Borrobol |
Borrobol doesn't recognize any of the religious symbology. "Hall of Wonders again! Remember Iso." He glares at the painter. "We can find the Hall of Wonders. If we buy some paintings will you tell us why the Nature's Cataclysm was trying to kidnap an engineer from the Hall of Wonders?"
Knowledge (religion): 1d20 + 2 ⇒ (4) + 2 = 6
Iso Soturi |
"Iso thinks to find the crypt of fools! " says the overly friendly barbarian.
Digging out a couple of gold, Iso holds up his new acquisitions.
"Iso will hang these in keep in Fangwood. Remind Iso of why woods are better than City."
Seemingly very pleased with his purchase, Iso gives the unfortunate artist a big Iso style hug.
GM Baerlie |
"Sure I will." the painter says and smiles while taking Iso's coins. "Only they know about the forgotten tunnels below Cassomir. Once they are kidnapped, they are not going to tell anybody." And with these words and after Iso's hug the Crazed Painter starts to paint again.
Which ones you take, Iso? The three masterpieces or the crap on the floor?
Iso Soturi |
Iso selects the three master pieces!
He then digs out a a few more silver for one of the cast offs on the floor too.
"Iso knows value of complete work of an artist!"
Celentrai Atalla |
Celentrai hand the crazed painter the cookies she picked up.
"Here I hope you enjoy them. Thanks so much for the lovely paintings. You take care of yourself!"
GM Baerlie |
The painter looks at the cookies, nods, and continues to paint.
"The purchase grants him a few days in the Rules of the Swift and a better cell. That was very kind of you." Garver says.
You have no problem to find the Hall of Wonders. Smoke and steam pour through many openings of this misshapen building. Gears and gizmos can be heard clicking against one another in a rhythmic cadence. A loud “chunkchunk” sounds as several pistons churn up and down, powering some unknown machine. A cacophonous symphony of grinding metal plays on. An enormous sign, nearly the entire width of the building, declares it to be the Hall of Wonders.
You notice faint screaming from inside the hall.
Celentrai Atalla |
Perception: 1d20 + 4 ⇒ (12) + 4 = 16
Celentrai looks around at the many contraptions and whats it. She appears to cringe at every loud noise or clatter.
Iso Soturi |
perception: 1d20 + 7 ⇒ (8) + 7 = 15
Iso nods at Tippy. "You have good ears friend Tippy. But Iso thinks you hear just sound of steam."
Still, he advances into the building with a small degree of Caution. Which for Iso may mean less than for other people.
GM Baerlie |
Once inside the Hall of Wonders, you can see the outlines of three great structures piercing a thick mist that chokes nearly the entire western half of the building. A brass planetarium rotates in the northeastern corner. Next to the celestial model, a clockwork contraption ticks and tocks as it turns on its axis. Finally, a giant metal crab sits with its claws extended on a southwestern platform. A hatch at one end of the crab provides an entrance into a barrel-like chamber. the mist is obscurring mist
The planetarium replicates Golarion’s planetary system. The clockworks hail from the Isle of Kortos and serve no other purpose than to demonstrate an oversized clockwork function. The giant metal crab is a badly damaged apparatus of the crab. Only two of its ten original levers remain, and it’s incapable of movement.
A woman stands on the catwalk above, watching her cultists torment a poor gnomish engineer and her various engineering guildmates.
Iso Soturi |
Iso roars "Iso says to pick on someone your own size."
He races along the gap between pedestals, taking the longer way around to allow for the shorter legged party members to have some fun as well.
"Party time for Iso Soturi and his axe"
attack cultist in green trousers: 1d20 + 9 ⇒ (15) + 9 = 24
damage, magic, cold iron: 1d12 + 7 ⇒ (1) + 7 = 8
Borrobol |
Borrobol moves around the crab, curious why these supposed engineers have been enable to fix this impressive crab. He drops his shield, draws his longhammer and after emerging from the mists, smashes the blue-garbed cultist in the face with his wrecking wrath!
Attack: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 2d6 + 16 ⇒ (3, 1) + 16 = 20
Broken?: 1d100 ⇒ 32 Nope
GM Baerlie |
Initiative Tippy: 1d20 + 4 ⇒ (11) + 4 = 15
Initiative Celentrai: 1d20 + 4 ⇒ (4) + 4 = 8
Initiative Borrobol: 1d20 + 1 ⇒ (13) + 1 = 14
Initiative Thug green: 1d20 + 0 ⇒ (12) + 0 = 12
Initiative Thug red: 1d20 + 0 ⇒ (16) + 0 = 16
Initiative Leader yellow: 1d20 + 0 ⇒ (13) + 0 = 13
Your reaction is fast and you catch the cultists by surprise. Borrobol smashes one of the guys' head and also Iso hurts another one really badly. Tippy moves under the clearic.
Round 1
Thug red
----------
Tippy
Borrobol
----------
Leader yellow
Thug green -8HP
----------
Celentrai
Iso
somehow the map is broken, I hope it will be fixed in a few minutes, nevertheless I will wait for Celentrai's surprise action.
Tippy Fullbottle PFS |
Forgot it was a surprise round. Tippy can only move 10 feet due to difficult terrain moving through fog (unless he can use Acrobatics to move at normal speed, similarly to how you can use Acrobatics to move at full speed when blinded - if he can do that, he auto-passes the DC 10 check to move at full speed).
GM Baerlie |
It was 'some kind' of a surprise round as the cultist did not see through the mist. All the actions posted before are fine, I don't mind giving you a full round as surprise ;) The Cultists were busy beating poor gnomes.
Celentrai enters the room and fires a ray of frost at the closest cultist. I moved Celentrai out of the mist, into the room.
One of the thugs turns around and moves up to Borrobol. "Who are you? Another victim?" he asks before swinging his club at the dwarf.
Attack: 1d20 + 3 ⇒ (11) + 3 = 14
Btw, you can 'ride' the crab if you like, just jump into the cockpit.
Round 1
Thug red -1HP
----------
Tippy
Borrobol
----------
Leader yellow
Thug green -8HP
----------
Celentrai
Iso
GM Baerlie |
Tippy climbs into the crab machine. Inside the cockpit only two of its ten original levers remain, and it’s incapable of movement.
the crab apparatus providesg exactly two pincer attacks at +12 melee with a reach of 20 and doing 2d8 points of damage as a full round action
Borrobol knocks another thug out.
The cleric casts a spell and suddenly you feel fear and doubt. bane, DC13 Will
Round 1 & 2
Tippy
Borrobol
----------
Leader yellow
----------
Celentrai
Iso
Borrobol |
Will save: 1d20 + 1 + 1 + 2 ⇒ (3) + 1 + 1 + 2 = 7
+1 vs. fear due to bravery, +2 vs. spells due to hardy
And I fail anyway...
Borrobol tries to fight off the spell, but the cleric is powerful and the doubt seeded by his evil god seeps into the dwarf's mind. Undeterred, he sprints forward toward the green-cloaked man and swings his longhammer toward the man's hip.
Attack: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 2d6 + 12 ⇒ (5, 2) + 12 = 19
Iso Soturi |
will: 1d20 + 5 ⇒ (20) + 5 = 25
"Iso Soturi laughs in the face of your puny magics!" roars the now angry barbarian.
He strikes out at the man in front of him.
attack: 1d20 + 9 ⇒ (14) + 9 = 23
damage: 1d12 + 7 ⇒ (11) + 7 = 18
Here I am assuming Iso drops the cultist, if not, well Iso is not known for massive tactical sense so he'd probably go for the leader anyway as he is now Upset with the priest.
Dropping the cultist, Iso scrabbles backwards climbing up the planetary system in his effort to reach the cultist on the walkway above.
acrobatics or climb: 1d20 + 7 ⇒ (13) + 7 = 20
"This reminds Iso of Aroden's temple and undead on organ." he calls back, obviously enjoying himself.
Iso's move is 45' I have moved him laterally 15', he'll spend whatever is required to get higher, it is unclear how high the walkway is. If there is movement remaining, and his climb was sufficiently high, can you move Iso onto the walkway and toward the cultist?
Tippy Fullbottle PFS |
Will: 1d20 + 4 ⇒ (6) + 4 = 10
Tippy, preparing to scale the machine, spies the cockpit and, on a whim, climbs inside instead. Quickly reading a few labels, he seats himself and pulls a few levers.
Pincher vs cleric woman: 1d20 + 12 - 1 ⇒ (14) + 12 - 1 = 25
Damage: 2d8 ⇒ (6, 8) = 14
Pincher vs cleric woman: 1d20 + 12 - 1 ⇒ (3) + 12 - 1 = 14
Damage: 2d8 ⇒ (3, 7) = 10
Celentrai Atalla |
Will: 1d20 + 4 ⇒ (4) + 4 = 8
Celentrai seems overwhelmed by the fear and doubt, so she runs out of the room.
[ooc]Celntrai is heading into the smoke to reach the stairs.
GM Baerlie |
Celentrai diappears into the mist, scared by the cleric's spell. Borrobol fells the last cultist and Iso climbs up to the walkway above. It's also unclear in the document, can't believe it's more than 12 feet. Borrobol already defeated the last one (they are really weak: AC14, 10HP) so you have plenty of movement to go back and climb up. I ended Iso a few squares away from the women, in case you want to charge or something. If not, just move him closer.
Tippy bravely climbs into the machine and pulls the levers. Suddenly the machine starts to move and the pinchers reach up to the walkway above. Carfully steering the pinchers around the railing the pinchers hit both. One of them snaps out a piece of the woman's side, ripping apart her robe. The other one comes really close to her head, but hits the shoulder.
the machine has one round left before it breaks down
Round 2 & 3
Tippy
Borrobol
----------
Leader yellow -24HP
----------
Celentrai
Iso
damn, it always happens, I forgot the cultist's turn...
The cultist mumbles a few words and suddenly Tippy and Borrobol hear a tremendous sound.
Sonic Damage: 1d8 ⇒ 1 sound burst, DC14 fort
The cultist mumbles a few words but the spell crackles and fails.
Concentration DC19: 1d20 + 6 ⇒ (12) + 6 = 18
Tippy Fullbottle PFS |
Pincer: 1d20 + 12 - 1 ⇒ (5) + 12 - 1 = 16
Damage: 2d8 ⇒ (8, 7) = 15
Pincer: 1d20 + 12 - 1 ⇒ (19) + 12 - 1 = 30
Damage: 2d8 ⇒ (2, 4) = 6
"I have got to get myself one of these!" Tippy shouts. As smoke starts to fill the cockpit however, his joy turns into concern, magnified by the fear spell.
Celentrai Atalla |
Celentrai races up the stair hoping to help take the women down. When she finally reaches the creature Celentrai finds her face down on the ground. Quickly pulling out some rope to tie her up she says "We need to keep her alive! We need to know what is going on!" As soon as the women is securly tied Celentrai produces a cure potion hoping to save her life.
Borrobol |
While Celentrai concentrates on saving the cultist, Borrobol turns to the engineer that they were menacing. "I think we got them all, but we're really trying to discover where they are hiding and what they want with the engineers here. We've heard they may be secreted in something called the Crypt of Fools. Did they reveal anything to you?"
Iso Soturi |
Iso covers his ears at the womans scream.
[dice=fort]1d20+9[/ooc]
And then jumps back as the crab attacks!
He then climbs back down to look at the cultists.
"Iso wonders what they wanted, or just to kill more engineers?"
GM Baerlie |
"About an hour ago cultists left with six captive engineers, the six engineers who know the most of the ancient Cassomir construction. They ransacked our guild and stole ancient city plans! I overheard their leader telling the cultist who led the kidnapped engineers away that she was staying behind to find out if we knew anything else about the Crypt of Fools and the tunnels. She then said, Tell Dalirio he can have these. What did she mean by that? The Crypt of Fools is a secret graveyard, long fallen from use, where traitorous families were buried, or in some cases re-buried, to scrub their stain from Taldan history. The entrance lies under an ancient fountain hidden somewhere below Old Cassomir, though the knowledge of its exact location was lost some time ago and finding it presents a bit of a problem. A legend among engineers tells of a series of hidden clues within three Cassomir monuments. These clues yield three locations which, when triangulated, give the location of the surface entrance to the Crypt of Fools; they also show the combination required to unlock the entrance. Look for old buildings built by the Ismacco family, whom we’ve long suspected used the Crypt of Fools as the base of their heinous operations after it fell from use" The gnome answers.
Celentrai saves the life of the cult's cleric.
Celentrai Atalla |
"I will take a guess and say they may have to do with the the statue we looked at and the two other items in the pictures you purchased. Maybe is we show the pictures to this kind man he may give us a clue to what they represent. What do you think?"
GM Baerlie |
The gnome has a look at the paintings.
"These paintings are odd, but I can clearly see the Imperial Hall of Records, the wall at the ruins at Quickfall Abbey and the statue in front of the Swift Prison. The construction of the entire Swift Prison was headed by Ismacco engineers. The Ismacco family also built the Imperial Hall of Records, the Admiralty Citadel, and the Harbor Watch, laid the stone that makes up the square around Pharasma’s Pulpit and built the retaining walls to shore up some of the ruins at Quickfall Abbey. I’ve been asking the city to destroy that Groetus-festooned statue for years."
The gnome rummages in her pockets and picks out four potions and a wand. "Take this. Its four potions of cure light wounds and a wand of detect secret doors. Don't waste it, it has only five charges left."
Iso Soturi |
"Iso thinks we should look at hall of records and quickfall abbey and maybe swift prison again for clues. "
He thanks the gnomes for the pressies, and pockets one of the potions.
"Quickfall abbey first? " he asks.
"Interesting names, Swift prison, Quickfall abbey. Any other 'fast' structures made by Ismacco?"
Celentrai Atalla |
Celentrai takes a potion and the wand.
"Thank you! I am sure these will be useful.
Yes I think the abbey would be a good place to start."
GM Baerlie |
Tippy searches the fallen cultists for useful goodies, but they carry just mundane stuff: chain shirts, clubs, a masterwork heavy flail and a holy symbol of Groetus.
"I told you all I know, Sir." the gnome answers to Iso's question.
The remains of the ancient Quickfall Abbey are not far, just outside the city walls of Cassomir. Once you reach the place from the picture you see an uninterrupted smooth stone wall.
You find another letter 'I' symbol in the middle of uninterrupted smooth stone wall.
A short reminder: The third painting depicts the northeast retaining wall that shores up parts of the ruined Quickfall Abbey. It shows dozens of angry derros smashing brightly-painted urns against the retaining wall, while the same lone figure from the other paintings frantically attempts to push down an obviously barred door in the middle of the wall, presumably to escape another group of menacing derros that seems to pursue him.
Iso Soturi |
Iso smiles for a moment, looks around to see if anyone is nearby and then leans hard against that bit of the wall.
STR: 1d20 + 4 ⇒ (14) + 4 = 18