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Meh, it's part of PbP. Beatrice had something come up at work last year, and a friend go through a transition this year, and both led to minor delays. I just hope she is doing well.
I did the same thing (got concerned, wondered if the game was over) the first time it happened, but I had to remember that real life >> gaming life. I dropped out for a few weeks when we moved, and when we had our 4th. It'll all work out :-)

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Sorry, doing whatever I can to keep the games running. Try to post as much as I can, but getting a post through takes about ten minutes :/
Tori's arrow hits its target and the monk sinks to the platform unconsciously.
combat over
Itephta moves over to the Monk and revives her. Aramaya respectfully acknowledges your abilities and retires to her room to contemplate her own performance. "You've done very well. Please excuse me." Aramaya says before leaving. An invisible stalker takes her down to the ground.
The invisible stalkers carry everyone back to the base of the spire, and Itephta uses his magic to return the pillar to its original shape. He, Aeotsep, and Menkha then excuse themselves to discuss your trials.
You are free to wander the monastery’s grounds in the meantime, and a room in one of the Pahmet caves is available for your use that night.
Please feel free to RP the evening and the night if you like.
The next morning, you gather with Itephta and Aeotsep in the Master’s Room. The tone of the conversation reflects your accomplishments the previous day. He is especially delighted and praises you for having exceeded his expectations. Itephta is amenable to bequeathing the Sky Key component to the Pathfinder Society on the condition they provide the monastery short-term assistance.
"Our monastery is remote and receives little direct aid from Sothis and the great river cities of Osirion, and this distance has made us a target for worshippers of Rovagug who recently became our neighbors. These so-called Doomsday Knights frequently attack caravans and pilgrims, and we have done what we can to protect the trails that lead here with the disciples we have. In fact, one of our own, a respected Ouat named Bertrag, disappeared several days before you arrived. At this point I assume he has perished; the cult is known for sacrificing
intelligent creatures. Irori promotes self-perfection, but I do not confuse that with blind self-reliance when confronted with a true threat. Tar Kuata can guard travelers or strike at the cult’s heart, but it cannot do both. With your assistance, we might rid this land of the Rough Beast’s warriors once and for all."

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Molos nods in agreement. "We've been given our marching order. We are here to keep you happy, so I suppose we are here to to stop the Rovagug followers. Lead on and we will cement our agreement."

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Claire echoes the sentiments of her comrades when discussing the exchange of goods and services.
In any downtime, she attempts to learn as much about the cloisters culture as possible. She finds the establishment and maintenance of such a secluded society fascinating, and routinely asks questions about the legal structure, the rights of the individuals, and the social contracts of the people there (written and unwritten).

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Itephta’s request is straightforward: while the Monks defend the monastery and the roads, you should destroy the cult of Rovagug.
"The Doomsday Knights are a cult of Rovagug led by Tasutek, a priest granted considerable physical strength by his patron. Most wield divine power in one form or another. The church of Sarenrae warned us of this group, which fled the Dawnflower’s wrath in An and found refuge here. We have tracked the Doomsday Knights to an abandoned mine located more than a day’s travel north of here." Ithepta answers.
Aeotsep wishes you fortune and insight in your upcoming challenges. He removes his two rings — a ring of climbing and a ring of jumping — and offers them to you as parting gifts to help you combat the enemy cult.
Itephta also provides you a phylactery of faithfulness.
Approximately 30 miles north of Tar Kuata, the Merotsi Mines were abandoned over a century ago.
will get back to the subject Claire wants to learn more about, as soon as I found some Information about it

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"Thank you for your gifts, and the chance to help you and the people of this area." says Vrald with a bow.
"[b]We will end this threat for you.[/ooc]
If he gets a chance in the evening, Vrald will seek out Aramaya and ask for suggestions for improving his swordplay.
All ready to head on when the rest of the team is.

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Approximately 30 miles north of Tar Kuata, the Merotsi Mines were abandoned over a century ago. While excavating the deeper levels, the miners breached a hot spring that filled lower areas with toxic water and fumes. The miners were able to vent only some of the gases before the conditions forced them to abandon the worksite, and the proprietor formally closed the mine soon after. A weathered wooden sign still stands by the entrance, warning visitors in Osiriani to “keep out.” The mine’s adit is also boarded over, though the planks are loose and easily removed. The distinctive steam still permeates the mine. The steam does not obscure sight. Torches in the wall sputter in the damp air, providing only dim light.
In the entrance hall the air is acrid but does little beyond irritating the eyes. Five horses tethered to hooks on the walls have bloodshot eyes, rashes, and other minor conditions from their exposure to the mist. Your arrival agitates the horses.
There are two main ways to descend to the lower mine levels: a set of mine carts to the east, and an elevator to the west. The mine carts sit on a double track that descends down a steep tunnel. Each pair of carts connects to a pulley assemblage by chains, which an operator can move using a large windlass at the top of the tunnel. Each cart can hold up to three Medium creatures and has a smaller windlass, allowing a creature to ascend or descend unaided.
The old cargo elevator is currently inoperable due to several jammed mechanisms.
Like the carts, the elevator has a complex pulley system that allows a passenger to raise and lower the lift from within. The elevator can hold up to six Medium creatures.
1d20 + 12 ⇒ (4) + 12 = 16

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Knowledge (dungeoneering): 1d20 + 4 ⇒ (5) + 4 = 9
Rubbing her eyes, Tori says, "We'll probably lose any element of surprise if we use the mine carts. Is there anyway we can fix that elevator?"

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Vrald holds up his hand. "Let me look at this, I've had some practice with unsafe areas..
Takes ten with both for 14, and he is trained in them
"The cart needs oil, and the elevator needs to be fixed. Could possibly do it though. Anyone got oil? Either that or we walk."

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Sorry everybody. I had to take a checkride on Tuesday, and then flew back across the country.
Claire does her best to search and scout around the elevator and carts. She does her best to make all appropriate checks to restore operations:
Perception: 1d20 + 17 + 1d6 ⇒ (16) + 17 + (5) = 38
She also searches for any traps that may be present.
Perception for Traps: 1d20 + 18 + 1d6 ⇒ (10) + 18 + (5) = 33
She does her best to identify the mechanisms for the elevator system.
Knowledge (Engineering): 1d20 + 9 + 1d6 ⇒ (12) + 9 + (4) = 25
Knowledge (Dungeoneering): 1d20 + 9 + 1d6 ⇒ (19) + 9 + (4) = 32
In order to restore operation she attempts to properly grease, restore, and activate the mechanisms of the elevator and carts.
Disable Device: 1d20 + 13 ⇒ (9) + 13 = 22
Knowledge (Engineering): 1d20 + 9 + 1d6 ⇒ (1) + 9 + (4) = 14
Craft (Alchemy): 1d20 + 12 ⇒ (6) + 12 = 18
Furthermore, Claire should have alchemical reagents sufficient to provide grease or another type of lubrication.
Craft (Alchemy): 1d20 + 12 ⇒ (4) + 12 = 16
Finally, she does her best to assess the steam and potentially hazardous volcanic ash.
Knowledge (Nature): 1d20 + 9 + 1d6 ⇒ (20) + 9 + (3) = 32
Craft (Alchemy): 1d20 + 12 ⇒ (14) + 12 = 26

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Before touching anything Claire has a look around and spots a tiny creature under one of the carts. It looks like a spider.
The creature is a homunculus resembling Rovagug. It is able to telepatically communicate with it's master.
Vrald and Claire know exactly what's wrong with the elevator and the carts, within a few minutes they are able to fix both of them while Tori, Gilfroy and Molos wait or hold equipment. Claire also knows that the acidic fumes are annoying, but do not mean immediate harm to anybody.
And I completely forgot about the horses.
While Vrald and Claire fix the broken things the horses stomp and neigh. They kick everybody who comes within five feet.
and just in case

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Know. Arcana 1d20 + 9 ⇒ (20) + 9 = 29
"That spider in a homunculus that looks like Rovagug. He's got a master, I'd bet, and he can communicate with him. If one of you can catch him, it might be useful for bargaining down the road!"

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"Would that not mean, his master knows we are here?"
Vrald does his best to open up the boarded entrance to give the horses some fresh air and sunlight. Once they get a whiff of it, he'll cut their ropes to let them free.
"It is cruel to keep them cooped up in this place."

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"Shouldn't we just kill it?" Tori suggests in regards to the spider as she readies her bow, "I don't remember those things talking, but what do I know?"

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"If we keep it alive, I'd suspect he'd be inclined to bargain for its return. But, it's master probably knows we are here now, so if one of you want to destroy it, fine by me."

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"We are here to drive them from this cave, not to bargain with them, are we not?"
Vrald advances on the spider and slashes at it with his sword.
attack(PA): 1d20 + 8 ⇒ (15) + 8 = 23
damage(PA): 1d8 + 10 ⇒ (8) + 10 = 18

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Molos shakes his head. "If you don't understand the idea of the finer point of negotiations, I haven't the time to teach you today. But yes, getting them out of here is our goal," he smirks.

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"Anyone have a preference? Either of these old things could malfunction and lead us to our deaths, so one is just as good as the other to me."

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Claire clears her throat and says, "I have a preference. We should send the elevator with Hubert, and take the carts ourselves. That way we have two means of escape, and we will draw attention away from our actual arrival plan."
She turns to Gilfroy and Molos, "Do either of you have any magical sensors, or methods of observing Hubert remotely? We could keep an eye on him through the elevator, while the remainder of the group flanks with the carts."
She begins checking her gear for combat, and draws her rapier.

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Vrald pokes at the small golem with his sword.
"Horrible thing. As for our way in - personally I prefer to travel by foot, but I am the slowest so I'll bow to the collective wishes of my companions."
He smiles at Molos though. "Perhaps you could instruct me in the finer points of diplomacy later. I am trying to work on my softer side."

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"Let's take the carts, but send the elevator down first like Claire suggests. That sounds like the best option." Tori says after giving it a moment's thought.

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Molos shakes his head. "Unfortunately, I don't have any remote sensing abilities. I can cast Message, but as for actually observing, no, that's out of my area of expertise."

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You send down Hubert with the elevator and jump into the carts. Once Hubert is on his way down you release the carts.
Perception Gilfroy: 1d20 + 2 ⇒ (17) + 2 = 19
Perception Claire: 1d20 + 17 ⇒ (15) + 17 = 32
Perception Vrald: 1d20 + 1 ⇒ (6) + 1 = 7
Perception Molos: 1d20 + 0 ⇒ (7) + 0 = 7
Perception Tori: 1d20 + 1 ⇒ (16) + 1 = 17
The carts start to roll down the rails, not very fast, but just in the moment you start to gain speed Claire shouts out and pulls the break. In front of you is a hole in the ground, dropping 30 feet down. Claire also spots a hidden switch at the wall which disables the trap and you are safe to continue to roll down the rails until you reach a chamber.
The miners followed a vein of ore deeper in this chamber, leaving a wide pit to the north. To the east, steep rail tracks guide the mine carts, and the west tunnel leads further into the mountain. Hubert is already surrounded by four Doomsday Knights.
The edge of the 20-foot-deep pit is unstable.
Each time a creature ends its turn in a square adjacent to the pit, there is a 25% chance that part of the edge breaks off and topples into the hole. When this happens, the creature standing in that square must succeed at a DC 15 Reflex save or fall into the pit. The pit’s rough edges require a successful DC 15 Climb check to scale.
I offer a surprise round as they are distracted by Hubert, remember either attack or move.
Initiative Gilfroy: 1d20 + 0 ⇒ (18) + 0 = 18
Initiative Claire: 1d20 + 6 ⇒ (7) + 6 = 13
Initiative Vrald: 1d20 + 2 ⇒ (6) + 2 = 8
Initiative Molos: 1d20 + 9 ⇒ (1) + 9 = 10
Initiative Tori: 1d20 + 6 ⇒ (12) + 6 = 18
Initiative Knight yellow: 1d20 + 1 ⇒ (10) + 1 = 11
Initiative Knight red: 1d20 + 1 ⇒ (9) + 1 = 10
Initiative Knight green: 1d20 + 1 ⇒ (16) + 1 = 17
Initiative Knight blue: 1d20 + 1 ⇒ (11) + 1 = 12
Surprise Round
Tori
Gilfroy
--------
Knight green
--------
Claire
--------
Knight blue
Knight yellow
--------
Molos
--------
Knight red
--------
Vrald

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Molos uses a point from his arcane reservoir, and summons a pair of ice missiles, sending them streaking at the blue enemy.
RTA against Flatfooted 1d20 + 4 ⇒ (19) + 4 = 23
Damage 2d6 + 1 ⇒ (4, 1) + 1 = 6
DC 14 Fort or staggered one round. 3 points left today.

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"No, Hubert!! Quick. Throw us the diamonds!!"
Bluff: 1d20 + 17 ⇒ (9) + 17 = 26
Hubert pulls a small pouch from his belt and attempts to toss the bag of valuable jewels at the group.
Then he casts a spell and Vrald vanishes.

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know(dungeon): 1d20 + 4 ⇒ (12) + 4 = 16
"Beware the Pits edge" he says quietly as the young knight assesses the situation.
It takes but a moment, and then Vrald advances forward shield and sword at the ready.
Curses! 5' closer and he could have charged!
Also, given he is invisible, he may get an AOO if one of the hellknights advances on our group.
possible AOO vs flatfooted: 1d20 + 10 ⇒ (17) + 10 = 27
damage: 1d8 + 6 ⇒ (3) + 6 = 9

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Tori steps forward in front of Gilfroy and fires an arrow at the (yellow) enemy to the south.
+1 Comp. Longbow + Deadly Aim: 1d20 + 9 ⇒ (3) + 9 = 12
Damage on the unlikely event FF AC is 12 or lower: 1d8 + 6 ⇒ (4) + 6 = 10

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Fort DC14: 1d20 + 6 ⇒ (10) + 6 = 16
Molos throws a pair of ice missiles at one of the antipaladins. The missiles hit, but the knight is able to shake off the cold effect. Gilfroy orders Hubert to throw the bag of diamonds to the party what he does and while the knights watch Hubert throwing the bag the gnome makes Vrald vanish. The fighter moves closer invisibly and prepares for an attack should one of them try to pass. Claire casts Shield and waits what happens next while Tori shoots an arrow at the knight with yellow socks, but the arrow goes past the antipaladin and hits the cave wall.
Round 1
Tori
Gilfroy
--------
Knight green
--------
Claire
--------
Knight blue -6HP
Knight yellow
--------
Molos
--------
Knight red
--------
Vrald invisible

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Tori takes a 5 ft. step and fires two arrows at the antipaladin with yellow socks.
+1 Comp. Longbow 1 + PBS - RS - DA: 1d20 + 9 + 1 - 2 - 1 ⇒ (16) + 9 + 1 - 2 - 1 = 23
Damage 1: 1d8 + 6 ⇒ (6) + 6 = 12
+1 Comp. Longbow 2 + PBS - RS - DA: 1d20 + 9 + 1 - 2 - 1 ⇒ (18) + 9 + 1 - 2 - 1 = 25
Damage 2: 1d8 + 6 ⇒ (4) + 6 = 10

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With the Knights so far away, Gilfroy takes a 5-foot step up and left and tries something he's never done before...
...whips his crossbow off his back and fires at the yellow-socked knight.
Attack: 1d20 + 2 ⇒ (2) + 2 = 4
...and the crossbow, having had a bolt loaded and cocked since his very first mission, barely fires and flings the bolt haphazardly off to the side.

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Tori shoots two arrows at the knight with yellow socks and both arrows hit. Gilfroy decides to give his crossbow a try and shoots a bolt at the same knight, but the bolt flings off to the side.
The knight with the green helmet turns around and approaches Tori. Vrald, who immediately attacks the knight when he passes, creates a wound in the knight's chest. The knight attacks Tori with his waraxe but misses.
Waraxe vs. Tori: 1d20 + 7 ⇒ (2) + 7 = 9
Round 1
Tori
Gilfroy
--------
Knight green -9HP
--------
Claire
--------
Knight blue -6HP
Knight yellow -22HP
--------
Molos
--------
Knight red
--------
Vrald invisible

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Claire steps in front of the assaulting warrior, and hopes to distract him from the casters and the archer.
She swipes once with her rapier, in hopes of attracting enough attention to let the others act unfettered.
Rapier Attack vs Green: 1d20 + 10 ⇒ (17) + 10 = 27
Rapier Damage vs Green: 1d4 + 5 ⇒ (4) + 5 = 9

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Claire lands a mighty blow at the knight. Seeing that the threat comes from behind and not Hubert, two more Antipaladins turn around and approach Claire and Tori. They swing their waraxes.
Attack blue vs. Claire: 1d20 + 7 ⇒ (11) + 7 = 18
Attack yellow vs. Tori: 1d20 + 7 ⇒ (20) + 7 = 27
Confirm: 1d20 + 7 ⇒ (14) + 7 = 21 Damage: 3d10 + 9 ⇒ (5, 1, 8) + 9 = 23
Round 1
Tori (-23)
Gilfroy
--------
Knight green -18HP
--------
Claire
--------
Knight blue -6HP
Knight yellow -22HP
--------
Molos
--------
Knight red
--------
Vrald invisible

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Should blue have had to make a reflex save for being so close to the edge of the cliff? That was one of the reasons that Vrald picked his spot in the middle - forcing the knights to the rocky edge and hopefully let their poor reflex save do some of his work for him.

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Molos uses another point from his arcane reservoir, and summons a pair of ice missiles, sending them streaking at the blue enemy yet again.
RTA 1d20 + 4 - 4 ⇒ (20) + 4 - 4 = 20
Damage 2d6 + 1 ⇒ (1, 6) + 1 = 8
DC 14 Fort or staggered one round. 2 points left today.
Possible Crit RTA 1d20 + 4 - 4 ⇒ (9) + 4 - 4 = 9
Damage 2d6 + 1 ⇒ (1, 4) + 1 = 6