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I apologize for being MIA over the weekend. I've marked the spell and it's what I would have done anyway.
"Clockwise works. This place is reasonably familiar looking. I'm sure we can clear the whole thing efficiently."
Nemis takes up a position towards the rear as the party makes their way to the door in the hallway.

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While the group waits, Daisley tries to show everyone how to cover each other's movements around an enemy. "So if you step like this, and you hold your weapon like this...it's okay, you don't need a weapon, it still works..."
Making a plan for my squad commander ability.
Daisley takes a spot up front and inspects the door.
Perception: 1d20 + 16 ⇒ (11) + 16 = 27
If it looks free from traps, she'll wait for everyone to be ready, and then open the door.

Pirate GM |

no traps, perfectly safe.
Opening the door reveals a spacious chamber with a few benches and empty armored training dummies as the only things of note.
The chilled air here speaks to some kind of magical refrigeration, though it has little effect beyond misting breath. A partly opened wooden door leads to the north.

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Chambren moves forward as well, ushering Morton to stand in front as a physical shield. The elemental complies. When Daisley looks to see if the group is ready, the arcanist nods. "Let us be about our work."
Moved everyone to positions I figured made sense. Please correct me if it looks wrong to you.

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Sorry for the absence - went to Sheryl Crow / Heart concert yesterday and still... making Fort saves... would the GM be so kind as to allow a slight no-disturb retcon? basically due to his current detection spells Ellismus would have taken the cold dmg from the broken Ice Wall and would have done a bit of scouting with Aram Zey's Focus and Arcane Sight active.
If slight 'scouting retcon' allowed:
El crosses the threshold of the Ice Wall and heals himself immediately with one of the wands dangling at his belt.
Wand of CLW, 3 charges: 3d8 + 3 ⇒ (2, 6, 3) + 3 = 14
He then looks down the long hallway with his magical sight:
Arcane Sight: 120 foot reach - auto detect all magic auras
Spellcraft DC 15 + (Spell Level or Half Caster Level) to id, Heroism: 1d20 + 18 + 2 ⇒ (10) + 18 + 2 = 30
El then heads to the nearest door and checks for traps, also listening at the door:
Aram Zey's Focus Trapfinding like Level 4 rogue, Perception, Heroism, Heightened Awareness: 1d20 + 13 + 4 + 2 + 2 ⇒ (3) + 13 + 4 + 2 + 2 = 24
He similarly check each three doors in the hallway.
Aram Zey's Focus Trapfinding like Level 4 rogue, Perception, Heroism, Heightened Awareness: 1d20 + 13 + 4 + 2 + 2 ⇒ (1) + 13 + 4 + 2 + 2 = 22
Aram Zey's Focus Trapfinding like Level 4 rogue, Perception, Heroism, Heightened Awareness: 1d20 + 13 + 4 + 2 + 2 ⇒ (10) + 13 + 4 + 2 + 2 = 31
Finally, he decides to open the north door (Same the party just opened)
Opening the door, he flies into the room, landing on a dummy, and looks around.
[ooc]Arcane Sight: 120 foot reach - auto detect all magic auras
Spellcraft DC 15 + (Spell Level or Half Caster Level) to id, Heroism: 1d20 + 18 + 2 ⇒ (13) + 18 + 2 = 33
Aram Zey's Focus Trapfinding like Level 4 rogue, Perception, Heroism, Heightened Awareness: 1d20 + 13 + 4 + 2 + 2 ⇒ (15) + 13 + 4 + 2 + 2 = 36
If nothing else, Ellismus keeps going and checks out the slightly opened north door from a distance.
[ooc]If slight retcon not allowed, please just use the part of this post that starts with: "Opening the door, he flies{...}" Thank you!

Pirate GM |

I don't see any particular need to go back and muck with our current narrative/timing. We'll continue as is.
There is a very faint universal aura permeating this room. Flying in you notice the faint smell of sewage wafting from somewhere past the doorway.
There is a moderate aura north of you beyond the wall. You did not notice any other auras other than the ones permeating the entire structure as you passed through the center hallway.

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Ellismus continues his flight above the statues and looks for creatures and magical auras alike.

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Indeed, such a useful skill. I must endeavor to unlock that mystery at my earliest convenience. Nemis steps into the room. Upon seeing its size, he reaches inside himself. His stride grows, and his limbs hearken back to an older time... Expeditious Retreat

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Daisley walks in, treading lightly and looking around carefully.
She will walk at half speed, taking 10 on Perception for a 26, if that's okay. She is looking for anything unusual or out of place. This whole place is a crime scene as far as she's concerned.

Pirate GM |

Things seem surprisingly normal in here, other than the slightly chilled air and the faint smell of sewage coming from the next room.
A low grumbling drawl echoes from the next room however. "Willuh, I just wanted ta dye ya green, wha' happen'... I dun understan..."
It sounds almost like crying.

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Cryin'? oh... I sense some tense drama type stuff... better get ready that ghost sucker I just bought... thinks Ellismus, drawing the haunt siphon from his belt pouch.

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"Are you alright?" Chambren asks, genuinely concerned. He moves closer to the door before adding, "Can I help? I can open the door if you want, and use what magic I have to help you..."
In Terran, he says to Morton, "Please take a look on the other side, and report back what you see."
The elemental familiar complies by moving to the corner and attempting to glide through the wall to scout ahead.

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Daisley adds to Chambren. "Hello? Can we come in? Maybe we can help."

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Gorf moves up cautiously to the side of the door and peaks in.

Pirate GM |

Morton describes a three legged freak that is mostly mouth. It's got four tentacles, three of them with barbs and a 4th covered in eyes.
It sounds similar to an otyugh, but it has the wrong number of tentacles, and too much conversational skill. Not a creature you are sure of from the description.
Celie slips into the room unseen, while Gorf peeks as well. It becomes clear very quickly that the creature is aware of Celie.
added picture to slides, the white 'hat' matches the description of the Nemes.
Both Gorf and Celie see a 4 tentacled creature amidst a room full of tipped over crates, some leaking a rainbow of muted colors onto the floor.
Looking towards Gorf it asks, almost trembling, in response to their entry and Daisley's question "Have you come for my remaining hats?" as it almost sniffs towards Celie.

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Nemis, master of his mind and controller of his thoughts... snorts "Hats." There is a melange of emotions in the single word; and they range from incredulity to dejectedness.
The psychic hangs back, preferring to let a more patient member of the party handle this.

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"Hats? Uh....maybe ta trade or somethin'? What happened to yer hats?"

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Some strange wave of deju vu passes over Daisley, but she shrugs it off. Must have been a dream.
Daisley has my True Dragons credit.
"No, we won't take your hats. Those are yours. My name is Daisley. Who are you?"

Pirate GM |

With nobody immediately trying to kill him or steal his hats the otyugh perks up a bit, almost beaming as he speaks.
"Hi dere. Name's Hats. Ya'll look like you're from back home. Dere I work fer the Sewer Dragons. I'm dere big guardin."
Any of you who are trained in knowledge local recognize the Sewer Dragon Kobold tribe as allies of the Pathfinder Society. With True Dragon's credit we can assume you've either read a chronicle or at least heard in general terms of that scenario's exploits and recognize Hats.
He follows up "I followed Ventra Cap'em Drangle Dreng through a portal to this dark place. In 'ere I took a paper from the Cap'em, and it said there was dis magical hat."
He waves around the Nemes of the Cerulean Pharaoh proudly on one of his tentacles.
"An' I foundit. 'Course I found these boxes o' dye too, and Willuh was gettin' old so I went wit da green. Poor Willuh didn't make it though. Willuh was my favorite too..."
Given the smell coming from various tipped over boxes it looks like Hats came across some alchemical supplies and may have tried dying his hat in acid...

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Ellismus flies down and fold his wings back behind his cloak, inspecting the various alchemical reagents and paying particular attention to the acid.
"Hats: we found some acid around a painting frame in real Absalom. Do you know anything about who took that painting?"

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"Let me look around to see if we can help you with your hats. How's Sarnia by the way? did she give you those hats? is she nice?"
Perception, HA, Hrsm: 1d20 + 16 + 2 + 2 ⇒ (18) + 16 + 2 + 2 = 38
Spellcraft DC 15 + (Spell Level or Half Caster Level) to id, Heroism: 1d20 + 18 + 2 ⇒ (13) + 18 + 2 = 33
Aram Zey's Focus Trapfinding like Level 4 rogue, Perception, Heroism, Heightened Awareness: 1d20 + 13 + 4 + 2 + 2 ⇒ (9) + 13 + 4 + 2 + 2 = 30

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"Hey Hats: do you mind if we take some of this stuff with us? ye think Sarnia would mind? is she nice?"

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”You said you came with Drandle Dreng. Do you know where he is now?”

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Are there any remnants of 'Willuh' around? Maybe enough for a mending spell that we could trade for the Nemes?

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Nemis, frustrated by the unique otyugh speaks up. He first clears his throat and squeezes his nose as if he had just removed a pair of pince-nez.
"Hats, please listen. We are on a mission, far from home. We cannot return to the Society without the objects of our mission. The Nemes are on that list. Now, please, help us.... we need the Nemes. Will a trade do it? Will you help *us* like you did in your famous adventure for others?"
Diplomacy: 1d20 + 9 ⇒ (20) + 9 = 29. Ha! If this doesn't work, Nemis is prepared to plumb his mind and/or leave for other parts of the building.

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"Please, Hats, only you can help us with this."
Auto-aid Diplomacy
Quietly, to the party, "Does anyone have another hat to trade him, perhaps?"

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Ellismus takes off his Cap of Human Guise and dangles it for the otyugh to see clearly.
"This hat can make you look like a gnome or halfling. I'll let you play with it until we're done in this building if you tell us more..."

Pirate GM |

Hats scratches his ?head/body/mouth? with his free tentacle. "If hat is important for mission Hats can come with, kinda like to get home too, always dark like the sewers. Or if mission is too secret I'll trade for another hat, but it's gotta be a good one, this is a special magic hat." Hats beams with pride at the last comment.
Spell-like Abilities (CL 5th)
Constant—detect magic (headgear only)

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"It's indeed a very goodder hat: it specialerer even, if you ask me. Have you ever tried to paint some portrait with that green paint before? or was Wiluh the first to dye, so to speak?"

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Gorf looks around at his teammates. "Ah don' see no harm in y'all comin' along with us. Caint blame ya' fer wantin' ta get home."

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Ellismus squints at the other hat too. Magical?
Arcane Sight Spellcraft DC 15 + (Spell Level or Half Caster Level) to id, Heroism: 1d20 + 18 + 2 ⇒ (3) + 18 + 2 = 23

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Hats' room is still covered on the map. Are there any other doors in there?