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The quah listen intently at this time, and react at the proclamation with expressions of disbelief or a look of careful considerations.
Lake at Dawn speaks on behalf of the quah. "It is as Morrighan says, your words now speak louder than your actions... Pathfinders, we shall hear your words and perhaps find a resolution if you can convince us. Obviously by a way of democratic voting to see if we would be in favour to you. What do you intend to do with the items stolen, do you intent to return into the sepulcher and achieve this task alone? We have no customs when it comes to restoring broken structure." The priest ask calmly, taking a slight favour in the way Glastor presented the Society's intentions. 1 success
Memory Tender and Togimal in shadow also are slightly impressed with a little bit of demonstration from Gleam and Ingrge.
A quick judge of Payah Against The Wind suggest that demonstrations of strength, confidence, and fitness, would be favourable in his eyes.
Zarkuzet doesn't have a good judge of Rollicks in Wave, but the man observes him and turns to him, [I]"Rest assure, I am with you and will commit to helping the Quah see that the Pathfinder Society is not our enemy."
Morrighan is perhaps shocked, as she is greeted with a stern and mean look from Kemchet Flamestocker as he scoffs at her remarks.
~~~
Encounter Round 2
Everybody is up!
Quah Councilmembers
Payah Against The Wind [Profession (soldier), Strength check, Acrobatics, Intimidate]
Cousins To All
Kemchet Flame Stoker [Cannot be swayed]
Tomigal in Shadow - 1
Lake at Dawn - 1
Memory Tender - 1
Rollicks in Wave - In Favour

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Ingrge approaches Payah Against the Wind and bows. "Payah Against the Wind...we may not look like much but we are capable both on and off the battlefield. Let me demonstrate..."
Ingrge shows her some of his best tumbling moves when fighting, especially how he can maneuver to avoid AoOs from his foes and come up ready to fire...
Acrobatics (Payah Against the Wind): 1d20 + 20 ⇒ (6) + 20 = 26

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"Lake at Dawn, as it was a member of the Pathfinder Society that caused the problem, it will be the Pathfinder Society that will fix it. We have a good idea where everything was, and will use that information to try and replace and repair it all." explains Glastor. "We would not burden the Quah to do what is our responsibility.
"However, we also understand that if you would want observers along to make sure we do what we say we will.
"Please let us do this for you!"
diplomacy: 1d20 + 12 ⇒ (18) + 12 = 30 BOOM!

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Petronicus respectfully approaches Memory Tender and bows formally. "From when I was a little boy in Cheliax, I was told of the bravery and the skill of the Shoanti in the defense of their land against the enemy." He then goes on to get Memory Tender to speak of importance of the weapons the Pathfinders have brought to be restored to the sepulcher, and asks how they might be best returned in honor to their place of origin.
Knowledge (history): 1d20 + 7 + 1d6 ⇒ (10) + 7 + (2) = 19

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Cousin to all is already in favor as well, correct?

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The trio seem to look favourably as you attempt to sway their votes in favour for you. Lake at Dawn perhaps might even be in your favour. "Hmm, perhaps it might be wise to give them a chance to right their wrongs." He responds.
3 more successes added to the tally!{/ooc]
[ooc]Cousin to all seems definitely in your favour from the get go.
Encounter Round 2
Morrighan & Zarkuzet is up!
Quah Councilmembers
Payah Against The Wind [Profession (soldier), Strength check, Acrobatics, Intimidate] - 1
Cousins To All
Kemchet Flame Stoker [Cannot be swayed]
Tomigal in Shadow - 1
Lake at Dawn - 2
Memory Tender - 2
Rollicks in Wave - In Favour

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"Payah against the Wind, you may think us soft southerners, but between us, this team has faced unimaginable dangers. We are capable, and extremely dangerous--at least to our enemies. If the trespass of a Pathfinder agent has raised any unquiet spirits, we should be the ones to crush them." Morrighan punctuates her remarks with a grimace and a swipe of her clawed hand in the air before her.
Intimidate check: 1d20 + 10 ⇒ (13) + 10 = 23

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"Yes Mr. Payah against the Wind, we aren't as weak as we look. I'm quite skilled in magic! Magic that can be used to crush the spirits as Morrighan said"
Intimidate: 1d20 + 5 ⇒ (6) + 5 = 11

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Gleam addresses Payah Against The Wind, "You doubt Gleam is strong enough to put things right. Gleam show you how strong he is."
strength check: 1d20 + 6 ⇒ (15) + 6 = 21

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Sorry to miss your name out Gleam, I knew I was missing somebody. Gleam and Pip accumulated successes, Zarkuzet and Morrighan did not.
Lake at Dawn seems perhaps moved at the Pathfinder's humble plea for a second chance. If you were not sure, you are convinced now that you have his vote as he nods understandingly.
On the other hand, Payah looks a bit more resilient in changing her mind in the moment, in fact, she becomes annoyed at Zarzuket's attempt for diplomacy (figuratively speaking, I know you rolled intimidate!), and lashes out! "You think your own strength will prove anything?! You have proven nothing with that weak body!"
Immediately Cousins To All comes to calm the quah down. "Please, hear them out, they only have good intention..."
At Gleams display of strength, more from his muscular build, Payah against the wind perhaps has a bit more confidence.
You may no longer use Intimidate as an influence option on Payah against the Wind.
~~~
Encounter Round 3
Morrighan & Zarkuzet is up!
Quah Councilmembers
Payah Against The Wind [Profession (soldier), Strength check, Acrobatics, Intimidate] - 2
Cousins To All - In Favour
Kemchet Flame Stoker [Cannot be swayed]
Tomigal in Shadow - 1
Lake at Dawn - 3
Memory Tender - 2
Rollicks in Wave - In Favour

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Oh, awkward... but Everybody is up. I had missed out that edit to the last post.

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He said we have Lake at Dawn on our side, above

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I cannot reveal exactly how many successes you require for each person, and they will vary... But from the text I will tell you how you feel about the particular about the individuals. If I did not say anything, you are probably not yet there with the successes. Example for Lake at Dawn.
Lake at Dawn seems perhaps moved at the Pathfinder's humble plea for a second chance. If you were not sure, you are convinced now that you have his vote as he nods understandingly.

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Morrighan addresses Memory Tender, "While we may not be Skoan-Quah, Pathfinders have a deep respect for the dead. We would like to make amends for the actions of the rogue agent. Please, let us restore the tomb to the best of our ability and preserve the important traditions that it represents."
I'll use Lore Master with Knowledge (history) to get a 28.

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Glastor observes Tomigal in Shadow. ”One who is cloaked against being seen, yet arrived a council of the leaders of the Quah must have an agenda. ” muses Glastor. ”At this point, most everyone has made their opinion of the Pathfinder Soxiety known, but you use your silence to quietly observe.
“I once had to quietly observe things... I nearly burst from holding back the stories. ”
Sense motive discovery vs Tomigal: 1d20 + 8 ⇒ (8) + 8 = 16
Skills, then what they prefer, then what they dislike.

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Actually I misread it, you don't know how many success is required, but I should tell you when the success has been met as oppose to give it vaguely. But with that said, you are now 100% sure you have achieved success for Lake at Dawn.
Memory Tender responds rather favourably, "Perhaps as time passes, the flower too must bloom." You have a sense that she is towards voting to your favour.
+1 success for Memory Tender: Maximum Success achieved.
Togimal ponders at Glastor's words, and responds bluntly leaving his eyes to do the talking, "I shall remain silent and observe for now."
Did not meet the DC for sense motive on Togimal In Shadow
The lot of you still have a turn to get in, but from the scenario standpoint as long as you have majority vote, 4 pax, you succeed this and go on to the next part. So I'll move us on to the next section in the next 12 hours.

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Ingrge stays near Payah. "I should also say, Payah Against the Wind, that I also use my agility to jump over obstacles, chasms, or streams. Let me give you another example..."
The ranger gets a running start and does a long jump to show how far he can typically leap when needed...
Acrobatics (Payah Against the Wind): 1d20 + 20 ⇒ (10) + 20 = 30

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For the record, that added one success but Payah needed 4 in total. But you also had a 4th round opportunity when everyone left into their chambers for contemplation. So I have no doubt you would have got Payah and perhaps even Togimal to your side.
After some discussion, they each head towards their private chambers for a moments deliberation of the matter.
The councillors reconvene soon after, taking their places atop the platform and begin the democratic process of voting as requested by Cousins to All. The first two votes in your favour being Cousin to All and Rollicks in Waves to nobody's surprise followed by Flame Stoker announcing his “no” vote. The rest of the counsel vote in a majority favour of your attempt to right the wrongs, earning a displease scoffing from Flame Stoker, however he does nothing more and respects the decision of the council.
Overjoyed, Cousins to All informs you of the location of the Muschkal Sepulcher, which is a short distance from the Storval Stairs, northward up the Muschkal River, advising you to leave at once.
Alright gang, Dungeon Crawl will presume after this. Make any pre-entry buffs, and also think about how you want to explore the sepulcher. I know in absence of information, people tend to go with rightmost or leftmost room at a time, but you have the map (in the handouts) to your advantage here. I've even placed pins that you can use if you wish. If you want to scribble and add notes on to the map, please feel free to do so. It is your map!

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Morrighan will cast extended heroism before entering the tomb.
I would be for going right first. (Into the room with the water.)

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Looking at the map, I favor hitting the right tunnel first, upon entering, but am good with whatever the majority decide...
When the party is ready to enter, Ingrge will draw his bow as he enters, and scout the immediate area as quietly as he can. If needed, he'll use the light from his Wayfinder...
Perception: 1d20 + 15 ⇒ (19) + 15 = 34
Survival: 1d20 + 8 ⇒ (4) + 8 = 12
Stealth: 1d20 + 20 ⇒ (6) + 20 = 26

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Gleam cast draw sword.
Gleam takes a look at the map "Not sure we need to go see lightning dog maze, think right turn towards 4 wooded weapons better idea."
Gleam will go ahead and drink his mutagen growing even stronger and even dumber than before.

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"You all decide which way to go. We'll have to fix it all anyway!" says Glastor. "Putting the weapons back first is fine.
"Remember, I can grant folks a bit of Desna's luck, if needed."

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Before we leave the Shoanti, Petronicus thanks the assembled group for allowing the Pathfinders to complete their apology.
"Before we enter the Sepulcher, are there any defenses designed to deter grave robbers? If there are, is there anything we can do to bypass them or convince them that we are in fact the opposite or robbers, intent on returning which was unlawfully taken? We would not wish to damage anything or anyone whose purpose is to protect the dead of your people."

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Unfortunately the quah know little of the sepulcher, and they refuse to step into it out of respect for their ancestry. Meaning it was left as it is when infiltrated by Lumketul.
The sepulchre sits in an unassuming opening into the Cliffside with a gently sloping passage, and the sun currently sits below the mountain making the place rather dimly lit. The entrance to the Sepulcher is broken apart and large chucks of stone debris is haphazardly scattered throughout the grassy area before it. i.e. Entrance to the place is difficult terrain.
Flyn bravely enters first into the chambers rather quietly not to disturb anything beyond the door. The stone halls have ceilings that reach 20 feet high and is suffused with dim light from glowing stones embed into the walls. Animal bones, gristle, and long-rotten viscera are haphazardly scattered across the floor. Stairs to the east and west lead to slightly elevated walkways flanking the recess. Doors lead away from the entrance hall to the northwest and southeast.
The elf is not alone, for he walks in to a pair of ogres, idly smashing and breaking skull and bones. Immediately one of them catches guard of Flyn and roars in his direction! Kn. Local to identify ogres.
Perception: 1d20 + 13 ⇒ (8) + 13 = 21
Glastor: 1d20 + 1 ⇒ (13) + 1 = 14
Ingrge: 1d20 + 8 ⇒ (4) + 8 = 12
Morrighan: 1d20 + 1 ⇒ (11) + 1 = 12
Petronicus: 1d20 + 3 ⇒ (8) + 3 = 11
Gleam: 1d20 + 3 ⇒ (17) + 3 = 20
Zarzuket: 1d20 + 1 ⇒ (4) + 1 = 5
Ogres: 1d20 ⇒ 18
~~~
Combat Round 1
Conditions: Low light
Gleam
Ogres
Glastor, Ingrge
Morrighan, Petronicus, Zarzuket
Bolded characters are up!

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Gleam speaks "Gleam did not expect enemies so early"
Gleam trundles over the stones, double moving into the room, and despite his earlier objection to being enlarged touches his ka stone. enlarge as a swfit action.

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Petronicus knows these creates as brute ogres, ogres that are violent in nature and can rage as if they were barbarians.
Immediately the monsters turn into a rage and start attacking! And with Gleam being within reach of the frontmost ogre, he swings his axe at him twice with prejudice while the second one charges right at the enlarged half-orc! Gleam stands his ground and defends against the press, and although only one attack comes into contact with the fighter, it is a painful gash.
+1 greataxe,Rage,PA: 1d20 + 15 - 2 ⇒ (15) + 15 - 2 = 28 S: 3d6 + 14 + 4 ⇒ (5, 4, 1) + 14 + 4 = 28
+1 greataxe,Rage,PA: 1d20 + 10 - 2 ⇒ (10) + 10 - 2 = 18 S: 3d6 + 14 + 4 ⇒ (6, 6, 4) + 14 + 4 = 34
+1 greataxe,Rage,PA,charge: 1d20 + 15 - 2 + 2 ⇒ (3) + 15 - 2 + 2 = 18 S: 3d6 + 14 + 4 ⇒ (5, 4, 6) + 14 + 4 = 33
~~~
Combat Round 1/2
Conditions: Low light
Gleam -28
Ogres
Glastor, Ingrge
Morrighan, Petronicus, Zarzuket
Bolded characters are up!

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"Take heart! We'll take down these monsters, just as we've slain them in the past."
Morrighan starts her raging song (Move Action) and casts mirror image
Mirror Image: 1d4 + 2 ⇒ (4) + 2 = 6

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Ingrge curses mildly, "Blasted light, as he fires two arrows at the blue ogre...
To Hit: Dex+Base, Magic, Weapon Focus, PBS, Precise Shot, Flurry of Blows, Deadly Aim, Deadeye Bowman, Point Blank Master
Damage: Strength, Magic, PBS, Deadly Aim, Rapid Shot, Inspired Rage
Longbow: 1d20 + 11 + 1 + 1 + 1 - 2 - 2 ⇒ (13) + 11 + 1 + 1 + 1 - 2 - 2 = 23
Damage: 1d8 + 2 + 1 + 1 + 4 + 1 ⇒ (7) + 2 + 1 + 1 + 4 + 1 = 16
Longbow: 1d20 + 11 + 1 + 1 + 1 - 2 - 2 ⇒ (3) + 11 + 1 + 1 + 1 - 2 - 2 = 13
Damage: 1d8 + 2 + 1 + 1 + 4 + 1 ⇒ (3) + 2 + 1 + 1 + 4 + 1 = 12
...and then sidesteps 5' south...
Posting from mobile...can someone please move my icon 5' south?

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Glastor sees Gleam taking a grievous wound, and yells out, ”NOOO!”
He then moves up and touches Gleam, giving him a bit of luck. ”Be blessed with Desna’s luck, my friend. I will heal you soon.”
for the next round, any time Gleam rolls a d20 he rolls twice and takes the better roll.

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Thank you for song and luck.
Gleam grimaces as blood and sweat pour out from his armor in some sort of unholy combination.
Accepting the rage Gleam uses his Falcata to powerfully hack into the blue ogre twice, trying to take it down quickly
blue: 1d20 + 18 - 2 ⇒ (16) + 18 - 2 = 32
Lucky vs blue: 1d20 + 18 - 2 ⇒ (4) + 18 - 2 = 20
damage: 2d6 + 19 + 6 ⇒ (2, 6) + 19 + 6 = 33
iterative vs Blue: 1d20 + 13 - 2 ⇒ (17) + 13 - 2 = 28
lucky iterative: 1d20 + 13 - 2 ⇒ (3) + 13 - 2 = 14
damage: 2d6 + 19 + 6 ⇒ (6, 4) + 19 + 6 = 35
If Gleam drops the Ogre he'll take his cleaving finish attack on the other ogre.
lucky cleaving finish: 1d20 + 18 - 2 ⇒ (3) + 18 - 2 = 19
damage: 2d6 + 19 + 6 ⇒ (2, 6) + 19 + 6 = 33
Header AC updated to include raging song

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Morrighan and Glastor uses their abilities to rile up the adventurers for combat against their foes! Hoping to put a swift end to the madness in the tomb.
Ingrge takes a side step while release a flurry of arrows, both on each of the ogre's feet, forcing him to kneel due to the pain. With that opportunity, Gleam seizes it and swings his weapon to cleave and decapitate the monster followed up with a strike at his partner who screams in pain.
~~~
Combat Round 1/2
Conditions: Low light
Gleam
Ogres B (Dead) R -33
Glastor, Ingrge
Morrighan (Mirror Image x6), Petronicus, Zarzuket
Bolded characters are up!

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Petronicus steps around the magically enlarged half-orc and stabs it at the raging ogre. "Down, fell beast!" he shouts, the mad inspiration of the skald making his heart race. (Move action + attack w/PA+CE)
Taking the Raging Song
Guisarme attack + Raging Song - Power Attack - Combat Expertise: 1d20 + 7 ⇒ (15) + 7 = 22
Guisarme damage: 2d4 + 16 ⇒ (2, 4) + 16 = 22
If any allies that are in range of my guisarme (reach weapon) are attacked by the ogre, I will try to use my Bodyguard feat to increase their AC +3. I can do this 3/round in case the ogre has iterative attacks: Aid another vs AC 10: 1d20 + 7 ⇒ (8) + 7 = 15, success! Aid another vs AC 10: 1d20 + 7 ⇒ (11) + 7 = 18,success! Aid another vs AC 10: 1d20 + 7 ⇒ (6) + 7 = 13, success!

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It's been 24 hours, so I'm going to delay Zarkuzet.
Petronicus steps up boldly to face the ogre head on, and strikes with great force his Guisarme visibly injuring the monster. The brute retaliates by once more swinging his weapon towards Gleam, but this time Gleam is much more prepared with Petronicus by his side defending!
+1 greataxe,Rage,PA: 1d20 + 15 - 2 ⇒ (12) + 15 - 2 = 25 S: 3d6 + 14 + 4 ⇒ (4, 6, 3) + 14 + 4 = 31
+1 greataxe,Rage,PA: 1d20 + 10 - 2 ⇒ (3) + 10 - 2 = 11 S: 3d6 + 14 + 4 ⇒ (5, 3, 1) + 14 + 4 = 27
~~~
Combat Round 2/3
Conditions: Low light, Raging Song
Gleam -28
Ogres B (Dead) R -55
Glastor, Ingrge
Morrighan, Petronicus, Zarzuket (2rounds of action)
Bolded characters are up!

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Gleam leans to his right, letting the polearm parry the worst of the blows before retaliating against the red ogre.
red: 1d20 + 18 - 2 ⇒ (12) + 18 - 2 = 28
damage: 2d6 + 19 + 6 ⇒ (1, 1) + 19 + 6 = 27
iterative: 1d20 + 13 - 2 ⇒ (2) + 13 - 2 = 13
damage: 2d6 + 19 + 6 ⇒ (6, 3) + 19 + 6 = 34

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The creature will be down with next hit, so do any healings and refer back to the post with room description and resolve anything in the room as needed.

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Hoping to finish off the ogre quickly, Petronicus lunges at the giant with his polearm, (assuming that hits) slicing it cleanly through the jugular as blood fountains out over the area. Guisarmed - PA: 1d20 + 9 ⇒ (14) + 9 = 23, Damage: 2d4 + 16 ⇒ (2, 1) + 16 = 19
Reflex save vs. blood: 1d20 + 6 ⇒ (10) + 6 = 16
Petronicus jumps back out of the way as the blood comes raining down, avoiding the worst of it.

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Assuming that dropped the creature:
Morrighan stops performing.
"That was efficient work. It's a great pleasure to be part of a team that knows how to get the job done." Looking around the entranceway, she adds, "It looks like we have our work cut out for us if we are to clean this place up. What a mess!
With a leery eye on the ogres, she adds, "Perhaps we should check for other intruders before we get to scrubbing and tidying, however. I don't want to be surprised by an enemy while my arms are full of debris."
Perception: 1d20 - 2 ⇒ (20) - 2 = 18

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For the record, Petronicus took down the creature to its death, falling unconscious during rage is a deadly thing.

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It looks like only Gleam was injured, right?
Glastor calls forth the power of Desna, and the room is filled with butterflies for a moment as he channels her healing power.
channel to heal: 3d6 ⇒ (5, 3, 3) = 11
He will then offer to trigger Gleam’s wand for him, using a couple of his own charges.
clw wand: 1d8 + 1 ⇒ (1) + 1 = 2
clw wand: 1d8 + 1 ⇒ (4) + 1 = 5

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Gleam gladly provides his wand to Glastor.
CLw: 1d8 + 1 ⇒ (2) + 1 = 3
CLw: 1d8 + 1 ⇒ (1) + 1 = 2
CLw: 1d8 + 1 ⇒ (2) + 1 = 3
CLw: 1d8 + 1 ⇒ (6) + 1 = 7
Gleam looks at Glastor "Wound worse than I thought, surprised it took that much to heal."

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Reminder that most of you have not made the attempt at the perception check spoiler for this room

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After the creatures fall, Ingrge gives the room a more thorough check...
Perception: 1d20 + 15 ⇒ (11) + 15 = 26
He waves the others over. "There's a plate here with some kind of inscription I can't make out...can any of you read this?"

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perception : 1d20 + 6 ⇒ (14) + 6 = 20
Glastor notices the writing, and as he doesn’t understand Shoanti. Taps himself with his wand of comprehend languages
”It says, ‘Welcome cousin’ and ‘May Your Spirit Guide You’”

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Morrighan tries to recall if those phrases might have special meaning in Shoanti.
Hmm. Our contact was "Cousin-to-All." I wonder if that word has layers of meaning, here.
Take 10 for Knowledge (local) 19