GM Zinou
|
Hasshin claws at the zombie twice but hits only once. Callan shows the bomber how to touch foes and gives him a nasty slash. Jiggo rushes forward without incident to bless his friends' weapon. Io steps boldly into the room and flanks the zombie, but with his companion's help, the zombie is shattered into very very small pieces. Amarandlon fires an arrow at the alchemist but it gets loose as the wizard concentrates on not hitting a friend.
The alchemist curses loudly as his zombie is diced and sliced. He quickly prepares another flask and throws it towards Callan, triggering a attack of opportunity. 9 damage to Callan. Jiggo, please make a ref save DC 14. Callan: please make a fort save DC 14.
AoO vs Jiggo: 1d20 + 2 ⇒ (7) + 2 = 9
S vs Callan (touch): 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24 for Cold: 1d6 + 3 ⇒ (6) + 3 = 9
The Laboratory - Round 3 - Fight!
Callan [15/28] + AoO + fort save, Hasshin, Io, Kradvid, Amarandlon, Jiggo + ref save
S [15]
Io: As your companion has the trick "attack", you don't need to roll a Handle Animal check.
Jiggo Maelerant
|
Reflex Save DC 14: 1d20 + 2 ⇒ (10) + 2 = 12
Jiggo recoils from the explosion. "Well worth the risk!"
Jiggo draws upon Erastil's graces to heal himself.
Fervor: 1d6 ⇒ 2 That's a swift action when used on himself.
He then leaps into the fray against the madman. Once again provoking an AoO since he has to run around the table.
"Oooh, cold! I doubt you'll try that again, though!"
Quarterstaff: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Io Hammerhand
|
Io runs over to the alchemist lobbing flasks at them.
"Yer debts ur due. Dranngvit has sent me tae collect," the dwarf says as he swings his longhammer in a powerful overhand stroke.
MW Dwarven Longhammer (cold iron)(two-handed): 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 222d6 + 3 ⇒ (5, 1) + 3 = 9
Amarandlon Svethaniel
|
Seeing the group piling onto the necromancer, Amarandlon lets his bow rest by his side and crosses down to the table in the corner of the room. "Try not to damage his spellbook," he calls, absentmindedly, as he examines everything there.
I'm not going to be much good trying to shoot through three people, which I assume gives superior cover. :P Examine the stuff on the table using detect magic.
Perception: 1d20 + 1 ⇒ (13) + 1 = 14
Callan Domhnall
|
Fort Save: 1d20 + 5 ⇒ (6) + 5 = 11 crap... Callan again attempts to cleave the alchemist in two...
Blessed MW Great Axe melee vs Alchemist: 1d20 + 2 + 1 + 4 + 1 ⇒ (13) + 2 + 1 + 4 + 1 = 21 Damage?: 1d12 + 6 + 1 + 1d6 ⇒ (10) + 6 + 1 + (6) = 23
I thought I posted this yesterday! Damn Wayfinder... Sorry all!
-Posted with Wayfinder
GM Zinou
|
Yeah, wayfinder tends to be less and less reliable. My brother (PFS player and GM) simply gave up and stopped using it.
Callan, despite his staggered condition, manages to bypass the magical protection from the alchemist and chops off one arm. The man falls in a pool of his own blood.
You can roll perception checks and describe what your characters are looking at. I'll make a bigger post this afternoon.
Jiggo Maelerant
|
"What was...in here?" Jiggo frowns as he searches the room.
Perception: 1d20 + 2 ⇒ (1) + 2 = 3
Jiggo manages to find his own two feet and decide that's all he needs to know.
He pulls out the wand of Cure Light Wounds to heal his and Callan's injuries from the explosive.
Jiggo: 1d8 + 1 ⇒ (6) + 1 = 7
Callan: 1d8 + 1 ⇒ (2) + 1 = 3
Callan: 1d8 + 1 ⇒ (6) + 1 = 7
42 charges remain
"That should do it." Jiggo grins. "Anyone else needs aid?"
Amarandlon Svethaniel
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"I am well, thank you, Jiggo," Amarandlon says absentmindedly. "Did the necromancer have his spellbook on his person? I'd be most interested in perusing it..."
Meanwhile, he investigates the table in the corner of the room. (Using detect magic, and if he finds nothing there he'll do a quick sweep of the room with detect magic.)
Perception: 1d20 + 1 ⇒ (7) + 1 = 8
Io Hammerhand
|
Io looks around the room for additional clues as to what this man was doing down here.
"Ah dornt think thes is a spellbook necromancer. He's playin' wi' th' corpses wi' his chemicals," Io observes as he looks at the beakers, vats, and vials.
"But th' fact 'at we foond a live man whaur thaur shoods be only dead makes me think we foond uir culprit."
perception: 1d20 + 9 ⇒ (15) + 9 = 24
Callan Domhnall
|
Callan pulls in dagger, Nail, and retrieves the arm he loped off the alchemist. With the precision of surgeon, he cuts off the last bone of the middle finger and stuffs it in his pouch... he discards the appendage and searches the rest of the alchemist's remains for hints or treasure.
Perception, take 10: 10 + 5 = 15
GM Zinou
|
First of all, sorry for the delay. I had a very long day :)
When you end up searching the array of notes among the lab tables and peruse through the small library of books, you will find that this alchemist is Svilennius Tripe - an excommunicated priest of Pharasma. Several years ago, he discovered some ancient tomes detailing the alchemical process of reanimating the dead - something that is anathema to the church of Pharasma. He presented this information to the heads of the church and they kicked him out.
He found his way back into the ossuary and began stealing bodies to use in his experiments, in the hopes of creating an undead army and taking over the city. (Can you say delusions of grandeur?)
Thus, you have ended the threat and saved the day! Folks, you just backdoored the boss. You ended your mission but you can still decide to search the ossuary. The final decision is yours! Well done!
Jiggo Maelerant
|
That's always the problem with mazes- sometimes you choose the exit right away!
Jiggo shudders. "But why would you-" Jiggo looks away in disgust. "They were right to banish him, but they should have destroyed or at least sealed these documents away so he couldn't use them."
Jiggo brightens up. "At least we got him, though. The people here can rest in peace. Should we return to the temple, or continue searching? Maybe there are more of his reanimated cretins running around. We should put them to rest before we return."
Callan Domhnall
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"Thank you for the healing, Jiggs. I don't know about you lot, but the opportunity to line my coin-purse off of the backs of forgotten treasure in the bowels of an ancient crypt is one that can not be passed. And as our ginger-headed war-priest has suggested, should we not clear these reanimated vermin that are sure to be roaming these crypts?"
Amarandlon Svethaniel
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"Oh, bah," Amarandlon says in disgust, eyeing the corpse. "Damnable alchemists. I always forget that they exist--why anyone would want to get halfway to real magic and stop is beyond me...and the drivel they call 'formulae' are worse than useless." He sniffs, kicking the body idly in frustration as he passes by.
"Regardless, I have no objection to continuing to explore this pit if the rest of you wish to do so. I still hope to find some object of notable magical interest."
Jiggo Maelerant
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Well, if there isn't much left here, I guess we can narrate the boring return trip and try something else.
Io Hammerhand
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Personally, I'd much rather do another adventure with this group than continue on one we already solved. I was super surprised how quickly that happened! I have played this before, and had NO IDEA there was a back door to that! Thanks for running it! :)
Callan Domhnall
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Personally, I'd much rather do another adventure with this group than continue on one we already solved. I was super surprised how quickly that happened! I have played this before, and had NO IDEA there was a back door to that! Thanks for running it! :)
Im game for a new adventure as well, if you guys want to press on to another? I'm easy like Sunday Morning!
GM Zinou
|
I'd hate to see you lose your character by exploring further the ossuary even if you solved the intrigue! Some encounters are really deadly. Let's call an end to this adventure and begin another one!
Once you go up the same way you came, you report your success to The High Priestess of Pharasma who really is thankful for your help. She orders other pharasmin priests to finish to clear the level so it could be restored to what it has to be: a place of peace and rest for the dead and a place of recollection and meditation for the living.
Nice job, guys! I never thought it could be so quick! :D
GM Zinou
|
In the middle of the night, you are summoned to the Grand Lodge. It is abuzz with rumors of something monumental happening in Oppara. In the formal briefing, you are informed that transport has been arranged and the team of agents is being sent to the Oppara Lodge.
A swift boat ride, a quick trip through Taldor’s gilded capital, and a coded knock at the front door lead to the unassuming, windowless Pathfinder Society lodge masquerading as a bait and tackle shop called Rods and Reels. The strong smell of old fish permeates the dwelling, which has somewhat of a ill cared-for, haphazard
appearance. The light of a single, whale-oil lantern forms strange shadows on the floor among the nets and buckets that fill the lodge’s ground floor.
The middle-aged venture-captain who runs the lodge — a ruddy-skinned and pockmark-faced man named Muesello — emerges from the narrow spiral stairs to the lodge’s second floor and speaks up to you.
"Thank you for coming on such short notice, Pathfinders. Let me bring you all up to speed. It seems that I may have gotten myself, and by extension the Society, into a bit of hot water. You see, lately the Taldan government has been growing particularly protective of what it considers its national treasures. Grand Prince Stavian seems to have taken a personal interest in anything older than last week’s fish stew, imposing heavy tariffs on any antiquities being sent out of the country."
The grey-haired man lets out a deep sigh and his shoulders slump.
"This is where my own idiocy comes in. I thought that I could save the Society a few pieces of gold by smuggling items out of the city, using my contacts in a secret cult of local Sarenites known as the Dawnflower Blossoms. They receive significant support from people in Qadira, and oversee regular shipments to and from Katheer."
"Everything went very smoothly until last night. A group of local guards known as the Porthmos Militia conducted a violent raid on one of the cult’s safe houses here in the neighborhood of Westport. A man named Chalfon Dalsine, a minor noble who was himself nearly a Pathfinder in his youth, led the attack. This gang slaughtered half the members of the cult, even those who didn’t fight back—it was horrible. A few members were able to escape, but the rest were either slain or captured and dragged away for interrogation."
Muesello goes on to explain that while the deaths were tragic, his primary concern is that he had given the Sarenites several parcels for transport just last week. The parcels included a number of notes written in a personal cypher, but anything involving codes eventually makes its way to the Lion Blades, the secret spies of the Taldan government. It’s only a matter of time before they crack
the code or use some divination magic to track him down.
Take your time to think about things to ask Muesello and RP your character's feelings about the situation. Please note that you have all the time to buy things in Absalom before the start of the adventure. The adventure will begin for real as I said monday.
Jiggo Maelerant
|
Jiggo's reward involved a beautiful cloak, blue and gray with the silvery symbol of Erastil on the back. The head priest said it was a gift for his hard work, and said the cloak would protect him from harm.
I bought a Cloak of Resistance +1 inbetween adventures.
The Pathfinder Society was glad for his efforts, and suggested he moves out to new regions, to see different cultures and how towns outside. When he heard most of his adventure buddies were going to Taldor on a secret mission he leapt at the chance to join.
"So much secrecy." Jiggo mumbled as he jumped from one smuggling ship to the next. "If these places were more open, there would be no trouble in traveling."
"I could go for some fish stew, though." Jiggo mumbles as the party reaches Rods and Reels. Jiggo shakes hands with Muesello. "Thanks for having us here. So, how can we help?"
After hearing the terrible state of affairs, all Jiggo can do is shake his head. "That's so terrible. Why would anyone do that? Just because of their religion?"
Erevan Stormstride
|
With Io Hammerhand having been assigned a different mission, the Pathfinders are joined by his replacement, a tall, lean half-elf named Erevan Stormstride. He wears his platinum blonde hair long, and it loosely frames his face. His hand, which bears a rough brand, rests on his sword pommel.
He wears no armor, symbol of deity, or implements of magic-use. Instead, he is dressed in the fine, flashy garb of a noble. Aside from a pack resting nearby, his only possession seems to be a finely-crafted blade. This sword appears to be a bit over three feet long and very slightly curved. It is not the blade of a brute, but of a duelist. The half-elf's long limbs and agile build seem well-suited to be a swordsman.
When he speaks, it is with a tone full of hubris.
"I'll retrieve the packages for you. With my blade, this will prove a simple task."
Just a quick intro...I'll post more later.
Callan Domhnall
|
The Half-Orc eyes the newcomer suspiciously, having grown accustomed to combat with Io the dwarf. He musters enough manners to at least curtly nod and acknowledge the existence of the Half-Elf. Maybe their shared muddy bloodlines will allow them to find common ground... maybe.
The barbarian then turns to Muesello and says, "We all naturally want to become successful... we also want to take shortcuts. And it's easy to do so, but you can never take away the effort of hard work, discipline and sacrifice."
The huge warrior finishes in his distinctive deep baritone,
"Where can we find this Chalfon Dalsine, (he all but spits as he says it) and where might we find the remnants of the Dawnflower Blossoms."
Amarandlon Svethaniel
|
Amarandlon, too, eyes the newcomer uneasily. Ugh. I shudder to think what sort of horrible events resulted in THIS mixing of bloods.
Aloud, he says, "You're quite right, of course, sir--your loss of this chance is shameful, but more importantly, dangerous. I think it's best if you get out of Oppara with all speed. Unless, that is, there is some way you think we can salvage the situation."
Callan Domhnall
|
Agreed...
-Posted with Wayfinder
Hasshin Sshok
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Sorry been busy...OK I'm here
This bulky scaled being walks up reconising his old companions he moves to greet them "my friendsss apologiesss for my late arrival. Took a wrong turn had to fight off sssome dark men in hoodsss. Well I'm haashin is here now what is the issssue today?" he said with his reptilian accent
GM Zinou
|
Glad to have you back! To tell the truth, I was also glad to make a break with your group as I'm GMing for the special and for another high level scenario :)
Muesello nods to all of you and continues his explanation.
"The Society is in a very delicate place at the moment, especially here in Taldor. The upheavals caused by the Shadow Lodge have only made things worse. If the government tracks those packages back to me, they might formally expel all Pathfinders from the country! Now what I need you to do is..."
A loud knock on the shop’s front door interrupts the venture-captain mid-sentence. A strong voice calls out from the other side, "Open this door! This is the Porthmos Militia. Open this door in the name of the Grand Prince!"
Muesello's eyes widen in horror and fear as the pounding on the door increases in volume and an annoyed voice calls out again. "We don’t want to break the door down, old man. Hurry up!"
"Yes, yes, I heard you. Hold on, I’ve got to find a candle."
Muesello turns back and whispers once more, "I’ll hold them off as best I can. Please get the cult members out of here, or they’re all as good as dead, and please don’t try to kill the guards! This is a large group of serious guards who obviously mean business. Any lethal attacks or, gods forefend, a death could spell doom for the Society! These are city guards acting on the authority of the Grand Prince himself!"
What do you want to do? :) The people upstairs are the dawnflower blossoms.
Open in the name of the Law - Round 1
Hasshin, Jiggo, Calan, Amarandlon, Erevan
Town Guards
Jiggo Maelerant
|
Jiggo runs upstairs. "We need to get out of here, now. Guards are outside, and they mean business."
Jiggo will help the dawnflowers gather their belongings and prepare for a long trip.
Amarandlon Svethaniel
|
"Don't try to kill the guards," Amarandlon chuckles. "I don't know why you humans are always so touchy about stuff like that. My friends and I in the academy at Kyonin used to joke: 'What's the difference between a live human and a dead one?' 'Just a few decades--blink and you'll miss it!'" The elf throws back his head and let's out a peal of clear, bell-like laughter. Then, noting the silence around him, he mutters, "Guess you had to be there."
To Muesello, he asks, "Is there a window upstairs or somewhere else that I would have a clear view of the guards from? I may be able to slow or befuddle their simple minds, but I need to be able to see them."
If Muesello gives him directions (or if he can see such a window from where he is), Amarandlon moves to the window to see what he can see.
Erevan Stormstride
|
Erevan hurries up the stairs.
Seeing the room full of the fugitives, he says "We need to get out of here, Blossoms! Grab your stuff and follow my lead and you might just survive!"
diplomacy: 1d20 - 1 ⇒ (17) - 1 = 16
Hasshin Sshok
|
Hasshin follows
"Let'sss move they wont be kind to you if your found move..."
Diplo assist: 1d20 + 2 ⇒ (11) + 2 = 13
Callan Domhnall
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"I will cause a distraction, get everyone out of the back of the shop! I will meet you at the pub down the street in one half of the hour, otherwise you may need to come bail me out of jail! Swift like the wind now..."
With that the giant Half-Orc, and former gladiator, bursts out of the establishment and begins to put on a show, bellowing,
"What sort of insolent son of a gutter wh... well who do we have here, and what reason do you have for interrupting my shopping?!? I have a big fishing trip coming up, now let me shop!"
Inteimidate: 1d20 + 4 ⇒ (11) + 4 = 15
GM Zinou
|
@Callan: You might want to reconsider your action. The Venture Captain told you that you had to escape through the sewers. There's likely no chance you'll find your friends again after that. In other terms, it's a poor choice to even open the door as the people are escaping behind you. The guards are not suspecting Muesello to have any one in the house now.
Don't get me wrong, I'm not trying to railroad your actions, I'm just trying to avoid you failing the scenario. :) You can still try to intimidate them but the main priority is to make the halflings escape.
Callan Domhnall
|
Retcon, then... Thanks for the opportunity to fix
The barbarian follows the others headed for the sewers ushering the Dawnflower followers as quickly as possible.
GM Zinou
|
Ok, so I see Callan, Jiggo, Hasshin and Erevan trying to evacuate the dawnflower blossoms as fast as possible. Amarandlon tries to help Muesello gaining some time.
With your successful help, the dawnflower blossoms accelerate a lot. Either with verbally encouraging them or helping them down the steps or the ladder into the basement, you see that the halflings appreciate a lot your help.
For the next 3 rounds, Callan, Jiggo, Hasshin and Erevan help the blossom to evacuate. As you're all trained either in diplomacy or intimidate, the evacuation is way quicker: 4 rounds instead of 12! But you can't act during these rounds. I'm keeping you in the init list but you spend your rounds to help the blossoms and evacuate yourselves.
Seeing Amarandlon coming to help, Muesello is happy. You sense he really didn't expect this. Before you head towards any window, he whispers to you "You could stall verbally the guards... or, or you could block the door... It's useless to watch them, that won't delay them forcing the door!"
You need to bluff: you can either try to assist Muesello or try it yourself.
Open in the name of the Law - Round 1
Amarandlon, [Hasshin , Jiggo, Calan, Erevan]
Town Guards and [Dawnflower Blossoms]
Evacuation: 4 rounds left.
Amarandlon Svethaniel
|
"These guards, uh...would they know magic if they saw it? If it wasn't obvious, and didn't hurt them?" Amarandlon sounds slightly panicked as he's propelled toward the door.
So, Amarandlon's plan was to cast sleep into the midst of the guards, hoping to confuse them and slow their attack...which he needed the window (line of sight) to cast. Assuming that there's no way to pull that off quickly before the door is opened, Amarandlon will just try to help Muesello stall.
Bluff (Aid Another): 1d20 - 1 ⇒ (8) - 1 = 7
Amarandlon swings the door open and leans out slightly. "NOTHING TO SEE HERE! THANK YOU, COME AGAIN!"
He immediately closes the door, shaking slightly.
Amarandlon Svethaniel
|
Heck, we need 4 rounds to get everyone out anyway...and I suck at CHA-based skills. I'll spend Round 1 getting up there, and Round 2 casting sleep on any viable-looking targets.
Probably can't be less useful than my attempts at bluffing. :P
GM Zinou
|
Sorry for the delay, this week is crazy.
Amarandlon gets upstairs as well and begins to chant arcane words, looking through the window. The dawnflower blossoms begin to make way down the stairs as quickly as they can.
You hear a gruff voice outside the door that shouts "What's all about this noise? And did I hear people speaking?"
In response, you hear the startled voice of Muesello that answers "No, no... I'm fumbling to find the keys in this darkness and I tossed some items to the floor!"
Bluff (Muesello): 1d20 + 14 ⇒ (10) + 14 = 24 VS Sense Motive (captain of the guard): 1d20 + 12 ⇒ (20) + 12 = 32
Open in the name of the Law - Round 2
[Amarandlon (begins casting)], [Hasshin , Jiggo, Calan, Erevan]
Muesello, Town Guards and [Dawnflower Blossoms]
Evacuation: 3 rounds left.
____________________________________________
The same voice echoes loudly into the small lodge.
"Are you kidding me, old man? I think you're just telling me lies! Guards, open the door and break it down if you have to!" You sense that the captain of the guard is almost eager to order this. At this very moment, Amarandlon finishes his incantation and you hear the gruff voice shout once again "What is this sorcery? A trap?"
And you hear the sound of a horn echoing in the streets of Oppara.
Three guards fell asleep and there is one guard and the captain left. They are dragging the three bodies far from the house, the horn is the captain's.
save 1: 1d20 ⇒ 14
save 2: 1d20 ⇒ 10
save 3: 1d20 ⇒ 8
save 4: 1d20 ⇒ 17
2d4 ⇒ (3, 2) = 5
Aaaaaand with this majestic move from Amarandlon, we'll go out of initiative as the militia retreated and called for reinforcement but will only arrive in 5 rounds which leaves you plenty of time to finish the evacuation of the house.
GM Zinou
|
The people you have saved are part of a group of Sarenites consisting of both Opparan natives and foreigners. Because of the goddess’s close association with the nation of Qadira — Taldor’s most hated enemy — her worship has been outlawed in this country for two centuries. Despite this, her faithful exist throughout the old empire, generally organized into small, independent, and highly secretive cults.
This particular group calls itself the Dawnflower Blossoms, believing that they are but a bud of the mighty flower of faithful that will soon grow in Taldor’s heart. Ten refugees travel with you: five human women (Charito, Ionnia, Nellina, Pasara, and Xene), two halfling women (Piria and Sophone), and three human men (Marcian, Narces, and Theodric).
Since you will be traveling with the Sarenites during a fair amount of time, you might have some questions about the recent raid on their organization, the history of Sarenrae worship in Taldor, and the catacombs through which you travel.
Additionally, you might already know some things about this organization and about the place you're in.
The worship of Sarenrae has been illegal in Taldor since the Great Purge of 4528 ar. The degree to which her followers are persecuted has waxed and waned over the last 200 years.
Sarenrae worship is much more common outside of Taldor’s major urban centers (Cassomir and Oppara), and away from the xenophobic southern border region (which includes the city of Zimar).
The brutality of the recent raid on the Dawnflower Blossoms does not reflect the current government’s attitude toward Sarenites within Taldor’s borders. It is more likely to be the result of a single, ultra-patriotic zealot.
Worship of Sarenrae was once quite popular in Taldor, although never as central to national identity as the veneration of Aroden. Numerous large Sarenite temples and cathedrals once existed throughout the empire, one of which was built of gold-plated bricks, rumors say.
________________________________________
The catacombs of Oppara are a mix of ancient sewer lines, natural caves, and old city streets and buildings buried centuries or even millennia ago. The ground beneath the city is literally honeycombed
by countless tunnels and chambers. The catacombs have been used throughout Oppara’s history as a meeting place for secret organizations.
Oppara was supposedly founded over 6,000 years ago by the last descendants of ancient Azlant, and its catacombs are said to contain a few deep ruins dating back to this time.
Countless entrances into the catacombs once existed from the surface. Most were destroyed or bricked up centuries ago, following a nasty torble infestation that was believed to have originated in the catacombs.
Although Oppara’s catacombs are extensive, the areas used today are relatively close to the surface. Most of the oldest areas have been underwater for millennia.