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"Do you need some medical attention for that injury John?"
"It take more than a wayward plank of wood to do me in, Little One!" John replies with a deep laugh. "And, if you think I look bad, then you should take a look at the plank!"
John is too proud to ask for medical attention, but I bet he wouldn't turn it down.

GM Diaz |

As you get into the secret room and look around for anything suspicious, Zamin and Tarin hear something moving into the tunnels to the side of the room.
Suddenly two big vermins appear out of those tunnels!
Combat starts!
Init (Dia): 1d20 + 1 ⇒ (17) + 1 = 18
Init (John): 1d20 + 2 ⇒ (16) + 2 = 18
Init (Matéo): 1d20 + 2 ⇒ (2) + 2 = 4
Init (Rouqar): 1d20 + 4 ⇒ (1) + 4 = 5
Init (Tarin): 1d20 + 4 ⇒ (5) + 4 = 9
Init (Zamin): 1d20 + 2 ⇒ (13) + 2 = 15
Init (Heryn): 1d20 + 1 ⇒ (14) + 1 = 15
Init (Giant Spiders): 1d20 + 3 ⇒ (8) + 3 = 11
John
Dia
Zamin
Heryn
Enemies
Tarin
Rouqar
Matéo
Surprise round, bold may act.
The barkeeper shrieks and runs out of the room toward safety, Let me know when you're done with those monsters! she shouts from the cellar.

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”Grrrrr …. “ you hear from Zamin and he starts raging!! His body changes slightly and he grows claws where his fingers were before!!
Full Attacks incl. rage:
Gore, rage: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 171d6 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Shapeshifter Bloodline Claw left, rage : 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 171d4 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Shapeshifter Bloodline Claw right, rage: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 181d4 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Hoof left, rage : 1d20 + 5 + 2 - 5 ⇒ (10) + 5 + 2 - 5 = 121d4 + 3 ⇒ (2) + 3 = 5
Hoof right, rage : 1d20 + 5 + 2 - 5 ⇒ (3) + 5 + 2 - 5 = 51d4 + 3 ⇒ (4) + 3 = 7
He thrusts with his horns, slashes with his claws and then stomps on the spider with his hooves!!

GM Diaz |

He thrusts with his horns, slashes with his claws and then stomps on the spider with his hooves!!
You can only take a Standard or Move action during a surprise round. The first attack happens, the others don't.
The arachnoid monster attacks back with its bite.
Bite: 1d20 + 2 ⇒ (19) + 2 = 21
The mandibles of the monster penetrates deep in Zamin's arm.
Please Zamin make a Fortitude save.
The other vermin spits a sticky web from its abdomen toward Matéo.
Web: 1d20 + 5 ⇒ (19) + 5 = 24
Matéo is now caught in the sticky web!
End of the surprise round.
John
Dia
Zamin
Enemies -7; +0
Tarin
Rouqar
Matéo
Round #1, bold may act.

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Ahh, sorry, missed the surprise round part!
fort, rage Con +4 : 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14
Ending rage and claws retract. Full Attack - 2 rounds after rage ended still benefiting from morale bonuses:
Gore, community minded, fatigue: 1d20 + 5 + 2 - 1 ⇒ (11) + 5 + 2 - 1 = 171d6 + 4 + 2 - 1 ⇒ (1) + 4 + 2 - 1 = 6
Hoof left, community minded, fatigue : 1d20 + 5 + 2 - 5 - 1 ⇒ (9) + 5 + 2 - 5 - 1 = 101d4 + 3 - 1 ⇒ (1) + 3 - 1 = 3
Hoof right, community minded, fatigue : 1d20 + 5 + 2 - 5 - 1 ⇒ (11) + 5 + 2 - 5 - 1 = 121d4 + 3 - 1 ⇒ (2) + 3 - 1 = 4
He then steps back.

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"Well, ain't this a pleasant surprise!" grins John as he takes his staff into his hands. "Time to get crackin'!"
Draw weapon, 5 ft. step
He then brings the heavy stick down on what he thinks must be the spider's head.
Melee (quarterstaff): 1d20 + 5 ⇒ (6) + 5 = 11
Damage (B): 1d6 + 6 ⇒ (6) + 6 = 12

GM Diaz |

The arachnid's tougher than it may seems, and resists almost every blow directed at it.
Colored the two enemies for some quality of life.
The first monster red attacks its last assailant, Dia, while the other yellow tries to bite Matéo, who's trapped in the sticky web.
Bite (red): 1d20 + 2 ⇒ (13) + 2 = 15
Damage (red): 1d6 ⇒ 3
Bite (yellow): 1d20 + 2 ⇒ (7) + 2 = 9
Damage (yellow): 1d6 ⇒ 5
If hit please make a Fortitude save DC 14.
John
Dia
Zamin
Enemies -13; +0
Tarin
Rouqar
Matéo
Round #1, bold may act.

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Somewhat alarmed at being so close to the front of the fight, Tarin takes a step backwards and wonders to himself how he can best help the partly. Suddenly his eyes go blank and he starts muttering to himself incomprehensibly. A burst of divine energy washes over the room.
Tarin steps backwards and casts Bless
Finally regaining his senses, Tarin proceeds to violently cough up seawater and looks extremely confused, hoping that no one noticed.

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Despite being stuck in the webbing, Mateo manages to deflect the pair of mandibles coming his way.
Hmph, damned spiders. I won’t be that easy to snack on! as he does his best to bring his earthbreaker down on the multi-legged threat whom appeared most injured.
earthbreaker: 1d20 + 4 - 2 + 1 ⇒ (14) + 4 - 2 + 1 = 17
B damage: 2d6 + 6 ⇒ (2, 2) + 6 = 10

GM Diaz |

Rouqar manages to rip a cut into the creature's abdomen with his dagger, killing it, while Matéo is still trapped in the sticky webs. Matéo can make a Combat Maneuver check or an Escape Artist check to break free from the webs.
John
Dia
Zamin
Enemies (red dead; yellow +0)
Tarin
Rouqar
Matéo
Round #1, bold may act.

GM Diaz |
1 person marked this as a favorite. |

Can I use the above roll I made for attack…and just use it for my Combat Maneuver (strength) check. I rolled a 14. If strength is allowed +4, of it has to be dexterity then +2 is added to it(?)
Yes, that can work.
Matéo breaks free from the web!
End of round #1.
John
Dia
Zamin
Red
Yellow
Tarin
Rouqar
Matéo
Round #2 starts, bold may act.

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Zamin moves forward and draws his Bardiche simultaneously.
He attacks the spider although there is cover from the desk!!
Bardiche, community minded, fatigue: 1d20 + 5 + 2 - 1 ⇒ (19) + 5 + 2 - 1 = 251d10 + 4 + 2 - 1 ⇒ (9) + 4 + 2 - 1 = 14
crit? : 1d20 + 6 ⇒ (20) + 6 = 261d10 + 5 ⇒ (8) + 5 = 13
“I will crush you little beast!!! Arghhhh!!!!“ the weretouched creature shouts.

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In the unlikely event, the spider is still up...
John swings his big stick
Melee (quarterstaff): 1d20 + 5 ⇒ (6) + 5 = 11
Damage (B): 1d6 + 6 ⇒ (3) + 6 = 9

GM Diaz |

With a single hit from his weapon, Zamin is able to part the body of the monster in two perfect halves.
Combat ends.
Moe is now covered in disgusting arachnoid entrails! No mechanical effect, just took his suggestion.

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“Ohhh … Ehhh … sorry!! Now someone look at the table!! What’s going on here?!“ he asks and he also just goes through the docs.

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I’m gonna need a couple strong drinks after this is all done. Still, the damned spider didn’t bite me so I’m fine as Matéo scrapes the guts and goo off his armor and himself. He goes back to the chests and gives them another look to make sure any more surprises aren’t gonna happen.
perception chests for traps: 1d20 + 4 ⇒ (4) + 4 = 8
presuming I don’t spot any regardless of if they are trapped with a 4
Matéo then proceed to open the chests.

GM Diaz |

Matéo opens the drawers of the desk and finds a collections of notes apparently written by some Selmius Foster, one of the founders of the Society. There are some annotations signed "Adolphus" attached to them.
The notes are a collection of drafts about exciting adventures and personal exploits, probably materials for a Pathfinder Chronicle that has never been printed.
Please read the handouts on Slide #8.

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Zamin reads as well … or at least tries.
“I don’t trust all of this. This is a wild chase!! We have to get this to Dreng!!!“

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As the others were searching the desk, Tarin starts poking around the room to see if he can find anything else interesting. ”I wonder if there is anything magical in here...” he begins to say, before his eyes go vacant and he starts incoherently muttering to himself again. After a moment he appears to snap out of it and looks around in a rather self conscious manner.
Tarin uses Detect Magic to see if anything pings as magical in the room.

GM Diaz |

Tarin uses Detect Magic to see if anything pings as magical in the room.
The source of light in this room, a glowing rock hanging from a chain in the middle of the ceiling, seems to be magical.

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When he detects that the rock is magical Tarin will concentrate on it to try and determine is properties and school of magic
Knowledge (arcana) to determine school: 1d20 + 4 ⇒ (18) + 4 = 22
Spellcraft to determine properties: 1d20 + 4 ⇒ (12) + 4 = 16

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Zamin moves up to Heryn and tells her everything that happened.
”We are going to Dreng now!! He’s got to tell us what this is all about!!“ he says and leaves to move to Dreng’s location in the streets.

GM Nowruz |

Found time for a post to get us going.
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."
++++++
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.

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"You are back. I hope you have my bottle ... and can explain the shape that you are in." he says with a raised eyebrow.
"Crossed a cranky old plank of wood, I did!" John replies with a toothy grin. "But, if you think I look bad, you should see how poorly the plank fared'!"
"There's a reason they call me 'Crackin'' John, I suppose," he sighs. "Oh, and the basement had a vermin problem, but it seems fixed now."

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Tarin shuffles over "We also have your bottle." he says "I think one of the others has it ...and we found some other things, some notes you probably want to take a look at ...I think Matèo has those. They were in a hidden chamber in the cellar which opened when we picked up your bottle."

GM Nowruz |

Dreng is suspicious after Tarin's comment but opens an umbrella and looks through the documents that Matèo has … his eyes open wide after he reads through the first pages.
He asks you to tell him everything and wants to know all the details.
After a while he stands up with the umbrella.
"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. So what do you do next?"

GM Nowruz |

Before you leave Dreng looks at Zamin.
"You there, I think I will need protection to get back to the Grand Lodge now that my cover is blown. The rest of you ... good luck!" Dreng says.
Zamin sighs but complies with a grunt.
~
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.

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Matéo hands over the documents to Dreng and listens to all of his knowledge and ramblings. He heads to the creepy mausoleum and sighs slightly as the man calls forward.
If I talk…it’s gonna go down to fists and sh*t he thinks to himself as he lets a more tactful party member do the initial talking.

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On the way to the mausoleum Tarin pipes up ”If anyone has one of those healing wands, I think I’d be able to use it to fix up anyone who has been injured. That seems to be a thing I can do now, after my accident.”
If there isn’t a wand available, Tarin instead will start trying to sort out Johns plank inflicted injury via mundane means, only to be interrupted by another episode of zoning out followed by coughing up water, during which he appears to cast a healing spell on John. Tarin looks very confused by this turn of events.
cure light wounds on John: 1d8 + 1 ⇒ (1) + 1 = 2
knowledge (local): 1d20 + 4 ⇒ (4) + 4 = 8
At the mausoleum, Tarin responds to the query from the man in robes. ”we’ve come to visit the necropolis, I assume there’s no problem with that?” he asks politely.

GM Nowruz |

The man looks menacingly at Tarin.
"Be quiet!! Be happy that you are still standing here and have not been blown to bits by Asmodeus' might!"
He looks down to you and steps uncomfortably close to Tarin.
"Do you want me to express my obviously superior thoughts or are you making in your pants and leaving!"

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Tarin smiles. ”It is good to see that these tombs are watched over by such a dedicated and capable follower of Asmodius. It certainly would be testament to Asmodius’ power if you were you happy to let us visit this place in piece, confident that should we step out of line you could simply strike us down at a moments notice.”

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The paladin smiles, "While there is little doubt of Asmodeus' power, this mausoleum is dedicated to the fallen of many faiths. This is no battlefield, but a place to honor those who have passed, hopefully fulfilling their contracts. We should abide by the compact implicit to such a location and keep the peace. My friends and I only seek to learn from the past, not create any trouble." The tiefling takes a small step away from her peers. "I rarely have an opportunity to openly converse with a true servant of The Keeper of Contracts. Perhaps you have a moment to educate me on the broader terms of service."
Diplomacy: 1d20 + 8 ⇒ (12) + 8 = 20
Not trying to aid, but an actual attempt.

GM Nowruz |

Durward looks at Dia and Rouqar and smiles.
"Ha, ha, ha! So you are with the Pathfinder Society! 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 the strong fighters in your group 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.