| The World's Most Interesting GM |
To the fanfare of divine trumpets and a radiant halo of light surrounding Jeanne, the paladin and Lars combine their attacks to, for once and for all, send the little piggy to market. The beast goes up like a bag of swamp gas exposed to a flame, and smells just as bad.
END COMBAT
Keandre Glasmiter
|
The paladin's pride ascending to the heavens? remarks the dwarf at the Paracountess' comment.
Lars Ullrich
|
I like this smell. It's the smell of victory, of the blood and fear of your victims. Gorum! Gorum!
Annuit
|
"How did such a foul creature come to be in your bedroom, Paracountess?" asks Annuit.
| The World's Most Interesting GM |
Basically, besides the talking, you are done here. Where to next? See handout.
Lars Ullrich
|
Lars seems to hesitate, when the Paracountess asks to be "searched".
His eyes wander on the splendid body, enhanced by the silky veil
I guess I won't have another opportunity like that...
Boldly, he wraps an arm around the beautiful Chelaxian's waist, his hand nonchanlantly squeezing her exquisite bottom, and plants a kiss on her ruby lips.
You asked for it. And I am too happy to oblige.
Turning to the dwarf
Yes, to the Wise Quarter. I guess I lost all wisdom here, so it's a good place to start a-searchin"
| Paracountess Zarta Dralneen |
*Sputter, cough!* "Whoa. Was that lutefisk? There's some mints in the entry hall on your way out."
| The World's Most Interesting GM |
Visit the offices of Osirian nobleman Dremdhet Salhar in the Wise Quarter. The Pathfinder Society needs to obtain permission to delve the Salhar ancestral vaults beneath Sothis. He has made a verbal agreement, and your visit makes it official. You will receive an
official charter and detailed maps. Do not embarrass the Society in this matter.
The air seems drier in the Wise Quarter like all scholarly books had drunk all the moisture from it. The traffic here is predominantly pages, sages, street corner philosophers, students of the Arcanamirium, one of Golarion's most well-known magical schools, and those merchants and shopkeepers whom they patronize.
The party comes to a huge stone edifice whose arched facing casts cool shadows over the street. Beyond its ominous facade, a wrought iron fence and a guard bar the way, or seem to as you approach a servant emerges from the shadows, and clears you to enter.
Kendre perception (+2 stone): 1d20 + 7 ⇒ (10) + 7 = 17
Ilenna perception: 1d20 + 7 ⇒ (14) + 7 = 21
Nora perception: 1d20 + 2 ⇒ (16) + 2 = 18
Annuit perception: 1d20 + 8 ⇒ (12) + 8 = 20
Lars perception: 1d20 + 4 ⇒ (16) + 4 = 20
Across the way a disturbance catches the group's attention.
An apoplectic halfling with a the most impressive mustachio any of the party have ever seen is force-feeding an upended food-seller his own stock of sausages on fist-full at a time.
| Ledford |
"Grr."
The halfling looks straight at the party, scowls, and dashes off into the crowd, leaving the terrified food-seller now sporting a rapidly blackening eye, laying in the dust.
Funny you saw him hanging around Paracountess Dralneen's estate where you took him for an indentured footman.
Annuit
|
Annuit shrugs as the thug disappears in the crow. "Keep an eye out for that halfling with the tremendous moustache. He may appear again."
He turns and follows the servant through the gates, keeping an eye out for anything else unusual.
perception: 1d20 + 8 ⇒ (15) + 8 = 23
| Bruce Campbellesque Functionary |
Currently.
Annuit shrugs as the thug disappears in the crow. "Keep an eye out for that halfling with the tremendous moustache. He may appear again."
He turns and follows the servant through the gates, keeping an eye out for anything else unusual.
"Of course. You can rest assured that no hooligans will gain entry to the Lord Salhar's property." He looks over at Lars.
| Amenopheus, the Sapphire Sage |
After a quick spritzing of scented water, and a more-or-less unobtrusive inspection for skin parasites, the servant shows the party into the cool and well-appointed foyer where a wizened man in a turban awaits you.
"Good day to you, Pathfinders." He bows. "I am Amenopheus, the Sapphire Sage, advisor to Master Salhar. I understand you were sent here to discuss archaeological permissions. Knowing this was coming, I spoke with Master Salhar at length on the subject and have this to say.”
“Since Osirion was reopened to exploration a decade ago, adventurers, historians, and treasure-seekers flock to my country by the hundreds, perhaps thousands. While most families with ancestral burial vaults maintain guards and keep their sites out of the hands of casual thieves, not all families have the wealth or power to restrict everyone, and as we all know, not every defense is perfectly secure. Unscrupulous tomb robbers, maligned merchant organizations and so-called 'murder hobos' cause Osirion to bleed relics into the Inner Sea—something the descendants of Ancient Osirion cannot afford. We Osiriani have thousands of years of rich history coursing through our veins, and while that power has been out of focus in recent years, we are content to wait, knowing our enemies will wear themselves down. As they fall into arrogance, folly, or greed, we wait for our return to power, knowing we bear the riches of our ancestors at our feet.”
“Master Salhar remains impressed by the Pathfinder Society, orating in their favor a handful of times in front of Absalom’s Grand Council, in fact. Due to previous relationships between him and the Society, Master Salhar has agreed to grant permission to the Pathfinder Society to explore his family’s vaults below Sothis. The only thing he requires is that you retrieve the map of the vaults from his own vault here. The servant will lead you to the basement and show you the room.”
Keandre Glasmiter
|
That Halfling looks a bit familiar with that moustache, Aye he reminds me of the Candian devil. remarks the dwarf.
Annuit
|
"That is very generous of Master Salhar. We will be most respectful of the vaults. Is there anything specific you recommend we examine while we are down there?"
| Bruce Campbellesque Functionary |
The Sapphire Sage smiles at the comments and nods to the servant to show you down.
The servant takes a great deal of relish in it.
After leaving the foyer, the servant brings the group back through the spacious, pillar-lined halls, leading them down sturdy stone steps into the cool basement. Down a hallway, after a couple turns, the party ends up at a plain wooden door. The servant opens the door, gesturing to the room with a bow, and waits silently for the party to enter.
Map Folio updated. (Well, rearranged with the most important page on top.)
| The World's Most Interesting GM |
PS Abu is no longer with the party.
Annuit
|
Annuit edges his way in after whoever is leading the way, taking a good look around.
perception: 1d20 + 8 ⇒ (1) + 8 = 9
Lars Ullrich
|
Lars is ready for a fight, in fact, he's already hoping for a fight.
His testosterone level probably hasn't lowered since they left the Paracountess.
Perception: 1d20 + 4 ⇒ (14) + 4 = 18
| The World's Most Interesting GM |
A message has been carved into the back of the door.
See updated map.
Annuit
|
"What a strange vault this is!" exclaims Annuit.
He examines the runes on the chest first and peeks into the open basket.
knowledge (arcana): 1d20 + 8 ⇒ (11) + 8 = 19
perception: 1d20 + 8 ⇒ (6) + 8 = 14
Keandre Glasmiter
|
We should be wary, one never knows what we might find in these types of areas. he says flail at the ready.
| The World's Most Interesting GM |
Jeanne's eyes flash silver as she looks over the containers.
Cast Detect evil
After a few moments of concentration Jeanne determines that nothing detects as evil in the room.
He examines the runes on the chest first and peeks into the open basket.
Annuit is unfamiliar with the hovering about the red lacquered chest.
Annuit lifts the lid of the basket and sees an angry looking snake staring up at him from a bed of rumpled cloth. What do you do?
Each character THAT SEES the snake may make one knowledge check. Open all the spoilers that apply.
-----
1d20 + 3 ⇒ (11) + 3 = 14
Surprise Round
The Bold May Act!
_________________
__ Annuit
__ Snake
Map updated
Annuit
|
Annuit shuts the lid quickly and backs away. "There is a snake in that basket!"
If shutting the lid counts as a move action I will 5' step away to the southeast. If it's a free action I will move my full speed into the northeast corner.
| The World's Most Interesting GM |
You can drop the lid and move off.
End combat.
| The World's Most Interesting GM |
Visit the offices of Osirian nobleman Dremdhet Salhar in the Wise Quarter. The Pathfinder Society needs to obtain permission to delve the Salhar ancestral vaults beneath Sothis. He has made a verbal agreement, and your visit makes it official. You will receive an official charter and detailed maps. Do not embarrass the Society in this matter.
"...The only thing he requires is that you retrieve the map of the vaults from his own vault here....”
“Within these cases lies your quest and your way out.”
Four minutes (or 40 rounds of time) have passed since the party entered the room....
Annuit
|
"I think it's inside one of these other locked cases. I'm guessing the key at the bottom of the liquid will open one of them."
Is there any way to identify the liquid? Spellcraft or something? If not I will pour a little out on the ground and see what happens. If nothing then I will pour it all out so we can retrieve the key.
| The World's Most Interesting GM |
Annuit does not have the skill necessary to definitively identify the liquid by sight or smell. It appears to be water to him.
Annuit pours a few drops of the liquid from the big glass jar on to the stone tile floor. Nothing happens.
Jeanne d'Eon
|
Jeanne takes hold of the jar and steps over to the basket with the snake. "If this stuff is dangerous, better the snake learns firsthand. If it isn't, at least we'll have the key." She then pulls the lid off the basket and pours the liquid over the snake.
Lars Ullrich
|
As Jeanne pours the liquid in the basket
Good thinking, that woman. Sound strategy. Let's hope the liquid, whatever it is, doesn't destroy the key.
Mumbling in his beard, he adds
Besides, snakes have no hands, so they can't learn first-hand..
Keandre Glasmiter
|
The dwarf looks at the skald after he makes his comment and a brief smile passes on his face.
| The World's Most Interesting GM |
Jeanne takes hold of the jar and steps over to the basket with the snake. "If this stuff is dangerous, better the snake learns firsthand. If it isn't, at least we'll have the key." She then pulls the lid off the basket and pours the liquid over the snake.
Assuming you do not have 20 reach, I'll go ahead an move you closer to the items you are interacting with on the graciously provided map. As a side note, if anyone is still having trouble interacting with Google Slides make sure you have the current version downloaded to your device, or let me know and we'll figure something out.
reflex save: 1d20 + 5 ⇒ (3) + 5 = 8
The sudden upending ending of the liquid stirs it up enough to make it give off a smell like lye. It stings people in the vicinity's eyes and makes them gag and cough, as it dribbles out of the wicker. 1 point of acid damage each to Annuit and Jeanne.
The snake grows even more agitated, by the chemicals, and by the jeweled key hitting it on the snout.
Lars Ullrich
|
That wasn't too bad an idea, but we should do something right now...
Lars takes his big sword, and uses the flat of the blade to spank the basket's side, hoping to get the snake out
Do I need a roll for that?
Spellcraft, untrained: 1d20 + 1 ⇒ (16) + 1 = 17
Anyone got a spell to get things from a distance? Or get a bunch of clothes on your hand, if you want to catch that key without getting some acid burns..
Annuit
|
At Keandre's suggestion, Annuit casts detect magic and scans the room while the others play around with the key and snake.
| The World's Most Interesting GM |
That wasn't too bad an idea, but we should do something right now...
Lars takes his big sword, and uses the flat of the blade to spank the basket's side, hoping to get the snake out
Do I need a roll for that?
No. The tiny snake is not large enough to escape the basket without several tries and putting itself in at least perceived jeopardy, and instead opts to hunker down inside its terrible smelling lair. Hitting the side of the basket just makes it even more agitated.
Annuit notes the presence of magic in the room. After a few moments of concentration, and hedging out the magic carried by his companions, he notes a handful of faint auras. One comes from inside the wicker basket though he will not be able to identify it until he has line of sight on the source. The other others emerge from the three chests in the center of the room.
To identify the schools of magic at play, beat the following DCs. Note you can only attempt these checks if you can see auras (usually via detect magic or similar spells).
----------
I have access to the ocean domain if that helps in any way
It's a nice day for a cruise.
Lars Ullrich
|
Lars cast a minor spell, Detect magic and concentrate on the auras around certain things
Know arcana, DC 15: 1d20 + 5 ⇒ (20) + 5 = 25
Know arcana, DC 16: 1d20 + 5 ⇒ (11) + 5 = 16
Know arcana, DC 16: 1d20 + 5 ⇒ (20) + 5 = 25
Thanks Gorum for sharing your guidance! There is magic here
he points on the keyhole of the steel cube
there too
showing the red laquered chest
And finally, trickery and deceit here!
pointing to the copper bound wooden chest
Annuit
|
Annuit stands back and waits for the snake to get whacked out of the basket so he can aim his detection at the contents.
Keandre Glasmiter
|
There is no need to harm this snake, simply over turn the basket, let is slither away and we can be done with this errand says the dwarf looking to his holy symbol.