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Empirical Dot (again?)

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Present and accounted for.

GM Brute Squad |

As you attempt to smooth over the damage made to the Pathfinder's reputation in Kaer Maga, you become aware that the Shadow Lodge somehow succeeded in offending the Church of Phrasma. In an attempt to make recompense, you travel to the Godsmouth Cathedral in the Bottoms district.
You are shown in to see a high ranking Phrasman Priestess. My name is Valanthe Nerissia, and you are Pathfinders. She says the name with a hint of disgust in her voice. Why are you here?

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Diplomacy: 1d20 + 5 ⇒ (20) + 5 = 25
"A profound question," Dasiji says with a bow, the words sounding exotic in his lilting accent. "As nothing lasts forever but the sea and stars, the ultimate purpose of being anywhere is to leave from it, which raises the question of how. We have heard that the rogue Pathfinders gave you some offense, and we would like to make it up to you. To leave here as friends," he explains with a wink.

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Assuming this is the start of the campaign. I never read any of the campaigns because I like to be surprised.
Greetings Priestess. I am Zedril. I am here to lend my services in the name of Taldor to rebuild our reputation as Pathfinders and allies

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It has been my experience that the church and gruesome seem to go hand in hand. What is it you'd like?

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Zedril is a disenchanted Aasimar who was sold into slavery and has lost faith(so to speak) in authority that stood by and did nothing. If that comment was offensive on a personal level, I apologize, just playing a character here, ironically before I rebuilt him, Zedril was a Paladin, so fits within his recent history as well.

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Broot perks up at Zed's comment, "OI, New guy! I am Broot of the Hammerfight clan. There's little more gruesome than power unchecked. A church shouldn't be a harbinger of pain but a haven from it. I can smell the soul of a mountain forge about you. Torag's blessing is certain."
He turns to Valanthe to alleviate the tension, "M'Lady, there be not much room 'neath a Dwarf to begin with. Whatever the matter'll be easily resolved by my stalwart companions!"

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"The Aasimar is a stout one.", the half-elf says from near Dasiji. "He answere' the call to the mess here, no? When the false Pathfin'ers were killin', an' nearly killin' us, he came here. He may no' be charmin', bu' he's worthy."
"We'll help you, i' is wha' we do. Bu' we do i' better, when i's for a frien', instea' of a judge."
"Tell us wha' the problem is. Tell us wha' you know. Who we will face. Wha', we will face. An' tell us why."

GM Brute Squad |

Beneath us are large catacombs, carved by the runelords of old. We use the levels under this cathedral to bury our dead, the faithful of Pharasma. Unfortunately, we have noticed some of the bodies there have been disappearing. This is quite troubling for our church. We suspect that something in a lower level of the catacombs is rising to take them. I am asking you to travel those depths and stop this desecration.
While you are there, please deal with any threats you come across. The portion of the catacombs we use is starting to fill and we would like to open new levels for use.

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Turning to the party:
I will join you all on this journey if you'll have me.
I am Zedril, a Pathfinder of Andoran.

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Addressing the Priestess:
Priestess, what else can you tell us about the catacombs? Are there any noteworthy or unique beings housed there? This may help us determine who may want to disturb the dead.
I know she's not going to be forthcoming. I just know it. There's always a crazy stashed away in the darkest corner of a catacomb.

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Dasiji nods slowly. "That is very disturbing. I will help, but I would like to know if you have any maps, or notes about traps, anything like that. I'm prepared for the unknown, but I'd rather be prepared for the known as much as possible." He blinks, realizing that he hasn't even introduced himself properly. "Dasiji Lekaya of Sargava, at your service." He bows again.

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"Aye, surely the Mad Prophet has the ability to deal with such abominations upon her sacred grounds. Give us a means of direction and a list of those disturbed so that Torag may set right this blight to your people's rest!"
perception: 1d20 + 4 ⇒ (4) + 4 = 8
Broot begins to look around as he walks to a window. Only the foolish or powerful dare desecrate a church of the Lady of Graves. No matter, long as there be plenty of smiting to be had!
Stupid 2 skill pts!! I don't have religion trained and I'm trying not to rely to heavily on outside knowledge. Is there a basis for what I might know about Pharasma and her enemies for just being a cleric? My perception check is meant to look for unusual things that would be possible symbols of Pharasma's displeasure or clues to the perpetrator or perp's allegiances

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knowledge religion pertaining to above post: 1d20 + 4 ⇒ (5) + 4 = 9
awesome rolls.......... :/

GM Brute Squad |

The lower levels have not seen the hands of the faithful in centuries. I do not now what it may hold. It will be dark, most likely so plan for that. There may be remnants of old Thassalon down there, traps of undead servants. Also, there may be things that have wandered into the catacombs more recently. We do not let anything come up from down there. Well, not until recently apparently. Be wary. But this is what Pathfinders are famous for after all.
You may prepare yourself as you see fit. It has waited for centuries, a few more hours or another day will make no difference.

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"You go' a library? Old books abou' wha's happened here before? Me, I'm no' the one to look. Bu' we go' a cleric, we go' the Andoran Aasimar, they migh' fin' something, goo' to know."

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Yes, we'll meet back here shortly. Never a good idea to make the dead wait.
Zedril will wander the area for a couple of hours trying to gather information from the locals.
Can I take 20 on Diplomacy for that?
If so, Diplomacy-25
Noamuth, you are welcome to join me if you'd like, perhaps we'll find some interesting information.

GM Brute Squad |

You don't find out much more than she has already told you. The undelved passages under Kaer Maga are vast and old to the point of becoming legend. Tails abound, but nothing concrete you can glean. Many folks think going down there is foolish. Many of the adventurers they hear of exploring those depths do not return to tell the tale.

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Mortimer pokes around in his backpack muttering quietly about how nothing is ever where he left it. After a little bit he looks over to Dasiji "I'll come with. I could use some light as well."
Does knowledge history dredge up any useful knowledge about the place?
Knowledge[History]: 1d20 + 6 ⇒ (13) + 6 = 19

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Broot takes stock of his pack as well and then heads off into the city with the others. Dungeon full o' undead. Couldn'ave asked for a better blessin'. Might as well prepare for a bit o' e'erythin though.
Here's my shopping list
Sling, 10 bullets - 1sp
Scroll case - 1gp
Scrolls to be purchased:
Remove Fear - 25gp
Remove Sickness - 25gp
Sanctify Corpse - 25gp
Consecrate - 150gp
Remove Paralysis - 150gp
Lesser Restoration - 150gp
Total = 526.1
Remaining funds = 5.9gp

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Seeing Broot spending nearly his last copper on scrolls to fight the undead, Dasiji fronts the money for two of them. Add back 175 gp and keep the scrolls in your inventory, on loan until the end of the module. After applying the silver weapon blanch to his cold iron arrows, the ranger is ready to go.
Purchases:
50 gp Holy water flasks (2)
15 gp Miner's lantern
0.4 gp Oil flasks (4)
25 gp Scroll of remove fear
150 gp Scroll of remove paralysis
Total: 190.4 gp
Remaining: 414.75 gp

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Never too prepared if you ask me. What would Torag think of me if 2 of you got paralyzed! I'll keep my purchase and add additional scrolls to the pile and wands if anyone wants me to carry theirs.

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Broot returns to the church. He appraoches the catacomb door and splays himself out upon the floor for a most gruesome nap.

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After a brief stroll around town talking to the locals, Zedril heads to the catacombs entrance. He sees Broot sound asleep in front of the entrance. Approaching Mortimer, Well I know better than to wake a sleeping Dwarf. I am Zedril, pleased to be of service here. May I sit?

GM Brute Squad |

After the party gathers back in the church, and the Dwarf wakes up, Valanthe guides you down a narrow, twisting cliff-side path to the Godsmouth Ossuary. You pass through the mouth of the Unnamed King into the ossuary proper, where robed and hooded Pharasmin priests silently tend to the deceased. Valanthe leads you through luxuriously appointed catacombs packed with bodies and down several stairways before coming to an area that obviously sees little use—most of the burial niches are empty and dusty, the air is musty and close, and silence reigns supreme.
She stops before a sturdy locked door. This is the only known entrance to the sealed lower portions of the ossuary. Once you enter, the door will be locked behind you. I have gathered a few things that may be of use. She hands you each a Potion of CLW and a vial of Holy Water. Then she pulls out a hollow mythral tube, about a foot in length. Once the door is locked behind you, no one will open the door from this side. We can not risk whatever is beyond disturbing our dead, you see. This is a Chime of Opening. It has 5 charges left. You may use it as you see fit, but keep in mind that you will want to save one charge for the door before you. If you use all of the charges, you will need to find your own way out. Are you ready?

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Thank you for your assistance Priestess. Zedril accepts the gifts and bows.We will return your sacred ossuary to its rightful place.
Zedril moves to the door, rubbing his hands as if he is trying to get warm.

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"You can' leave one guy here to hear us knockin'? Wha' if we put five strings under it, and if the right pattern is pulle', you let us back? I don' like havin' no place to run."

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I like the way you think Noa, covering all of our bases.

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"People seem to thin' Pathfin'ers, we stupi'. We gon' le' them lock us in a hole, an' thank them for i'."
"Seem to me, we coul' jus' open the door, and leave it tha' way. If they go' nobo'y watchin', they go' nobo'y knowin'. Bu' I don' wan' to risk the temple, either. She coul' have been a frien', instea' of... I ain' go' a word I can say in a temple."

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Noamuth, that is why we are Pathfinders, where others are cowards, we press on. Fear of the unknown is the hardest fear to overcome for common man. Putting his hand on Noa's shoulder; You are wise to question her. That thinking will take you far.

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Broot grunts at the priestess's "assistance" knowing Pharasma gains more souls if they fail and gains the end of the desecration if they don't. He draws out another grunt and couples it with an upturned corner of mouth, almost as of smiling, when Noa challenges her.
Well that be that. We're not not goin down now.
Broot removes a tube from his pack. On the outside is etched a hammer and within the head is an eye. Inside the tube hundreds of small insects glow brightly in a fluctuating pattern. He uncaps the tube and quickly places his thumb over the opening. In a swift jerking motion he throws back his head and turns the tube bottom up. A single firefly falls into his mouth.
Broot replaces the cap and the tube back into his bag. He then lays his shield down face up, says a prayer to Torag and spits into his hands. He kneels down next to the heavy steel shield and begins wiping his hands from one side to the other. Every where his hands touch a bright light emanates from the shield.
Cast Light on my shield; Also friendly reminder about Stonecunning
Broot picks up his shield now illuminating the door brighter than it was. His hammer swings free from its belt hook. Hammer and shield meet in a resounding ring. KERRAANG
OI, somebuty min' gettin' this door for me so's I can smash what's beyond?