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The air is clean. The day is early. You are bored.
After serving various Pathfinder Venture-Captains in random escort, investigation, and recovery missions, you decided that you need a break from your faction, the Hao-Jin Tapestry, and all of that Jormunden nonsense. What better way to relax than go on a short vacation.
Someone's bright idea was to wander through the River Kingdoms on a hunting trip. After a week's journey, you come across a small village called Thornkeep. What do you know about Thornkeep?
Kn: Geography
Kn: Local
Kn: History

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Knowledge Geography: 1d20 + 5 ⇒ (6) + 5 = 11
Knowledge Local, untrained: 1d20 + 1 ⇒ (1) + 1 = 2
Knowledge History, untrained: 1d20 + 1 ⇒ (6) + 1 = 7
"It's nice to be in nature for a while" the elven ranger known as Eolowyn says. You have noticed she is a good shot with her bow and she is well at home in forests. "can you imagine that the Venture Captains only send me on trips in cities? I would think that that is a squandering of my talents, but what do I know of Grand Lodge politics?"

Lirianne Dahmok - pregen |

"Thornkeep? Never heard of it," Lirianne says, looking at the houses before them. "They sell roses here, that's why it's called Thornkeep?"

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A bookish gnome sits near the campfire paging through books feverishly, a look of consternation growing upon his face. He mumbles aloud as he reads: Nothing...nothing...nothing...not a word on Thornkeep. Confusticate and bebother!
Exasperated, he looks up. Sadly, I can find nothing in these tomes about Thornkeep! He throws his hands in the air for effect, but in he process knocks a stack of said tomes cascading onto the ground. With a horrified squeak, he clambers desperately after them as several loose pages get carried away in the breeze.

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I'll be posting as Seelah through The Professor.
Seelah shields her eyes from the sun and gazes at the village. No worries Lazlo. I am having trouble identifying a temple to Iomedae from here anyway. Perhaps we should push on and not worry ourselves with this village?
Geography, untrained: 1d20 ⇒ 4
Local, untrained: 1d20 ⇒ 9
History, untrained: 1d20 ⇒ 8

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You are able to learn a very small bit about Thornkeep by searching your memory banks and researching it in the Library. Thornkeep is a small village with only a few hundred people. Most are human, but there are a wide variety of races...even goblins.
You can also do a Diplomacy check to see if you can wrangle up some info from those a tad bit smarter.

Lirianne Dahmok - pregen |

Lirianna makes sure her pistols are loaded before she moves out on the streets. She approaches several people on the streets, and several within the public buildings she finds. "Pardon, I'd like to ask you something. Could you tell me some more about Thornkeep? I've never been here before," Lirianne says as she starts every conversation.
Diplomacy (gather info): 1d20 + 3 ⇒ (15) + 3 = 18

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Lirianne learns a little more. Besides a trading post, Thornkeep is home to outlaws and cutpurses (alignment CN). There isn't real authority here. The ruler is Baron Tervin Blackshield, and he is the ruler because he killed the previous one.
Thornkeep lies in a small natural clearing in the Echo Stream. The biggest city close to Thornkeep is Daggermark, about 100 miles away. The village is dominated by the weathered battlements of Thornkeep itself, a tall tower sitting on Brokenhelm Hill.

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Seelah learns a little more about the groups in Thornkeep. There is a mercenary group named the Blue Basilisks that are based here. Although they are not that large, they get a lot of work escorting caravans, driving off monsters, or assisting in dungeon explorations. The captain is Ariane Redderfine.
She also gets some info about the actual Thornkeep. Thousands of years ago, the evil Nur Athemon, wizard and devotee of the demon lord Abraxas, fled Azlant with his household and slaves, and made his home in the Echo Woods surrounding Thornkeep. He raised a tower here, and used illusion a magical wards to conceal his presence. Eventually, Azlanti wizards and soldiers found him, and Thornkeep lay dormant.
Over thousands of years, Nhur Athemon's wards slowly failed, but magic remained to make the hidden vaults a place of darkness and horror. The last few centuries, adventurers explored Thornkeep numerous times, and report that Thornkeep is dangerous as ever. The last group to have been reported in Thornkeep is a group of goblins, led by a goblin named Krenar Half-Face.

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Seelah turns to the group and quietly says, "Despite the glaring lack of a temple of Iomedae, the evil history of this place has piqued my interest. There may be an opportunity here to rid the world of a bit of nastiness. Perhaps we should head to the tower and see what there is to see? After all, nothing is more relaxing than a bit of evil smiting."

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"I would say that nothing is as relaxing as a bit of relaxing, but to each his own." Eolowyn replies. "Don't look so dejected Seelah, I will come with you."

Lirianne Dahmok - pregen |

"Well it'll give us something to do," Lirianne says with a shrug, and follows Seelah and Eolowyn.
Curious to see what's inside the tower. Though, what I've heard... doesn't sound good...

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Jasper Jibbens, a small halfling that's dressed in green, follows along quietly with the group. Like Eolowyn, he's quite comfortable with the outdoors. And so is his friend, a small bear named Hugo.
To the group, he says, "I'll follow you all, so lead the way."
I'm currently out of town and don't have my character details (returning tomorrow), so I'll rely on everyone else for knowledge and skill checks for now.

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Lazlo is the sort who'd want to find out more by researching archives about the tower and reading voraciously. But 1) that's not terribly exciting to roleplay in PbP and 2) since I've run this, I already know what there is to learn.
I'm fine with going straight to the tower if that's what the rest of the party wants to do.

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Eolowyn is fine with entering the tower, considering that [famous last words]a goblin can't pose any real kind of threat...[/famous last words]

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Jasper is normally an inquisitive sort, but mostly that applies to the outdoors. He's happy to brave the tower directly.

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Skipping to chapter 32
The party makes their way through the recently cleared first area of Thornkeep. You go through a fancy colored disco door, and up a staircase.
What is your marching order?
(map updated and linked at top of page)

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If you want to change the order, feel free. Seelah, Lirianne, Eolowyn, Jasper, then Lazlo. Someone has a bear right? I'll stick him in the back
Room 1:
The narrow staircase ends in a short corridor leading to a large chamber, the center of which is dominated by a pool of stagnant water. An oily sheen covers most of pool, causing it to reflect a multitude of colors onto the walls and ceiling. The only light in this room emanates from a faintly glowing orb attached to the ceiling, and an acrid stench wafts heavily in the air. There is a simple wooden door in the eastern wall, and a set of ornate stone double doors to the south flanked by a pair of sandstone statues.

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As Seelah walks in the room, out from the pool shoots a slam from the gray ooze
slam: 1d20 + 6 ⇒ (12) + 6 = 18
damage: 1d6 + 4 ⇒ (6) + 4 = 10 plus acid: 1d6 ⇒ 3
grapple: 1d20 + 10 ⇒ (17) + 10 = 27
Clank off Seelah's fancy armor.
Seelah: 1d20 ⇒ 1
Jasper: 1d20 + 6 ⇒ (20) + 6 = 26
Lirianne: 1d20 + 5 ⇒ (18) + 5 = 23
Eolowyn: 1d20 + 6 ⇒ (1) + 6 = 7
Lazlo: 1d20 + 4 ⇒ (16) + 4 = 20
Hugo: 1d20 + 3 ⇒ (11) + 3 = 14
Ooze: 1d20 - 5 ⇒ (15) - 5 = 10
Round 1
* Jasper
* Lirianne
* Lazlo
* Hugo
Ooze
Eolowyn
Seelah
*=you are up

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Kn (dungeoneering): 1d20 + 9 ⇒ (16) + 9 = 25
My word! A grey ooze! Let me tell you something about them...
Lazlo will convey what he learns, then step up (move) and let fly with his Force Strike exploit (standard).
Force Strike: 1d4 + 3 ⇒ (2) + 3 = 5

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Lazlo tells everyone that the ooze has acid attacks, immunity to cold and fire, ooze traits, and can constrict if grappled.
Round 1
* Jasper
* Lirianne
Lazlo - Force Strike
* Hugo
Ooze
Eolowyn
Seelah

Lirianne Dahmok - pregen |

Lirianne quickly draws a pistol and shoots at the grey ooze from point-blank range. Despite being close to the ooze Lirianne keeps at least 10 feet in between them. "Yuck, it's ugly..."
Pistol shot, touch: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28 Damage: 1d8 + 1 ⇒ (5) + 1 = 6

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Boom goes the dynamite!
It takes 6 more damage
Round 1
* Jasper
Lirianne
Lazlo - Force Strike
* Hugo
Ooze
Eolowyn
Seelah

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Jasper casts Shield Companion on Hugo the Bear, and then tells Hugo to attack the creature.
Hugo then moves to attack the ooze, and then swats at it with a claw!
Claw Attack w/Power Attack: 1d20 + 5 ⇒ (9) + 5 = 14
Claw Damage: 1d3 + 5 ⇒ (1) + 5 = 6

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1d2 ⇒ 2
The ooze attacks Seelah again.
1d20 + 6 ⇒ (16) + 6 = 22
1d6 + 4 ⇒ (6) + 4 = 10 plus acid: 1d6 ⇒ 2
grapple: 1d20 + 10 ⇒ (3) + 10 = 13
Round 1
Jasper
Lirianne
Lazlo
Hugo
Ooze
* Eolowyn
* Seelah

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Should I update my hp in my race slot, or just keep track privately?
Seelah flinches as the acid attack strikes. That will be the last time you strike me, ooze! Seelah Power Attacks the ooze.
Power Attack w/Longsword: 1d20 + 9 - 2 ⇒ (10) + 9 - 2 = 17
Damage w/ Power Attack: 1d8 + 4 + 6 ⇒ (1) + 4 + 6 = 11

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In your slot is fine, so we can all see
The ooze goes garble robble barble bubble, and takes 11 points.
Eolowyn up.

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Going to put Eolowyn on delay.
Round 2
* Jasper
* Lirianne
* Lazlo
* Hugo
Ooze
* Eolowyn - delayed
Seelah

Lirianne Dahmok - pregen |

Lirianne draws her second pistol and fires another shot at the ooze. "Pew!"
Pistol shot, touch: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24 Damage: 1d8 + 1 ⇒ (4) + 1 = 5

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Jasper will call out encouragements to Hugo, saying "Hugo, you're the best! Don't let anyone say you're unBEARable"
Which is enough for Hugo the Bear to full attack the ooze.
Bite: 1d20 + 5 ⇒ (17) + 5 = 22
Bite Damage: 1d4 + 5 ⇒ (3) + 5 = 8
Claw 1: 1d20 + 5 ⇒ (8) + 5 = 13
Claw Damage 1: 1d3 + 5 ⇒ (1) + 5 = 6
Claw 2: 1d20 + 5 ⇒ (13) + 5 = 18
Claw Damage 2: 1d3 + 5 ⇒ (2) + 5 = 7

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Boom. Lirianne hits.
Rawr. Hugo hits 3 times. The last claw sends the ooze to deathville.
I need 3 reflex saves from Hugo (forgot this earlier) to avoid taking damage when attacking the ooze.
Out of combat.

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3 saves from Hugo...
Reflex: 1d20 + 7 ⇒ (8) + 7 = 15
Reflex: 1d20 + 7 ⇒ (13) + 7 = 20
Reflex: 1d20 + 7 ⇒ (12) + 7 = 19

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Jasper pulls out and uses his Wand of Cure Light Wounds on Hugo.
Cure Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2
Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8

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Well, I say! Lazlo exclaims. What a rude greeting! He looks to be sure his companions are okay, noting to Jasper that poor Seelah has received some wounds too.
Perhaps we should take a look about now, hmm?
Perception: 1d20 + 0 ⇒ (1) + 0 = 1
Unfortunately, Lazlo's height and proximity mean that the oversized teddy bear is in his way of seeing much except more bear.

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"Right you are, Lazlo."
"Seelah, let me tend to those wounds," Jasper says, and puts his wand to use.
Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6
Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3
Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8

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Seelah has a wand of cure light wounds. Shall we say you used her's for those casts?
Many thanks, Jasper. That was just the first step we take to eradicating the evil that resides here. I agree with Lazlo. Let's continue our exploration!
Seelah walks around the pool of water to the door on the eastern wall. She gives it a (somewhat incompetent) check for traps and (barring the presence of traps) opens the door.
Perception: 1d20 + 1 ⇒ (11) + 1 = 12
Does anyone have disable device? If not, when we encounter a trap we could either try to set it off remotely or just power through.

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Seelah has a wand of cure light wounds. Shall we say you used her's for those casts?
Sure, makes sense.

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Seelah searches the door and doesn't see anything wrong with it. Anyone searching the room?