooze - Moderately Wounded
Chance - 19/19
Vornsk - 22/22
Roscoe - 19/19
Until we get further into the scenario, I'm going to ask all players to post actions so I can post an entire round's worth of combat at once, instead of splitting it up. Basically we're acting as though the oozes act at the break in the round. This gives Chance, Roscoe and Vornsk to act in Round #1 after the oozes have gone, and Zzorn and Ash can act at the top of Round 2.
Zzorn
|
"Haha!! my sling bullet worked! use hammers, maces and other bonky things!! AAAARRGH!!!" Zzorn pulls out his light hammer
light hammer, RAAAAAAAAAGE!!!: 1d20 + 6 ⇒ (12) + 6 = 18 for 1d4 + 7 ⇒ (2) + 7 = 9
"Chance"
|
Chance attempts a diagonal thrust with his small long spear to aid Zzorn's AC by +4.
small longspear attack roll: 1d20 + 3 ⇒ (14) + 3 = 17