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Brayne moves curiously and stands very close to the structure, unsure of what to make of it. Along the way, he cast detect magic in hopes to identify any lingering powers this odd idol may have. "It's clearly some sort of monster, a creature with tentacles, perhaps it lurks in deep seas?" he muses.

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If it helps, between my vote and Garduk's, I counted two votes for the Temple District...
Knowledge (History) (Dwarf Related?): 1d20 + 2 ⇒ (12) + 2 = 14
"It can't be anything that's supposed to be here. Must've been put here by the damned duergar."

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Do I know what magical schools?
"Golly! This whole statue is magical, Garduk, come take a look at it and see what you think."
Brayne has no Kn. Arcana.

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Garduk casts the spell himself and joins Brayne in contemplating the statue's aura.
Knowledge (arcana): 1d20 + 12 ⇒ (11) + 12 = 23
"No surprise here - it's giving off a conjuration aura. That probably doesn't mean anything good."
Garduk turns in a circle, scanning the rest of the room for any other auras.

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Some retcon, Brayne would have healed himself with his wand along the way.
CLWx6: 6d8 + 6 ⇒ (2, 3, 6, 4, 1, 3) + 6 = 25 Exactly!
Brayne scans around the room again, confused. "Well, I'm not sure if there's anything else here, perhaps we should check out the armory?"
I am at a lost as to what is suppose to happen here.

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Garduk pulls a scroll of heightened awareness from his haversack and quickly reads it off, then gives himself another tap with his wand of shield.
+2 perception and knowledge checks for the next 10 minutes, dismiss the spell as an immediate action for +4 on initiative if it comes up.
"Let's see how things look on behind this ugly thing." Garduk - hopefully joined by one of our tougher party members! - begins walking around the statue, checking behind it and examining the runes on the floor.

GM Bret |

Brayne: 1d20 + 0 ⇒ (9) + 0 = 9
Chandrabha: 1d20 + 12 ⇒ (8) + 12 = 20
Garduk, Heightened Awareness: 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19
Kulga: 1d20 + 11 ⇒ (14) + 11 = 25
Wolfgang: 1d20 + 10 ⇒ (17) + 10 = 27
With a relatively quick search, Wolfgang is the first to notice that a small tome—ancient sheets of vellum between worn leather covers—sits beneath the thing's tentacles. The eyes of the idol are made of polished obsidian, but are set in orbits overlapped by stone and cannot be removed without breaking the statue or somehow reshaping the stone,
You can roll your own perceptions if you want to search more. I rolled these to speed things up since in my experience if one person starts searching the rest of the group tends to also do so.

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Kulga gives a sour expression at Garduk's find, then with a sigh withdraws the tome, eyes watching the tentacles carefully.
"Well, even if the tome's not magic itself, you've managed to do something useful with books like that before."
Perception: 1d20 + 11 ⇒ (18) + 11 = 29 +2 more with Stonecunning

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"Kulga, why don't you break the statue near the eye. It seems like that stone is pretty valuable according to Wolfgang" Brayne suggest.

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Will: 1d20 + 6 ⇒ (16) + 6 = 22 +3 more vs magic from Dwarfy goodness

GM Bret |

Kulga manages to pull the book away and break the invisible tentacle that was slithering along her neck!
She has in her hands a book titled It Crawls in Darkness. it is physically intact, yet most of its pages are blank; those with text are scattered at random throughout the book. The tome contains references to the Seer's, Mines, and Monuments districts of Jormurdun. In addition, the tome acts as a scroll that contains the following spells: Haste and Prayer.
The pages with the spells would act like scrolls. Using them causes them to go blank.
Success!
Continue in temple district?

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**gak** "Grreagh!"
Kulga tears free of the shadow's clutches, eyes flicking around as she watches for other unseen attackers. Then, squinting at Garduk as though it's his fault, she hands over the tome. "Here's your book. Read up."
Temples ahoy!

GM Bret |

You wander for a couple of minutes and come across another site that looks interesting.
Plaques at the entrance of this space identify it as a shrine to Torag, patron god of the dwarves of Jormurdun. The bas relief carvings on the stone walls are viciously defaced, not by the ravages of time, but by the work of impious vandals. The adamantine anvil-altar is scarred, and ritual instruments are scattered around the floor. Strangely, the glow of fire still pulses from the sacred forge on the west wall.
Edit to add: Slide 5

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Aaaaand... I'm back! Thanks for botting me
Wolfgang nods at Kulga. "Yeah. I'm fine with that. I'm pretty sure we'll meet a few more of those funny looking dwarves so we should be on our guard..."
Let's move on, yes

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Before continuing, Brayne would at least attempt to try to get the shiny rock eyes, and start breaking around the corners.
STR, Guidance: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24
"Could you lend me a hand..." Brayne asks of Kulga as he struggles to pull out the alluring gems.

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Garduk manages to catch the book without dropping it into the pool of slime, although it's a close thing. He immediately starts skimming through it.
"It Crawls in Darkness? That sounds interesting. Hmmm, these pages are scribed like scrolls, oh, that's a good one. What's the rest? Some kind of code? Maybe I can figure it out..."
Any chance he'd get anything more with a quick Linguistics check? Or would that require too much time?
Absently, he calls out, "Did you say something, Brayne?"

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"Hells."
Kulga reaches for Brayne's throat, trying to force her fingers under the slimy noose she expects to find.
CMB? Strength?: 1d20 + 11 ⇒ (8) + 11 = 19 Just +5 if it's only Strength

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"Touch the statue enough now, Brayne?"
I'm good to move on :-)

GM Bret |

Repeating the text, we are on slide 5
You wander for a couple of minutes and come across another site that looks interesting.
Plaques at the entrance of this space identify it as a shrine to Torag, patron god of the dwarves of Jormurdun. The bas relief carvings on the stone walls are viciously defaced, not by the ravages of time, but by the work of impious vandals. The adamantine anvil-altar is scarred, and ritual instruments are scattered around the floor. Strangely, the glow of fire still pulses from the sacred forge on the west wall.

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Did Brayne get the stone eye though?
"This place gives me the creeps to be honest. No more touching anything!" Bryane cautiously walks forward attempting to detect magic.

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A cloud of anger further darkens Kulga's disposition, already not noted for its sunniness.
"Spread out. We'll find something to help our vengeance."
Perception: 1d20 + 11 ⇒ (1) + 11 = 12 +2 for Stonecunning if appropriate

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Perception check: 1d20 + 10 ⇒ (8) + 10 = 18
"I don't think spreading out to be the best strategy. If there were enemies 'round here we'd make it easy for them to pick us out one by one..."

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"Spread out across a single shrine? I'm sure you could survive long enough for me to get there."

GM Bret |

Wolfgang thinks the damage here is ancient.
The interior is slathered in painted blasphemies and gouged by picks. From where he is, Brayne can tell that the holy water font south of the battered anvil-altar is cracked and dry.
It looks like there are inscriptions on the anvil which in a shrine to Torah would also serve as an alter. There are also implements spread out in the area.

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Garduk casts detect magic and heads toward the mysteriously burning forge fire.
Spellcraft, if necessary, take 10: 10 + 12 = 22
"Can anyone make out the graffiti? Kulga, is it some kind of dwarvish? If not, I can use magic to read it once I've looked over the forge."

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Moved up to the end of the hammer's handle, 10' from the altar.

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Uncertain of what would be needed to reconsecrate the shrine, Kulga does her best, uncorking her waterskin and pouring a generous measure into the font.

GM Bret |

The group moves deeper into the large shrine.
Brayne: 1d20 + 0 ⇒ (1) + 0 = 1
Chandrabha: 1d20 + 12 ⇒ (14) + 12 = 26
Garduk: 1d20 + 2 ⇒ (3) + 2 = 5
Kulga: 1d20 + 11 ⇒ (8) + 11 = 19
Wolfgang: 1d20 + 10 ⇒ (13) + 10 = 23
Garduk does not detect any magic other than what his companions are carrying.
Kulga gets to the font and sees a crack in it. She pauses before pouring her water in, realizing the font would not hold it.
You all notice that the ritual instruments (a pair of iron chalices, tongs of silver, a jeweler's loop and chisel, blacksmith's gloves, and three pieces of coal) have been deliberately marred and broken.
There is an inscription in dwarven on the forge, but it i has long scratches through the text, making it difficult to read.
Brayne: 1d20 - 2 ⇒ (18) - 2 = 16
Chandrabha: 1d20 + 2 ⇒ (19) + 2 = 21
Garduk: 1d20 + 4 ⇒ (19) + 4 = 23
Kulga: 1d20 + 2 ⇒ (5) + 2 = 7
Wolfgang: 1d20 + 8 ⇒ (10) + 8 = 18
Surprise!: 10 = 10
Chandrabha may act in the surprise round.

GM Redelia |

Pathfinders have claimed the Temple District!
The Seers’ District and Miners’ District are discovered.
Reinforcements arrive in the Temple District wherever Pathfinders are still involved in an encounter. (GMs, please allow your players to finish any in progress encounters, but please look at the top of page 12 to see the consequences of the reinforcements)

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I'm not really certain what she'd do (after peaking at the spoiler). But probably something like... "What's that? I think I see something in the forge?"
Unless there's something else she can tell, I think drawing our attention is the only action that makes sense.

GM Bret |

If she had Knowledge: Religion there would be more options. I will go with the above.
Suddenly flames explode from the forge in a 20’ radius. Everyone except Brayne is caught in the flames! You hear a hateful cacophony of screams as the flames burst forth.
Reflex, DC 15 for half damage
Flames: 7d6 ⇒ (6, 5, 1, 6, 3, 6, 6) = 33
...and we can come out of Initiative.
There is a scream in dwarven coming from the forge.

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Reflex (Vs. Magic, Vs. Fire): 1d20 + 9 + 3 + 1 ⇒ (11) + 9 + 3 + 1 = 24
Kulga whips her shield up in front of her, sheltering her exposed flesh from the blast.
"Hells. They're trapped here by their failure. If we put things back in order here, we might have an easier time with any other spirits floating about. But if the flames start flickering again - get out of here!"

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Reflex: 1d20 + 4 ⇒ (6) + 4 = 10
False life - the first time Garduk has ever cast it, and it saves his bacon.
"AAAAARGH!"
The flames blast Garduk back against the wall. His face and hands, and any other visible skin, are horribly charred where not completely burned away.
Gingerly, Garduk pulls a vial from his bandolier. He hisses as more of his burned skin rips from the meager effort required, and pours the potion carefullly into his now-nearly lipless mouth.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
The very worst of his burns heal over slightly, but the minor magic in the potion is overwhelmed by the extent of the damage. Gritting his teeth, Garduk yanks free another potion and tries again.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
That's 36-33=3, +2=5, +9=14. Good enough to start.
This time, the healing potion does its job, and some of the half-orc's blackened skin fades back to blue-green, while the rest scabs over. He can move without too much pain now, so he pops the wand of infernal healing and taps himself with it to repair the rest of the damage.
14+10=24. He'll tap himself again after a minute for the last 2 hp before putting the wand away.
Garduk takes a long swallow from his waterskin, then growls, "Anybody else need the wand, let me know. If not, let's get this place cleaned up if we can and put these poor bastards to rest, otherwise we need to get out of here before they explode again."
If there's a skill check to be made, maybe we should use the aid token? We've had it for more than a week so far.

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If no skill check is needed, let's just use it for the Healing: 3d6 ⇒ (5, 5, 6) = 16

GM Bret |

Just after the blast, a friendly band of Pathfinders comes through and helps heal your injuries.
You spend about 10 minutes cleaning up the site as best you can. After you are done, you feel good about what you were able to accomplish.
No skill roll required.
Your character is a worshiper of a dwarven deity or casts bless or a similar spell to help cleanse the shrine, the enhancement bonus of any weapon he wields increases by +1 for the rest of the adventure.
Success
As this area is now claimed, you need to pick a new destination to explore. See the map of Jormundun for the areas. Armorer’s District, Miners District or Seers District.

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"We need to find out what happened here. The Seer's District should have some answers."

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Since we used the aid token for healing, can I retcon Garduk's second potion? He'll still use a charge on the wand of infernal healing to get back to full.
Garduk is still slightly traumatized from the haunt's explosion, despite being fully healed, and he quickly agrees with the first person who suggests they move on.
"The Seers District - that sounds interesting. I'm curious about the kind of magic the ancient dwarven diviners used to peer into the future, back when divination really worked."
As they ready themselves to go, Garduk pulls a scroll out of his pack and reads it, casting false life on himself again, since it has already saved him once.
False Life: 1d10 + 3 ⇒ (10) + 3 = 13