Nicodemus of NIMH
|
Having been recently deceased, Nicodemus resists what his first impulse used to be when an incorporeal apparition appeared. Instead, Nicodemus sweeps his feathered cap off his head with aplomb, bowing deeply. "Nicodemus of the Pathfinder Society, at your service, Hearth Keeper. My friends and I are here to restore this resting place as best as we are able. Any guidance you might be able to provide in the best way to do so would be most appreciated." Under the guise of returning his cap to his head, Nicodemus keeps a sharp lookout to the apparition's reaction.
Diplomacy: 1d20 + 12 + 1d6 ⇒ (18) + 12 + (5) = 35
Sense Motive: 1d20 + 7 + 1d6 ⇒ (8) + 7 + (5) = 20
| GM Hawthwile |
”Repair? You mean it’s worse than this?” Hearth Keeper gestures to the mess in the entryway and frowns worriedly. ”Tell me, what happened? I only just woke up.”
What do you do?
Grandblade
|
Grandblade tries to replicate Shaonti respect by giving a greeting commonly used to honor wise ones.
Knowledge Local: 1d20 + 10 ⇒ (16) + 10 = 26
Then he proceeds to ask the ghost for any information of value.
"Friend spirit Hearth Keeper, is there anything you can tell us about how the place has been since you have awoken? The slightest of details may be of great importance."
Melea Shemroe
|
"Melea Shemroe, pleased to meet you. To preface, we were allowed here by the quahs." Melea grimaces. "An errant member of our organization caused damage to this sacred place. We are here to fix it as best we can. We encountered a pair of ogres just inside. We didn't expect that, but don't know what lies ahead either."
She tilts her head vaguely at the spirit's behavior. "How are you awoken? Or is this the first time? Apologies for the prying. Per your account, I can't tell if you're a guardian, a resident, or something else entirely." As she asks, the aasimar pans around with magical sight, surreptitiously catching Hearth Keeper at the edges.
Casting Detect Chaos/Evil/Good/Law on the area, but mostly with regards to our new friend.
Kraak Sharpbeak
|
Felicitas will try to remember the burial rites and then she tries to soothe the spirit.
KnowRel: 1d20 + 8 ⇒ (9) + 8 = 17
Diplo: 1d20 + 15 ⇒ (5) + 15 = 20
Bielsi
|
The others are doing a much finer job of interacting with the 3rd person to come back from the dead in the room than he would so Bielsi begins inspecting the chamber and seeing what he can put right.
Clearly, the bones laying around on the floor are not right and he does what he can to put them back in place.
Knowledge (Religion): 1d20 + 9 ⇒ (2) + 9 = 11
Nicodemus of NIMH
|
”Repair? You mean it’s worse than this?” Hearth Keeper gestures to the mess in the entryway and frowns worriedly. ”Tell me, what happened? I only just woke up.”
"This is as far as our investigations have carried us thus far, but indeed, we suspect this is only the beginning of the damage that may lie beyond this chamber. Before we go any further with our investigations, could you provide guidance on how to best restore this chamber to its original state? Of course that's after my more doughty companions remove these offensive ogres." Nicodemus turns and nods to those in the party more stout in stature and strong of arm.
"Indeed, as my friend said, a misguided former member of our Society defiled this place, and we seek to make amends by restoring this somber place of repose and remembrance. After we received permission from the Council of the Quah to come here and make the attempt to restore this holy place."Kn-Religion to ID Hearth Keeper: 1d20 + 8 - 1 + 1d6 ⇒ (20) + 8 - 1 + (4) = 31
| GM Hawthwile |
Hearth-Keeper's translucent face frowns. "Another visitor? Hmm, I think so? It’s been a while, but I tend to lose track of time. There was a skeletal beast who looked over this place, but judging by the looks of things, it’s been blown up. And judging by the fact that I’m here, seems like something has gone wrong here! What did this errant visitor do? I would love to help fix things, but I'm afraid I haven't left this chamber in... in a very long time." She looks around the Pathfinders' faces, her own more cheerful than before and eager to help.
"And as for what I do here? Well, I'm not really sure myself. I guess I welcome visitors?" She shrugs apologetically. "And I just woke up, so I'm afraid I can't remember many details about this place."
"As for repairing this? Well..." she gestures with an incorporeal arm. "I think we could tidy up the place, don't you? And perhaps you could put this stone plate back together? I can't imagine how it got broken in the first place."
What do you do?
Azra Gambit
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"So.....we've just got ter fix the rock, squire? Not me specialty but I fink we can manage that."
Everybody who still has more than 5 hit points of damage, Azra still steals 5 damage from you. So, heal in multiples of 5 and let me know how much total damage Azra takes (it's not all at once so she isn't going to die from it, don't worry.
Melea Shemroe
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Melea sighs heavily. "Evidently, our errant visitor blew up the Sepulcher's caretaker. If we saw it, perhaps we could puzzle out some fix?" She turns her attention to the plate Hearth Keeper indicates, looking it over with Perceive Cues and Detect Magic.
Perception: 1d20 + 12 + 5 ⇒ (18) + 12 + 5 = 35
Bielsi
|
Everybody who still has more than 5 hit points of damage, Azra still steals 5 damage from you. So, heal in multiples of 5 and let me know how much total damage Azra takes (it's not all at once so she isn't going to die from it, don't worry.
I've got a character named "Azara" so your name keeps throwing me off a bit. Zarisha was down 3 HP after I hit her with my healing wand a few times, so you can add that to your running total.
Bielsi moves around the bones and looks at the plate, but after a minute or two stops and examines his work. "That doesn't look right," he mutters.
Nicodemus of NIMH
|
Nicodemus studies the stone plate and tries to determine the best way to reassemble it.
Kn-any: 1d20 + 8 - 1 + 1d6 ⇒ (4) + 8 - 1 + (3) = 14
Given that it's "Large", I'm assuming this stone plate weighs more than 5 pounds? i.e. Too heavy for Grandblade to use Mending on it? We do have the special stone that mends that we were giving at briefing, but we probably want to use that sparingly. Perhaps wait to see the extent of damage, then make a list in order of priority, since we were told it has limited charges (iirc)--quote "it should have enough left for this mission".
| GM Hawthwile |
Melea sees that the stone plate is cracked deeply, but it doesn't seem to be missing any pieces. Nicodemus recognizes that it is clearly many times heavier than Grandblade's spell can handle.
"Well, if that's everything I can help you with, perhaps you could make those repairs? I think that would let me rest easily once more," Hearth Keeper asks humbly as she stares longingly at the broken stone.
What do you do?
Grandblade
|
"Perhaps the answer to our delimma is further in." Grandblade draws his greatsword and gets ready to venture deeper, facing who knows what.
Nicodemus of NIMH
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Nicodemus uses his wands of longstrider and heightened awareness, thanks Grandblade for restoring his mage armor spell with Nico's wand and drinks his mutagen. "Fate favors the prepared...or at least, I hope it does so from here on out..."
Then Nico moves to the door on the south, carefully checking it for traps.
high goes north: 1d2 ⇒ 1
UMD Longstrider: 1d20 + 11 - 1 ⇒ (19) + 11 - 1 = 29
UMD Htned Aw: 1d20 + 11 - 1 ⇒ (20) + 11 - 1 = 30
perception: 1d20 + 15 - 1 + 1d6 + 2 ⇒ (20) + 15 - 1 + (4) + 2 = 40
Bielsi
|
"We will return and ensure that your stone is properly repaired, honored spirit. First, we must see what other improprieties have been enacted on this tomb," Bielsi says, bowing to Hearth Keeper before turning his attention to the door Nicodemus is examining.
| GM Hawthwile |
"Oh fine," Hearth Keeper says, a scowl darkening her once-bright features. "Just leave me hanging here. 'What's the point of helping her - she's dead already'. No respect for the honored elders these days, I see." She crosses her arms and refuses to look at any of the Pathfinders.
Nicodemus does not notice anything dangerous on the door as he studies it.
What do you do?
Azra Gambit
|
Azra can only heal in multiples of 5, unfortunately. So anybody with less than 5 damage actually doesn't heal from life link, oddly enough.
"We're 'ere ter fix up the WHOLE place. We'd like a way out. Cor blimey guv! Promise we'll do us bestest to fix yor front door! Honest! A gnome's word!"
As we begin marching, Azra chills in the BACK, but prefers to have everybody within channel range if possible. So, uhh, after you guys!
Grandblade
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Grandblade kneels before the spirit, places his hands together in a silent prayer, then offers some of his rations. He then stands and catches up to Nicodemus. He has his blade drawn and asks politely, "Should we engage in some scouting to prevent an earlier incident?"
Nicodemus of NIMH
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Nicodemus opens the door to the south, rapier in hand.
Thought I had posted this testerday.
| GM Hawthwile |
Pillars of stone fill the room on the other side of the door. Each is etched with some sort of writing, but the inscriptions are chipped, scorched, or otherwise damaged or obscured. Around the pillars, Nicodemus can see another door leaving the room to the southwest. The air is still and quiet.
Because the success conditions for this scenario depend so heavily on PC actions, I do not wish to push or assume them for the players. If this is detrimental to gameplay for you, let me know and we'll work something out.
What do you do?
Kraak Sharpbeak
|
Looking around Felicitas shakes her head in sorrow.
"We have to repair this. It looks like someone recorded something here. Maybe the deeds of fallen heroes!"
Remembering the wolf stone received from the VC she tries to repair the damage.
Bielsi
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"No doubt this is the 'maze' where our disgraceful predecessor 'blasted' the 'lightning dogs' with a fireball," Bielsi says. He shakes his head at the number of things he's just said that were either untrue or potentially untrue that came from the Pathfinder who came before them.
He pauses. "Do you think Hearth Keeper was the so-called 'towering monstrosity of glowing bone and decaying flesh'? If I ever meet this guy, I'm going to punch him in the gut. He gives explorers a bad name."
He nods as Felicitas begins repairing the pillars, but goes to look for any remains from the "lightning dogs."
Perception: 1d20 + 5 ⇒ (20) + 5 = 25
Nicodemus of NIMH
|
"Perhaps it'd be best to assess the damage throughout and then prioritize the use of the stone? Whenever someone tells me a magic item 'should' work to complete a complicated task, I count on it having half as many uses as compared to what's needed to complete the job." Nico moves toward the door to southwest.
Melea Shemroe
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"The writing could be instructive, or just a list of names and dates. It would do to fix them now, but perhaps we should catalog the whole Sepulcher before using the stone much more."
| GM Hawthwile |
Felicitas starts rubbing the stone egg on the closest pillar to the door, and the cracks running through it begin to fade. It is fairly obvious that several chunks and small pieces are missing though - probably scattered somewhere on the floor.
Beisi's ken eye doesn't spot any remains of lightning or dogs, but in his search he notices that the ceiling has been weakened in several places (mostly likely by liberal spell use). Worse, he spots Nicodemus about to step underneath a dangerous section! Thinking quickly, the oread pulls the ratfolk back out of danger as the Sepulcher creaks and a bit of dust falls from the ceiling.
Restoring the pillars will also require a Perception check. Red squares are where the roof has been weakened and may fall.
What do you do?
Grandblade
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Finding himself less than helpful at this time, Grandblade waits outside of the hallways to wait for the all clear for a clean path.
Bielsi
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Bielsi continues a subvocal cursing of the man who caused all these problems, muttering a litany of unpleasant things that should happen to the man in the afterlife.
"Let's at least get this room stable before we move on. I'd hate for the place to collapse on us or behind us while we're exploring," he says.
He starts looking around for the places that need the most repairing, though taking a back seat to the more perceptive members of the party.
Perception (Aid Another): 1d20 + 5 ⇒ (12) + 5 = 17
Nicodemus of NIMH
|
Nicodemus thanks his friends for their caution and begins to take a closer look around.
Perception: 1d20 + 1d6 + 15 ⇒ (12) + (5) + 15 = 32 +2 more v traps
Nicodemus is impetuous, and taking his mutagen lowers his wisdom, which never helps. As a player, happy to use caution. Feel free to tell Nico to slow down at any point.
Melea Shemroe
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"Exactly the sort of detail Lumetkul would miss," Melea replies to Bielsi as she misses out on every detail joins the search.
Perception: 1d20 + 12 + 5 ⇒ (1) + 12 + 5 = 18
| GM Hawthwile |
Working together, the Pathfinders quickly locate the scattered pieces of the pillars. As Felicitas puts the few back into the pillar closest to the door and rubs the stone egg over them, the column regains its polish and the words become clear once more.
However, the other pillars are still in a state of disrepair. Many of the stone fragments littering the floor are on the far side of the damaged ceiling sections.
What do you do?
Nicodemus of NIMH
|
Nicodemus sets about seeking a way to stabilize the ceiling.
Kn-Engineering?: 1d20 + 9 + 1d6 ⇒ (2) + 9 + (1) = 12
Disable Device?: 1d20 + 21 ⇒ (1) + 21 = 22
Wow, need to start thinking about taking ten as much as possible...
Grandblade
|
If anyone informs Grandblade of the language barrier, he will come and attempt to decipher it.
Take 10 on Linguistics for 21
| GM Hawthwile |
Nicodemus doesn't see a way to stabilize the ceiling short of rebuilding it - it's not rigged to fall down, just damaged and unsteady.
What do you do?
Kraak Sharpbeak
|
Felicitas inspects the stone and the ceiling. "What do you think?
In any case let us write a warning. We can return later!"
Bielsi
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Bielsi sighs and looks around at the other damaged pillars. "Are we not going to be able to fully fix anything?" he asks, largely rhetorically.
But he nods. "Add it to the list. We can prioritize what needs to be fixed when we know the extent of the damage, everywhere. back the way we came?"
He heads back into the beginning chamber.
| GM Hawthwile |
The translucent form of Hearth Keeper hangs in the air of the entrance chamber, the faint breeze from the doorway failing to stir her robes. As she spots the Pathfinders filing back in, she quickly turns her back to them, arms crossed.
Another doorway exits the room to the northeast.
What do you do?
Nicodemus of NIMH
|
Nicodemus will carefully examine the door for traps.
and to speed things up...
if he finds any, he'll attempt to disable them. Once his compatriots are arrayed behind him in whatever fashion they find suitable, he'll open the door, rapier in hand.
Perception: 1d20 + 15 + 1d6 + 2 ⇒ (4) + 15 + (2) + 2 = 23
Disable Device: 1d20 + 19 + 2 ⇒ (8) + 19 + 2 = 29
Melea Shemroe
|
Melea likewise searches, then falls back to allow Zarisha to take her place.
Perception: 1d20 + 12 + 5 ⇒ (3) + 12 + 5 = 20
Azra Gambit
|
Perception: 1d20 + 9 ⇒ (2) + 9 = 11
Azra continues to twiddle her thumbs in the corner, quietly glammering her full plate into a variety of outfits. Once the door opens she hobbles through, trying to ignore the apparently angry spirit.
| GM Hawthwile |
Nicodemus does not find anything dangerous on the door. As he opens it, the Pathfinders see a recess in the floor of the room beyond that seems to have once contained water, but is now empty. A plaque sits on a stone shrine to the east, with two shallow indents flanking it on either side, carved out of the stone. At each of the four corners of this room are steles depicting Shoanti warriors in battle stances with various weapons in hand - bow in the northwest, bolas to the northeast, earth breaker in the southeast, and klar to the southwest. Two doors exit the room on the western side, one to the north and the other to the south.
In the interest of time, I'm pushing this along somewhat.
Biesi: 1d20 + 5 ⇒ (19) + 5 = 24
Zarisha: 1d20 + 6 ⇒ (16) + 6 = 22
Felicitas: 1d20 + 4 ⇒ (16) + 4 = 20
Grandblade: 1d20 + 4 ⇒ (2) + 4 = 6
Melea: 1d20 + 12 ⇒ (3) + 12 = 15
Galilah: 1d20 + 5 ⇒ (8) + 5 = 13
Nicodemus: 1d20 + 15 + 1d6 ⇒ (19) + 15 + (1) = 35
Biesi: 1d20 + 2 ⇒ (20) + 2 = 22
Felicitas: 1d20 + 5 ⇒ (19) + 5 = 24
Grandblade: 1d20 + 2 ⇒ (20) + 2 = 22
Melea: 1d20 + 7 ⇒ (2) + 7 = 9
Nicodemus: 1d20 + 7 ⇒ (7) + 7 = 14
Anyone who can act in either the surprise round or regular initiative can attempt the following check:
Surprise Round and Round 1! Bold may act!
Felicitas (Surprise and Regular)
Biesi (Surprise and Regular)
Zarisha (Surprise and Regular)
Grandblade (Regular only)
Nicodemus (Surprise and Regular)
Haunt
Melea
Galilah
Azra (Surprise only)
What do you do?
Bielsi
|
Knowledge Religion: 1d20 + 9 ⇒ (8) + 9 = 17
Bielsi doesn't have to know much to realize what is happening. People are greedy after death and there is little surer way of angering restless spirits than by taking something they prize.
As the sounds build, he quickly grabs the wooden bow out of the bag they've been carrying and respectfully settling it on the stele at the Northwest corner of the pool.
Nicodemus of NIMH
|
Kn-Religion: 1d20 + 8 + 1d6 ⇒ (11) + 8 + (6) = 25
"This is a weird one, fellas. Not the usual blast-it-with-positive-energy kinda haunt. I don't sense malice behind it. Might want to see what manifests...though perhaps some should retreat."
Nico moves to the corner and keeps his eyes peeled.
Perception: 1d20 + 15 + 1d6 ⇒ (2) + 15 + (5) = 22
Kraak Sharpbeak
|
Aid Perception Nicodemus: 1d20 + 6 ⇒ (4) + 6 = 10
This should bring Nico to 25
Felicitas quickly casts heroism on herself!
| GM Hawthwile |
Delaying Azra.
Bielsi carefully places the wooden weapon atop the stele, Zarisha following behind. The sounds of battle grow louder and louder as the room fills with ghostly, faceless soldiers that scream and charge in all directions seemingly at once. Amidst them all, four Shoanti warriors stand defiant - but weaponless. As they look down at their empty hands in horror and shame, the apparitions cut them down mercilessly. A few seconds later, the warriors reappear - only to be struck down again.
The faceless warriors also strike at the Pathfinders...
Haunt vs Felicitas AC 18: 1d20 + 13 ⇒ (9) + 13 = 22
Force damage: 1d8 + 3 ⇒ (7) + 3 = 10
Haunt vs Bielsi AC 16: 1d20 + 13 ⇒ (16) + 13 = 29
Force damage: 1d8 + 3 ⇒ (3) + 3 = 6
Haunt vs Zarisha AC 23: 1d20 + 13 ⇒ (11) + 13 = 24
Force damage: 1d8 + 3 ⇒ (7) + 3 = 10
Haunt vs Grandblade AC 14: 1d20 + 13 ⇒ (2) + 13 = 15
Force damage: 1d8 + 3 ⇒ (2) + 3 = 5
Haunt vs Nicodemus AC 25: 1d20 + 13 ⇒ (3) + 13 = 16
Force damage: 1d8 + 3 ⇒ (6) + 3 = 9
Haunt vs Melea AC 19: 1d20 + 13 ⇒ (14) + 13 = 27
Force damage: 1d8 + 3 ⇒ (2) + 3 = 5
Haunt vs Galilah AC 22: 1d20 + 13 ⇒ (12) + 13 = 25
Force damage: 1d8 + 3 ⇒ (8) + 3 = 11
Haunt vs Azra AC 28: 1d20 + 13 ⇒ (9) + 13 = 22
Force damage: 1d8 + 3 ⇒ (1) + 3 = 4
...opening wounds with ghostly weapons! Worse yet, the Pathfinders feel the ground beneath their feet grow soft, like sucking mud and boggy undergrowth.
Round 2! Bold may act!
Haunt
Melea (-5)
Galilah (-11)
Azra
Felicitas (-10)
Biesi (-6)
Zarisha (-10)
Grandblade (-5)
Nicodemus
Environmental Effects:
- Everywhere is difficult terrain
What do you do?
Bielsi
|
"Argh! Quickly! We must return their weapons to them. Place them on the steles before another round of attackers comes!" Bielsi exclaims.
He takes the wooden bolas and places them on the northeast stele the way he did the bow on the northwest one.
Nicodemus of NIMH
|
Nicodemus grabs the Klar and struggles toward the southwest stele.
Was adjacent to Bielsi with sack with weapons. Move action to retrieve weapon. Move 15' of difficult terrain.
Melea Shemroe
|
Surprised at the ghosts' appearance and positive energy resistance, Melea seizes the unwieldy earth breaker and places it on the southeast slab.
| GM Hawthwile |
@Bielsi - since it is difficult terrain everywhere now, it'll take a double move to get to the northeast stele. Since it'll take another move action to place the weapon, you still have it in your hand at the end of this turn.
@Melea - since Bielsi had the bag of items, you'll need to go to him first to retrieve the earth breaker. You can do that as a move action to move and another move action to retrieve an item. Token has been placed accordingly (I'm assuming that Zarisha has the bag now and is helping pass out items).
As Nicodemus passes by, the wooden bow on the stele next to him falls from its precarious perch and clatters noisily on the ground, the sound oddly cutting through the din of battle.
Round 2! Bold may act!
Haunt
Melea (-5)
Galilah (-11)
Azra
Felicitas (-10)
Biesi (-6)
Zarisha (-10)
Grandblade (-5)
Nicodemus
Environmental Effects:
- Everywhere is difficult terrain
What do you do?