| GM Bret |
Examining the book, Toudah, thinks its is some sort of diary or journal written in a strange language. Many of the pages have been water damaged, but not has badly as would be expected given the age of the book and how long it must have been left outside. Toudah thinks there are some sections that would still be readable if he understood the language, but only experts at document restoration like those at the Pathfinder Society would have any chance of recovering more of the information.
Tuhdah
|
Tuhduh will cast read aura on the book, then stow it for later examination. He'll quickly then cast Detect Magic to see if there's any other magic we missed.
"Your master sounds . . . special."
| GM Bret |
The book also has remnants of abjuration magic on it. When Tohdah checks, he finds at least one other object in the area is magical. After some experimentation, he discovers that the satchel has a very faint — nearly spent — magical aura as well. He checks with read aura and finds it is also abjuration magic.
Flikk
|
"Yes! Show us all. Show us!" Flikk crowds in to see if they found the special papers they were sent to locate.
"Flikk traveled many places, know many speaks. Was great emissary for goblin people." Not that its likely to help, but Flikk speaks Common, Goblin, Undercommon, Orcish. Ya, maybe his life as an emissary wasn't to the friendlier races...
Ionic Saltbeard
|
Ionic double checks that the undead are truly dead, sprinkling a small amount of holy water over them and then giving them a small prayer. After everyone has looted them, he starts to dig a couple of graves for the men, hoping that a proper burial might prevent further undeath to the poor corpses.
After he finishes his work, Ionic stretches and gathers around everyone else. "Burials here're hard. At sea is easier. Only drop 'em overboard... But whatcha got dere?"
Tuhdah
|
| 2 people marked this as a favorite. |
Tuhduh gladly shows what he's found, "We has magic Pathfinder pointer, magic bag, and magic book!". He holds them up for everyone to see. Then opens the book to show what's inside, "Can't read this writing. Can any of yous read this? Was going to examine magic things better when we stop to camp."
I really like the visual of a dwarf and three goblins all huddled together looking over the same book.
Ionic Saltbeard
|
Ionic only has Dwarven and Osirani (outside of Common of course)
| GM Bret |
| 2 people marked this as a favorite. |
Ionic only has Dwarven and Osirani (outside of Common of course)
I had missed that you listed your languages off to the side. I kept looking under the spoiler labeled Skills and Languages, finally giving up when I couldn’t find the list of languages there.
When Ionic finally comes over and looks, he realizes the book is written in Osiriani! He translates one page that is still legible and seems interesting. See slide 7.
Ionic Saltbeard
|
I just realized that I didn't have them listed there myself, which confounded me for a bit too
The Squire'
|
"Does this book mean we go home now?
Or do we still have to go to the tower."
| GM Bret |
The rest of your journey through the forest is relatively uneventful. The trail is guarded by occasional waypoints containing old stone markers. The markers still have enchantments on them from long ago, protective wards to divert monsters and beasts from the road.
About mid-day two days after the battle in the clearing, you arrive at the tower marking Diggen’s Rest.
A lone tower juts upward through the treetops, the crumbled stone walls surrounding the tower indicating that it may have once been part of a larger keep. Spiked wooden barricades force anyone seeking to approach on foot to take a winding and circuitous route forward.
Flikk
|
Goblin and Absalom Lore, Society all +3 if any of those names ring a bell for Flikk.
"Weird words that one write in, weird weird." Flikk kicks around a few more rusted bits of armor, annoyed there wasn't anything more awesome to be found before following LEADING the others along the way with his Path Finder Pointer.
--------
Flikk looks up at the tower in the distance, nodding to the others and then pointing to his Path Findering Pointer "See, work every time." He does poke and prod the wooden barricades as they make their way closer to the tower, hoping to find a spot where they can squeeze through. "Feel like one of those mouses in a box... bouncing off walls till I fall in a hole..." He stops and squints, checking there is indeed no holes to be stepping in.
"That big tower look like good goblin home though, back long time ago. Goblins love to house sit for longshanks in their old homes."
| GM Bret |
Thrune is a name everyone should know. You don’t know if this Thrune is somehow related to the current ruler.
The Squire'
|
"My family were farmers.
I heard there are a lot of farmers in Andoran.
Master told of the rebellion of Andoran against Chellish rule.
Maybe that is these poor farmers?"
Flikk
|
"The ones with rolling heads? Looked like they were growing weeds... did you family grow weeds too?" Flikk looks slightly confused, but quickly changes the topic.
"Flikk hear of some of those names in the weird writing... Durven Gest is a famous Path Finder, maybe the first! Selmius was an old one too, but not as famous. The Thrune Clan rules Cheliax still, maybe they are related yes?" Flikk kicks the wall out of frustration. "Flikk HATE walls!"
Tuhdah
|
After everyone gets settled in Tuhduh takes a closer look at the magic items trying to understand more about them.
Arcana (Wayfinder): 1d20 + 3 ⇒ (19) + 3 = 22
Arcana (Book): 1d20 + 3 ⇒ (20) + 3 = 23
Arcana (Satchel): 1d20 + 3 ⇒ (16) + 3 = 19
Tuhduh looks at the barricade and the tower and then back to the barricade, "Tower looks old, but spikey wall looks new. I wonder if someone lives here."
| GM Bret |
The Wayfinder is an Archaic Wayfinder. Lost Omens World Guide
UNCOMMON EVOCATION MAGICAL
Price 30 gp
Usage held in 1 hand;
Bulk —
Activate Cast a Spell
An archaic wayfinder functions as a compass and acts as a repository for one cantrip cast into it. To fill an archaic wayfinder, a spellcaster casts the chosen cantrip into the empty device, providing any necessary cost; the spell cannot be one that is normally cast as a free action or reaction. Activating an archaic wayfinder is the same as the casting for the relevant spell. Once it has been activated, it becomes empty again. An archaic wayfinder can hold an aeon stone and activate its resonant power. An archaic wayfinder counts against the limit of one wayfinder with a slotted resonant aeon stone.
The book has abjuration spells on it to protect it from environmental damage. They are no longer fully effective — someone must have voided the warranty. ;)
The satchel was a protective item so that things in it wouldn’t be damaged. It is functionally destroyed but still radiates the last lingering magic.
Just as Tuhdah is pondering the question of if anyone lives here you all hear a long, discordant note like would be made by a badly played horn. Seems to be coming from one of the higher windows in the tower.
If anyone wants to do anything before going in, now is the time to say so. That would include changing your exploration activity.
The Squire'
|
The Squire thinks that if there are wooden barriers there must be people-- and hears the horn.
"Sentries should know how to play better."
He makes sure his gear is well stowed away, and, with one free hand he grasps his Master's shield in the other--
Still Defend (shield up) for Exploration
--"I imagine we are not going home, now?
But inside?"
Ionic Saltbeard
|
Ionic sticks to the front of the party, his axe in one hand, dagger in the other. He walks up to the wooden barricades and scowls at them. "Someding other dan ghosts set up home here. Unless ghosts can make defensive barricades."
He turns to the group and comments, "We goin'ta go in dis way?"
He readies himself to give a warning shout at the first sign of activity.
Still keeping to the Scout Activity.
Loohi Loohi
|
Loohi moves around the party as they travel, keeping an eye out for danger. Old habits. When they get to the tower, he looks over the various constructions, "Looks like they don't wants us to visits. But, we's are here, so let's goes in." As the horn starts playing, he cringes and adds, "Yes, Mr. Squire, that is not good. Let's go and breaks that horn so theys can't plays bad like that agains." He checks that his gauntlets are strapped tight and his "sword" is ready.
Still Avoid Notice
| GM Bret |
You walk past the barricade into the tower.
You come into a long room featuring a pair of intertwining staircases leading to the next level along the southern wall. Lying in poorly arranged piles against the wall to the north are some loose bags spilling over with lengths of copper wire, various stones and gemstones, cogs, wheels, and other devices, though the room's northwest corner appears to have been recently swept clean.
There are five reptilian humanoids here watching and waiting as you get to the entrance.
If you want to indicate where it is to others, you should take the Point Out action [A] to alert them as one of your actions on your turn. See pg. 472 of the CRB.
Flikk, Search, Perception: 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7
Ionic, Scout, Perception: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Loohi, Avoid Notice, Stealth: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
The Squire, Defend, Perception: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
Tuhdah, Search, Perception: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
Vandor, Unspecified, Perception: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21
Red: 1d20 + 3 ⇒ (9) + 3 = 12
Blue: 1d20 + 3 ⇒ (6) + 3 = 9
Green: 1d20 + 3 ⇒ (7) + 3 = 10
Orange: 1d20 + 3 ⇒ (2) + 3 = 5
Purple: 1d20 + 3 ⇒ (18) + 3 = 21
Bolded may act.
Round 1:
The Squire
Purple
Vandor
Tuhdah
Ionic
Loohi
Red
Green
Blue
Flikk
Orange
The Squire'
|
"Oh?!"
The Squire grips his shield in both hands, and hunkers down-- before racing across the room towards the two side by side enemies.
Arriving up to them, he smashes his Master's shield - gently - in the green one's face.
-2 for non lethal
"Hello, we come in peace!
We are Pathfinders!"
Shield Boss: 1d20 + 9 - 2 ⇒ (8) + 9 - 2 = 15
Bludgeoning: 1d8 + 4 ⇒ (2) + 4 = 6
• Everstand Stance
1 action to brace shield with both hands
(increase boss or spikes by one step & shield’s Hardness by 2 for Shield Block)
• Sudden Charge
2 actions to Stride twice and make a melee Strike
| GM Bret |
The Squire is slightly off with his aim and fails to hurt the green creature.
Purple says something in a language of hisses and roars.
It then rushed forward to thrush it’s spear into The Squire’s back!
Spear: 1d20 + 3 ⇒ (7) + 3 = 10
Piercing plus sneak attack: 1d6 + 1 + 1d6 ⇒ (1) + 1 + (6) = 8
When the first attempt doesn’t work, it tries again! This time it is just embarrassing.
Spear: 1d20 + 3 - 5 ⇒ (4) + 3 - 5 = 2
Piercing plus sneak attack: 1d6 + 1 + 1d6 ⇒ (4) + 1 + (3) = 8
Bolded may act.
Round 1:
The Squire
Purple
Vandor
Tuhdah
Ionic
Loohi
Red
Green
Blue
Flikk
Orange
Loohi Loohi
|
After the Squire charges at the huddled mass of creatures, Loohi slinks over to the closest one and takes a strike with both hands.
Stride; Strike; Strike
Spiked Gauntlet attack: 1d20 + 7 ⇒ (13) + 7 = 20 piercing damage: 1d4 + 3 ⇒ (2) + 3 = 5 sneak attack damage: 1d6 ⇒ 6
Gauntlet (2nd) attack: 1d20 + 3 ⇒ (10) + 3 = 13 bludgeoning damage: 1d4 + 3 ⇒ (4) + 3 = 7 sneak attack damage: 1d6 ⇒ 2
Ionic Saltbeard
|
Ionic mutters something nasty about people with short legs being at the front to set pace as he stops for a moment to catch his breath after having to rush to catch up with everyone. He takes a deep breath and then hustles forwards striding across the 40' to get to the purple scaled lizard. "Ought have...*huff* slowest one *huff* at front."
He then takes a deep swing with his axe not quite recovered from the hustling.
“First the Axe!” Dwarven Waraxe: 1d20 + 7 ⇒ (14) + 7 = 21
Damage, Slashing: 1d8 + 4 ⇒ (4) + 4 = 8
Tuhdah
|
Tuhduh will move to the middle of the room and point toward the base of the stairs, "The sneaky lizard creatures built a trap there."
He'll then inspire Courage.
Allies gain +1 Attack, Damage, Saves vs. Fear
Move, Point out, Inspire Courage
The Squire'
|
Seeing how his comrades are just killing the creatures they just met without talking to them, the Squire smiles: "You are just like my Master! Kill them all, Iomedae will recognize her own he said..."
Ionic Saltbeard
|
Ionic bristles some at being compared with this increasingly ess appealing 'Master' of Squire's. He starts with a "Hey, Dis one tried ta spear ya." before taking another deep breath. "But yea, could be more gentle."
I forget that non-lethal is an option.
Loohi Loohi
|
After knocking down the orange creature, Loohi moves up to the blue one, with his hands raised up as a brawler would. "Maybe me can hit less hard...
Loohi Loohi
|
Loohi has gauntlets. Not sure if he could use an unarmed strike with them "wielded" as they are attached to his hands.
Vandor Northwind
|
Vandor rushes in roaring at the lizard that tried to stab The Squire in the back and swings his greatsword at it.
Greatsword attack w/ inspire: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
Slashing Damage w/ inspire: 1d12 + 4 + 3 + 1 ⇒ (5) + 4 + 3 + 1 = 13
Action #1 Rage
Action #2 & #3 Sudden Charge
I think I moved to the right one on the map
| GM Bret |
The one that attempted the backstab is already down.
Vandor rushes up and swings, but his weapon does not connect with the reptilian annoyance,
Red loads it’s sling and then fires at Tuhdah, but he misjudged the height of the ceiling. He reloads.
Sling: 1d20 + 5 ⇒ (6) + 5 = 11
Bludgeoning damage: 1d4 ⇒ 2
Green cautiously shifts to the side, then tries to remove The Squire’s kidney. He doesn’t succeed.
Guarded step, strike, strike
Spear: 1d20 + 3 ⇒ (6) + 3 = 9
Piercing damage: 1d6 + 1 + 1d6 ⇒ (1) + 1 + (2) = 4
Spear: 1d20 + 3 - 5 ⇒ (1) + 3 - 5 = -1
Piercing damage: 1d6 + 1 + 1d6 ⇒ (5) + 1 + (5) = 11
Blue decides he has a better chance of hitting The Squire, so he tries it. He just barely misses!
Spear: 1d20 + 3 ⇒ (12) + 3 = 15
Piercing damage: 1d6 + 1 + 1d6 ⇒ (4) + 1 + (5) = 10
Spear: 1d20 + 3 - 5 ⇒ (17) + 3 - 5 = 15
Piercing damage: 1d6 + 1 + 1d6 ⇒ (3) + 1 + (5) = 9
At that point, he decides he would like some space between himself and the two humans.
I believe The Squire gets an AoO for the movement, but not Vandor.
Inspire Courage active
Bolded may act.
Round 1:
Flikk
Round 2:
The Squire + AoO
Vandor
Tuhdah
Ionic
Loohi
Red
Green
Blue
Tuhdah
|
Tuhduh continues to encourage his allies as he casts a spell sending the sling bullet shot at him right back where it came from.
Inspire Courage, Telekenetic Projectile at Red
Spell Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Bludgeoning Damage: 1d6 + 4 ⇒ (4) + 4 = 8
"Ha ha!!! That's what you get. Throw me some more rocks to hit you with!"
Ionic Saltbeard
|
Ionic moves after the blue scaled lizard thing, taking a good moment to judge it's movements and how it walks. He then focuses on how the thing likely dodges. "Ai like not havin' ta think about de sway of de ship. Makes fights easier. Now ta be gentle." Standing next to the creature, Ionic tries to quell the pirate instinct to slam down as hard as possible with both weapons and instead use some finesse.
“First the Axe!” Dwarven Waraxe non-lethal: 1d20 + 7 - 2 ⇒ (13) + 7 - 2 = 18
Damage, Slashing: 1d8 + 4 ⇒ (5) + 4 = 9
“Next the dagger!” Clan dagger, 2nd strike, non lethal: 1d20 + 7 - 2 - 2 ⇒ (12) + 7 - 2 - 2 = 15
Damage, Piercing: 1d4 + 4 ⇒ (3) + 4 = 7
The Squire'
|
After Blue tries to skewer the Squire, the fighter tries to bop him on the head as he moves away--
Shield Boss AoO w. IC: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18
Bludgeoning: 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11
--"That was not nice!"
The Squire looks around and sees Green standing there.
"My kidney is my own!"
So he tries to crush the body part thief in the face--
Shield Boss w. IC: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27
Bludgeoning: 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11 Crit'?
--if that face is crushed, The Squire will move over to beside Blue if he is still standing.
AoO
Strike
Double Move
| GM Bret |
The Squire is barely able to hit Blue as it tried to flee. The hit is solid though, knocking it lit of action.
Green has no opportunity to run away before The Squire decapitated it with the edge of his shield. Green is very dead,
Ionic would have hit as well, but you’ve run out of opponents.
As you are recovering from the battle, you find one of the creatures had a vial in their belt pouch. Tuhdah finds another pit trap in this room, right next to where Red was standing.
Stairs lead up.