Malluma Seme |
Malluma nods thoughtfully as Jussa tells her story, then brusquely adds her own. "The great Nagas recently heard of the works of the Pathfinder Society and sent me to become a member. Perhaps my skills on the battlefield will help the organization grow closer to our great leaders." The nagaji smiles softly, proud of her role.
Darzus |
The elf looks a little embarrassed at his request to Janira, and he doesn't have a great story for her question.
Oh, well... I haven't found a place where my talents rightly fit. I only hope I can discover a place for them. I've found a little bit of use amongst my companions... he glances at Sabah as he says this.
But honestly, they are very strange talents. I hope to consult with the Paracountess with the Dark Archive to learn more. I'm not sure I'm important enough for that yet though.
GM Nowruz |
She takes her ale and takes a sip.
More than anything, Janira seeks to assist and enlighten Pathfinders around her. She sees herself as a mentor to novices, working to assist them without taking over their missions.
She listens to your answers and suddenly seems optimistic and cheerful.
"You guys are alright! I am always eager to assist new or potential field agents. So if you need anything come to me! I spend most of my time either at the Wounded Wisp or on the grounds of the Grand Lodge. Now you have to excuse me, my table is waiting for me!" she says smiling and goes back to the table she was sitting at.
Jussa Pinehair |
Sense Motive (Janira) DC 15: 1d20 + 2 ⇒ (10) + 2 = 12
"Sure. So, is this an absolutely enormous bottle of wine? As in, will it take a whole bunch of us to carry it? I'm still trying to wrap my head around the fact that VC Dreng sent six people to fetch one bottle of wine." Or is it extremely expensive and we're the muscle to prevent it from being stolen? Is there a secret message inside? Is the bottle of wine an excuse to get us down to a secret area for a briefing on a special mission? Her mind teems with possibilities; she tries and fails to avoid getting her hopes up for something more exciting than a plain old fetch-and-carry.
Sabah Bashemian |
Sabah takes one last sip and a small handful of snacks and pops them in her mouth before gathering her things. She drops a few coins on the table necessary to cover her tab. Nods to Heryn joins the group speaking to Janira. With a smile she gives Darzus and Malluma a clap on the shoulder.
A message scrawls out on the table in front them.
"it seems our venture captains refreshments are ready, when we are. Ready to face the music?
GM Nowruz |
“No idea what he sent a whole team here for!?“ Heryn says.
After you all confirm that you are ready she takes you through the kitchen (A7) where three cooks prepare appetizers and larger meals with a wood-burning stove and several stone-surfaced tables. She opens the door to a back storeroom (A8) where a set of stone stairs leads down from here into the basement level of the Wounded Wisp.
The stairs descend into a tightly packed storeroom (A10) where barrels, boxes, and crates of assorted foodstuffs and drink garnishes are pushed against the walls or under the stairs.
Heryn suddenly has a stern look and says
“If you were not here because of business associated with Dreng I would never let you in here … firstly because it is embarrassing and secondly because I will let you alone down here, what I also do with Dreng. So please enjoy and respect my trust and also Dreng’s I suppose. You will see why I say embarassing because we usually do not use the rooms beyond this room anymore.” and with that she opens the door and shows you the next room (A11) and continues.
”Ahhh … formerly the next room was a meeting room where the staff could converse or take time off between shifts, but this chamber suffered significant damage during the earthquake of 4698. Several fissures split the floor that are leading down to a section of the city’s sewer system. So please, please keep quiet about this, okay?” she says with a pleading look.
Sabah Bashemian |
As Sabah follows along trying her best to follow the conversation with only the buts she can catch by reading the side of Heryns mouth.
knowledge nature: 1d20 + 10 ⇒ (4) + 10 = 14
checking for typical signs of sewer critters that might have slipped in.
knowledge engineering: 1d20 + 6 ⇒ (17) + 6 = 23
seeing if I have knowledge of the effects of trapped sewer gas and to measure the size of the fissure.
Her eyes go wide and she quickly makes sure to extinguish her staff. Slapping her hand on the wall to leave a quick message for all to read.
"No Open flames! Trapped gas will explode!
She then wraps a piece of cloth around her nose and mouth for some mild protection and proceeds forward to measure the fissure.
How wide is that fissure?
Darzus |
Trapped...?
Suddenly the dainty elf covers his nose in disgust, and turns to Heryn.
Oh. Well, I really hope you keep the wine sealed off from whatever reek is seeping up from down below.
He coughs and gags, fighting back a wretch.
*HURK*
I wonder... does Dreng like to pull pranks over on his new agents? Summon them down to the "stink box"?
He begins worriedly looking around at the immediate shadows for intruding critters.
Perception: 1d20 + 6 ⇒ (6) + 6 = 12
GM Nowruz |
Heryn is slightly relieved that you are focusing on the task and are not super mad.
She shows you the next room and the hole in the floor ”Look, nobody had the money to pay to repair the damage, so before I even started here they had acquired a broad wooden plank that serves as a bridge across the fissure. Now go through this room and enter the cellar on the other side. Actually, Dreng asked me to get the bottle and give it to you but … I am afraid of heights and I cannot come with you. I am sure you will need time to find what you are looking for because except Dreng nobody knows this place anymore.” she hands you a piece of paper with the name of a vineyard and a certain vintage (from a year preceding the creation of the Society) and waves goodbye hurrying up the stairs.
Neglected since it was “installed,” the plank isn’t as sturdy as it once was. You have to move slowly and one by one to get across OR have to somehow reinforce it with skill (Disable Device).
What do you do?
Sabah Bashemian |
Sabah waits for Heryn to leave. Before leaving a new message.
"I am suddenly regretting eating here. Hopefully they don't store food down here or we are all in for a ride tonight."
Sabah takes a look at the board.
knowledge Engineering: 1d20 + 6 ⇒ (7) + 6 = 13
She leanes down and touches the board. Leaving a message on its surface.
The message is a light diagram of how to secure it properly. If anyone wants to attempt a disable device I will assist with knowledge engineering.
knowledge Engineering: 1d20 + 6 ⇒ (8) + 6 = 14
GM Nowruz |
Sabah reaches the other side without any issues and the others follow his example so that you are now all on the other side.
You walk into the cellar (A12). This chamber is where the Wounded Wisp keeps its supply of specialty wines and ales for important occasions.
You start searching for the wine bottle and it feels like searching for a needle in a hay stack.
Finally you find that particular bottle from a very old vintage but it is stuck in the wine rack. You pull again and get it out only to see that behind the bottle a strange lever is hidden
Malluma Seme |
Perception: 1d20 + 1 ⇒ (12) + 1 = 13
Malluma carefully walks over the board and looks around. Unfortunately, all of the bottles look the same to her.
Jussa Pinehair |
Why doesn't she just get an employee who's *not* afraid of heights to do this? Geez! Jussa wishes she'd paid attention to exactly where the milk was stored on the way down. Am I going to regret that?
Trailing the group, she keeps her nose covered and her mouth closed. It's bad enough to smell the sewer gasses through a layer of cloth; she doesn't want to taste them as well. As she crosses the plank, it occurs to her that she could probably rig it to hold weight better, but the others have hurried onward. She can't blame them; lingering at the stink-hole isn't high on her list of favorite things either.
Once in the store room, she teams up with Kaliban (fellow non-drinkers have to stick together, after all) to search the low shelves while he searches the high ones. Gosh, I wish we could light a torch. This is going to ruin my eyes.
Perception DC 20: 1d20 + 8 ⇒ (7) + 8 = 15
I've added Jussa's token to area A12. Feel free to move her as needed.
Darzus |
Sabah's securing of the plank triggers Darzus' fear of heights. It's not as bad as the dragon-wagon ride, but still.
That she even had to fix it is ridiculous! Does the city not have safety codes for businesses!?
He can be seen crawling across the plank at the slowest pace, and very last a several minutes after the rest of the party has crossed.
It's a whole ordeal.
After he begins walking along the racks looking for the desired vintage.
Perception: 1d20 + 6 ⇒ (4) + 6 = 10
Is this a take 10 or take 20 situation?
GM Nowruz |
Darzus realizes that he really has to take time!
Finally, you find the particular bottle. It is from a very old vintage but it is stuck in the wine rack. You pull again and get it out only to see that behind the bottle a strange lever is hidden.
Suddenly, the lever drops down!
You hear a strange vibration in your bones ...
... and the complete wine rack slides back.
The sound is almost not to hear but the dust that comes down shows that this secret door has not been opened for ages.
You look into a short stone tunnel that leads into a hidden room (A13) that is illuminated.
GM Nowruz |
Kaliban enters the tunnel just a little to see what lies ahead and check for traps but cannot find any.
A sturdy silver chain jutting from the ceiling ends in a glowing orb that radiates yellow light across the rectangular room. A simple desk of polished wood, stacked with documents and scattered notes, shelters a pair of wooden chests against the south wall. A series of cracks along the eastern and western walls form makeshift entrances into exposed caverns.
The only light source in this room is a plain rock that bears a continual flame spell and hangs from a chain. The illumination is enough to brighten the room but leaves the connecting tunnels dark.
Can you please place your icons on the map and position yourself in area 12 or 13 wherever you want. Thanks
+++++++++++++++++++++++++++++++
Jussa Pinehair |
The discovery of the secret room surprises Jussa enough that she forgets to keep her mouth closed. Fortunately, she discovers that the smell (and taste) aren't nearly so bad here as they were right at the sewer crack. "Well. That's... Okay. I have more respect for VC Dreng now. Way more. We'd better not let anyone know about this, except him. And maybe we should put another bottle of something back there to cover that lever." We'll have to account for the coating of dust too. It can't look like it's been disturbed at all. She cautiously makes her way toward the desk, curious about the documents it may hold and what Dreng wants this team to discover.
Area 13 hasn't been revealed yet, so I put Jussa in Area 12.
Malluma Seme |
Malluma's forehead tenses. "Perhaps the old drunk is more than he seems..." Having no time for documents or notes, she keeps an eye on the connecting tunnels with her hand near her sword pommel.
GM Nowruz |
The tunnels are too narrow. Nothing to be seen.
You look at the desk and see that it contains various notes and leads. A first glimpse shows that these were obviously penned by Selmius Foster with later annotations by a certain Adolphus.
Selmius Foster was a Pathfinder who was published in many of the early Pathfinder Chronicles.
Adolphus was a Pathfinder who began his career as the assistant of the Pathfinder Selmius Foster. He published the account of his master's death in Volume 3 of the Pathfinder Chronicles. He went on to found the Pathfinder lodge in Quantium.
See handout
Darzus |
The elf smiles. Aha. This is what Dreng wanted us to find. But... let's hold onto this wine.
He approaches the desk and spends several minutes pouring over the letters.
Knowledge (local), untrained: 1d20 + 4 ⇒ (19) + 4 = 23
Early Pathfinders. Fascinating. Selmius Foster published many of the early Chronicles. Adolphus was his assistant, chronicling the death of his master in Volume 3. Later he would found the lodge in Quantium. Hmm, I guess I have been studying more lately.
Sabah Bashemian |
Sabah follows the others and stands next to Darzus. She takes a cursory look over the papers as Darzus let's everyone know their significance. She sets the papers down and eyes the two chests with suspicion. She adjusts her grip on her staff and assists with watching the tunnels as the others search the area.
Jussa Pinehair |
1 person marked this as a favorite. |
Knowledge (local), trained: 1d20 + 4 ⇒ (5) + 4 = 9
Wow. He reads *fast*! It would've taken Jussa much longer to suss out that information. Since Darzus seems to have the documents in hand, she turns her attention to the chests. Noticing Sabah's wariness, she nods an acknowledgement to her, then begins checking for traps.
Perception: 1d20 + 8 ⇒ (10) + 8 = 18
Only once she's certain they're safe does she set about opening them.
Disable Device: 1d20 + 7 ⇒ (20) + 7 = 27
OH MY GOSH! Well, that'll never happen again, but is sure is beautiful.
GM Nowruz |
The chests are not locked and are empty. Nothing else to be found here it seems.
You are discussing and standing in the silent room that looks like it was not touched for ages. Suddenly, you hear hundreds of high-pitched squeaks fill the air as a mass of small, carnivorous bats surges forth, all of them hungry for blood.
Perc(Darzus): 1d20 + 6 ⇒ (3) + 6 = 9
Perc(Abdi): 1d20 + 2 ⇒ (8) + 2 = 10
Perc(Sabah): 1d20 ⇒ 15
Perc (Jussa): 1d20 + 8 ⇒ (17) + 8 = 25
Perc ( Kaliban Atreyu): 1d20 ⇒ 12
Perc ( Malluma): 1d20 + 1 ⇒ (1) + 1 = 2
All except of Sabah and Jussa are utterly surprised when the swarm of bats enters the room through various tunnels and is all around them.
Kn(Nature)
BAT SWARM CR 2
N Diminutive animal (swarm)
Init +2; Senses blindsense 20 ft., low-light vision; Perception +15
Speed 5 ft., fly 40 ft. (good)
Space 10 ft.; Reach 0 ft.
DEFENSE
AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
hp 13 (3d8)
Fort +3, Ref +7, Will +3
Defensive Abilities swarm traits; Immune weapon damage
OFFENSE
Melee swarm (1d6)
Special Attacks distraction (DC 11), wounding
Wounding (Ex) Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.
Swarm: 1d20 + 2 ⇒ (19) + 2 = 21
Ini(Darzus): 1d20 + 8 ⇒ (7) + 8 = 15
Ini(Abdi): 1d20 + 0 ⇒ (12) + 0 = 12
Init(Sabah): 1d20 + 1 ⇒ (2) + 1 = 3]
Init(Jussa): 1d20 + 6 ⇒ (11) + 6 = 17
Init(Malluma): 1d20 + 1 ⇒ (19) + 1 = 20
Init(Kaliban): 1d20 + 5 ⇒ (2) + 5 = 7
The swarm of carnivorous bats suddenly fills the room and makes breathing difficult. Darzus and Kaliban are filled with terror as the swarm engulfs them and the young Pathfinder's bodies start to bleed.
Darzus and Kaliban please make DC 11 Fort save or be nauseated 1 rd. because of the swarm's distraction - additionally you are bleeding with 1 HP on each turn of the swarm & receive swarm damage now: 1d6 ⇒ 5
~
Round 0 - Surprise (only standard or move action)
Swarm
Jussa
Sabah
~
Round 1
Swarm
Jussa
Abdi
Malluma
Kaluban, -5, bleed
Darzus, -5, bleed
Sabah
BOLD are up!
Sabah Bashemian |
knowledge nature: 1d20 + 10 ⇒ (18) + 10 = 28
Sabah drops the staff to the floor pulling her Oud from her side and starting a tune to get the blood pumping and trying to find a better position to attack the swarm from.
inspire courage: +1 to attack and damage rolls
Move 30ft
Jussa Pinehair |
Untrained in Knowledge (nature)
Whoa! Jussa hasn't encountered aggressive bats like this before, and is woefully unprepared for an extended fight with them. She pulls out a flask of acid, sidles along the shelves to get into a better position, and tries to toss it over the heads of Drazus and Kaliban. Aware that the splash could harm them, she tries to toss it far enough that they'll be safe.
"Uhhhh, guys? Maybe we back up to the stinky room so we can spread out?"
Targeting the lime green spot.
Acid Flask: 1d20 + 4 - 2 ⇒ (15) + 4 - 2 = 171d6 ⇒ 4
Splash damage: 1
Malluma Seme |
Malluma grimaces at the swarm of bats. She pulls out a flask of acid as she gets into a better position. "Out of here, bats!"
Acid Flask @ Swarm: 1d20 + 2 ⇒ (3) + 2 = 5
Acid Damage: 1d6 ⇒ 1
Offtarget: 1d8 ⇒ 6 Technically... this would land ten feet to the west of the swarm, in the wall.
Darzus |
Apologies for the delay. Today was a hectic end to a hectic week or so.
DC11 Fortitude: 1d20 ⇒ 20
I suppose it doesn't matter as he's unconscious. Or could I use the above for a stabilization check instead?
Sabah Bashemian |
Sabah keeps playing her song and gets as close as she can without getting side swiped by the outer most bats. Once she reaches the corner she slides her fingers along the strings unleashing a swarm of her own. A cone of razor sharp metal shards erupts from her Oud slicing through the bat swarm.
move action to the corner, followed by a chord of shards into the swarm at an angle to avoid hitting Jussa.
chord of shards (piercing damage): 2d6 ⇒ (5, 5) = 10
reflex save of 16 negates
Abdi the Goldmane |
Abdi will rush over to Darzus while removing a wand from his bandolier and touching it to his wounds. "On your feet, Pathfinder. We have much to do!"
Wand of CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Sabah Bashemian |
Sabah wipes blood from her face stepping over the pulpt bat and pulling little bits off her clothes while heading for Darzus and Kaliban. She crouches down to heal Darzus with a touch.
cure light wounds
1d8 + 1 ⇒ (2) + 1 = 3
She turns to Kaliban and sets a message along the floor with an inquisitive look.
"Are you hurt badly? I can aid you if you wish?"
Jussa Pinehair |
Jussa stares helplessly down at all the blood and Darzus's prone body. "Wow. I thought the worst thing bats could do was poop on you." Here eyes are a bit glazed over. It seems she wasn't mentally prepared for there to be actual danger in this line of work.
After a few moments, she blinks several times, takes a deep breath, and asks: "Do we have everything we need? 'Cause...I'm not keen on lingering in the stinky-death-cellar."
Sabah Bashemian |
Sabah helps Darzus to his feet using a little prwstidigitation to wipe blood from his clothes before coming to stand by Jussa. She kneels down a writes a message in front of them with a little magic.
"If we are going to continue further down here. I have tools in my donkeys pack that could be helpful for us. Rope, picks, and other items you would usually need while spelunking. Though if we intend to leave before finishing our look around, I suppose we won't need them."
Sabah reaches into her pack and produces a canteen. She uncorks the top and offers it to Jussa. It smells strongly of apple cider and cinnamon. Applejack The message on the floor changes one more time.
"here this might help settle your nerves. Being so close to death can certainly cause a certain amount of distraction, and turn the stomach."
Malluma Seme |
Malluma gives Sabah a half-bow. "Impressive magic." Remembering the moment, she rushes over to Darzus' side - leaving room for the healers to work. "Impressive..."