GM Tiger |
Please dot (add a post) in here and then delete your post to add yourself to this campaign.
1) I am based in Southeast Asia (UTC +8) so my posting hours may be unusual (especially for those in North America). I usually update at least one or twice per day. Just to keep the game moving, please post at least once every day and at least once during the weekend.
2) Please label all three of your actions. Even if you think what you are doing is obvious.
3) If I am unavailable for longer than 24 hours, I will let you know in the Discussion Tab. Out of respect for your fellow players and myself, I ask that you do the same. Real life happens, and real life will always take priority over the game, but out of fairness for your fellow players, please let us know if you will be unavailable for an extended period of time.
4) Please note that on the following days, my posting can get unpredictable:
Tuesday/Thursdays - all day, as they are the 2 busiest days of my work week
4) Please complete the Macros and the Slides linked at the top of the page.
5) Questions, concerns? Feel free to share them in the Discussion tab.
6) Let's have some fun and tell a great story together! After all, that's what we are here for.
GM Tiger |
Your adventure begins in the Grand Lodge in Absalom, where Venture-Captain Ambrus Valsin has a small exploration assignment for you. While waiting for him, you take the time to get to know each other.
Please introduce yourselves here
Percival Jeeves |
An impeccably dressed man with a ramrod black and a stiff jacket (not to mention upper lip) enters the room.
"Jeeves, Sir. Reporting for duty."
Jeeves is dressed in a white shirt, bowtie, formal dinner jacket and white gloves.
He turns to Wizel offers him a nod and asks "Would sir require a drink?"
Ofeus |
Before Wizel can reply, a blue-tinged elf with an average height and weight walks into the conference room with a deliberate poise and manner suggesting a self-defined sense of purpose. His blue wizard robes are suggestive of the sea. Upon them is a hand sewn scene of various aquatic animals and creatures seemingly co-existing in harmony.
He carefully enters the room and stands in front of a wall near the door. Dropping his hands to his sides in precise unison with his speech
I am Ofeus, Hydromancer from Outsea.
Ofeus then digs through his stowed belongings for his writing set. He prepares to take careful notes during their meeting with Venture-Captain Ambrus Valsin.
Ofeus begins to breathe in and out quietly like the steady soothing flow of the rivers that converge upon Outsea.
Wizel Genius |
A drink? Raising an eyebrow the gnome is a bit surprised. That could be fun yes.
As both the others introduced themselves he think smart to do it as well.
My name's Wizel Genius. But stay smart and call me Genie as it is my way of life.
He smiles still having his arms crossed on his chest.
Brother Abrael |
A tall, slender man shambles into the room and pauses awkwardly at the entrance - clearly not a local, or someone familiar with the lodge. Recognizing Valsin and no one else, he slinks to a chair nearby, keeping an eye on the door.
At first the man appears human, but a silver tint to his eyes betrays some other ancestry. Still, he seems nothing more than a traveler as his simple clothes show much wear from the road.
I am Abrael, he chirps quietly, managing a smile.
Kimmo |
A short, stocky human, dark-haired and bearded with a complexion that looks permanently windburned, follows behind. A greatsword is sheathed over one shoulder and a greatclub over the other. He wears a light knee-length tunic decorated with bright embroidery around the collar and cuffs, plain wool trousers, and leather boots. He nods at the rest of the group and smiles a little, looking down after making eye contact. "I'm called Kimmo."
Brother Abrael |
Abrael drops his pack and sets a staff against the wall nearby. It's clearly more for walking than combat, and much the same could be said about Abrael. He settles in to observe the scene and makes a polite attempt to secure an ale, which he drinks with curiosity and enjoyment.
The world has much to offer one for which even nearby places are new. Still, this brew master is too fond of hops.
Percival Jeeves |
Jeeves quickly acquires the required ale for brother Abrael, delivering it on a small discrete platter, while looking around to see if anyone else has refreshment requirements before the briefing begins.
Ofeus |
Ofeus quickly recognizes Jeeves' desire to serve others, and deems him worthy of respect.
I offer you my praise sir Jeeves. We all gather here to serve others, but you find more than one way to achieve this. I typically sample nature's waters, but have had my fill.
Ofeus exchanges glances with the various agents around the room, and takes in the wondrous diversity among them.
He otherwise maintains his position by the door, and is quite comfortable standing where he is.
Percival Jeeves |
"Very good, Sir. I'll recall that for the future." nods the butler. His eye casts around the room for any of the other guests who might require services.
Aside from that he refrains from commentary but his eyes remain alert for either the briefing or other needs.
GM Tiger |
Ambrus Valsin strides into the room and begins the briefing:
"All right, Pathfinders, you're going on a little bit of a cleanup mission." Valsin taps his finger on the map of a familiar island, tracing north and west from the giant star marking Absalom to a sketch of a castle near the island's western shore. "A short while back, a group of veteran agents ventured into the ruins of Citadel Uromaz, where they defeated the lich Hekoz and stopped the ritual she was attempting. After dealing with the undead, they were called away to handle another issue. Frankly we need someone to go back and do the hard work of cataloging the place. Most of the large artifacts and valuable items have been noted and brought back to the Grand Lodge, but the previous agents described a huge mural carved into the stone, and no one even thought to take a rubbing of it." Valsin sighs, "So, it falls to you to go in and document the site properly."
"I need you all to pop over there, go through and take rubbings of as much of the mural as you can. Everything should be in the central chamber, but if you find any other archaeological finds that are worthwhile? Please note and collect them. Be careful, be prepared, and be vigilant, as usual."
"I've marked the citadel's location on the map for you, it's just north of the Swardlands, on the edge of the Welt. It's about five day's ride along the roads. The Welt is a blighted land where no plants grow. Thanks to the efforts of a group of heroes a few years ago, it's been shrinking. Nowadays, it's not inherently dangerous to people or animals, but its lack of settlements still makes it an attractive place for those who want to escape notice. Like Hekoz, for example. We believe that the threats have been dealt with, based on the information reported to us by your fellow Pathfinders. You can never be too sure, though, so please make sure to go prepared for a fight, just in case. As the previous group was focused on fighting the lich, no map was made. You'll need to do a bit of exploring to find the ritual chamber."
"Any questions?"
GM Tiger |
Brother Abrael's Religion (): 1d20 + 7 ⇒ (16) + 7 = 23
Ofeus's Society (T): 1d20 + 7 ⇒ (1) + 7 = 8
Jeeves's Society (T): 1d20 + 3 ⇒ (7) + 3 = 10
Hekoz isn’t the most famous lich to be associated with the ruins. It was originally created by the wizard-king Tar Baphon nearly 4,000 years ago, well before his transformation into the Whispering Tyrant.
Brother Abrael |
Abrael is no stranger to paper, as the near-permanent ink stains on his fingers attest.
Lord Valsin, a huge mural, as you describe, would require a considerable amount of paper from which to produce the rubbing. Do we have a supply at hand? Not vellum, surely, but perhaps some pressed linen in rolls?
GM Tiger |
"Of course! You'll have enough paper to do the rubbings at least three times over."
Ofeus |
Ofeus politely waits for the captain to respond to Wizel. When it is his turn to speak, he tries to question him more thoroughly.
Sir, it may be useful to us to learn something about what your veteran pathfinders brought back from Uromaz. Can you elaborate or allow us time and opportunity to have a look? It may give us a clue about what to expect. As you pointed out, we must be careful, prepared, and vigilant.
Sir, is the blighted condition of the Welt related to Tap-Baphon? or Hekoz? or some other threat?
GM Tiger |
"Well, the Pathfinders who cleared the ruins didn't really have time to do any of the rubbings or exploration. They cleared out the hostile undead so there shouldn't be anything horrible left behind. Still, it's best you be ready for a fight in case something has moved into the ruins."
"As for the Welt, we are not sure what caused it. Most likely from the Hekoz but we are not completely certain. Now if there are no further question, your mounts are in the stables."
Ambrus Valsin provides you with sufficient paper, ink, quills, and charcoal to do the rubbings twice over, as well as several torches. He has arranged for horses (or similar mounts for Small or Tiny-sized PCs) to take you to the site, as well as a map that will lead them there. These mounts are purely for transport and have no combat training. Valsin's supplies also include three weeks of provisions for you and your mounts.
The journey west from the bustling streets of Absalom across the Isle of Kortos begins peacefully. At first, the roads are well-populated with travelers, guards, and caravans. Plains give way to forests and then farmland. A thin ring of fertile soil occupied by a partially constructed barn divides the fields from the barren lands of the Welt. Within the Welt, the weather takes a turn for the worse. Gray clouds fill the sky and a chill, misting rain pervades the air. By the end of the journey, the sky overhead is nearly obsidian, illuminated only by flashes of greenish lightning.
As you arrive at the ruins, you experience a palpable sense of unease radiating from it, the lingering result of unholy rituals performed here. Your mounts refuse to approach the entrance no matter how much you coax them.
There are no light sources in the ruins. Unless you have darkvision or a light source, you are effectively blind.
Kimmo |
Kimmo isn't that comfortable on horseback, and seems relieved at the prospect of leaving his mount behind. "Let's tie them up where they're still unaffected, and where they can reach some grass."
Ofeus |
Ofeus feels a heavy heart from witnessing the barren lands of the Welt. Perhaps the misting rains are the tears of the land as it longs to embrace life again.
Why does the natural progression of nature and time leave these lands devoid of lush green fields and beautiful vistas?
These feelings intensify to disdain when he experiences unease that even the innocence of horses cannot ignore.
Ofeus takes note of Kimmo's practical suggestion, but offers no comment.
He dismounts the beast, and creates a field of magical energy around himself that seems to flicker in and our of existence.
Anyone need a light?
When Ofeus finds a spare moment, he conjures an orb of soothing white light, and associates it with his person.
He expects it to float in the air near him, and follow his movements.
Once this task is done, he will take necessary steps to move the light to explore the nearby area.
Cast Mystic Armor (+1 Item bonus to AC)
Cast Light, and use it to explore the area within 60 feet of their position.
Wizel Genius |
A genie doesn't need a light as he already shines around.
He should do anyway. But fortunately his darkvision attests he doesn't need any magical or mundane light to see in the dark.
On the other hand a protection is always needed. So he casts Mage armor/Mystic armor upon himself.
Are you ready to enter and take pictures from the carving walls?
Ambius |
The goblin casts Manifest Eidolon.
It's is a humanoid with a green spectral appearance.
This is my eidolon and his name is Anger. Anger and me have the darkvision.
Percival Jeeves |
Jeeves offers a nod to Ofeus. "A light would be of assistance in performing my duties, Sir."
The butler takes position near Ofeus and stands ready to take rubbings... or administer drubbings, should anything nasty spring upon the elderly gentleman.
Ofeus |
Ofeus gladly creates a light source for Sir Jeeves, and associates it with him so that it will follow him wherever he goes.
He also does the same for Kimmo should he need it.
Sir Jeeves, be careful. Something seems amiss. Can you feel it?
Ofeus' face assumes a stern posture, but Jeeves may also note a hint of concern in is voice.
Kimmo? Abrael? Genie?, Ambius?, can you feel it as well?
If the opportunity arises, Ofeus will assist Kimmo with the horses by giving each a reassuring rub and a little food if grass cannot be found.
Once the horses are in better spirits, Ofeus will take his position at the rear of the marching order...
Ofeus does any or all of this unless something unexpected happens first :)
Brother Abrael |
Abrael perceives the sense of unease from the others, more so than from the ruins. As someone often apprehensive about his surroundings, the young monk does not notice the sensation as anything new.
Once abandoned, I wonder how long it takes a place like this to become the home of some wandering thing, lurking in the night.
Kimmo |
Ofeus, unless Remastered changed it, a caster can have only a single light cantrip active at a time.
NVM; under Remastered you can have up to four active at a time.
Percival Jeeves |
"Rest assured sir, that no feeling of ill-ease will hinder the execution of my duties." says Jeeves who winces (just a tad) at being addressed as Sir.
He leans closer to the scholar and whispers something in his ear.
Ofeus |
Ofeus, a little lost in thought, snaps out of it a moment longer than usual. Noticing the distinctive bottle, and suddenly realizing that he has been a little distracted, he graciously accepts Sir Jeeves' offer.
The gesture itself was likely instrumental in helping him refocus on the ruins. The condition of the welt still weighs upon his sensibilities, but for now it gets pushed to back of his mind.
Having missed Jeeves' wincing altogether he replies
My thanks Sir Jeeves. You are kind to help a lost elf find his way.
Perhaps we should get this operation underway if everyone is in agreement
Ofeus feels a little more grounded.
GM Tiger |
Light sources at the ready, you proceed down into the ruins. As the last of you enters the ruin, you are suddenly whisked to a different place. The catacombs are entirely underground, carved out of dull gray bedrock. Ceilings are 10 feet high unless otherwise noted. Dim light blankets the area, though it has no visible sources, and light and shadows dance across the chambers of their own accord. The colors of everything in the citadel, including you and your belongings, fade into muted hues.
Active Light spells and all light sources have their range halved. If you try to cast a spell with the light trait, you will need to make a DC 6 flat check or lose the spell/action
Brother Abrael's Arcana (): 1d20 + 5 ⇒ (12) + 5 = 17
Ofeus's Arcana (T): 1d20 + 7 ⇒ (8) + 7 = 15
Jeeves's Arcana (U): 1d20 + 0 ⇒ (11) + 0 = 11
Kimmo's Arcana (U): 1d20 + 0 ⇒ (12) + 0 = 12
Wizel Genius's Arcana (T): 1d20 + 4 ⇒ (10) + 4 = 14
Ambius's Occultism (T): 1d20 + 4 ⇒ (3) + 4 = 7
This entry hall walls are carved with ornate skulls and funereal adornments. The only features of note are a corridor leading to the west from the north end of the room, and a collapsed stairway to the south. An unlit torch sits in the sconce nearby. The stairs to the south that would lead upwards to the main complex have been completely blocked by debris.
If you critically succeed
Percival Jeeves |
Jeeves looks around the room, and then quickly counts the number of pathfinders to make sure none are missing... and no extras have arrived.
"Shall we proceed with taking rubbings?"
Ofeus |
Crafting: 1d20 + 7 ⇒ (14) + 7 = 21
Ofeus |
The Hydromancer rubs his chin thoughtfully,
Hmm interesting discovery Brother Abrael
Ofeus looks carefully looks around the room taking note of the strange lighting effects, shadows, and faded colors.
It is also clear that we are no longer on Golarion. At least not as we know it. We can add finding a way back home to our list of priorities.
Ofeus makes a few quick notes about our current information and observations in his writing kit.
Kimmo, might I trouble you to recover that bag of gems, and look after them?
Next, he turns his attentions to the ornate skulls and funerary adornments carved onto the wall.
He keeps his distance from these features as well as he can, and tries to establish if they are magical.
Cast Detect Magic on the wall carvings
Additional study will be required should they prove to be magical...He will cast Read Aura on any of the carvings that seem magical giving a +2 circumstance bonus to Ofeus and anyone else who tries to identify magic. If all of this is applicable, then Ofeus will finish his study with the Identify Magic General Skill Action using the Arcane skill. Ofeus will share any and all information he obtains from any of this.
Hmm those carvings on the wall are certainly distinctive...Let me take a closer look before we get a rubbing.
Kimmo |
Kimmo draws his sword and watches the area, alert for any attack. "If we're somewhere else, do these carvings have anything to do with what we came for?"
Ofeus |
I do recall that the Venture Captain expected us to find our mural carvings in a centralized chamber. As Brother Abrael noted a few days ago, we are looking something rather large. Larger than this I am sure.
I think that what we see around us is a distorted copy of Golarion itself. Our carvings may yet be here somewhere. Just not in this particular room.
Kimmo |
"If everything is distorted, will these rubbings match the ones where we're from? We need to figure out how to get out of here before anything else, in case we can't find anything to eat or drink."
Percival Jeeves |
"Well, sir, we have paper to spare. with your permission I'll sketch these funeral ornaments for you." says the butler.
Taking out paper he proceeds to catch the scene as well as he can.
Ofeus |
Ofeus pauses a moment to consider Kimmo's comments and questions carefully. He then clears his throat.
Unfortunately, we may never know for certain if the rubbings here match the ones on Golarion. But yes I agree that finding a way out is the most important thing here. If we can get the requested rubbings and document anything along the way then so be it.
Ofeus briefly turns to address Jeeves while he works with the carvings on the wall.
Yes of course, we should probably continue on as soon as you are finished.