Thaelen Vosh
|
I hope I'm doing this right; this is my first combat with this class...
I think you may be missing your ranged attack bonus from your attack role and damage bonus from your damage role (+1 +con bonus or + half con bonus depending on the type of blast. Assuming you are doing a physical blast that would be d6+1+con mod). Although it’s entirely possible I’ve managed to get horribly confused.
Evindyll
|
Tani Tarra wrote:I hope I'm doing this right; this is my first combat with this class...I think you may be missing your ranged attack bonus from your attack role and damage bonus from your damage role (+1 +con bonus or + half con bonus depending on the type of blast. Assuming you are doing a physical blast that would be d6+1+con mod). Although it’s entirely possible I’ve managed to get horribly confused.
I do not think Thaelen is confused at all. Kineticists are kinda my thing.
You are for sure missing your +1 ranged atk from Dex
also correct
DMG = d20 +CON + .5LVL (+6 total in this case)
NICE BLAST!
Thaelen Vosh
|
”Nice shooting Tani! Those things looked dangerous.”
As the bats got exploded before my initiative, I’ll try and heal myself instead of throwing the flask.
Heal: 1d20 + 0 ⇒ (10) + 0 = 10
Kalak Sunrunner
|
Kalak searches the chamber for anything additional, while the others tend their wounds. I'll keep my eyes wary for others who would try to claim our skulls.
Perception: 1d20 + 4 ⇒ (2) + 4 = 6
So the tunnels on the east and west are too small to investigate further?
| GM Nowruz |
No further threats are visible and the tunnels become too narrow to follow.
You decide to leave the cellar and the secret room and return to the upper level.
The kitchen personnel is a little astounded to see you again, especially with some of you having blood stains on their clothes. And although Heryn Gale is quite busy when you return she notices that you obviously were in a fight.
"Oh my god, what happened to you?!" she asks with great concern and wants to run down to see what is going on.
When you explain to her that you found the secret door she obviously is very surprised about what you found.
You can decide if you tell her about the documents or not.
Heryn then says "That is truly unbelievable and I agree with you. But to be honest such a matter has to be discussed with a Venture-Captain to align on the next step. I do not know what you want to do now but good luck to you! And please come back and inform us what to do with the room ... I ... I am still in shock ... unbelievable."
Thaelen Vosh
|
Thaelen brushes the dust from his clothes.
"Based on your reaction I'm guessing the existence of the secret chamber was as much a surprise to you as it was to us? Do you have any ideas about who may have built it?"
| GM Nowruz |
Heryn is clearly clueless.
"I really have no information! You better inform the Society!" she says.
The group decides to leave the Wounded Wisp and return to the Venture-Captain and you travel back to the meeting point that you received earlier ... and it is still raining.
You are now just steps away from Dreng who looks at you with a smile at first and with some concern when he sees the marks of battle on your clothing.
"You are back. I hope you have my bottle ... and can explain the shape that you are in." he says with a raised eyebrow.
Thaelen Vosh
|
"Oh...right..yes, the bottle." says Thaelen, handing the Venture-Captain the bottle of wine.
"As for our somewhat dishevelled state...well, there's and interesting story behind that. As it turns out, behind your wine, we found a leaver which opened up a hidden room at the far end of the Wounded Whisp’s wine cellar. We decided to look inside and found some rather intriguing paperwork relating to the Society. Here, I'll show you it, although we should be careful not to get it wet, it must be quite old. We also found some bats, hence all the bites and scratches."
| GM Nowruz |
Dreng is suspicious but opens an umbrella and looks through the documents … his eyes open wide after he reads through the first pages. He asks you tell him everything and wants to know all the details.
After a while he stands up with the umbrella.
"Thaelen, I ... I cannot believe that I have been in this wine cellar so many times and have never noticed this secret door! You Pathfinders might have found something that gives us a taste of our roots." he says with genuine surprise in his voice.
"You had the luck of finding a long-lost trove of documents and by following my directions you will potentially earn some renown in Absolom. This is an important find and you will be the ones to investigate some potentially far-reaching discovery related to Eylysia because you were the ones to stumble upon it." he says with a sly smile.
Then he looks at the documents in more detail.
"The other documents you found that are not related to Eylysia will need to stay with me so that I can begin assigning other agents to decrypt and collate the contents for proper study and comparison to exploits published in the Pathfinder Chronicles."
Orenjii
|
Orenjii becomes more suspicious that this was planned all along, but does not voice this. Instead, she answers, "Provide us with the necessary information from the documents and we shall investigate at once."
Thaelen Vosh
|
Thaelen furrows his brow in thought ”So, based on the two notes we found from Selmius and Adolphus, it would seem we have a few different leads we could follow up on. There's Arkath the stonemason, who Adolphus, based on scrying, believed had been buried with a clue of some sort. Then there is Fimbrik, Eylysia's friend in the Arcanamirium. Selmius mentioned that he had and address for Fimbrik in his notes somewhere. Then lastly there were the 3 names which Eylysia added to the wall of names back at the Grand Lodge, Doulgonlir Caskmail, Hollis 'Evil Grin' Thorne and Karina Camp. I guess for Arkath we could see if we could track down the mausoleum in the Ivy District where he is buried. For Fimbrik we should probably check this paperwork to see if we can find this address Selmius had, or we could visit the Arcanamirium to see if they have any details about him. As for the names on the wall of names, maybe we should check if there's any more details about these characters back at the Grand Lodge. What would be your advice Venture-Captain and what does everyone else think?”
| GM Nowruz |
The VC was about to say something after Orenjii's comment but only nods after Thaelen's summary.
"Hmmm ... yes, that seems to be a correct summary. Ahhhh ... six guys standing next to me with papers definitely has blown my cover!" he sighs and stands up.
"You find me in the grand lodge. Now go and solve this puzzle with the three leads!" he says and walks away.
Kalak Sunrunner
|
Kalak nods at the new orders, and turns to the others, Stonemason first? Work the list in the order Thaelen said? he hefts his large earthbreaker onto his shoulder, wiping rainwater from his shaved head.
Thaelen Vosh
|
"Sounds like a good plan to me." agrees Thaelen "Now we just have to find out where in the Ivy District this mausoleum is."
| GM Nowruz |
MAUSOLEUM
You depart to check the lead involving Arkath. Details left by Selmius Foster indicate the location of Arkath’s burial site: a plot of land in Eastgate operated by the faith of Asmodeus.
A fence surrounds the necropolis grounds, and although members of the faith of Asmodeus and city guards routinely patrol the property, you know that it is still legal to enter the grounds to respect the departed. You can see citiy guards patrolling the area.
Arkath’s crypt is the northernmost structure on the map that you found in Selmius documents.
While the gates into the necropolis are left open to those paying their respects, the doors of all the mausoleums are sealed with sturdy stone slabs.
You are in front of the gates to the necropolis when you suddenly see a man in robes and a large pendant with the holy symbol of Asmodeus approaching. The man is holding up his hands and it is visible that he has lost several fingers.
This seems to be a mid-ranking cleric of Asmodeus and based on your knowledge he has the responsibility to watch over the tombs of the honored remains of friends of the church. You also know that especially for clerics of Asmodeus guarding the sanctity of the tombs is the cleric’s primary responsibility, but each cleric has different motivations and sometimes evil goals.
You know this guy! Durward is his name you believe. A former street thug, Durward lost several fingers and toes — and almost his life — before finding refuge among Absalom’s Asmodean priests. He enjoys his position of privilege and the powers granted to him by his god.
But you also know that Durward is ruthless in persecuting those who do not follow the rules and believes the strong should always be in a position of power.
The man approaching shouts out loud "Who goes there?!"
Please place your icon on the map.
Thaelen Vosh
|
Knowledge (religion) + Inspiration: 1d20 + 7 + 1d6 ⇒ (19) + 7 + (3) = 29
Knowledge (local) + Inspiration: 1d20 + 7 + 1d6 ⇒ (10) + 7 + (4) = 21
Thaelen turns to his companions and whispers
"This is Durward, he is a man who like persecuting those who don't follow the rules and believes that the strong should always dominate. I'll try and talk nicely to him, but if that doesn’t work perhaps we may need to try intimidation."
Before smiling broadly and striding confidently towards the cleric.
"I am Thaelen and you, if I am not mistaken, are Durward? I'm glad to see such a fine and upstanding follower of the Prince of Darkness is watching over this place. I take it you have no objection to me and my companions visiting this place? I know by law it is open to the public."
I'll also see if I can get a read on him via Sense Motive
Sense Motive: 1d20 + 4 ⇒ (11) + 4 = 15
I'll walk right up to him if I can, smiling warmly
Kalak Sunrunner
|
Kalak keeps pace with Thaelen, his voice booming across the graveyard, I am Kalak, called the Sunrunner, warrior of the Sklar-Quah. Son of Asaga the Brave, Son of Markash the Clan-builder. And you, who are you to greet us so?
Evindyll
|
Evin knows the cleric is probably evil ... but slides open his silver bracer containing the symbol of Yuelral in any case, and looks around detecting any other evils. Evin casts the spell, and also casts his gaze specifically on the masoleum. He is understandably concerned given the presence of the church of amodeous
| GM Nowruz |
The cleric shakes his head.
"You ask many questions and present yourself as if I care! You have no power! Be happy that you are still standing here and have not been blown to bits by Asmodeus' might you weaklings!"
He looks down to you and steps uncomfortably close.
"Do you want me to express my obviously superior thoughts or are you leaving?!"
Diplomacy, a bribe or some other solution needed here! ;-)
Thaelen Vosh
|
"Come now Durward" Smiles Thaelen "There's no need for a confrontation. We all know full well that it entirely legal for us to be here and that the law is something of great importance to the Lord of Hell."
”Plus I’d hardly describe myself as a weakling.” He continues, prodding at his well-muscled arm.
Thaelen will wait to see if anyone wants to chip in to assist and will then try Diplomacy spending Inspiration to get an extra d6.
| GM Nowruz |
Durward looks at Thaelen, "Ha, ha, ha! So you are strong! Then a favor it is. Keep your money!"
The man looks at all of you and his intonation changes to the better.
"This plot of land in Eastgate is dedicated to the faith of Asmodeus and used as the resting ground for those that have served the dark prince, the most powerful of the nine archdevils that inhabit Hell."
He specifically looks at Kalak and continues "If you do not respect and obey me here then you are welcome to start a fight ..." and his view wanders to the east where you see two city guards routinely patrolling the area around the property.
"... but this is the favor I ask of you: Show respect to the lord of darkness and provide the church with a share of what is to gain. As Pathfinders usually are trustworthy I will grant you permission to access the mausoleum you seek." he says with a stern look.
"But the sooner you are gone the better." and then he turns around and walks away.
++++
You start walking to the mausoleum.
Arkath must have paid a substantial sum to have his remains guarded here as the mausoleum houses only 24 sarcophagi and the names clearly mark many of the other deceased as nobility.
Arkath's sarcophagus is one of the first you see after entering the mausoleum. It is quite simple but very well made. His name is engraved in Taldan. There are no obvious religious symbols to be seen.
You believe that some strength is needed to open the sarcophagus but that you can jointly remove the upper section to peer into it.
Thaelen Vosh
|
Thaelen thanks Durward and then follows the group over to the mausoleum.
I wonder, do you think Arkath could have trapped his sarcophagus? We should probably check before trying to lift the lid.
I'll try and aid anyone (Twitchy if possible) looking for traps.
Perception vs Traps: 1d20 + 1 ⇒ (19) + 1 = 20
Kalak Sunrunner
|
Kalak glares at the Asmodean as he stalks past the man and looks around the mausoleum, Impressive space here, many of the worthy dead are interred here? watching the others inspect the correct tomb, Kalak flexes his muscles and grasps the lid, lifting with his legs and entire body! Corded muscles strain against the stone sarcophagus and the large Shoanti flexes.
Strength: 1d20 + 3 ⇒ (14) + 3 = 17
| GM Nowruz |
Together you start to move the upper section of the sarcophagus and it is obvious that some of you are not really happy with this act ... disturbing the peace of the dead sometimes comes with harsh results.
But in this case you find darkness, dust and the skeleton of a humanoid being that is resting peacefully in his grave ... you see that the interior of Arkath’s sarcophagus is otherwise empty. You assume this to be the stonemason’s long-dead skeleton.
You something shiny behind the skeleton's teeth. You remove a coin from the skeletons mouth.
This apparently is a simple coin and resembles ancient currency. A little chip at the side of the coin shows intricate gold and platinum wires within.
Kalak Sunrunner
|
Perception: 1d20 + 4 ⇒ (19) + 4 = 23
The Shoanti stops once the skeleton is revealed, I had sort of assumed the spirits of the dead would not mind, or even if he would actually be interred here. May the Totem of the Sklar-Quah protect me from angry spirits in this place.
He reaches a massive hand down, and pulls a coin from the skeletal mouth, What do you make of this? he asks, handing it over to Thaelen or Orenji, whichever is closer. Strange, that a coin of such age would have something contained within it? he steps back letting those who know more of such things investigate the coin. His eyes continue to survey the room whilst his companions gather to look at the small relic.
Thaelen Vosh
|
"Nicely done Kalak. I guess this must be our clue, now we just need to work out what it means." Say Thaelen turning the object over in his hand and looking carefully for any markings which could give a lead on its purpose or origin. "Orenji, do you detect any magic coming from it?"
Evindyll
|
"So this small disc either contains the information itself, or, it is linked to one of the gnomes; possibly it is part of a lock to where they were both storing their information for safe keeping? I feel like starting at the home of the Arcanimarium mage is next ... "
| GM Nowruz |
You search the mausoleum again more thoroughly but do not find anything else.
++++++++++++++++++++++
PATHFINDER’S COIN
PRICE 1,500 GP
SLOT none
CL 3rd
WEIGHT — lbs.
Aura faint divination
This apparently simple coin, usually styled to resemble ancient currency, hides intricate gold and platinum wires within. This matrix, carefully modeled after fragmentary Azlanti coins, causes the Pathfinder’s coin to rise an inch into the air and slowly spin in place if placed atop a wayfinder. In addition, when levitating above a wayfinder, the coin can be given a message of 25 words or fewer. This message repeats in the speaker’s voice the next time the coin is floated above a wayfinder. Only one message may be stored at a time, and once it is triggered, the message is expended and a new one may be recorded.
CONSTRUCTION COST 750 GP
Craft Wondrous Item, identify, levitate, magic mouth