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Juis joins Wilen to investigate the contents of the table.
Perception: 1d20 ⇒ 1

GM Blue Moose |

Looking over this table, you find a treasure trove of archaeological finds, art pieces, and many other valuables. Included on this table are a set of white jade figurines, an ancient bronze sacrificial dagger studded with chunks of roughly cut obsidian, well-preserved Taldan tapestries, and several darkwood Mwangi masks.
Several items trigger this spell: an arrow(strong necromancy), a candle(faint enchantment), and a Brooch(faint abjuration)

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When several magic items are pointed out, Wilen inspects them to try to discern their properties.
spellcraft, arrow (necromancy): 1d20 + 11 ⇒ (6) + 11 = 17
spellcraft, candle (enchantment): 1d20 + 11 ⇒ (4) + 11 = 15
spellcraft, brooch (abjuration): 1d20 + 11 ⇒ (12) + 11 = 23

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Nylthe gives the enchanted items a once over as well.
Spellcraft (arrow): 1d20 + 6 ⇒ (19) + 6 = 25
Spellcraft (candle): 1d20 + 6 ⇒ (2) + 6 = 8
Spellcraft (brooch): 1d20 + 6 ⇒ (12) + 6 = 18

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Juis takes a look at the magical items and examines them.
Spellcraft (Arrow): 1d20 + 10 ⇒ (19) + 10 = 29
Spellcraft (Candle): 1d20 + 10 ⇒ (15) + 10 = 25
Spellcraft (Brooch): 1d20 + 10 ⇒ (17) + 10 = 27

GM Blue Moose |

The brooch comes easily enough(Brooch of Shielding), but it isn't until Juis can study the candle(Candle of Truth) and arrow (Slaying Arrow,Keyed to Vermin) that they can be identified.
As for the historical value and worth of the items in general, these items, taken as a whole, would be things that the Society would be interested in in general: One of the tapestries maps out an area in Taldor, several masks from the Mwangi, and the like. If these were the artifacts that they were stealing in order to frame the Pathfinders, then they had a good eye for precisely what to steal.

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"Hmm... interesting items. I say take the magical items to be safe and then we continue onward but on our way back retrieve the rest of the stolen items to return to their rightful owners."

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Wilen scratches his chin and looks back at the doorway out.
They had those kids doing something for them. This was a little artifactory for items targeted to frame us.
He looks for any more Wayfinders or other iconic society items to drive the point home when the time comes.

GM Blue Moose |

Nothing along those lines is in here.
(as an aside, The Green workmaster wasn't killed, but was paralyzed for a period. What would you all do with her?)
The remaining door out of this room is locked, but Declan's skill with lockpicks makes short work of it(I.e, it's easily with his Take 10). Beyond that door is a short hallway and a set of steep stairs into another crypt. Unlike the previous one(With the effigy crypts, this one had actual sepulchers within, though almost all the lids lie cracked and broken thoughout this mildew-scented chamber. The floor is also festooned with scattered skeletons, seemingly picked over for anything of value. The one crypt lid that isn't broken, however, is hanging on hinges leading to a narrow tunnel barely larger than the coffin itself. From nearby that open 'doorway', acrid chemical fumes are readily apparent, as are the sound of voices.
Of note, the passage way forward does count as squeezing for the length of it.

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"If someone has rope or even better manacles, we can tie up the survivor that I paralyzed to turn in as a prisoner."
------
In the other room, Juis carefully moves up to the 'doorway' and tries to listen to what is being said.
Perception: 1d20 + 0 ⇒ (14) + 0 = 14

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Wilen thinks on the question. Unclear until we question this one. It could be as simple as the society have a reputation to abuse, and mistrust to sew as a deflection to simpler motives. But, we'll see when she wakes up.

GM Blue Moose |

2d20 ⇒ (11, 2) = 13
JS: 1d20 - 2 ⇒ (14) - 2 = 12
Unfortunately, once released from the paralyzing magic, the workmaster you've captured refuses to talk. She just struggles at the rope in an attempt to escape.
You catch the sound of 2 male voices, One is deep and resonant, and the other is a little jitterly and has a slight drawl to it...
".... supposed to be making the drugs to sell, not consume, Lal!"
"Relax, I have the next batch in process, just give the distillery 12 hours to work though, and you'll have plenty to work with."
"Provided you don't 'sample' the goods again..."
There's a brief and sudden pause...
"Wait, did you hear that?", followed by a grunt of acknowledgement....

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Juis holds his hands up for quiet and then whispers loud enough just to be heard. "I hear two people talking about making drugs. But they might have heard us."

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On Juis' signal Wilen quiets and focuses on the passage ahead.
Stealth: 1d20 + 7 ⇒ (11) + 7 = 18
Perception: 1d20 + 9 ⇒ (12) + 9 = 21

GM Blue Moose |

Little response immediately comes from the passageway, save the flicker of a moving light.
How long are you all willing to wait?

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Wilen holds up one of his bombs for Juis and Declan to see and points down the passageway, with a face that asks "Yeah? Send it down and see?"

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Patiently waits to see was Declan reveals when he returns.

GM Blue Moose |

LP: 1d20 ⇒ 6
TS: 1d20 ⇒ 4
NP: 1d20 ⇒ 9
Okay, you can only reach the point that you're currently at before you're positive you'll be spotted, due to the very narrow hallway and the light shining down from the hall, however you can see one man in the room: a stout, bronze-skinned teifling that's seen better days. While he looks like he used to shave his head and groom his beard regularly, it looks like he hadn't been performing much in the way of self maintenance. On top of that, he's somewhat jumpy, and slightly feral look on his face. with bottles, similar to the ones you've seen Wilen use stashed around his person. He has one foot on the edge of a barrel in front of him, with an alchemical apparatus behind him that Lebraerio or Wilen would probably be very interested in. Likewise, he does also have a longspear in hand and is rather intently looking down the passageway you're trying to sneak up.

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Declan will back down the hallway and report to the others. (read the spoiler)
"I think I can get in there, but it will only last for a few moments."

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Juis, "Lets do that then. Declan slips in before the rest of us charge in."

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Wilen nods, still holding a ready bomb. Whispering, he adds But... please don't destroy the alchemical apparatus.

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"Ohh. No promises." Declan smiles as he casts Vanish and scampers up the hallway.
Stealth: 1d20 + 10 + 10 ⇒ (5) + 10 + 10 = 25 invisible

GM Blue Moose |

LP: 1d20 ⇒ 2
TS: 1d20 ⇒ 1
DP: 1d20 ⇒ 7
Seeing as you all are going to be entering this room eventually, I'll throw the description up now....
This 30-foot-diameter cylindrical room is carved to resemble the interior of a swirling cyclone of air, although stringy roots, clumps of mold, and thin trickles of mud seeping from cracks in the walls break the dizzying architectural illusion. In the center of the room is a diverse array of glass flasks, plant-rubber tubes, mortars and pestles, and other alchemical ephemera, placed carefully on top of a large stone sarcophagus. Next to this makeshift worktable is a tall wooden barrel topped with a wooden lid.
A swaying lantern hangs from a 20-foot length of rusty chain set into the 30-foot-high ceiling, bathing the tomb in constantly shifting luminance that can be disorienting. A helical stairway, formed out of a plume of cut stone, ascends the interior of the hewn stone cyclone, ending at a balcony twenty feet above the floor. Neither the balcony nor the stairway has railings of any kind. A passageway leading west from the balcony is choked with stone rubble.
First note: creeping into this room is going to require 2 of the 3 turns of your Vanish. The narrow hallway is about 30 feet long, You're squeezing, and sneaking like you are requires movement at half speed. That said, sneaking into the room is surprisingly easy. However, there's an added wrinkle in the room: the 2nd man that Juis mentioned, who hiding just out of view of the narrow hallway. He has a rapier out with something on it, and is waiting for the first one through.

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Stealth: 1d20 + 10 + 10 ⇒ (2) + 10 + 10 = 22 invisible
Shortsword +1:
To Hit: 1d20 + 6 ⇒ (3) + 6 = 9 To Hurt: 1d6 + 4 ⇒ (5) + 4 = 9 Sneak Attack: 2d6 ⇒ (5, 4) = 9

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Stealth while invisible is +20 if you're moving. That should be +30 total

GM Blue Moose |

TI: 1d20 ⇒ 10
LI: 1d20 ⇒ 18
DI: 1d20 + 7 ⇒ (18) + 7 = 25
WI: 1d20 + 3 ⇒ (8) + 3 = 11
LI: 1d20 + 3 ⇒ (2) + 3 = 5
AI: 1d20 + 2 ⇒ (15) + 2 = 17
NI: 1d20 + 3 ⇒ (4) + 3 = 7
JI: 1d20 + 1 ⇒ (3) + 1 = 4
AD: 1d4 ⇒ 3
As the sounds of people begin to echo, the teifling kicks over the barrel, spilling on the ground a massive puddle of a noxious green puddle, which immediately begins to smoke up a off-colored cloud above it. As he does, Declan strikes, but misses him, letting the tielfing know that you're there. As the waste splashs around Declan's feet, he feels a searing fire from what splatters on him. Unfortunately, the cloud also allows Declan to lose sight of both foes.
Conditions
Cyan- this hallway counts as squeezing, i.e. requires double movement and you have a -4 to Attack and AC in those squares
Green- This floor in this area is covered with alchemical wastes. Currently, it's making a haze in the air(counts as Obscuring mist), and causing acid damage.
In addition, I need the first person though the hallway to give me a Perception check
Round 1
Green
Red(?) (-3)
Declan (-3,option to take AoO with concealment)
Aconite
Wilen
Nylthe
Lebraerio
Juis

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Hearing the commotion Wilen rushes through the passage.
Are the concoctions okay?
As soon as he enters and see's the cloud he realizes.
Oh....
[double move] 40'

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Declan warns of the pair's tactics.
Take the AoO.
Shortsword +1:
To Hit: 1d20 + 6 ⇒ (19) + 6 = 25 To Hurt: 1d6 + 4 ⇒ (1) + 4 = 5
confirm crit Shortsword +1:
To Hit: 1d20 + 6 ⇒ (4) + 6 = 10 To Hurt: 1d6 + 4 ⇒ (4) + 4 = 8
Miss Chance: 1d100 ⇒ 80

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Nylthe lets Aconite take the lead, squeezing past him once he's squared off with whatever awaits at the mouth of the tunnel.

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Aconite squeezes through, the flickering light forcing his body to retain a more specifically canine shape while he waits for the cultists to draw closer to his fangs.
Once Aconite emerges he lashes out at the formless shape close to him!
Claw (PA, Bless): 1d20 + 6 - 1 + 1 ⇒ (18) + 6 - 1 + 1 = 24
B/P: 1d4 + 2 + 2 ⇒ (4) + 2 + 2 = 8

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Juis squeezes into the tunnel just behind Lebraerio.

GM Blue Moose |

TAvW: 1d20 ⇒ 2
LA(b)vD: 1d20 ⇒ 123d6 + 3 ⇒ (4, 6, 2) + 3 = 15
TAAoO: 1d20 ⇒ 182d6 ⇒ (1, 3) = 4
AMSLB: 1d100 ⇒ 7
AD2/3: 1d4 ⇒ 1
TR(E): 1d20 ⇒ 7
(Ready going off)
As Wilen enters, the man hiding along the side slips forward and makes a textbook strike for a man's heart...
...of a Human.
Instead, Wilen barely avoids said rapier from striking his temple. end of ready, moving Red to after Wilen He's able to correct with Wilen's continued movement, however, and squarely connects with Wilen's kidney, with a burning sensation coming from the wound as he withdraws.
Green takes Declan's strike as he escapes, as Aconite squirms into the room, and bites at the human, only to miss to the chemical haze in air. At this point, the mist then fades out of the air, giving everyone a full view of the room, though Declan can still feel the burning from the chemicals. Then the Teifling hurls something at Declan, which explodes in a small fireball on contact with him, with the backlash washing over Wilen, Aconite and Nylthe, and barely misses his ally.
Conditions
Cyan- this hallway counts as squeezing, i.e. requires double movement and you have a -4 to Attack and AC in those squares
Green- This floor in this area is covered with alchemical wastes. Currently, it's causing acid damage.
Round 2
Green (-5)
Declan (-19,DC 16 Reflex save or catch on fire)
Aconite (-6, DC 16 Reflex to half)
Wilen (-10, DC 16 Reflex to half bomb damage, DC 12 Fort save vs. Poison)
Red (-4)
Nylthe (-6, DC 16 Reflex to half)
Lebraerio
Juis

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Reflex: 1d20 + 5 ⇒ (7) + 5 = 12
Aconite recoils from the sudden flash of flame before pouncing back on his prey!
Bite (PA, Bless): 1d20 + 5 - 1 + 1 ⇒ (7) + 5 - 1 + 1 = 12
B/P: 1d6 + 2 + 2 ⇒ (1) + 2 + 2 = 5
Claw (PA, Bless): 1d20 + 6 - 1 + 1 ⇒ (15) + 6 - 1 + 1 = 21
B/P: 1d4 + 2 + 2 ⇒ (4) + 2 + 2 = 8
Claw (PA, Bless): 1d20 + 6 - 1 + 1 ⇒ (11) + 6 - 1 + 1 = 17
B/P: 1d4 + 2 + 2 ⇒ (3) + 2 + 2 = 7
Gore (PA, Bless): 1d20 + 5 - 1 + 1 ⇒ (6) + 5 - 1 + 1 = 11
P: 1d6 + 2 + 2 ⇒ (1) + 2 + 2 = 5

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Reflex: 1d20 + 6 ⇒ (18) + 6 = 24
Declan jumps off the table just in time to dodge the explosion. He runs through the acidic puddle directly at green. Striking out at him with his sword.
Shortsword +1:
To Hit: 1d20 + 6 ⇒ (15) + 6 = 21 To Hurt: 1d6 + 4 ⇒ (1) + 4 = 5

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Ack! Wilen winces as the blades withdraws from his side.
DC12 Fortitude vs. Poison: 1d20 + 6 ⇒ (16) + 6 = 22
The alchemists eyes narrow after the bomb throw with over-obvious irritation.
DC16 Reflex to half bomb splash: 1d20 + 8 ⇒ (18) + 8 = 26
Okay... we've got some of that too...
Wilen throws his own bomb back at the tiefling.
Leave your equipment behind and go!
[standard] bomb attack
bomb touch attack (mutagen) vs. RED, FIRE damage, FIRE splash damage: 1d20 + 11 ⇒ (4) + 11 = 152d6 + 5 ⇒ (4, 6) + 5 = 156 = 6 of course the dice ran out here...
If it misses it lands...: 1d8 ⇒ 7 => NW of RED, RED takes splash (DC16 reflex for half)
The halfling then disperses the crowd, knowing full well that the opposing alchemist knows what to do with one.
[move] 15'

GM Blue Moose |

LAoO: 1d20 ⇒ 11d8 + 4 ⇒ (4) + 4 = 8
TCC: 1d20 ⇒ 2
TA: 1d20 ⇒ 161d6 ⇒ 5
Lebraerio, Red delayed on his last round, moving him to after Wilen. As such, he gets to act before you. After he goes, I'm more then willing to let you keep your rolls.
Wilen, Red is the human and Green is the Tiefling. I applied the damage to Red, but if you want it on green, please say so.
The Teifling takes a wild swing with his longspear as Declan comes in, but Declan easily steps aside, and gets a good strike in response. While Aconite's flurry of attacks is almost overwhelming, only 1 claw connects before he steps back in time for Wilen to smack him with a bomb of his own. In response, the human loops around the sarcophagus to get to Wilen again, stabbing him again.
Round 2
Green (-10)
Declan (-19)
Aconite (-6)
Wilen (-9)
Red (-27)
Nylthe (-3)
Lebraerio
Juis

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Wilen, Red is the human and Green is the Tiefling. I applied the damage to Red, but if you want it on green, please say so.
Had meant to retaliate against the alchemist, but with my identifying the wrong foe it's fine, I'll target him next round

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Juis moves further up the passage way before praying to give his allies a boost in this combat.
Cast Bless: +1 Attack, vs Fear

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Nylthe advances, carefully eyeing the distance between her foes and fills the area with quickly conjured glitterdust.
Hits Red and Green, DC 16 Will