| GM Hawthwile |
”I found these items in Master Hestram’s room...the map is marked up, showing several locations...and there’s some scribbling that might be relevant. Do you know who ‘O’ might be?”
Eliza does not reply, but Osprey limps forward to look over the parchment. "It would be vain of me to assume this 'O' stood for myself," he muses. "Vain and foolish, since I am most decidedly on Golarian."
Handouts updated!
You've not seen this before, but you've heard about poisons that cause blood to clot while still circulating through a person's body. It seems likely they would also cause clotting in blood outside a person's body as well.
The room behind Adril's corpse is furnished in mismatched, gaudy trappings in a large variety of styles. Perhaps these are remnants and cast-offs rescued by the Venture-Captain or her staff from ruined manors elsewhere in town. The bottle itself is cracked, but the residue inside does not match any alchemical substances you are familiar with. Most likely this was a potion of some kind instead.
"...Kramac would like to hear more about this Montrose and how Hestram was involved in his death..."
"Well then you shouldn't have yelled," the half-orc's captive answers sullenly. "I don't have to tell you anything." Not even Zaarah's soft words change his mind, and he keeps his mouth shut as he hangs his head into his chest.
Coercing someone makes them act Friendly to you, but it certainly doesn't endear them to Diplomacy afterwards.
What do you do?
Kiboko
|
From within his shelter Kiboko glowers at Petulengro. She does not care. Kiboko has no doubt it is her folly in choosing Galtans, and allowing them to go about masked, that has led to this catastrophic security breach. The arrogant woman will not hear such criticism willingly! And we have other matters of more immediate concern.
As his comrades begin their investigation Kiboko exits the shelter. The Baglands portal collapses back into his magical bag.
"There is much to consider before we enter the maze."
Kiboko studies the finds.
"Hestram's map. 'TM' in Galt: that is Montrose. This is a kill list" Kiboko announces.
"That idol, Kiboko has seen similar things in the Mwangi Expanse. Allow Kiboko to handle it." A useful thing, that might allow Kiboko to make more free use of Ferocious Beast.
"You should kill the gnome and have done with it, Kramac. He is clearly of no use and deserves no more."
Mvumbu approaches.
Zaarah Katsu
|
Zaarah raises an eyebrow.
“A kill list? I think we’re jumping to conclusions! What if it is a protection list? I’m not saying that this is not strange but this is VC Hestram we are speaking about! So maybe he was involved in whatever happened to this man Montrose. Whoever that might be!? But we should investigate to learn more!“ she says with determination.
“And Mesh does not want to see more people dead!“ she says and looks at Kiboko and then her black blade.
Flyndyngylyn
|
"Hestram's map. 'TM' in Galt: that is Montrose. This is a kill list" Kiboko announces.
Flyn ponders. ”I admit this map troubles me...and it can be no coincidence that TM in Galt is marked on the map and that a chap named Teppin Montrose from Galt has been murdered. But we need to find out who ‘K’, ‘EK’, and ‘S’ are...and confirm if they’ve been slain as well before I’ll damn Adril Hestram as a murderer...he has always seemed an honorable man in my prior dealings with him...”
Looking to Osprey and Eliza Petulengro, Flyn asks flatly, ”Do you have any idea of who these letters on the map might represent? What can you tell us of Teppin Montrose? Do you have any reason to believe that Adril Hestram could be involved in his murder? Or any other misdeeds for that matter?”
Sense Motive: 1d20 + 6 ⇒ (4) + 6 = 10
Kiboko
|
"Not every kill is a murder, Flyn. Perhaps Hestram had a vendetta of some sort, or considered his targets a threat in some way."
Zaarah Katsu
|
Zaarah thinks for a moment.
“Hestram was very ... ehhh ... fascinated with the Decemvirate if you guys remember our last conversation with him. Maybe he was working directly on their behalf. Maybe these initials represent some threat to the Society!“ she says with determination.
She looks at all of you and does not seem crazy at all.
“I really only have a few cornerstones in life - beyond my siblings - that I can trust in! The society and its members have always been one of these few cornerstones! Just abandoning the idea of cooperation ... it’s not OK for me!“
Kramac
|
Kramac turns to Eliza,
Do you know anything of Hestram's schemes? It seems there is more going on here than we have been made aware of.
| GM Hawthwile |
Eliza blinks her pupil-less eyes, but does not respond to the Seekers' questions immediately. Osprey waits patiently, looking over the five with his piercing, hawk-like gaze. After several long seconds, Eliza's eyes roll back to their normal orientation and she nods once at Osprey.
"The truth," Osprey says softly in his low, scratchy voice, "is that we have suspected Hestram of treachery against the Pathfinder Society for months. The Decemvirate asked me to investigate personally. The Talespinning was not a prelude to Adril's promotion, but rather a test of his loyalty."
"A test," Eliza interjects with a twist of the mouth that could either be a crooked smile or a frustrated grimace, "that he appears to have failed."
Osprey smiles, his thin lips showing comfort and humor belied by his penetrating, avian gaze. "It remains to be seen whether you, his most trusted field agents, may yet pass. Guilt by association is not fair, but in the Decemvirate's eyes it is prudent - especially in these dangerous times. Your investigations thus far have proven you loyal Pathfinder agents. Venturing into the Maze of the Open Road and solving the mystery of Adril's assassination will assure your loyalty to the Society, and will surely gain the approval of the Ten."
Eliza steps forward, her hand curling into a triumphant fist. "I believe in you," she declares in a strong voice. "All of you. I have since the first day we met. Go into the Maze. Learn what you can of the Red Raven's operation and how it ties in with Hestram. Come back and report to us, and we will coordinate our next move."
When you are ready to enter the Maze, let us know OOC in your post so there's no potential misunderstanding.
What do you do?
Zaarah Katsu
|
Zaarah swallows hard.
She looks at Osprey and Eliza with disbelief in her eyes.
”What treachery are we talking about?!? If you have more information then now is the time... being tested is not a problem for me but receiving too little information that could mean our death, too, is a problem!!“ she says.
”Do you have the possibility to speak with Hestram soul or raise him to question him?!“
Any chance to get more information from the prisoners GM? Zaarah would try but don’t worry if it is just diverting attention from the main plot.
Kiboko
|
"So we were brought here because we have worked with Hestram, and thus were also suspect." Kiboko manages to suppress a growl.
"Kiboko has been a Pathfinder long enough to know that there are machinations within the Society. Politics is not something that Kiboko enjoys, but only a fool believes it is absent. Now that we are called Seekers, it is sadly inevitable that some political responsibility falls upon us. Even junior Pathfinders have their own plots and secrets, and some prove to be a threat." The half orc sighs, and coughs up blood, a reminder that he is still badly wounded.
"Kiboko will enter the Maze, and track the Raven and his accomplices. But this is still a Pathfinder Lodge, is it not? Kiboko will need supplies. Healing wands, certain scrolls. What is still available? And what can you tell us of the Maze itself? How shall we navigate it?"
NOT ready yet - need at least a Wand of Infernal Healing for 2PP, would also like a scroll of Fickle Winds and a scroll of Carry Companion.
Flyndyngylyn
|
Flyn frowns as he ponders. ”Not sure how Hestram had time enough to fail this test; he was slain well before his Talespinning was done...there’s obviously much more to this than either of you are willing to tell us. While I will keep an open mind, I’ll consider Master Hestram as before, till proven otherwise...”
The Elf turns to Zaarah. ” I think you can save your questions concerning Hestram, my friend; they didn’t answer any of mine either. I doubt they will say more till we ‘prove’ ourselves...’twould seem we’re on trial as well, despite our long and honorable service...”
Looking back to Venture-Captain Petulengro, he says, ”You say you believe in us, yet you don’t trust us...strange way to inspire Pathfinders, m’Lady. But, as for me, I wish to get to the bottom of this, to either avenge Master Hestram or to condemn him...so I will also do as you propose...”
Nodding in agreement with Kiboko, Flyn asks, “Aye, since you will not tell us more of Hestram, what of this Maze of the Open Road? Do either of you know what we might face upon it, so we might best prepare? And can you provide us with any necessaries we might require while we travel upon it?”
While Flyn awaits an answer, he’ll tap himself with his wand...
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
Kramac
|
Kramac is mostly ready to go. If the society has any spare healing wands, Kramac would like to bring one with him. I am not confident mine has enough charges left to see us to the end of this endeavor. Kramac also agrees with Kiboko - what do we know of the dangers inside the Maze?
Kramac would like pick up a fresh wand of CLW if he can. Will go ahead and top myself off now. I will also go ahead and cast divine favor into one of the tattoos I have on my arms - allows me to cast it as a swift action. I can send you a copy of the boon if you'd like GM.
CLW Charges: 7d8 + 7 ⇒ (6, 6, 6, 4, 6, 3, 7) + 7 = 45
Fendel, CSI: Absalom
|
”Do you have the possibility to speak with Hestram soul or raise him to question him?!“
The detects comes back down the stairs. "The assassin's made certain that would be a near impossible task." He asks to see the map and looks it over to double-check it's veracity.
Linguistics: 1d20 + 23 + 2 - 1 + 1d6 ⇒ (3) + 23 + 2 - 1 + (2) = 29
To detect a forgery...and thanks for ZERO help there dicebot.
"Though I have had no dealings with Hestram before this evening, am I too a suspect? Or was I brought here to sniff out the treachery of these agents? Or perhaps my guilt stems from working with them briefly in the past. It makes no difference. What is a problem is that I used considerable resources in the preventable ambush. Resouces I would like to replenish against such dangerous adversaries. There is also some lingering effects from the magic I used to stave off death. Is this something you are able to assist with at the moment? I would hate to put lives at stake because I was unable to fulfill my role successfully."
I would like to go and purchase a new pair of First Aid Gloves, and replace my Talisman of Life's Breath. Suddenly glad I did not make any purchases before the game. I have 10k, and looking at 8K in expenses on those two items.
Is it their intention that we leave immediately, or will we have the 24 hours for the negative level to dissipate, or will they cast restoration on Kiboko and I for free?
Zaarah Katsu
|
Zaarah insist on buying the items that Fendel needs!
Fendel, let me buy the first aid gloves. As long as we are in the arc you can carry both and hopefully will never need them again but you spent a lot already. So 4500 for the gloves and handing them over to Fendel.
"Here Fendel, let me take care of that! Glad you are alive and supported Kiboko so well!" she says with a crocked smile.
| GM Hawthwile |
”Do you have the possibility to speak with Hestram's soul or raise him to question him?!“
"We will keep his body here," Eliza answers, "but I do not have the resources available for such spells at this time."
"Kiboko will need supplies. Healing wands, certain scrolls. What is still available?"
"Some things should be available," Osprey replies, "though these are paid for with favors rather than coin."
Wand of infernal healing can be purchased with prestige points, as can a scroll with 5 castings of carry companion. Fickle winds is unfortunately too expensive (1125 gp) to be purchased with prestige.
"And what can you tell us of the Maze itself? How shall we navigate it?"
"The Maze is..." Eliza's confidence falters. "The Maze was to be my next point of investigation once my work of restoring the Lodge was complete." She looks sorrowfully around the ruined room. "Now I fear I have both made the wrong choice in priorities and lost any fruits of those misplaced labors." She shakes her head and meets the half-orc's gaze. "The Maze was a gift to the Society centuries ago, though I have not yet discovered from who and for what purpose. What I do know is that its interior resists divinations and scrying - powerful wards both subtle and blatant infuse it. Be cautious."
”You say you believe in us, yet you don’t trust us...strange way to inspire Pathfinders, m’Lady."
"Hah!" Osprey's bark of laughter is sharp, like glass sliding against glass. "She might believe in you, but my judgement of your loyalty has not yet chosen a perch."
"Since you will not tell us more of Hestram..."
"What more is there to tell?" Osprey continues. "I could very well ask you what else you know of him, and why he might have been targeted by the Red Raven tonight. You are a fool if you believe anyone knows everything - cunning snakes hide their movements underground from the hawks watching from above."
"If the society has any spare healing wands, Kramac would like to bring one with him."
A wand of cure light wounds would be purchasable with prestige points.
"Is this something you are able to assist with at the moment? I would hate to put lives at stake because I was unable to fulfill my role successfully."
Osprey merely raises an eyebrow. "And here I thought you were some of our best agents. Able to overcome any challenge set before you."
"Osprey..." Eliza warns in a low voice.
The other Pathfinder does not glance at the venture-captain, but instead leans on his staff. "But by all means, go for a spot of shopping. Engage in some light sightseeing. Get your nails done too while you're at it. Who knows - perhaps the trail won't be completely gone by the time you are done. Or maybe there'll be a new one, and another dead venture-captain on the floor." He smiles mirthlessly. "But I'm sure you won't let that happen because you would hate to put lives at stake."
Eliza sighs heavily. "He's exhibiting all the worst parts of himself right now, but Osprey is correct in that there's no time to waste. With the Raven on the run, you have a chance to track him down before he can cover his trail, go to ground, and disappear. The time to act is now."
You can purchase items and services (such as spellcasting services) with prestige points at this time, but not anything with gold pieces.
Osprey taps a long finger against his crossed arms expectantly.
What do you do?
Flyndyngylyn
|
"Hah!" Osprey's bark of laughter is sharp, like glass sliding against glass. "She might believe in you, but my judgement of your loyalty has not yet chosen a perch."
Flyn answers coldly. "Thought I'd never say this, but you are worse than Aram Zey, m'Lord...if my life thus far has told you nothing of my loyalty to the Pathfinder Society, I suspect only my death will satisfy your judgment of my loyalty..."
"What more is there to tell?" Osprey continues. "I could very well ask you what else you know of him, and why he might have been targeted by the Red Raven tonight. You are a fool if you believe anyone knows everything..."
The Elf smirks. "I only know that I do not know everything...which is why I asked the question...
"As for Master Hestram, I served directly under him for a couple of missions and that he was nothing other than honorable in those instances...otherwise, as I'm frequently at the Grand Lodge, I ran into him on multiple occasions at social gatherings, meetings, and other events as such. We exchanged pleasantries but nothing more. I know nothing of the Red Raven; in fact, I've never even heard of him prior to this evening...nor have I any clue as to why he'd want Hestril dead as I've never heard of this Montrose fellow before either...
"That being said, if this mission reveals that Adril Hestram was indeed more sinister than he appeared, I'll be the first to condemn him and try to set things right...but I doubt my words mean much to you, m'Lord, hopefully my actions will..."
He bows curtly to Osprey and the Venture-Captain and then turns to exit, looking to his friends, as he does so, saying, "Let's go, I'm growing very tired of this guy..."
Flyn will use 2PP to secure another wand of CLW as I supect we'll be needing it...
Fendel, CSI: Absalom
|
Osprey is going on the attack to cover his own embarrassment. Nothing we say, no response we provide will change that. He was shamed just now and forced to face his own mortality where he was supposed to feel safest. All this bickering will not change that. He may not even realize why he is baiting us so. Pathetic shell of a man? Maybe. Everyone responds to death in their own way. Bickering with him like another school-girl is pointless. Best to disregard him altogether. His mind made up, the detective ignores the venture captain. Any respect he may have felt for the man evaporated into the ether.
Fendel turns his attention to Eliza, "Is there any more you can tell us about the maze other than what you have already said? Hints? Rumors? Anything may be of use."
Well, with no big purchases to be made, Fendel is ready to go.
Zaarah Katsu
|
Zaarah remains silent now.
Noting else to say Mesh. Let us hope we survive this. she says to her black blade mentally.
Kiboko
|
cunning snakes hide their movements underground from the hawks watching from above.
"Yes, Osprey. Even the most powerful of rats must fear the talons from above" Kiboko interjects.
When the bird-like agent has finished his ranting Kiboko reflects for a moment and adds solemnly "Osprey is right. You know this, Flyn. The trail will grow cold. And though we are skilful hunters, every hour that passes makes the task of tracking the Red Raven and his henchmen more difficult. If we want to get at the truth, and bring justice on the heads of whomsoever deserves it, we need to get moving."
"Bring Kiboko a devil-wand, and give it to Zaarah to use like the one she already has. Zaarah, fix Kiboko's wounds and then let us be gone."
Kiboko uses his existing wand of cure light wounds to heal Mvumbu.
clw: 2d8 + 2 ⇒ (7, 6) + 2 = 15 2 charges
2PP for a wand of infernal healing, burn 9 charges immediately to heal. Zaarah will need to use this, the spell isn't on Kiboko's list. Kiboko will switch Mvumbu's Bull Focus to Bear, and then he's ready to go.
Zaarah Katsu
|
Zaarah uses the wand on Kiboko whenever he needs it.
“Here you go. You obviously don’t bother with the taint either ... I feel dirty all the time anyway ... “ she says with a sad expression.
Kiboko
|
"The spirits that watch over Kiboko will make their displeasure known if Kiboko offends them. Perhaps they have already done so once today, if so then expedient use of devil magic is unlikely to anger them any further."
Perhaps the spirits already know what is in Kiboko's soul.
Kramac
|
Kramac will pick up a wand of CLW with PP.
Ready to go in to the maze!
| GM Hawthwile |
"...If my life thus far has told you nothing of my loyalty to the Pathfinder Society..."
"That may very well be," Elize interjects before Osprey can open his mouth, "but I would have said the same of Adril until recently. People change, and not always for the better." She tactfully ignores the dented copper kettle the archer still wears on his head like a helmet.
"Yes, Osprey. Even the most powerful of rats must fear the talons from above" Kiboko interjects.
The druid merely raises an eyebrow at the half-orc's statement, but says nothing in reply. Eliza sighs heavily. "This is one of the reasons your loyalty to the Society has been called into question," she explains slowly. "There is a golem filled with holes as if shot with adamantine arrows in my library - my personal library - yet I found no such ammunition on the invaders. Not to mention how someone's obsession with one of my servants. Do you work for your bickering factions, or the Society as a whole?" She shakes her head. "The two are not mutually exclusive, but I believe you know which is more important when push comes to shove - as it has now - and I hope that you won't prove me wrong."
Speaking of the invaders' gear, there's actually no flaming burst arrows left - they used up all of them before they fled. I swear it's written in that they only have 8 +1 flaming burst arrows each, and after four rounds of Manyshot they're all gone (they used them only on the Manyshot attacks). Otherwise there's:
- 2x +1 leather armor
- 1x +2 leather armor
- 1x +2 light wooden shield
- 1x masterwork short sword
- 2x +1 short swords
- 1x +1 shortbow
- 1x cloak of resistance +1
Their preparations complete, the Seekers face the Maze of the Open Road. The walls of the hedge maze rise twenty feet into the air, their green leaves dotted irregularly by bright red roses.
As the group presses onward, the shadowy pathways stretch and turn - surely creating paths outside the dimensions of the maze as viewed from the Lodge's rear lawn. The leafy walls virtually bristle with enchantment, and the atmosphere thrums with the sense that once inside the Maze of the Open Road, the Pathfinders have left the mundane world behind. At irregular intervals the path splits into side branches or t-intersections, but Kiboko, Fendel, and Flyndyngylyn all agree on the correct direction and the group makes swift progress in the trackless corridors.
After several minutes, the path widens to reveal a long causeway roofed by crumbling marble arches. Far up ahead, the stone pathway opens onto a large plaze containing a handful of ruined stone structures - ancient buildings that look like abandoned temples. An enourmous marble colossus of a robed figure looms upon a pedestal at the center of the courtyard, looking down upon a field of lifelike statues arrayed in a chaotic pattern. All bear terrified looks and are posed in grotesque defensive postures - arms out as if to stave off some unseen danger.
Map updated! Green spaces are merely grass - the hedge walls start at the edges of the black spaces.
What do you do?
Flyndyngylyn
|
Flyn will warily enter the Maze of the Open Road, checking for the tracks of the Red Raven and his allies...
Survival (Tracking): 1d20 + 20 ⇒ (2) + 20 = 22
Knowledge (Nature): 1d20 + 6 + 1d6 ⇒ (1) + 6 + (4) = 11
...but unable to identify the flowers lining the road...
He'll cast Blend and then tap himself with his mage armor wand. Flyn will then scout ahead stealthily, keeping an eye out for traps and hidden foes, wary of another ambush...
Stealth: 1d20 + 27 + 4 ⇒ (13) + 27 + 4 = 44
Perception: 1d10 + 24 ⇒ (8) + 24 = 32
Active AC: 27
Kiboko
|
Kiboko has the swift tracker class feature, if our speed should matter at all.
Kiboko takes the magic shield, exchanging it for his old mundane one even though it is smaller, as well as an enchanted short sword. He also remembers to take the two charms from Adril's room - the Mwangi idol and the strange, scaled necklace. "Fendel, if you have no more talismans perhaps consider this?" item is described on the slides.
"Now that we are in the Maze we can speak freely" Kiboko says to his friends. Though he sounds calm, it's clear to those who know him that he seethes with anger, and Mvumbu senses it. The great she-hippo honks in reply.
know.nature: 1d20 + 6 ⇒ (20) + 6 = 26
"We were defeated. Taken by surprise in a place that should have been our own stronghold! Kiboko is disturbed that the Venture Captain in charge of the lodge obviously paid more mind to decoration than defence! And to employ masked servants is the height of stupidity! Galtans, to boot! The lodge was obviously infiltrated with ease. Gah! Kiboko would almost welcome a straight fight now. But beware, friends. Nothing now is certain. These flowers, they are called Narven's Tears. They come from Arthfell Forest, but were thought lost to the world. And these statues are too lifelike..."
Kiboko draws his greatsword, passes one wand to Zaarah, and activates another himself. "There is a mage armour spell in this wand, Zaarah. Use it upon Kiboko if Kiboko asks. It helps if Kiboko must take on hippo form."
Casting Heightened Awareness from wand. Will dismiss for +4 initiative if combat breaks out. Also switch latest Teamwork feat back to Snapping Flank.
Fendel, CSI: Absalom
|
Cannot miss the Nature spoiler
"Thank you my friend." The detective accepts the necklace from the hunter with a nod of thanks. He buckles the clasp in place and slides it into his tunic.
"Kiboko speaks true, as usual. Nothing is as certain as it seemed before the sun rose upon this day."
looking down upon a field of lifelike statues arrayed in a chaotic pattern. All bear terrified looks and are posed in grotesque defensive postures - arms out as if to stave off some unseen danger.
Fendel surveys the clearing and statues. He rubs the necklace and thinks that there are no such things as coincidences. "We need to be on our guard. The necklace we found provides some resistance to petrification. Given what we witness before us, we must at least entertain the idea those are not statues, but victims of a creature capable of calcifying others. Gorgon's and medusa's come to mind. Given the random positioning, it is unlikely they were struck with a breath weapon. Statistically speaking, we are dealing with either a basilisk or medusa. However, as the statues have not been molested or marred in anyway, a basilisk is unlikely. If it is indeed a medusa, she will be cunning and exploit the terrain. Gargoyles or other stone minions may also be in play. In either case, we need to be on our guard."
Curious, he draws forth his wayfinder and activates the divination enchantment and observes the area.
Detect Magic
Perception: 1d20 + 37 + 2 - 1 + 1d6 ⇒ (19) + 37 + 2 - 1 + (2) = 59
Kramac
|
Once in the Maze, Kramac will cast Heroism on himself using his Metamagic Rod of Extend, giving me 200 minutes duration. Kramac will also reset Beak's animal focus to strength.
We've been given a bloody nose for sure. But the elf and the Red Raven made the mistake of not putting us down for good. Kramac will see to it that they face justice for their attack and that we recover the Pale Maiden.
Thank you for your knowledge Fendel, Kramac will be wary of medusas.
Let us make our way swiftly through the maze.
| GM Hawthwile |
Across the way, a roofless structure stands open to the elements. The walls are so heavily damaged that the building's original purpose is impossible to determine. Amid the rubble within stand five statues of human men - Mwangi warriors by the looks of them. Each wears a simple grass skirt and bone fetish necklaces, and each also bears a considerable length of chain.
Even further away, an enormous statue looms in the shadows of yet another ruined structure - though from this distance, it's difficult to make out details other than size.
The Maze continues to thrum with the hum of powerful magic. The statues continue to stand in frozen horror. The Pathfinders continue to prepare themselves for trouble.
What do you do?
Flyndyngylyn
|
He then points to the area across the way; he then shows Fendel five fingers, points to Kiboko, and then immediately to the colossal statue and back to the area across the way...
Then, hoping he has given Fendel an idea of what lies ahead, he motions for him and the others to move forward, silently reflecting that he'll cover them. Flyn will attempt to remain concealed in his spot, keeping alert, and covering his friends while they move...
Stealth: 1d20 + 25 + 4 ⇒ (18) + 25 + 4 = 47
Perception: 1d20 + 24 ⇒ (6) + 24 = 30
Fendel, CSI: Absalom
|
The detective intently watches Flyn's hand signals.
Sense Motive: 1d20 + 26 + 2 - 1 + 1d6 ⇒ (19) + 26 + 2 - 1 + (1) = 47
I know that the Discern Message' is traditionally for use with Bluff, but I am having trouble visualizing what the hand signals look like. I figure seeker-level Pathfinders would have a much better grasp on their non-verbal shorthand (similar to the military).
Fendel will advise the team accordingly. The player is not sure what has been communicated. Not clear if he is telling us the BBEG is inside with five lackies and for Kibiko to charge in or if there are more statues or if there is someone with an animal companion.
The detective alerts the team that Flyn suspects a threat within the temple and the team needs to proceed with caution as he carefully moves forward.
Stealth: 1d20 + 15 + 2 - 1 + 1d6 ⇒ (4) + 15 + 2 - 1 + (2) = 22
Perception: 1d20 + 35 + 2 - 1 + 1d6 ⇒ (1) + 35 + 2 - 1 + (1) = 38
Fendel knocks an arrow as he runs forward and tells the team to hit the temple hard and fast to catch the enemy off-guard.
Perception: 1d20 + 35 + 2 - 1 + 1d6 ⇒ (7) + 35 + 2 - 1 + (1) = 44
REMINDER: Trapspotter 10' (+2 to find traps, +2 to find MAGIC traps)
Zaarah Katsu
|
”I can understand them. But of course you all, too... “
Zaarah’s demeanor has certainly changed and she feels sad.
Almost like a child that retreats because she watched her parents fight.
When she hears Fendel talking about petrifaction, she puts on her smoked goggles.
You are always treated as averting your gaze when dealing with gaze attacks, and you gain a +8 circumstance bonus on saving throws against visual-based attacks (any attack that a blind creature would be immune to). You have a –4 penalty on Perception checks while wearing the goggles, and all opponents are treated as having concealment (20% miss chance).
She then moves forward a bit.
perception : 1d20 + 18 - 4 ⇒ (1) + 18 - 4 = 15
stealth : 1d20 + 8 ⇒ (15) + 8 = 23
| GM Hawthwile |
Fendel and Zaarah carefully make their way forward, on the alert for any dangers. Only the silently-thrumming of the Maze can be felt rather than heard as they advance.
What do you do?
Zaarah Katsu
|
Zaarah activates her flight hex but continues to move forward.
perception : 1d20 + 18 - 4 ⇒ (16) + 18 - 4 = 30
stealth, half speed walking double move : 1d20 + 8 ⇒ (5) + 8 = 13
Kiboko
|
Kiboko stalks forwards, and gives Mvumbu the signal to sneak.
Activate animal focus: Owl and Tiger; switching Mvumbu's focuses to Owl and Tiger. Mvumbu knows the sneak trick for using stealth.
stealth, owl, tiger, neg. level: 1d20 + 16 + 6 + 2 - 1 ⇒ (13) + 16 + 6 + 2 - 1 = 36
Mvumbu stealth, owl, tiger: 1d20 + 2 + 6 + 2 ⇒ (9) + 2 + 6 + 2 = 19
| GM Hawthwile |
To the right - across the path - a roofless structure stands open to the elements. The walls are so heavily damaged that the building's original purpose is impossible to determine. Amid the rubble within stand five statues of human men - Mwangi warriors by the looks of them. Each wears a simple grass skirt and bone fetish necklaces, and each also bears a considerable length of chain.
Slowly, the Pathfinders advance. The air thrums gently with power, but no other movement can be seen or felt.
What do you do?
Kramac
|
Kramac will remain about 30 feet behind the stealthy members of his party, keeping an eye out for trouble and waiting for Flynn and co to tell him it is safe to come forward.
Perception: 1d20 + 22 ⇒ (12) + 22 = 34
Zaarah Katsu
|
Zaarah casts an empowered, intensified shocking grasp spell and holds the charge. Then she casts mirror image and moves forward.
Images : 1d4 + 3 ⇒ (3) + 3 = 6
perception : 1d20 + 18 - 4 ⇒ (18) + 18 - 4 = 32
stealth, half speed : 1d20 + 8 ⇒ (6) + 8 = 14
Kiboko
|
Kiboko and Mvumbu stalk quietly forwards...
kiboko stealth, tiger, owl, neg level: 1d20 + 16 + 2 + 6 - 1 ⇒ (6) + 16 + 2 + 6 - 1 = 29
mvumbu stealth, tiger, owl: 1d20 + 2 + 2 + 6 ⇒ (8) + 2 + 2 + 6 = 18
I contemplated leaving Mvumbu back, but with owl focus she's more stealthy than Zaarah ;)
| GM Hawthwile |
To the left - across the path - stands a brittle structure that must have once been a small chapel. The ceiling collapsed long ago, and huge gashes in the walls suggest that the rest of the place might topple to the ground any minute now. A bulky stone statue at the center of the building appears to be a giant serpent of some sort.
As Kiboko and Zaarah continue their approach, a sibilant female voice seems to come from the very air around the Pathfinders, snaking its way into their minds without making a sound. Ssssso many visitors! Sssso many men with weaponsss and murder on their minds. For yearssss and yearsss no one would visit Condria’sss garden. Ssssso many years. Ssssso lonely. But now you come in numberssss! With your ssscarlet cloaksss and your ssswords of ssteel. It issss good that you have come, for now you shall never leave!
A sound like breaking rocks follows the silent message as one statue begins to move. Small pieces of stone fall away to reveal a grass skirt and human flesh brazenly painted with stark white skull patterns - and glowing blood-red pupil-less eyes. Another statue breaks free, and another, and another, and another. All of them look at the Seekers with the same scarlet eyes, and their hands tighten around the spiked chains they hold.
Flyndyngylyn: 1d20 + 9 ⇒ (10) + 9 = 19
Kiboko, Negative Level, Heightened Awareness: 1d20 + 2 - 1 + 4 ⇒ (8) + 2 - 1 + 4 = 13
Kramac: 1d20 + 5 ⇒ (16) + 5 = 21
Zaarah: 1d20 + 9 ⇒ (11) + 9 = 20
Beast Cultists: 1d20 + 4 ⇒ (14) + 4 = 18
Kramac, Zaarah, and Flyndyngylyn spring into action!
Prisoners of the Maze
Round 1! Bold may act!
Kramac
Beak
Zaarah (6 images)
Flyndyngylyn
Red
Blue
Yellow
Green
Purple
Fendel
Kiboko
Mvumbu
Environmental Effects:
- White blocks mark holes in walls
- Walls are 10 ft high
What do you do?
Kramac
|
Kn Religion: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17
Kramac does not know who these people are, but he can tell they are hostile! He spurs beak to action, swooping in above Zaarah to strike the blue human!
Swift action to activate Planar Focus: Fire, standard to make one attack.
Attack 1, Outflank, Higher Ground, Heroism, Power Attack, Combat Expertise: 1d20 + 19 + 4 + 1 + 2 - 3 - 3 ⇒ (19) + 19 + 4 + 1 + 2 - 3 - 3 = 39
Damage, Power Attack, Sneak Attack, Planar Focus: 1d6 + 9 + 6 + 1d6 + 2d6 ⇒ (1) + 9 + 6 + (1) + (5, 5) = 27
Attack 1 Confirm, Outflank, Higher Ground, Heroism, Power Attack, Combat Expertise: 1d20 + 19 + 4 + 1 + 2 - 3 - 3 ⇒ (20) + 19 + 4 + 1 + 2 - 3 - 3 = 40
Crit Damage, Power Attack: 1d6 + 9 + 6 ⇒ (1) + 9 + 6 = 16
Kramac AoO #1, Outflank, Higher Ground, Heroism, Power Attack, Combat Expertise, Paired Opportunist: 1d20 + 19 + 4 + 1 + 2 - 3 - 3 + 4 ⇒ (19) + 19 + 4 + 1 + 2 - 3 - 3 + 4 = 43
Damage, Power Attack, Sneak Attack, Planar Focus: 1d6 + 9 + 6 + 1d6 + 2d6 ⇒ (1) + 9 + 6 + (5) + (3, 5) = 29
Kramac AoO #1 Confirm, Outflank, Higher Ground, Heroism, Power Attack, Combat Expertise, Paired Opportunist: 1d20 + 19 + 4 + 1 + 2 - 3 - 3 + 4 ⇒ (12) + 19 + 4 + 1 + 2 - 3 - 3 + 4 = 36
Crit Damage, Power Attack: 1d6 + 9 + 6 ⇒ (3) + 9 + 6 = 18
Kramac AoO #2 from Fortuitous weapon, Outflank, Higher Ground, Heroism, Power Attack, Combat Expertise, Paired Opportunist: 1d20 + 14 + 4 + 1 + 2 - 3 - 3 + 4 ⇒ (5) + 14 + 4 + 1 + 2 - 3 - 3 + 4 = 24
Damage, Power Attack, Sneak Attack, Planar Focus: 1d6 + 9 + 6 + 1d6 + 2d6 ⇒ (1) + 9 + 6 + (4) + (5, 6) = 31
Beak's AoO #1, Outflank, Higher Ground, Paired Opporutnist, Power Attack: 1d20 + 15 + 4 + 1 + 4 - 2 ⇒ (7) + 15 + 4 + 1 + 4 - 2 = 29
Damage: 2d6 + 14 + 6 ⇒ (5, 1) + 14 + 6 = 26
Kramac AoO #2, Outflank, Higher Ground, Heroism, Power Attack, Combat Expertise, Paired Opportunist: 1d20 + 19 + 4 + 1 + 2 - 3 - 3 + 4 ⇒ (5) + 19 + 4 + 1 + 2 - 3 - 3 + 4 = 29
Damage, Power Attack, Sneak Attack, Planar Focus: 1d6 + 9 + 6 + 1d6 + 2d6 ⇒ (5) + 9 + 6 + (6) + (6, 2) = 34
Beak's AoO #2, Outflank, Higher Ground, Paired Opporutnist, Power Attack: 1d20 + 15 + 4 + 1 + 4 - 2 ⇒ (15) + 15 + 4 + 1 + 4 - 2 = 37
Damage: 2d6 + 14 + 6 ⇒ (2, 5) + 14 + 6 = 27
Beak will use any remaining AoOs to bodyguard Kramac (Beak has 4 AoOs total).
Bodyguard: 1d20 + 14 ⇒ (3) + 14 = 17
Bodyguard: 1d20 + 14 ⇒ (4) + 14 = 18
Bodyguard: 1d20 + 14 ⇒ (15) + 14 = 29
Bodyguard: 1d20 + 14 ⇒ (10) + 14 = 24
Ride Check: 1d20 + 22 + 2 ⇒ (4) + 22 + 2 = 28
Kramac's AC is 34 base, +2 for each attack that is bodyguarded (up to 4, depending on how many AoOs Beak uses)
Kramac's Beak
|
Beak will bite blue if he is still up! Otherwise, the attack will go to Red.
Bite!, Outflank, Higher Ground, Power Attack: 1d20 + 15 + 4 + 1 - 2 ⇒ (5) + 15 + 4 + 1 - 2 = 23
Damage: 2d6 + 15 + 6 ⇒ (5, 2) + 15 + 6 = 28
Zaarah Katsu
|
kn religion : 1d20 + 7 ⇒ (11) + 7 = 18
Zaarah moves back and slumber hexes the man in yellow.
DC 21 will save or asleep 11 rounds.
Flyndyngylyn
|
Flyn will fire a barrage of cold iron at red if he has LOS...or if not, then at any other of the targets for which he has LOS...
Burning another use of Perfect Strike
To Hit: Dex+Base, Magic, Weapon Focus, Greater Bracers of Archery, Precise Shot, Improved Precise Shot, Rapid Shot, Deadly Aim, Deadeye Bowman, Point Blank Master, Manyshot
Damage: Strength, Magic, Greater Bracers of Archery, Deadly Aim, Clustered Shot
Magic Composite Longbow (Manyshot): 1d20 + 17 + 2 + 1 + 2 - 2 - 3 ⇒ (18) + 17 + 2 + 1 + 2 - 2 - 3 = 35
Perfect Strike: 1d20 + 17 + 2 + 1 + 2 - 2 - 3 ⇒ (2) + 17 + 2 + 1 + 2 - 2 - 3 = 19
Magic/Cold Iron Damage: 1d8 + 3 + 2 + 1 + 6 ⇒ (4) + 3 + 2 + 1 + 6 = 16
Magic/Cold Iron Damage: 1d8 + 3 + 2 + 1 + 6 ⇒ (8) + 3 + 2 + 1 + 6 = 20
Magic Composite Longbow (Iterative): 1d20 + 12 + 2 + 1 + 2 - 2 - 3 ⇒ (1) + 12 + 2 + 1 + 2 - 2 - 3 = 13
Magic/Cold Iron Damage: 1d8 + 3 + 2 + 1 + 6 ⇒ (8) + 3 + 2 + 1 + 6 = 20
Magic Composite Longbow (Rapid Shot): 1d20 + 17 + 2 + 1 + 2 - 2 - 3 ⇒ (10) + 17 + 2 + 1 + 2 - 2 - 3 = 27
Magic/Cold Iron Damage: 1d8 + 3 + 2 + 1 + 6 ⇒ (6) + 3 + 2 + 1 + 6 = 18
...and then he turns his head towards the serpent statue in the chapel ruin to see if it too is coming to life...
Perfect Strikes Left for the day: 3/6
Active Armor Class: 27
| GM Hawthwile |
Beak soars over the ruined wall, dropping down to let Kramac reach one of the awakened statues and spatter the man's brains against the wall in a wild flurry of swings. Zaarah tries a less-lethal approach to neutralizing the strangers...
Yellow Will vs DC 21: 1d20 + 2 ⇒ (7) + 2 = 9
...which proves incredibly effective! Flyndyngylyn launches a barrage of arrows, three of which find their mark. With snarls on their lips, the three remaining men whip their chains through the air at the bird above them!
Red Whip vs Beak AC 28: 1d20 + 19 ⇒ (9) + 19 = 28
Piercing damage: 2d4 + 8 ⇒ (4, 1) + 8 = 13
Red Whip vs Beak AC 28: 1d20 + 14 ⇒ (18) + 14 = 32
Piercing damage: 2d4 + 8 ⇒ (4, 1) + 8 = 13
Blue Whip vs Beak AC 28: 1d20 + 19 ⇒ (7) + 19 = 26
Piercing damage: 2d4 + 8 ⇒ (2, 4) + 8 = 14
Blue Whip vs Beak AC 28: 1d20 + 14 ⇒ (4) + 14 = 18
Piercing damage: 2d4 + 8 ⇒ (4, 2) + 8 = 14
Green Whip vs Beak AC 28: 1d20 + 19 ⇒ (16) + 19 = 35
Piercing damage: 2d4 + 8 ⇒ (2, 3) + 8 = 13
Green Whip vs Beak AC 28: 1d20 + 14 ⇒ (1) + 14 = 15
Piercing damage: 2d4 + 8 ⇒ (1, 3) + 8 = 12
Kramac tries to guide his friend out of the way, but the chain is too fast and draws blood. Beak shakes as another hits, taking a few feathers tumbling to the ground. A third spike tastes blood, but the pair remain airborne for the moment.
Kramac and Beak revised their actions as discussed on Discord. @Zaarah, I'm resolving this as if you hexed Yellow before moving since otherwise he's just outside of the 30 ft range of that ability.
Prisoners of the Maze
Round 1! Bold may act!
Kramac
Beak (-39)
Zaarah (6 images)
Flyndyngylyn
Red (-42)
Blue
Yellow (Unconscious 1/11, Prone)
Green
Purple (-118)
Fendel
Kiboko
Mvumbu
Environmental Effects:
- White blocks mark holes in walls
- Walls are 10 ft high
What do you do?
Fendel, CSI: Absalom
|
Deadly Aim / PBS / Studied Foe / Neg level
Fendel moves to get a better look and snaps off a shot at one of the assailants.
Holy Merciful Longbow vs BLUE: 1d20 + 14 - 1 ⇒ (12) + 14 - 1 = 25
NL Damage: 1d8 + 10 + 2d6 + 1d6 ⇒ (6) + 10 + (3, 3) + (6) = 28 {6 less if not evil}
Move to move, Swift to Quick Study, Standard to fire
"Beware! Their garb and body paint suggest these men are beast cultists of the Bekyar Mwangi tribe. They venerate the demon-god Angazhan."
Kiboko
|
know.nature, neg level: 1d20 + 6 - 1 ⇒ (17) + 6 - 1 = 22
"Bekyar? BEKYAR! Kiboko knows the signs well!" Indeed, for Kiboko was raised as a slave of the demon-worshipping Mwangi tribe. Bred with jungle orcs for savagery, and trained to kill, Kiboko only escaped with the help of the she-hippo Mvumbu. His hatred for the Bekyar slavers is strong.
"Waue Mvumbu! Wameze wote!" Kiboko cries as he tries to push through the gaps in the ruined wall to reach the enemy. Mvumbu comes crashing in with him...
Swift action to change both Kiboko and Mvumbu's animal focus from Owl to Bull. Move. Free to enter rage. Ready vital strike for when Mvumbu completes her attack.
AC if still raging:29; if raging and squeezing:25; if fatigued:30; if fatigued and squeezing:26
| Mvumbu |
"MOOAARRRRGGHHHH!!! HAARRR!!!! HARRRR!!!"
Mvumbu answers the call. She too recognises the tribe that held Kiboko captive, the people that plagued her home.
snapping flank chomp! vs red bekyar, amplified ferocious beast, bull focus, menacing pack flanking outflank, power attack, GMF, squeezing: 1d20 + 13 + 4 + 2 + 6 - 2 + 2 - 4 ⇒ (5) + 13 + 4 + 2 + 6 - 2 + 2 - 4 = 26damage: 3d8 + 19 + 2 + 6 ⇒ (2, 5, 1) + 19 + 2 + 6 = 35
chomp! vs red bekyar (blue if red is down), amplified ferocious beast, bull focus, menacing pack flanking outflank, power attack, GMF, squeezing: 1d20 + 13 + 4 + 2 + 6 - 2 + 2 - 4 ⇒ (1) + 13 + 4 + 2 + 6 - 2 + 2 - 4 = 22vital strike damage: 6d8 + 19 + 2 + 6 ⇒ (4, 7, 1, 3, 1, 1) + 19 + 2 + 6 = 44 Aaagghh!! so many 1's Mvumbu!
I have applied squeezing penalty to all Mvumbu's attacks, given her size.
| GM Hawthwile |
I have to admit I love the image of a raging barbarian and a raging hippo head trying to push past each other to fit through a hole in a wall. XD
Fendel barely manages to slip an arrow through the hole in the wall before it is plugged tightly by the combination of Mvumbu and Kiboko. The hippo bites her target, but her second snap is foiled as her companion forces her head out of the way of his overhead swing that knocks the cultist to the ground.
They're not explicitly called out as slavers, but it seems fitting so we'll keep the benefits of that boon.
Orange Initiative: 1d20 + 6 ⇒ (18) + 6 = 24
...and then he turns his head towards the serpent statue in the chapel ruin to see if it too is coming to life...
Flyndyngylyn's fears are realized as the statue sheds its stony exterior like a snake shedding its skin. An apologetic humanoid face with blazing red eyes and framed by a cobra-like hood adorns the body of the long, brightly colored serpent inside. Before any of the Pathfinders can react, she chants a few strange words and disappears from sight - leaving only a whisper in the air.
"Forgive me, Kyalla. I wasn't fast enough."
She's a guardian naga, an exception to the typical evil that nagas usually give themselves over to. As the name suggests, her kind usually serve as dutiful protectors of places of fundamental power and sanctity. But even benevolent naga have a poison in their bodies that wears away at a creature's fortitude, leaving them a choking wretch. (She has a poison that deals Con damage.)
She's a guardian naga, an exception to the typical evil that nagas usually give themselves over to. As the name suggests, her kind usually serve as dutiful protectors of places of fundamental power and sanctity. Like many other naga, guardians are talented spellcasters who mix divine and arcane magics together through the sheer force of their will and personality. Also like other naga, she likely has a venomous bite that wears away at a creature's fortitude - that is, if she doesn't just spit the venom on her prey from a distance. (She casts spells (divine and arcane) like a sorcerer, has a bite and a ranged spit attack, and has a poison that deals Con damage.)
Spellcraft, Distance, Goggles: 1d20 + 10 - 3 - 4 ⇒ (16) + 10 - 3 - 4 = 19
You know this spell well, having used it yourself not long ago - greater invisibility.
Spellcraft, Distance: 1d20 + 6 - 4 ⇒ (7) + 6 - 4 = 9
You're not sure if she just became invisible, teleported somewhere, or something else entirely.
She's a guardian naga, an exception to the typical evil that nagas usually give themselves over to. As the name suggests, her kind usually serve as dutiful protectors of places of fundamental power and sanctity. Like many other naga, guardians are talented spellcasters who mix divine and arcane magics together through the sheer force of their will and personality. Also like other naga, she likely has a venomous bite that wears away at a creature's fortitude - that is, if she doesn't just spit the venom on her prey from a distance. (She casts spells (divine and arcane) like a sorcerer, has a bite and a ranged spit attack, and has a poison that deals Con damage.)
Spellcraft, Inspiration, Luck, Neg. Level, Distance: 1d20 + 20 + 1d6 + 2 - 1 - 3 ⇒ (6) + 20 + (1) + 2 - 1 - 3 = 25
She cast greater invisibility.
Bah - snake is just more food for Mvumbu.
Prisoners of the Maze
Round 2! Bold may act!
Orange
Kramac
Beak (-39)
Zaarah (6 images)
Flyndyngylyn
Red (-130)
Blue (-28)
Yellow (Unconscious 2/11, Prone)
Green
Purple (-118)
Fendel
Kiboko
Mvumbu
Environmental Effects:
- White blocks mark holes in walls
- Walls are 10 ft high
- Orange circle marks Orange's last known location
What do you do?
Kramac
|
Kramac will yell out what he knows about the new foe,
She is a guardian naga! Usually a protector of places of power! Beware her poison!
He then guides beak to the ground, activates bane and unleashes a trio of attacks on the cultists, starting with green.
Attack 1, Outflank, Higher Ground, Power Attack, Bane, Heroism Flurry: 1d20 + 19 + 4 + 1 - 3 + 2 + 2 - 2 ⇒ (5) + 19 + 4 + 1 - 3 + 2 + 2 - 2 = 28
Damage, Power Attack, Sneak Attack, Planar Focus, Bane: 1d6 + 9 + 6 + 1d6 + 2d6 + 2d6 + 2 ⇒ (6) + 9 + 6 + (6) + (5, 2) + (3, 6) + 2 = 45
Attack 2, Outflank, Higher Ground, Power Attack, Bane, Heroism Flurry: 1d20 + 19 + 4 + 1 - 3 + 2 + 2 - 2 ⇒ (1) + 19 + 4 + 1 - 3 + 2 + 2 - 2 = 24
Attack 3, Iterative, Outflank, Higher Ground, Power Attack, Bane, Heroism Flurry: 1d20 + 14 + 4 + 1 - 3 + 2 + 2 - 2 ⇒ (9) + 14 + 4 + 1 - 3 + 2 + 2 - 2 = 27
Damage, Power Attack, Sneak Attack, Planar Focus, Bane: 1d6 + 9 + 6 + 1d6 + 2d6 + 2d6 + 2 ⇒ (4) + 9 + 6 + (1) + (2, 6) + (1, 3) + 2 = 34
Beak will use his AoOs to Bodyguard Kramac:
Bodyguard: 1d20 + 15 ⇒ (2) + 15 = 17
Bodyguard: 1d20 + 15 ⇒ (10) + 15 = 25
Bodyguard: 1d20 + 15 ⇒ (5) + 15 = 20
Bodyguard: 1d20 + 15 ⇒ (5) + 15 = 20
Kramac's AC is 33 for the first four attacks that can be bodyguarded, 31 otherwise.