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Fredreka moves forward, her tongue may be small, but it is purest silver...
"Your majesty, we are from the future. More than that would only confuse the issue. We are scholars and explorers and, I am sad to say, your home has fallen to evil. We seek to cleanse it. To do that, we seek to know what you can tell us of your last days here..."
Diplomacy: 1d20 + 22 ⇒ (17) + 22 = 39

GM Ladile |

Though clearly flummoxed by the current state of affairs, King Gutheran listens intently to Fredreka as she smoothly steps in and succinctly explains the gist of the situation.
"Very well," King Gutheran slowly nods in understanding. "It seems circumstances have brought me the enemy of my enemy. You have come at a difficult time. The duergar have breached our defenses, and despite our bravest efforts, they are winning Jormurdun. I have sent my heirs from this dying place to forge a new future for our people, that they might one day return and claim these halls as their own. Some have stayed behind out of duty or out of love for their homes. I do not know if the duergar or some worse threat still plagues the citadel. Slay my enemies, but spare my people; they are the only legacy left to Jormurdun. If a dwarf should trouble you, inform them that you travel with King Gutheran’s blessing."
Kreighton Shaine looks up from the man scribbling that he's been doing and says, "Thank you, your majesty. Pathfinders, I’ve studied our surroundings and can conclude that whatever has shifted our place in time is unstable and cannot last. We have perhaps an hour—maybe two—before it collapses, and when that happens, I think it wise that we not be inside. Make your way back to the Grand Cathedral in a timely fashion. But…" he trails off while gazing at the beautiful throne room. "We can’t ignore this splendid opportunity to explore Jormurdun as it was thousands of years ago! Retrace the steps you took to get here, see what has changed, and document what you see. I’ve been able to record brief instructions based on what I have already learned of your earlier discoveries. Be wise, be brave, and make haste!"
______________
Another post incoming, please stand by~

GM Ladile |

As you scurry to make your preparations Kreighton Shane swiftly maneuvers his way among the crowd of Pathfinders, passing out the observations that he'd made based on the initial exploration reports:
It quickly becomes apparent that your particular set of notes are based on the discoveries and explorations you'd made earlier in each of the districts that you explored.
Something else that suddenly becomes apparent is that the strange temporal anomaly currently affecting Jormurdun has manifested itself in other ways as well...
______________
As you travel back through the restored sky citadel, you’ll have multiple opportunities to document the location as it appeared 3,000 years ago. Each district includes a task that you can perform to contribute to this goal. The number of tasks the House completes determines the level of success at the end of the adventure so...it behooves us all to try and complete as many as we can before we reach the conclusion! Especially as we (all tables) as a whole are starting this section three days behind schedule; I know my posting the last couple of weeks has been erratic but I'll be doing my utmost to post as much as I can for the remainder of the special and will probably be more stringent on botting/delaying folks as well.

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Fredreka gathers the injured for a channel Channel: 5d6 ⇒ (2, 4, 1, 2, 5) = 14.

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Hugsy heals for: 2d8 + 20 ⇒ (6, 8) + 20 = 34
"I guess 'Prevent the place from being sacked' wasn't an option. So if we steal things now before they get stolen by someone else later, Where will they be when we go back to our time? Will there be 2 of them?"
"But what to steal first? Offerings, eyes, divination texts, or religious texts? Copying runes from monuments seem easy enough so we could start there."
In case we run into trouble Ragnar will cast Barkskin on Hugsy and Polanco. Lasts 90 minutes, +4 enhancement bonus to natural armor.

GM Ladile |

Map of Jormurdun | Current Location
Entire Party
Message
Alonso
Mage Armor
Overland Flight
Invisibility (as much as possible)
Heightened Continual Flame Item (SL 5, CL 10)
Alvin
Overland Flight
Mage Armor
Riddywhipple
False Life (+15 temp HP)
Heightened Continual Flame Item (SL 4, CL 7)
Mage Armor
Hugsy
Greater Magic Fang
Longstrider
Mage Armor
Barkskin (90 min)
Fredreka
Longstrider
Deathwatch
Polanco
Barkskin (90 min)
Longstride
Having overheard Ragnar's puzzlement (or is it disappointment?) with the situation, Kreighton Shane sadly shakes his head. "The past is what it is and to my knowledge, cannot be altered. All that we can do is use the bit of fortune afforded to us to learn more about this place as it once was and to learn what we can from the dwarves of the past while we share a place in time with them."
Normally I'd wait for Rule of Two but Saturdays can be busy for folks and since we've got one vote on a location I'm going to roll you guys back to the Monument District. That said, feel free to backfill any additional healing/spellcasting you'd like when you make your next post. After Fredreka's channel + Hugsy's healing I've got Fredreka (-1), Ragnar (-17), Alvin (-20) and the Shadow (-26).
______________
As Ragnar decides to help bolster both Hugsy and Polanco's defenses a bit more for the return trip, he posits that beginning in the Monument District might be the easiest and most sensible route to take - especially since it's the closest district to the group's current location.
Quickly backtracking, you make your way back to chamber where the statues of the recumbent hounds were located. Now, the ravages of time have been erased and the torch-lit chamber is decorated with extravagant carvings, canine statues and polished pillars. A grotesque statue on the western platform stares toward the eastern door but now with sparkling opal gems for eyes - which weren't in your time - and a bronze axe planted firmly in its head. Also, remembering your earlier discovery all of you take careful note of the hound statues but in this sliver of time the trap that you remember doesn't appear to be armed.
I'm going to say that Fredreka's Shield of Faith and Alvin + Riddywhipple's G. Invisibilities have worn off by this point as have Sir Godfrey's sickened condition and Hugsy's nausea.

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Alonso regains 22 levels of spells.
Well those eyes are new perhaps we should secure them says Alonso as he floats up to the statue.

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Fredreka casts Magic Stones (30 minutes).

GM Ladile |

Map of Jormurdun | Current Location
Entire Party
Message
Alonso
Mage Armor
Overland Flight
Invisibility (as much as possible)
Heightened Continual Flame Item (SL 5, CL 10)
Alvin
Overland Flight
Mage Armor
Riddywhipple
False Life (+15 temp HP)
Heightened Continual Flame Item (SL 4, CL 7)
Mage Armor
Hugsy
Greater Magic Fang
Longstrider
Mage Armor
Barkskin (90 min)
Fredreka
Longstrider
Deathwatch
Magic Stone (30 min)
Polanco
Barkskin (90 min)
Longstrider
As Fredreka enchants a few sling bullets, Alonso shrugs and floats up to the restored statue of the Dweller Below and gets to work on removing the bright, shiny opals that rest within its eye sockets. Turns out that all it really takes is the aid of a dagger to quickly and easily pop the gems out of their resting places.
Just as Alonso finishes removing the gems, the clanking of armor approaches and you turn to see a pair of heavily armed and armored dwarves come marching into the room with weapons drawn.
"Какие? Воры тоже? Как будто ненавистные дуэргары не достаточно оскорбляют!" one of the dwarves barks. "Оставьте добычу, и мы осторожно потащим вас в камеры, где находятся преступники!"
"What? Thieves as well? As if the hateful duergar invaders weren’t insult enough!"
"Drop your loot and we’ll drag you gently to your cells where criminals belong!"

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Fredreka smiles, and tries to act peaceful, so she may cast Tongues, without seeming hostile.
Diplomacy: 1d20 + 22 ⇒ (11) + 22 = 33
Then cast Tongues (100 minutes).
Though she still has no idea what they said, she recites what she was told to
"We travel with King Gutheran’s blessing."

GM Ladile |

Map of Jormurdun | Current Location
Though the dwarves do begin to advance with their weapons drawn as Fredreka begins casting, Polanco's words cause them to hesitate which allows her to finish her magic. Then, when she speaks of King Gutheran's blessing, the pair of dwarves finally stand down.
"Ой! Ну, а почему ты не сказал так во-первых?" one of them responds, lowering and sheathing his weapon. He does still give Alonso a bit of a funny look as he adds, "Тем не менее, кажется странным, что он будет в порядке, если ты возьмешь эти драгоценности вот так..."
The other dwarf shakes his head in disagreement and gestures at the dwarven wizard. "Нет, посмотри на него! Он выглядит волшебно, и я слышал, что они используют всевозможные материалы для своей магии. Кроме того, нам есть о чем беспокоиться!"
At this, the first dwarf finally nods. "Да, ты прав. Для меня достаточно иметь благословение короля Гютерана. В этом случае, продолжайте парни и девушки!"
With that and barring any further questions or inquiries from the group, the pair of dwarves hurry off towards the throne room.
"Oh! Well, why didn't ye say so in the first place?"
"Still seems kinda strange that he'd be okay with you taking those gems like that, though..."
"Nay, look at him! He looks the wizardly type and I've heard they use all manner of materials for their magicks. Besides, we have bigger things to worry about!"
"Aye, you're right. Having King Gutheran's blessing is plenty enough for me. In that case, carry on lads and lasses!"
______________
Retrieving the gems counts as a success and resolving the conflict with the two dwarven guards without violence earns an exceptional success!

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Fredreka suggests the Temple District next.

GM Ladile |

Map of Jormurdun | Current Location
Entire Party
Message
Alonso
Mage Armor
Overland Flight
Invisibility (as much as possible)
Heightened Continual Flame Item (SL 5, CL 10)
Alvin
Overland Flight
Mage Armor
Riddywhipple
False Life (+15 temp HP)
Heightened Continual Flame Item (SL 4, CL 7)
Mage Armor
Hugsy
Greater Magic Fang
Longstrider
Mage Armor
Barkskin (90 min)
Fredreka
Longstrider
Deathwatch
Magic Stone (30 min)
Polanco
Barkskin (90 min)
Longstrider
Having given things some thought, Fredreka suggests that the group should next visit the Temple District and see if they can discover and possibly even prevent the desecration of the shrine they'd investigated earlier.
As the group files back out of the chamber and through the now-restored-courtyard, you find yourselves back at the grand hall where you'd met the strange demon and its' clockwork servant. The ravages of time now erased, the hall sweeps open before you. A gigantic archway is formed by the arms of enormous twin statues, each proudly holding a hammer aloft. Other smaller statues stand at attention, firm and resolute, painted in lifelike detail. A pool of cool water fills the center of the chamber, lit by mirror-reflected sunlight cast through skylights cleverly carved into the ceiling. The legs of the western statue are covered with an archaic form of Dwarven runes.

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Quick scan with Deathwatch.

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WWTM Stuff Shadow Heal: 1d8 + 11 ⇒ (7) + 11 = 18
UMD Wand of ILW: 1d20 + 10 ⇒ (12) + 10 = 22
Wand Shadow Heal: 1d8 + 1 ⇒ (7) + 1 = 8
Godfrey will use a charge off his wand and one of the special benefits to heal his shadow, and use the other special benefit to regain Bless Weapon.
Having been a mute observer with the dwarven guards, as he does not speak dwarven, Godfrey marches absently into the center of the room, his shadow... shadowing him. He'll stop there and set his free hand on his hip as he scans the area. "Well, friends... I couldn't guess what he hopes us to find here. There are no fiendish foes! Only dwarven script I hope one of you can read."
After checking the area he'll glance down at the pool of water, clearly pleased with the presentation and how it allows Sarenrae's glory into the room.
Then he uses the reflection to pick something out of his teeth.
Perception: 1d20 + 11 ⇒ (14) + 11 = 25

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(Alvin regains all of his spells with the 22 levels of spells regained)
(Cast False Life on self)
False Life (Alvin): 1d10 + 10 ⇒ (5) + 10 = 15
Wand of Cure Light Wounds (Alvin) (x5): 5d8 + 5 ⇒ (3, 7, 1, 2, 6) + 5 = 24
Alvin and Riddywipple head more central and scan with Detect Magic.

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Missed the recovery slide earlier. I will regain 2 channels and 10 levels of spells.

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Ragnar has a look around for texts. He has Hugsy stay near the water.
perception: 1d20 + 16 + 4 ⇒ (11) + 16 + 4 = 31

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Alonso will float over to the dwarven text, alert for possible dangers as he does so.
Perception, heroism: 1d20 + 23 + 2 ⇒ (15) + 23 + 2 = 40
+2 for unusual stonework, obviously he speaks dwarven

GM Ladile |

Map of Jormurdun | Current Location
Entire Party
Message
Alonso
Mage Armor
Overland Flight
Invisibility (as much as possible)
Heightened Continual Flame Item (SL 5, CL 10)
Alvin
Overland Flight
Mage Armor
False Life (+15 temp HP)
Riddywhipple
False Life (+15 temp HP)
Heightened Continual Flame Item (SL 4, CL 7)
Mage Armor
Hugsy
Greater Magic Fang
Longstrider
Mage Armor
Barkskin (90 min)
Fredreka
Longstrider
Deathwatch
Magic Stone (30 min)
Polanco
Barkskin (90 min)
Longstrider
Before anyone begins to move into the chamber Fredreka takes a moment to scan around for any signs of life, unlife, or anything in-between with her Deathwatch spell. A quick sweep confirms that there doesn't seem to be anyone or anything else within the chamber besides herself and the rest of the group.
Satisfied that there aren't any constructs lying in wait, Sir Godfrey and his Shadow trundle bravely forward and move towards the center of the room. As they do, there's a grinding sound as two of the enormous twin statues suddenly pull their arms back and fling their stone hammers towards the pair!
2d2 ⇒ (2, 1) = 3
Hammer Time vs. Sir Godfrey (Ranged): 1d20 + 22 ⇒ (9) + 22 = 31
Damage: 3d6 + 12 ⇒ (3, 6, 5) + 12 = 26
Dex Damage: 1d4 ⇒ 4
With the Shadow being what he is one of the hammers passes harmlessly through his body without any effect but the second hammer just manages to nail Sir Godfrey right in the back!
Sir Godfrey, make a DC 21 Fort save to negate the Dex damage~
After this little occurrence, the rest of the group proceed much more cautiously; Alvin & Riddywhipple edge towards the center of the room as well, scanning for magical auras - of which there are none that the pair can determine. Much to their relief, there aren't any stone hammers thrown their way.
Upon seeing that Alvin & Riddywhipple seem to have moved into the room without incident, Ragnar and Hugsy follow. Hugsy sticks near the center of the room near the pool, while Ragnar scans around for runes and other writings. He quickly confirms that the runes the group are meant to seek out are on the legs of one of the large, western statues.
Alonso also advances further into the room and has a look around. It's his keen eyesight that finally picks out the trap mechanism responsible for the thrown hammers and he determines that the trap will reset on its own in about a minute unless disabled.
Disable Device DC 35 to disarm the trap.
And of course he also notes the same runes that Ragnar appears to be looking at...
______________
Please make a Kn. History, Linguistics, or relevant Craft or Profession (DC 28) check either to translate the runes or record them accurately. A character who can read Dwarven receives a +5 circumstance bonus on the check and can attempt such a check untrained.

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Fredreka can cast Lesser Restoration on Sir Godrey when the opportunity arises.

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Would profession merchant be considered a relevant profession for accurately copying writing? I'll roll it just in case.
Ragnar figures extra copies can't hurt and tries to accurately copy what could be bill of sale for the trap for all he knows.
Profession (merchant): 1d20 + 18 ⇒ (2) + 18 = 20

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Knowledge (History): 1d20 + 13 ⇒ (15) + 13 = 28
Alvin gets to work translating the runes, scribbling down notes and other things while at it.

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Fredreka begins considering options...
Would a Wind Wall hold back the hammers? That would block one or two volleys. With an extra two minutes we'd be able to copy more...
Alternatively, could summoned monsters be placed in the line of fire to absorb a volley while we copy?

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This trap looks a wee bit too complicated for me aged fingers. I suggest the rest of you get outta here while I finish scribing this lot, I think me invisibility should fool the stupid thing.
Alonso gets 39 taking 10 on history but here is a rol in case you prefer I dont given the risk of the trap going off
History, heroism, dwrven: 1d20 + 22 + 2 + 5 ⇒ (5) + 22 + 2 + 5 = 34

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Fort Save: 1d20 + 14 ⇒ (15) + 14 = 29
A hammer slams into the back of Godfrey's armor causing him to stumble forward with a clatter, nearly toppling into the fountain. He jams his sword into the ground to stop himself, then straightens with a grunt. "Villainy is afoot! The very masonry has turned against us friends!" He looks around for a target to lash out at until the others point out it's merely a trap.
Godfrey inevitably takes Alonso's advise and moves out of the path of any future hammers, rolling his shoulders to try and keep too big a bruise from forming beneath his full plate.
Apparently I don't need the restoration, but thank you Fredreka. If you have some extra healing however, I would love about 29 points, otherwise I shall use my wand!

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Polanco takes a look around tapping into his knowledge of dwarven lore and his prowess as an educator to do a translation
Profession Teacher + Dwarven: 1d20 + 8 + 5 ⇒ (9) + 8 + 5 = 22

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Just stepping in for a tick.
Message
Alonso
Mage Armor
Overland Flight
Invisibility (as much as possible)
Heightened Continual Flame Item (SL 5, CL 10)
Alvin
Overland Flight
Mage Armor
False Life (+15 temp HP)
Riddywhipple
False Life (+15 temp HP)
Heightened Continual Flame Item (SL 4, CL 7)
Mage Armor
Hugsy
Greater Magic Fang
Longstrider
Mage Armor
Barkskin (90 min)
Fredreka
Longstrider
Deathwatch
Magic Stone (30 min)
Polanco
Barkskin (90 min)
Longstrider
Unfortunately, even though I am inclined to allow for Profession (Merchant) that is just too low of a roll. No wind wall would not deal with a thrown hammer. And if you had a way to forsee which of the statues was going to throw a hammer, I'd allow for your use of Summon Monster
The pathfinders, unsure as to how they might deal with the trap, decide on a... Different approach. Recording everything really, really fast. With two sets of accurate transcriptions and a bill of sale for a set of forging hammers, they push through to the other side as fast as their legs permit.
That's a success! Where to now? Your choices are: Miner's District, Armorer's district, or Temple district. First two set the course.

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Temple, I suppose.

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Let's remember to use the {ooc}{/ooc} tags where appropriate! (Instead of {} use []).

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Agreed on Temple

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Thirding the temple

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OK, Temple it is! Gonna change the format a bit for the sake of things.
Entire Party - Message
Alonso - Mage Armor, Overland Flight, Invisibility (as much as possible), Heightened Continual Flame Item (SL 5, CL 10)
Alvin - Overland Flight, Mage Armor, False Life (+15 temp HP)
Riddywhipple - False Life (+15 temp HP), Heightened Continual Flame Item (SL 4, CL 7), Mage Armor
Hugsy - Greater Magic Fang, Longstrider, Mage Armor, Barkskin (90 min)
Fredreka - Longstrider, Deathwatch, Magic Stone (30 min)
Polanco - Barkskin (90 min), Longstrider
Making their way back into the temple district, the Pathfinders quickly find their way back to the shrine to the Dweller Below. And while almost everywhere else the difference between the Jormurdun you've come from and the one you are in now is extensive and pronounced, the shrine shows remarkably little change: the toad-like idol no longer has cracks in its form, though it’s no less loathsome.
The indentation before it is filled with green-tinged liquid, and beneath the statue’s probing tentacles rests a small book bound in moldy leather. In dwarven letters, it proclaims itself to be "It Crawls in Darkness". A delightful title if ever one has been found for such a book. However, there are two problems. The first is that currently the book is protected by some sort of forcefield which prevents any grasping pathfinder hands from grabbing it, at least right now. The second issue is more... Foreboding. For indeed, more dwarven runes line the base of the pedestal upon which it rests, claiming that "The holy book (cannot/isn't meant to) be touched by hands kissed by the sun." Whatever that means.Back to you.

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"Hugsy doesn't have hands. Hugsy, fetch."
Assuming Hugsy can't get to the book either Ragnar will look around for something that might be connected to the forcefield.
perception: 1d20 + 16 + 4 ⇒ (13) + 16 + 4 = 33

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Is it possible to teleport past the forcefield? Is there space inside next to the statue to get at the book?

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The forcefield repulses Hugsy like any other hand wielding creature. Ragnar looks about but cannot find a single thing that would connect, or have trait to the current forcefield predicament.
Alonso, inspecting the barrier, finds that it is confined to a bubble around the book, leaving no room to teleport within or bypass the forcefield.

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Alonso scowls at the stubborn little foce field.
I wonder if it can be dispelled?
Arcana, heroism, mw tool: 1d20 + 22 + 2 + 2 ⇒ (20) + 22 + 2 + 2 = 46
Walls of force cannot be dispelled, if not I suppose I could disintegrate the damn thing.

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"I can as well should we need more than one."

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Upon further consideration, Alonso comes to the conclusion that this a variation upon a well-known arcane spell: Wall of Force.
This particular variant could in fact be dispelled. Or a certain amount of brute force could be brought to bear against it. However, brute force could have consequences.

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Back up everyone, I will try and dispel the damn thing.
Floating well back from the statue he hurls a dispel magic at the sphere.
Caster level: 1d20 + 11 ⇒ (4) + 11 = 15
Welp, thats not doing it. Does anyone else have it prepped who is prepared to give it a go? If not I will use my reroll.

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Alvin's short attention span gets the best of him.
"I got it."
He casts Disintegrate at it.

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Alvin's spell makes short work of the protective barrier, leaving the book bare for any to take... Except that it seems to phase out of reality when a hand (or paw) attempts to grab at it!
From some experimentation, it is clear that you will not be able to grab ahold of this 10 pound book with your bare hands. However, you might just be able to leverage some inanimate objects (such as weapons, staves, etc...) to manipulate it into a bag to get it and get out! However, manipulating 10 pound books with inanimate objects is an art. Perhaps a Sleight of Hand or a Disable Device check might be in order... Of course, hitting it with the flat of a blade is also an avenue you might want to take, but that will necessitate an attack roll.

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Alonso, could an elemental pick this up?

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Possibly, but I may be able to deal with it, elementals are still alive
Disable, heroism: 1d20 + 15 + 2 ⇒ (12) + 15 + 2 = 29

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Hugsy is a snake that knows the fetch trick btw. No hands or paws.
"Let's try this again. Hugsy fetch."

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Hugsy is alive, and Dwarven cryptic warnings aren't verbatim. As a famous pirate once said "They're more like guidelines".
Alonso carefully uses his warhammer to push the book into his bag. For a second it does look like it might drop down onto the ground, reducing pages of ancient knowledge to dust, but at the last moment he corrects the path of the ancient tome. It drops unceremoniously into the bag.
And that... Is an exceptional success! Well done.
Where to now? Armorer's district? Make a detour back to the Miner's district? Return to check out the Seers?