Sylvester Solstar |
Dot in as well. :)
GM Aldizog |
I have put your Initiative and Perception on the first map slide. A closer-up map is on the second slide, and I will try to keep updating the link when needed. This one has a pretty big map.
You have received your directions in a letter from Venture-Captain Sheila Heidmarch.
The Church of Pharasma in Kaer Maga has requested the assistance of the Society in resolving a peculiar problem. Head to the Bottoms district of the city. You are to meet with Valanthe Nerissia, priestess of Pharasma, in the Godsmouth Cathedral, on the first Moonday of Arodus. Be discreet.
With the Society's contacts, it is no trouble to arrange transportation to the ancient city.
Kaer Maga towers over the surrounding Storval Rise. The cliff-top fortress is more than half a mile across and numbers over eight thousand inhabitants.
The Bottoms district, in the Southern part of the city, is just as anarchic as the rest. A group of abolitionists inveighs against the evils of "Slavers within the very walls of our city!" while most passers-by ignore them and go about their business.
The Godsmouth Cathedral takes its name from one of the titanic carvings on the cliff face below the city. It is not known who is represented by these gigantic bodies and faces. The Runelords of ancient Thassilon? forgotten kings? Dead gods? What is known is that some of these massive sculptures lead into the Undercity, a dizzying network of caverns, tunnels, and chambers, both natural and man-made, that riddle the cliffs beneath Kaer Maga.
One of the most famous entrances to the Undercity lies in the mouth of one of the giant faces known as the Unnamed King. It is here, in the Godsmouth Ossuary, that many of the honored dead of Kaer Maga are interred.
The Godsmouth Cathedral is above the site, perched on the cliff’s edge just above the gigantic face. It is a huge, gothic edifice dedicated to all three aspects of the Lady of Graves — the midwife, the reaper of the dead, and the mad prophet.
You are ushered to a side chapel for your midnight meeting. Cryptsmistress Valanthe Nerissia greets you. She is a short, bespectacled, slender woman with prematurely greying hair. "Venture-Captain Heidmarch has given us a favorable impression of the Society's capabilities. I hope we can also count on your discretion. May we?"
If anybody declines or shows disrespect, she does not give you the mission and so the module is reported as a failure. Therefore, I'm proceeding with the assumption that you all agree.
"Bodies have gone missing from the Godsmouth Ossuary. This is a most serious sacrilege. I ask that you stop whatever is behind the disappearing bodies, and eliminate any other hazards to be found in the Ossuary. I have negotiated payment with Sheila Heidmarch; you are permitted to keep any valuables found within the sealed crypts, other than clearly Pharasman relics or treasure.
You do not have to enter immediately; you may wish to equip yourselves. Though I request you begin by tomorrow afternoon at the latest.
I must again impress upon you the need for absolute secrecy. Should word of this problem circulate in Kaer Maga, we will conclude that the Pathfinder Society was to blame and will ensure the Society has a very difficult time in this city."
"As a matter of religious doctrine, we keep the Godsmouth Ossuary forbidden to all but the clergy and the honored dead. Mourners are restricted to the ossuary’s entrance or this cathedral. Not even the Duskwardens, who lead visitors through the Undercity to the city above via the Halflight Path, are allowed to enter the sacred vaults.
In this one circumstance, we have decided to relax the restrictions on outsiders entering the crypts that you may help solve this mystery."
Any questions or purchases?
Korum of the Silver Eyed Wolf |
To the gathered team
A half-orc in a chain shirt and a ax strapped over his cloak nods in greeting. "Name's Korum. Pleasure to make yer 'quaintance."
At the meeting
"We understand the weight of this. Thank you for trustin' us outsiders. What steps have you taken already? Have you determined a time of night it happens, or a window of time? How long has this been goin' on? Might we need anything to identify us as acting on your permission?"
Going to purchase a Wand of CLW with 2 PP. I have some Alchemist's Fires, Holy Water and a Climber's Kit. Can we think of anything else?
GM Aldizog |
The Cryptsmistress adjusts her spectacles.
"We noticed the first missing bodies a few months ago. The rate of disappearance has increased over the past few weeks. We conducted some preliminary investigations. Some acolytes ventured into the sealed lower levels, below those that we use for the crypts. It is our conclusion that the problem lies within those lower levels, possibly in the form of some undead that has awakened.
I will escort you to the lower level personally, and you should not encounter any more of our clergy once within.
I shall also give each of you a potion of healing and a vial of holy water; the vials are marked with the Spiral of Pharasma. And there is one further item that I shall give you at the appropriate time."
Grakkahn |
Before the Meeting
"You too," the man says, extending a hand littered with little scars. "Grakkahn." Giving him a look over, you see a man dressed in a plain woodworker's apron holding a rainbow-ribboned glaive against the ground with one hand. Shiny chain-links at the base of his neck giveaway the armor beneath his clothes.
At the Meeting
Grakkahn listens quietly as the Cryptmistress speaks, giving her his full attention. He nods his head in support of Korum's words before waiting patiently for a response. Doesn't sound like the Society is well liked here. Yet. Hopefully our work today sets them on the right path. Would be a shame to start out on the wrong foot with these guys.
________
Grakkahn has 15gp left... The woes of being a fresh level 1 character! He has some mundane tools, beyond his armor/weapons.
Sylvester Solstar |
The red headed gnome trots around the room on top of his cream colored wolfhound. The dog as always approaches party members and even strangers begging for food.
"Woof...."
Solstar address his mount.
"Enough Shaggy. You have been trained better than that!"
Pausing a moment he speaks to the Cryptmistress.
"Of course you can rely on our discretion. We will set out as soon as we are able."
Sarzuket Thicketbotter |
An energetic gnome carrying a bag of produce arrives, peeling a potato. Putting all that away, he introduces himself to the group.
"Sarzuket's the name. Pleased to meet you all. Looking forward to help you with that undead problem."
Korum of the Silver Eyed Wolf |
After accepting the vials from the priestess, Korum holds out his pack to the rest of the team. "I have a somethin' fer swarms if someone's got a good arm fer throwin'."
Happy to hand off some of my Alch fire / Holy Water. Looks like I should be up near the front anyway.
GM Aldizog |
@Grakkahn - the Society does have its fair share of problematic agents, and its reputation is generally "mixed" in much of Golarion. In this case, the Pharasman clergy does trust you enough to let you in on their secret problem and allow you into their secret catacombs, but are understandably nervous about it.
And for some reason they are letting you rob the graves... which makes little sense to me but it is the way the scenario is written. Moving on.
@Korum - I did put you up front for rogue trap duty, but as you don't actually have Trap Spotter it will be a move action to search a 10' square. You can Take 10 on these checks if you wish. However, since everybody can check for traps, it probably makes more sense to have everybody check and those with other than the highest bonus roll dice rather than Take 10 - which I will do secretly if there is something to find.
Once you have finished equipping yourselves, you return to the Cathedral. Cryptsmistress Valanthe meets you, and escorts you down the narrow, twisting cliffside path to the Godsmouth Ossuary. You pass through the mouth of the Unnamed King and into the Ossuary itself.
On this first level, robed and hooded Pharasman priests silently tend to the deceased, offering prayers, burning incense, and anointing with oils - for, you expect, a substantial donation. These are the wealthy and powerful of Kaer Maga, or were in life. Even in death, the dead in these parts seem to be watched closely enough. You do not see any empty niches or alarmed clergy. Everburning Torches illuminate this level. Bodies wrapped in fine linen are reverently placed in countless niches lining the walls.
You pass through several such richly appointed catacombs, until you come to a stair.
Valanthe leads you down this stair to another level. One not quite so opulent, with far fewer clergy and less perfumed air. The sarcophagi look older and dustier.
There is another stair, and a winding passage. A dark room, the Light spell of the priestess merely a flicker, and then another stair down.
This level sees little use. The burial niches are mostly empty and dusty - although in some the dust indicates the recent removal of a casket. The air is musty and close. There are no other souls present.
Valanthe stops before a locked door. It is bronze, marked with the Spiral of Pharasma. "This is the only known entrance to the sealed lower portions of the ossuary. Once you enter, I will have to lock the door behind you."
She produces a hollow metal tube about 1 foot in length. By its weight and luster you can tell it is mithral. "This is a Chime of Opening that you may take. It has five charges left. You may use the Chime to pass some of our seals in the level below, but you must save at least one use to pass this door on your way out. We cannot open the door for you if you do not have the chime, as we have no way of seeing through the door to recognize you or determine if you are... still you. You understand? Good. If you lose the chime or use up its magic, you must find your own way out."
The Cryptsmistress takes a large iron key from beneath her robes and opens the door.
Are you good with the marching order?
What are you using for light sources?
Are you searching every 10' square as a move action as you proceed, or moving at a faster pace and only searching specific spots?
Mechien Segla |
And for some reason they are letting you rob the graves... which makes little sense to me but it is the way the scenario is written. Moving on.
Yeah, noticed that too... scratches head. I'd already worked it into Mechien's briefing reaction, going to leave it in. :P
---------------------
Before the briefing, as the Pathfinders gather
A lithe elf with slivery gray hair and a stern expression on a sharp-featured face appears. Most of him is covered up by a dark cloak lined with silver runes, with the hood drawn. His facial features are sharp enough that they stick out from within the cloak. He has a longbow slung over his shoulder, and a quiver of arrows at his back, outside of the cloak.
Delivering on the promise of his expression, he addresses the other Pathfinders with a direct, business-like demeanor. Well-met fellow agents, I'm Mechien Segla.
---------------------
Mechien's reactions at the briefing
The elf follows along easily enough with the cryptmaster's explanation. Missing bodies? Yes, that is odd and worrisome... clearly some nefarious necromancer is interferring...
However, one particular detail in her terms and conditions catches his ears...
..."keep any valuables"? Is that not at least a lesser sacrilege than the missing bodies? It's... an odd-seeming allowance in exchange for our looking into the disappearance of the bodies. On the other hand... if the crypts contained an old spellbook, perhaps I shouldn't be so hasty...
The elf strokes both of his long ears as he ponders this, like one might stroke their chin, not really listening from any specific answer from Valanthe.
He accepts the potion of healing and vial of holy water.
---------------------
Purchases
Mechien procures a Wand of Cure Light Wounds for 2pp, it's that time early in his career.
---------------------
At the Ossuary entrance
Mechien proceeds behind Valanthe with his cloak pulled close, minding his steps on the winding path down from the cathedral.
The elf executes a quick, familiar incantation to manifest his own source of light, on something held within a closed fist (but emitting the light through his fingers). After Valanthe's explanation, he nods simply and solemnly. Understood. We shall keep the chime save.
He turns to the group before passing through the doorway. Shall we move carefully, watching for snares? Indicating by suggestion that he would vote "yes."
Cayden Barleybrew |
A huge, hulking half-elf, dressed in banded mail, with a heavy shield on his back, and a morningstar at his side, nods to the others.
"Well met. My name is Cayden Barleybrew. If you want to make any jokes about it, please, get it out of your system now. It's not like I haven't heard them before. My father was a brewer, and not particularly imaginative when it came to naming his firstborn."
He then smiles wryly.
"Most people just call me Cay."
When the subject of how to tackle things comes up, he nods.
"Agreed. Slow and careful seems like the most sensible option. To that end, it might be worth having me up front, especially when I drink this," he says, pulling out an elixir that glows faintly blue.
@GM: I will be using the Elixir of Treasure Seeking boon from Silverhex to get a +2 bonus to Perception for the duration of the adventure. That takes my 'Take 10' Perception to 25.
Cay looks at the others.
"I think that I am also one of the most heavily armored people here, as well."
Grakkahn |
Grakkahn takes the Chime of Opening and places it into an apron pouch with a nod. No way I'm getting locked in here. I'll make sure we keep one charge left on this.
"Caution is good," he adds. "No rush for the Boneyard." Putting both hands on his Glaive, he takes a deep breath and steps through the door. This is it! I'll get a proper education through the Pathfinder Society after this. I'll be a learned man! Ha! Won't Mother and Father be proud to hear that!
________
Marching order looks good to me! With reach, I figure he can get his AoO's from round 1 (when they're most likely to happen anyways) by being in the front, then back off to make sure Cay has space to utilize his AC.
Sylvester Solstar |
The diminutive gnome rides his cream colored hound. The dog's saddle glows with arcane magic (Light spell).
"This should be an exciting adventure. We should keep our eyes peeled and our ear open."
GM Aldizog |
The door grinds open despite long years of disuse. Within, a stone spiral staircase descends into the earth. The stairway descends down a cramped vertical shaft.
You slowly descend, checking for traps or dangers.
Grakkhahn put him in front for single file due to the reach weapon can see a lack of reflected light that suggests there is a room ahead - he is near the bottom of the stairs.
Then, suddenly, everything goes black.
Grakkahn: 1d20 + 8 ⇒ (6) + 8 = 14
Korum: 1d20 + 1 ⇒ (14) + 1 = 15
Mechien: 1d20 + 5 ⇒ (11) + 5 = 16
Sylvester: 1d20 + 7 ⇒ (20) + 7 = 27
Sarzuket: 1d20 + 2 ⇒ (9) + 2 = 11
Cayden: 1d20 + 3 ⇒ (7) + 3 = 10
?: 1d20 + 6 ⇒ (13) + 6 = 19
You are single file on the spiral stairs, with Sarzuket in the back.
Sylvester (and Shaggy) may react to the darkness!
Darkness reduces your movement, as do steep stairs. Therefore, you can move at 1/4 speed, or 1/2 with either a DC 10 Acrobatics check or Darkvision, and full speed with both a DC 10 Acrobatics check and Darkvision. Failing the Acrobatics check means you fall prone.
Sylvester Solstar |
Even a reckless gnome knows better than to jump around in the dark!
With few good options he begins to sing to encourage his companions against the unseen adversaries.
He begins a song that he learned in a Sarenrae monestary.
"May the sun shine in..."
Bard Song is up, +1 to hit and damage and +1 vs fear and charm.
In the meanwhile Shaggy stays alert and ready to warn the party of any intruders that come too close and smells bad.
Sarzuket Thicketbotter |
Sarzuket casts Light.
GM Aldizog |
Sarzuket is not up yet...
Slam, Higher Ground, vs flat-footed: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18
Damage: 1d4 ⇒ 4
Grapple: 1d20 + 5 ⇒ (8) + 5 = 13
Constrict: 1d4 + 4 ⇒ (4) + 4 = 8
Round 1 - INSPIRE COURAGE +1
Sylvester
Monster
Mechien
Korum
Grakkahn
Sarzuket
Cayden
Sarzuket Thicketbotter |
Sarzuket channels healing energy from Gozreh, excluding whatever is around his head.
Channel to Heal living creatures, Selective Channeling to exclude octo-hat: 1d6 ⇒ 1
Mechien Segla |
Mechien nocks an arrow in his bow, and squints to find the source of the sound.
Did something... drop to the floor nearby?
[move] Draw bow
Grakkahn |
Grakkahn stops descending the spiral staircase. "Lights are out. What's happening back there?" he calls back, agitated at the sounds of suction cups coming from behind him. Not a good sign.
In the cramped quarters of the stairwell, he stows his Glaive and withdraws his Morningstar. "Make a hole, moving back!"
________
With a base DC of -10 to hear the sounds of battle, I'd say we all know where this is coming from (at least generally speaking)? Standard to sheathe weapon, Move to draw weapon.
Korum of the Silver Eyed Wolf |
1 person marked this as a favorite. |
Dungeon: 1d20 + 4 ⇒ (9) + 4 = 13
"It's some kinda calamari!"
Korum swings his ax at the ambushing mass of tentacles.
Cold iron Greataxe: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d12 + 6 ⇒ (2) + 6 = 8
Korum quickly tries to pull the creature off the gnome.
CMB?: 1d20 + 5 ⇒ (17) + 5 = 22
GM Aldizog |
Korum strikes the creature a solid blow!
Don't forget Inspire Courage - I have factored it in.
He recognizes the creature as a Darkmantle, an ambush predator native to the Underdark.
My mistake, should have been Arcana - this thing is a Magical Beast and not an Aberration. Still, I'll give it to you.
Round 1 - INSPIRE COURAGE +1
Sylvester
Monster -9
Mechien - has a standard action, but can't see anything.
Korum
Grakkahn
Sarzuket -12
Cayden
Sarzuket Thicketbotter |
1 person marked this as a favorite. |
"GAAAAAAAAAAAAAAAAAAAAARRGH! **CHOKE** **CHOKE** Heeeeeeelp! heeeeeeeeeeeeeeelp! an octopus **CHOKE** is **CHOKE** sitting on my head!!! **CHOKE** **CHOKE** aim your weapons **CHOKE** at least 4 feet above **CHOKE** ground!!!"
Mechien Segla |
Correct, sorry for the delay. Long day. For timing purposes I'm best able to post between 5-10pm, US/Pacific time. *Sometimes* I can sneak some in earlier in the day, but I shouldn't promise it. Weekends are of course no problem any time.
Mechien Segla |
Well, he would have tried one thing, but I think I already know the result :)
Last round Mechien tries to see if re-casting his light spell will work...[/ooc]
Sylvester Solstar |
Sylvester keeps singing and takes full defense.
Not being able to see is devastating to casters.
GM Aldizog |
The creature is not highly intelligent, but it recognizes that the half-orc can see it and can hurt it.
It releases its grip on Sarzuket and strikes at Korum!
Slam: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d4 ⇒ 2
Grapple: 1d20 + 5 ⇒ (9) + 5 = 14
The creature wraps its tentacles around Korum, trying to secure a hold on his arm. He is a bit too strong for it, and shakes off the grapple.
Round 2 - INSPIRE COURAGE +1
Sylvester
Monster -9
Mechien
Korum -2
Grakkahn
Sarzuket -12
Cayden
Sarzuket Thicketbotter |
Cure Light Wounds on SELF!!: 1d8 + 2 ⇒ (6) + 2 = 8
Korum of the Silver Eyed Wolf |
2 people marked this as a favorite. |
Break grapple?: 1d20 + 4 ⇒ (5) + 4 = 9 Disregard this. Thought it had me.
"And that's just about the last mistake yer ever gonna make. Should stayed in the water." The ranger brings his axe down in an overhead chop.
Axe of Tatar Sauce & Lemon: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d12 + 6 ⇒ (5) + 6 = 11
Mechien Segla |
Where is it? Point the way so that I might help you destroy it! The elf yells.
[standard] total defense
Can Mechien tell where the fighting is coming from?
Grakkahn |
As all goes quiet, except for the varied breathing of his companions, Grakkahn waits. "Everything ok again?" he whispers out into the darkness. Don't even know what I would have done there, glad whatever that was was dealt with quickly.
Once he gets the affirmative, he switches back to his Glaive and waits for the "all clear" to continue moving forward.
GM Aldizog |
The Darkness does not end immediately when the creature dies, but Korum figures out that he can move the creature's body up to the top of the stairs. The Darkness moves with it, and those in the lower part of the stairs can see as their Light spells resume functioning.
Led by the sharp-eyed Cayden and the glaive-wielding Grakkahn, the party moves into the room at the bottom of the stairs.
Old carvings cover the walls of this square chamber, thick with dust and cobwebs. Three sets of stone double doors stand in the three facing walls. Heavy bronze seals emblazoned with the symbol of Pharasma secure the doors against whatever lies beyond.
Most of the carvings are very old - Mechien recognizes them as referencing the seven Runelords of Ancient Thassilon. Although he does not read the language, much of the script is based on Azlanti, which he does read, and the names are evident.
Does anybody speak Thassilonian? Not actually required for the Knowledge (History) check here.
Cayden notices some more recent graffiti, written in Taldane (Common). My heart beats on the wrong side of my chest, or is it right? Is left right, or is it wrong? I don’t know what it means, or why
Which way? The doors are all magically sealed by the Pharasmans. You have the Chime, or you could try a regular Disable Device.
Sarzuket Thicketbotter |
Sarzuket HP: 16/19
"Well... *ouch* that was unpleasant! and this is why I will never, ever go underground again without a half-orc. You saved my life Korum! I will make sure you stay healthy throughout all of this!" says Sarzuket, rubbing his neck. "Anyone handy with a lockpick? if not let's use that chime shall we? I say we go west!"
Mechien Segla |
The elf runs his lithe, sharp fingers along the carvings as he eyes them.
These refer to the seven Runelords of Ancient Thassilon
He smiles at the graffiti that Cayden points out. We all go through many of the same stages of love and life, but why some think their personal notes are as culturally significant as the carvings is beyond me. Kids...
If allowed, Mechien could expend Bonded Item cast for Comprehend Languages to read the ancient Thassilonian.
Korum of the Silver Eyed Wolf |
The half orc looks down at the cleric, "Yer fine Sarz. Everybody if fine. No need fer special treatment. Let's just all do our jobs, save the day 'n get outta here."
Korum kneels near the lock and examines it for a bit. He pulls out a set of well made tools that have seen some wear. He then attempts to unseal the door.
Disable Device: 1d20 + 8 ⇒ (12) + 8 = 20
I'd rather save the chime if we can.
Sarzuket Thicketbotter |
Sarzuket's eyes grow wide when the half-orc starts using lock-picks on the stone door.
"You can do lock-picking too?! now ye're my best friend!"
Sarzuket Thicketbotter |
"Hey, slim-built man with tight leather pants and some elf blood: lay off my half-orc friend and savior! he's concentratin'!!!"
Not a bad idea to take 20 on opening doors! great reminder! it's bad for traps, but locked doors? yep!
GM Aldizog |
@Mechien - save the spell for now, you might need it later. The bonded item any-spell is a pretty big asset. In the future, Comprehend Languages is a very good spell to have on a scroll.
@Take 20 - Korum could Take 20, but if the DC is not very high, he will save time by not doing so. As is the case here.
The half-orc opens the lock on the first try.
They are Arcane Locked at CL15, but that high CL has no bearing whatsoever on the DC to open them, oddly enough.
A strange statue of a half-snake, half-human creature stands in a wide alcove to the south of two large stone doors. Comprising the lower body of a coiling serpent and the upper torso of a human woman, the statue has six wings and a disk containing a seven-pointed star in place of its head. Its crossed arms hold a quill and whip, and the entire statue is covered in verdigris. The faint outline of strange runes can be made out beneath the patina coating the statue.
Knowledge (Religion) checks, please.
Cayden suspects that this is sort of like a trap. Touching the statue will make something happen, but he isn't sure what.
Mechien Segla |
I suspect the the 7-pointed star is further related to ancient Thassilon. What else...
Knowledge (Religion): 1d20 + 8 ⇒ (9) + 8 = 17
Sylvester Solstar |
Sylvester waddles over with Shaggy.
"Interesting, they did mention about this at the academy. But was I paying attention..."
Bardic Knowledge,Religion: 1d20 + 2 ⇒ (4) + 2 = 6
"Apparently not."
After a moment of thought.
"Right it is dangerous down here. I get distracted sometimes."
He whips out a wand placing Mage Armor on both himself and Shaggy before putting the wand away.
Sylvester Solstar |
The gnome has no clue about the statue's religious significance. He can however find out if it is magical in nature.
Cast Detect Magic.
Mechien Segla |
Mechien squints at the statue and backs up. Okay, if Cayden says it may be a trap, or there is some mechanism in place, maybe we all step back and I hit it with a simple spell?
Just to be sure, he concentrates to himself and scans it with his arcane eye.
Cast detect magic.