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The massive bulk of the above ground fortifications protecting the dwarven Sky-citadel known as Janderhoff loom large above your heads. As you approach and wait for the dwarves guarding the place to make themselves known and allow you to enter the fortress city you once again consider the urgent missive from Venture-Captain Sheila Heidmarch that directed you here...
Pathfinders, the Society seeks your assistance in a matter most urgent. Recent engineering works uncovered a series of lost chambers beneath Janderhoff, but the company that began exploration and refurbishment of this space soon encountered trap-related difficulties. I quickly assembled a group of nearby agents to explore the lost corridors in exchange for a brief window of time in which to study anything found within. I have not heard back from those agents, and a contact has informed me that the team has been missing for two days, prompting the Mithral Mallet Mining Company to send a team of its own specialists to find out what became of them. Nobody has heard from either group since. It is rare that we have an opportunity to document the interior of a Sky Citadel, so your task is twofold. First, find out what happened to the first team of Pathfinders. Second, explore the recently reopened chambers, and recover or document any historical treasures found within. I doubt that representatives of the Mithral Mallet will be pleased to see additional Pathfinders, so contact Rukha Borthwick, the sister-in-law of one of our agents in the first team. She is a resourceful dwarf and likely knows what steps to take to get you into those ruins. Luck be yours, Pathfinders.
Please present yourselves to each other

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In case you want to spend some time investigating the city and the site where the other pathfinders disappeared before heading to officer Rukha Borthwick, here's what you can learn

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Diplomacy, Gather Information: 10 + 21 = 31

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I'll have his header and sheet updated by tonight, it's updated on my computer, just need to transfer it over!
Dressed only in shades of black and grey, a dull magma skinned half-orc, whose hood obscures most of his facial features, approaches the group and gives a hearty, perhaps unwelcoming, grunt as he eyes and studies the features of the party. Four daggers made of silver and cold iron hang tightly on his belt. He carries a worn grey handy haversack that seemingly never leaves his possession at any time, a mithril shield rest on the back of it.
Kn. Local: 1d20 + 15 ⇒ (13) + 15 = 28
After gathering some intel on the situation, Kelumur speaks to the party."Best thread lightly in the ruins, for it's known to be unstable and as the Venture Captain mentioned, trap-ridden. It would seem that other forces are at hand to stop this discovery. Also, seems one of our own has conducted mischief nearby recently." The half-orc grunts towards the end of his speech.
GM - Is it open ended where we should go next?

Shardra - Iconic Shaman |

Shardra is late but when she arrives she looks at you all and smiles.
”I am Shardra. May your ancestors be blessed and may you find the peace that the spirits present to you as a gift each day. The spirits teach us that bonding means to share and seek understanding. I am looking forward to bring balance to this world with you ... similar to you I travel the world, guarded but curious, uncovering lost treasure and listening to the tales it has to tell. Like many Pathfinder permanent bonds chafe me ... .“ Shardra says in a deep voice.
Dipl : 1d20 + 13 ⇒ (10) + 13 = 23
”Let us find Rukha Borthwick ... hopefully she will tell us more!“

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Quiella is a heavily-armored and well-armed gnome riding an armored Reindeer. She smiles at the party, radiating charismatic magnetism. "My name is Quiella of clan Durgil. You can also call me Holly. Or Holly's Harp. Or Hollysharp. But most people know me just as Quiella. I serve Erastil, and this my oath" she introduces herself before intoning:
"I will always speak the truth
I will never slay a harmless being
I will always keep my oaths
I will never leave an ally behind on the field of battle
I will always seek to correct injustice
I will never give up in the face of evil"
She nods along with Kelumur's assessment, adding "Worse than mischief; one of the missing Pathfinders is a halfling wanted for murder in Palin's Cove." she shakes her head, slightly embarrassed to be associated with a murderer. She quickly lets go of it, organizations this large will always have a few bad apples she tells herself.
"The companies were also reporting a lot of missing tools and the like as well. I wonder if Fey folk are involved somehow..."
She smiles at Shardra. "Permanent bonds are the threads that weave the fabric of my life together." Will introduce Seri, the Reindeer, once I have her statted up.

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Once you are allowed inside Janderhof, finding Rukha Borthwick proves not to be a difficult task at all, as after 80 years spent as a civil engineer specializing in the trenches and pipes that channel water around and away from Janderhoff, the brunette dwarf has developed a modest amount of status.
As you make yourselves known she ushers you into her office without delay and asks:"So... another pathfinder's team. Sandricaan's has not returned yet, so I gather you're here to retrieve them... right?"

Sèriè Caoimhe |

This is Quiella's reindeer.

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Quiella nods. "Correct. We will also try to find out what happened to the other parties sent in."

Shardra - Iconic Shaman |

Shardra shows her respect to Borthwick with a slight bow.
”We are concerned about the safety of our colleagues and the objective of their mission. Please tell us the truth about the feelings towards us here!“
Diplomacy : 1d20 + 13 ⇒ (13) + 13 = 26

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"Kiboko is glad to see old friends! Holly, that is a fine looklng animal! Strong, to bear so much armour. And Kelumur, Kiboko trusts that your blades are as sharp as ever!"
The speaker is a towering half orc; his grey-black skin is heavily scarred and tattooed. His bleached dreadlocks are tucked under a shapeless cap. He is clad in gleaming mithril, and carries many weapons.
But the thing that stands out the most about this Pathfinder is the great she-hippo at his side.
"Mvumbu the Wise and Beautiful is glad to see you too. Sema siku nzuri, Mvumbu."

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The smiling Tian in red and gold O-Yoroi, somewhat resembling a walking sunrise, gently coughs and then slides into the conversation with a half-bow
"You have correctly divined the reason for our presence, however it is our desire to find all missing parties and guide them back to safety. I beg your pardon for the intrusion. I am Takahiro, servant of Shizuru
Aid Diplomacy (Auto)

Mvumbu |

"Haaaarrrr!!! Haaaaarrr!!!"
The great hippo nods, and bellows when Kiboko addresses her.

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Quiella smiles at the dreadlocked half orc. "It is good to see you again so soon, Kiboko."

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"Good to hear you want to save everyone. A lofty goal... let's hope it's attainable." Rukha states before answering Shardra's question:"I can't say pathfinders are held in high esteem 'round these parts... but I can't also claim your kind to be especially despised either. You have a reputation as meddlers though... and from what I've seen it's well deserved"
Then the dwarven officer turns toward Kelumur eyeing the half orc suspiciously:"I fear you'll need to be more specific than that. Is there something you want to know about the chambers or the previous pathfinder expedition?"

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"Pardon my interruption once more Rukha. Could you tell us of the nature of the opened Halls? Are they of religious or specific cultural significance? And of the missing expeditions, can you tell us their composition and what equipment they were likely to have? Did they carry provisions to weather a protracted stay?"

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Kelumur eyes the dwarven officer suspiciously in return, but keeps his tone of speech rather calm, "And of the previous agents, rumours have it some of the few were trouble makers causing ill brawls and perhaps murder. Could you corroborate this?"

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"Let's see..." Rukha considers Takahiro's question before shrugging:"All I know is that they appear to predate the Rending, which means they are at least 800 years old. They might be even older than that. Sorry but the very reason people are so interessed in those chambers is they don't know much about them!"
The dwarven officer nods at Kelumur:"There might be some truth to those claims. I don't know about murders but... oh well, my brother-in-law Sandricaan Molnworret led the group, and he is a wizard of some talent. I know that he brought three others with him - a halfling, a human, and a half elf. Sandricaan mentioned that the Tian woman has a reputation as a jinx, having been the sole survivor of several previous missions. Sandricaan's no saint either, especially after his stint with the Aspis Consortium. Still, family is family, and I would rather see my sister's husband safely out of there."

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"Hmmp." Kelumur's appears to have a calculative look as Rukha divulges all the information about the Pathfinder agent's sketchy history.
And soon turns his attention to the mission, "Nonetheless, our task is clear. If you could lead us to where the Pathfinders were last seen, that would be greatly appreciated."

Shardra - Iconic Shaman |

Shardra nods.
”May the spirits guide our path to a safe return of those missing... “

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Quiella nods.
let's go. Quiella will pretty much always be riding Sèriè

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Rukha shakes her head at Kelmur's words:"Look... you actually have options.The Mithral Mallet is unlikely to allow other explorers into the tunnels, especially because early reports show that the section seems to need bracing. It may be that speaking nicely to the foreman will gain you easy access to the site, but you'd need to convince him that you're competent and unlikely to cause any damage to the area. Failing that, I might be able to direct you through a few pipes that let out near that part of the Sky Citadel, but I would rather avoid risking my job to get you in" she says.
Then she raises a finger in an admonishing way:[b]"before you think of asking me, let's make this clear... I'm not prepared to handle anything that can waylay a team of Pathfinders and a team of Mithral Mallet delvers. I can escort you to meet with the Mithra Mallet toughs that guard the entrance to the tunnels you want, but I will go no farther"
Let's move on then. You have two main options. Try to convince the foreman to let you inside the chambers or try to sneakl in? Something else?

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"Kiboko can go quietly - and Mvumbu knows the ways of the jungle cat too. But Kiboko trusts Holly to negotiate with the foreman."

Mvumbu |

"Haaarrrr!!!!" bellows Mvumbu, her ninja days now well behind her.
She was pretty stealthy when she was Medium sized, not so much now!

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Quiella smiles. "I think I can get us in."

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at the site
"Hello, my name is Quiella. My fellow Pathfinders and I are here to find the missing parties. We know our business and won't hurt the integrity of the structure."
diplomacy, if you need it: 10 + 21 = 31

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Kelumur naturally prefers to use the shadows to his advantage but waits for the outcome of Quiella's and the other's attempt at diplomacy with the site foreman. "Hmmm..."

Shardra - Iconic Shaman |

Shardra also speaks to the foreman.
"You know that all those that are in danger are in need to be saved. We can surely help!"
Diplomacy: 1d20 + 13 ⇒ (1) + 13 = 14

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Rukha leads the way and guides you through Janderhoff to the checkpoint guarded by 2 well armed dwarves, Delver Ornregar and Delver Kannis, warriors from the Mithral Mallet Mining Company.
Rukha introduces you but then Quiella takes things in her own hands and is easily able to assuage the warriors' fears of unskilled explorers entering the tunnels causing a cave-in or some other disaster. Quiella's words also make it clear the Pathfinders are here to help not to meddle. In the end she is completely successful as the lost delvers were comrades of the two dwarves, and they are willing to look the other way to allow another group of Pathfinders into the tunnels.
Thanks to Quiella's eloquence you make your way to the chambers where your fellow pathfinders were last seen. A recent, unfinished passageway branches off from a preexisting dwarven hallway. The extension runs for only a few dozen feet before reaching a smooth, worked stone corridor that opens into a large circular room with two exits leading east. Aside from the musty atmosphere, these ancient chambers are strikingly similar to Janderhoff's more modern construction. Hewn from the mountain, the floor is worked to resemble flagstones and the walls are intermittently decorated with mock brickwork. Arrows-some broken, some splintered, and all ancient-litter the cold floor...
Please place yourselves on the map above.

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"These tunnels are too small for mighty Mvumbu. Come, Mvumbu, Kiboko will carry you for a time. You do not want to become stuck in this dark dwarven demesne."
Seeing the interior of the halls, Kiboko draws out a scroll and releases its magic upon Mvumbu. Casting Carry Companion. The great hippo is transformed into a miniature statuette of herself, which Kiboko places reverently in a belt pouch.
The half orc then places further magics upon himself.
Casting Extended Spider Climb, Extended Barkskin, Longstrider, Featherstep. Both extended spells use Kiboko's Lesser Rod of Extend. Then, Kiboko applies a charge of his Wand of Heightened Awareness.
perception: 1d20 + 14 + 2 ⇒ (8) + 14 + 2 = 24
"Expended arrow launchers. That is why there are so many arrowheads. Beware! This place was heavily trapped, there may well be more."
Kiboko looks for signs of passage.
survival, tracking: 1d20 + 18 ⇒ (18) + 18 = 36

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I was going to roll for you but I think you can all do that while we wait for the last member of the expedition to join us
Kiboko notices the empty arrow traps but fails to do the same with one of the still loaded ones...
Arrow Trap vs Kiboko: 1d20 + 20 ⇒ (10) + 20 = 30 → Damage roll: 1d8 + 6 ⇒ (8) + 6 = 14
... and a deadly shaft plunges itself into the half orc's arm causing heavy damage!
Despite this Kiboko studies his surroundings and notices the arrows strewn about, surmising that the dwarven delvers probably took care to spot and jump over the trap s ' triggers. Further study allows him to realize a number of arrows are unbroken and still useful

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Can't believe I haven't bought a lesser extend rod for any of my characters yet. They're so much cheaper than I would have guessed!
Quiella takes a moment to create a life link with most of the party.
Can only pick 4. Guessing the shaman is less likely to take damage, so Kiboko, Kelumur, Takahiro, and Sèriè.
After a few moments, Quiella absorbs all of Kiboko's wounds, then heals herself.
Oracle, CLW, Fey Foundling: 1d8 + 4 + 2 ⇒ (8) + 4 + 2 = 14
perfect!
Although she is not good at it, she helps Kiboko search.
perception, aid: 1d20 ⇒ 5
Nope, she doesn't.
Quiella is unfortunately mostly useless at the non-fighting bits of dungeon crawls.

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Automatic aid to Perception.
"Pressure plates," Says a soft voice behind them. "I suppose it's too late to point out that they're still fully in working condition?"
Coming up from behind the rest of the party is a tall, athletically-built, finely-dressed Elf with platinum hair and turquoise eyes, outfitted with both a small panoply of stunning Elven weapons and an elegant silver spellbook.
"I would say I'd arrived exactly when I meant to, but that would not be accurate, given that my spending the last several months on the Plane of Water led to a bit of a mix-up for the courier." He flashes his copy of the same letter the rest of you had received. "I am Zeno, and," He inclines his head in Quiella's direction. "I believe we've actually met."
Appraise: 1d20 + 10 ⇒ (2) + 10 = 12

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Kelumur is taken aback by the trap, "We best keep our wits about us, these traps are much more difficult to discern than that I'm aware of." While speaking, he draws his shield from his back and holds it high against his upper body as he makes his way through the ruins.
Perception: 1d20 + 12 + 3 ⇒ (6) + 12 + 3 = 21 +3 Assuming it's a trap

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Quiella gives Zeno a warm smile. "It is good to see you again Zeno. I am glad you found us."

Shardra - Iconic Shaman |

Shardra bows.
”Your reputation as a saviour of thousands precedes you Zeno. Thank you for your contributions on the plane of water!“ Shardra says.

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Perception (Quiella): 1d20 ⇒ 9
Perception (Shardra): 1d20 + 12 ⇒ (11) + 12 = 23
Perception (Takahiro ): 1d20 + 7 ⇒ (8) + 7 = 15
Perception (Zeno): 1d20 + 12 ⇒ (14) + 12 = 26
All of the pathfinders but Zeno fail to notice the loaded arrow traps...
Arrow trap vs Kelumur: 1d20 + 20 ⇒ (11) + 20 = 31 → Damage roll: 1d8 + 6 ⇒ (2) + 6 = 8
Arrow trap vs Quiella: 1d20 + 20 ⇒ (15) + 20 = 35 → Damage roll: 1d8 + 6 ⇒ (2) + 6 = 8
Arrow trap vs Shardra: 1d20 + 20 ⇒ (5) + 20 = 25 → Damage roll: 1d8 + 6 ⇒ (2) + 6 = 8
Arrow trap vs Takahiro: 1d20 + 20 ⇒ (6) + 20 = 26 → Damage roll: 1d8 + 6 ⇒ (6) + 6 = 12
... and all of them are wounded as a result!
Two of the arrows Kiboko found seem strange to him
At long last the pathfinders are able to pass through the trapped room and reach the next chamber, bloodied but still alive, for now.
The central feature of the nearly square room they've reached is the wide set of shallow stairs that leads upward to a pair of passageways on the eastern side of the room. A row of ancient and splintered desks lies at the top of the stairs, and an empty room is visible beyond...
Each character who advances through the hall should roll Perception 3 times. If he/she doesn't I'll do it for them tomorrow. You could also designate one or more of your team as "trapfinders" Rolling perception 18 times at most. Be warned, it's a pretty risky proposition though

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Error in the previous roll as I just updated my header. Also I get an extra +4 from trapfinding & Scavenger trait to perceive traps.
Kelumur will bite the bullet and take one trapfinding roll for each player, making a total of 8 rolls, but will expend his wand of CLW's first before going down.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
"It's dangerous, let me take a look ahead." Kelumur suggest and immediately blends into the shadows before anyone has time to respond.
Perception: 1d20 + 13 + 4 ⇒ (12) + 13 + 4 = 29
Perception: 1d20 + 13 + 4 ⇒ (2) + 13 + 4 = 19
Perception: 1d20 + 13 + 4 ⇒ (9) + 13 + 4 = 26
Perception: 1d20 + 13 + 4 ⇒ (8) + 13 + 4 = 25
Perception: 1d20 + 13 + 4 ⇒ (12) + 13 + 4 = 29
Perception: 1d20 + 13 + 4 ⇒ (10) + 13 + 4 = 27
Perception: 1d20 + 13 + 4 ⇒ (7) + 13 + 4 = 24
Perception: 1d20 + 13 + 4 ⇒ (10) + 13 + 4 = 27
Stealth, if applicable: 1d20 + 23 ⇒ (13) + 23 = 36

Shardra - Iconic Shaman |

Let us agree that Shardra does the healing. Keep your channel for lay on hands.
”Please let me heal you. The spirits would want that!“
Chanel 1/4 : 4d6 ⇒ (5, 3, 6, 6) = 20

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Kiboko takes a moment to study to two odd arrows that he collects.
spellcraft + detect magic: 1d20 + 8 ⇒ (4) + 8 = 12
"Zeno, you are an archer. Take these." Kiboko offers the oddities to the elf.
GM how high are the ceilings here? If possible Kiboko will go along the ceiling using Spider Climb. Also Kiboko will make liberal use of his Wand of Heightened Awareness for a +2 to Perception (total +16)

Shardra - Iconic Shaman |

Shardra will also walk at the front.
Perception : 1d20 + 13 ⇒ (16) + 13 = 29
Perception : 1d20 + 13 ⇒ (16) + 13 = 29
Perception : 1d20 + 13 ⇒ (6) + 13 = 19
Perception : 1d20 + 13 ⇒ (20) + 13 = 33
Perception : 1d20 + 13 ⇒ (18) + 13 = 31
Perception : 1d20 + 13 ⇒ (16) + 13 = 29
Perception : 1d20 + 13 ⇒ (18) + 13 = 31
Perception : 1d20 + 13 ⇒ (11) + 13 = 24
Perception : 1d20 + 13 ⇒ (17) + 13 = 30
Perception : 1d20 + 13 ⇒ (11) + 13 = 24
Perception : 1d20 + 13 ⇒ (19) + 13 = 32
Perception : 1d20 + 13 ⇒ (2) + 13 = 15
Perception : 1d20 + 13 ⇒ (13) + 13 = 26
Perception : 1d20 + 13 ⇒ (10) + 13 = 23
Perception : 1d20 + 13 ⇒ (19) + 13 = 32
Perception : 1d20 + 13 ⇒ (20) + 13 = 33
Perception : 1d20 + 13 ⇒ (1) + 13 = 14
Perception : 1d20 + 13 ⇒ (20) + 13 = 33
Perception : 1d20 + 13 ⇒ (16) + 13 = 29

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"Zeno, you are an archer. Take these." Kiboko offers the oddities to the elf.
"I see my reputation precedes me..."
Spellcraft/detect magic, Elven Magic: 1d20 + 19 ⇒ (14) + 19 = 33
Seeing the expedition is already growing dangerous, Zeno takes a moment to raise a few wards; in addition to a personal spell...
false life: 1d10 + 6 ⇒ (6) + 6 = 12
...he draws two wands: One is a flat steel affair shaped like a broken sword, which he waves across his midsection (mage armor). The other is much stranger-looking, like a long, slender pillar of geometric shapes, each made of a different material (jade, platinum, blue maize, obsidian, lacquered cinnabar, rock honey, bismuth, and some sort of sturdy colorful fungus, among others). This one he waves gently over everyone in turn (hippopotamus and reindeer notwithstanding), who each experience an ethereal tone and strange sensation as he does so:
Wand of lucky number!:
Quiella: 1d20 ⇒ 1 <--- We have a winner!!!
Kiboko: 1d20 ⇒ 3
Kelumur: 1d20 ⇒ 14
Shardra: 1d20 ⇒ 8
Takahiro: 1d20 ⇒ 5
Zeno: 1d20 ⇒ 9

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Kiboko knows the 2 arrows to be magical but can't discern their actual properties fortunately Zeno discovers the two arrows to be identical +2 igniting adamantine arrows.
Meanwhile the rest of the group heals up while Kelumur and Shardra try to locate the pressure plates that need to be avoided.
Most of the traps they find have been triggered already but they find 2 additional still loaded arrow traps and 2 grapple bolt traps meant to skewer intruders and pull them to the eastern wall. Apparently, the northernmost of these two grapple bolts drags its target and then the victim also depresses additional pressure plates that trigger more traps. A deadly combination but having discovered it the pathfinders can safely avoid it.
Among the moldering desks they find 3 scrolls apparently untouched by age.

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The pathfinders proceed through the lightless chambers and, after avoiding a multitude of traps, reach a new room.
A few broken chairs complete with moldering cushions line the outer walls of this circular room. Four sconces sit lonely and empty around the room's perimeter. To the west, a short passage leads to another circular room. The floors of both rooms are unbroken but etched with a geometric pattern that sharply contrasts with the flagstones to the east.
@Everyone: roll perception again