Age of Ashes (Team Alseta)

Game Master Delta Arena

Running through the fist Pf2e AP! Come forth brave adventurers and answer the call for heroes. Google Drive Folder


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Elf Investigator 2 | HP 22/22 | AC 18 | Fort +4, Ref +8, Will +9 | Perception +9 (Low-light vision) | Prepared Spells: Divine Lance, Light | Investigations - Cinderclaws (how unleash Dahak), Slimy thing (what is it) | Conditions: That's Odd | ◆◇↺

“Only an echo of what is known,” Ellaeaanda responds to Netkin. “Missing is a scroll, the scroll Calmont used to summon elementals.” She closes the book. “Meticulous are her records; no business since this loss.” The elf gestures vaguely at the other two doors, waiting for someone else to open one of them. “Any answers we seek await beyond.”


”Ardoinel Oreflame” | Male Medium Aiuvarin Dwarf Magus 1 | HP 20/20 | AC 16 | F +7 R +3 W +5 | Perc +3 | Default Exploration ( ?????? ) | Speed 20ft | Active Conditions: None

Ardoinel examines the crystals a bit.

Are they carved/cut crystals or more natural?

He nods at Ellaeeanda's assessment and jerks his head towards the door.

"Resa, if you would, please?"


map

All the crystals are carved. Most of them are some variety of quartz, mostly in a tower or a wand cut, although some use a pendeloque cut. A few display pieces use a freeform cut, although the surface is polished and the base flattened.

Let me know which door you are going for first.


Female Tiefling (Looks like a standard elf but short, has horns hidden by a head scarf) | HP 21/22 | AC 19 | Fort +4; Ref +10; Will +7 | Perc +7 | Starknife +8 1d4+4 Sneak Attack 1d6 Rogue 2

Taking her time before picking the right door, she tries the lock just to see what was going on with it, and if needed she would open and pick the lock, but was not sure which was needed.

"Why not see if we are on the right path?"


map

Approaching the unmarked door, you realize that it is, in fact, locked.

thievery:
1d20 + 8 ⇒ (12) + 8 = 20

The lock is high quality, and some of the pins inside are hard to reach with your tools. But it is a regular lock, and, after a minute of working on it, it pops open.

The room is very clearly Voz' bedroom. Unlike the store, her personal space is extremely messy. The bed is unmade, the chest of drawers has been ransacked, the wardrobe is missing half its contents, a small desk in the corner is covered with miscellaneous items, such as archivist's gloves, dented reading glasses, and some alarmingly large balls of lint. The nightstand by her bed is also covered in books and loose pieces of paper.

that's odd:
There is something weird about the amount space taken by the wardrobe.


Elf Investigator 2 | HP 22/22 | AC 18 | Fort +4, Ref +8, Will +9 | Perception +9 (Low-light vision) | Prepared Spells: Divine Lance, Light | Investigations - Cinderclaws (how unleash Dahak), Slimy thing (what is it) | Conditions: That's Odd | ◆◇↺

Ellaeaanda slowly strolls into the bedroom and surveys the untidy scene. “Disorder within order. Strange is the space around the armoire,” she pronounces as she moves closer to investigate.

Perception: 1d20 + 9 ⇒ (8) + 9 = 17


Human Male Thaumaturge 2 | HP 26/28 | AC 19 | Fort +7 ; Ref +5 ; Will +5 | Perc +6 | ◆◇↺

Cerrus takes a close look at the nightstand. "Hopefully something in these documents points to her thinking."

Secret Perception check:
1d20 + 6 ⇒ (13) + 6 = 19


Female Tiefling (Looks like a standard elf but short, has horns hidden by a head scarf) | HP 21/22 | AC 19 | Fort +4; Ref +10; Will +7 | Perc +7 | Starknife +8 1d4+4 Sneak Attack 1d6 Rogue 2

" Well then, perhaps we should look there? Or are the papers more important? I can check either." REsa offers, and will check which it seems makes better sense for the group to check.

Grand Archive

M Hafling(-ish) Alchemist (2) HP 26/26, AC 18/ Saves: Fort +8, Ref +8, W +6/ Perception +6/ Initiative +0/ HL: 0/1/ VV: 1/5 / Hero Point 0/3/ IM 0/1

Netkin makes an instinctive move for the nightstand - before Cerrus beats him to it. "Perhaps she has left something on her desk?"

It is a daunting task. Messiness was seemingly Voz's forte. The bigger the pile of mess, the better.

Perception: 1d20 + 6 ⇒ (19) + 6 = 25


map

Ellaeaanda

The closet seems to be a little too small, even taking into account that it looks half empty, but you can’t place why.

Cerrus

You take a look at the book on the nightstand, Breachill, Outpost of Liberty by Veraline Rhasolde, first town council president of Breachill. The book itself has several loose pages bookmarking it.

Book’s introduction:
For weeks, we were disheveled and confused, shivering in the shadow of winter as it crept into the mountainous valley. We barely managed to forage for food and build rickety shelters. A few of us carried swords to fend off wild beasts, but we had no memory of how we found those measly weapons, or of who might have put them into our hands. And that was the worst of it: we knew we all had lives before this bleak state of affairs, but to a one, we barely remembered our own names. Our spirits were broken, and our hope for surviving the winter seemed slim. Then a miracle happened: a benevolent wizard stumbled across our valley. His name was Lamond Breachton, and it is with his kindness that our town’s story begins.

Book’s summary:
Breachill traces its founding to 4520 ar. That fall, 50 humans found themselves mired in a threadbare outpost in a valley at the foot of the Five Kings Mountains. They had little shelter, provisions to survive for just a few weeks, few skills among them, and almost no defenses against the area’s dangers. Even stranger, they had no idea how they ended up in their hovels, nor why they were there in the first place. Most barely remembered their own names. As winter encroached, the flimsy outpost’s vulnerabilities were clear, and the desperate survivors felt hope fading.

And then an act of serendipity saved their lives. Lord Lamond Breachton, a wandering adventurer, scholar, and wizard, was returning from a lucrative trading trip to Druma when he stumbled upon the amnesiacs’ meager outpost. Even with his powerful magic, kindly Lord Breachton couldn’t solve the mystery of the humans’ origins or restore their missing memories. He took pity upon the villagers, and spent much of his recently acquired wealth on building proper shelters along the banks of what became known as Breach Creek. Further, Breachton helped the amnesiacs acquire food and establish farms, brought in experts to teach them trades, and used his magic and know-how to aid their day-to-day affairs while the townspeople became self-sufficient. In less than a year, the outpost was thriving, and the leaders of the burgeoning hamlet named their settlement Breachton’s Hill. This name was soon shortened to Breachill.

Despite his monumental place in the town’s history, very little is known about Lamond Breachton himself. The wizard’s origins are a mystery, and details of his life before arriving in town are conspicuously missing from the extensive local texts written about the town’s founding. The townspeople know only that Breachton had distinctive, golden-colored eyes, the rich voice of an angel, and flowing white hair that reached past the magnificent robes he always wore. Curiously, the wizard made it clear to those early town pioneers that he was indeed a human, as opposed to an aasimar or other celestial-touched being. History books describe Breachton’s demeanor as exceedingly paternal; he treated each of the town’s pioneers as wayward children regardless of an individual’s actual ages. His kindness and willingness to expend his own resources to help the outpost seemed without limit, however—he made the humans’ survival and wellbeing his entire focus for an entire year. Then one day, as quickly as he had arrived, Breachton disappeared. The townspeople never heard from him again, but they understood the wanderer’s need to move on. As a final tribute to the wizard, the townspeople erected a statue of him that stands in the center of town to this day.

Breachill’s population swelled and came to include dwarves, half-elves, half-orcs, and even goblins. Though it remains a comparatively small settlement, Breachill quickly became known as a perfect place for adventurers in the region to stop for a hearty meal, a decent inn, and an enthusiastic audience for their tales from the road. Early on, the town established a tradition of formally employing adventurers for duties that concerned its citizens but fell outside the purview of the town’s guard. And in time, the town caught the eyes of the Hellknights, a strictly lawful mercenary group dedicated to protecting order at all costs.

In 4638 ar, the newly formed Hellknight Order of the Nail pledged themselves to fighting lawlessness in the untamed wilds. Impressed with Breachill’s peaceful and efficient functionality, they chose a spot outside Breachill for their inaugural home, Citadel Altaerein. The order built its single-tower keep high on a low-rising hill about 10 miles northeast of town. For decades, Breachill served as a supply juncture for the Hellknights, and many townspeople took jobs as laborers or staff members attending to the keep’s needs. But then, in 4682 ar, only 44 years after building Citadel Altaerein, the Order of the Nail pulled up stakes from what had become known as Hellknight Hill. Lured to the west by Queen Domina, then ruler of Korvosa, the Order of the Nail relocated to a far more expansive home in Citadel Vraid. For many years, it maintained a skeleton crew of Hellknights to watch over the essentially empty citadel atop Hellknight Hill, but in 4711, the Hellknights abandoned Citadel Altaerein entirely.

The loose pages, interspersed throughout the book, are Voz’s written commentary, and research. The tone is far from scholarly, as it includes commentaries such as “Ha! Rich! The idiots trusted the lying wizard,” and “the fools put up a statue of the duplicitous charlatan - hilarious!” Yet some of her research, if it can be trusted, is actually insightful.

Summary of Voz’s commentary:
Most everyone in Breachill fully believes in their town’s saccharine origin as the beneficiary of the kind and selfless wizard Lamond Breachton. But the truth, like so much of sanitized history, is far darker. Lord Breachton was not a big-hearted philanthropist. To Breachton, there’s no mystery in the origin of the amnesiac humans he “discovered” at the foot of the Five Kings Mountains: they were individuals who he himself had chosen to establish a utopian society—one that he quickly deemed a failure. And Breachill was not the first settlement founded by that group; it was the second.

Just six months before he left the humans defenseless and amnesia-riddled in the valley where Breachill exists today, Breachton had recruited them for his utopian project dubbed Paragon. Each had agreed to the Golden Contract—a set of strict behavioral and moral guidelines that Breachton believed would lead to civic, social, and political harmony, and to the ultimate course of human perfection. The wizard used magic to create a perfectly suitable humanocentric environment deep in the heart of the Five Kings Mountains, in an isolated valley where his work would not be disturbed. Then he plucked his test subjects from their lives and families all over Isger and brought them to Paragon.

Although his recruits valiantly tried to fulfill his wishes, when he told them that his plan would require their self-sacrifice, discontent quickly festered in the new society. Breachton swiftly grew
frustrated with the squabbling and declared the entire project a failure. He ended the experiment, magically uncreating Paragon so that no trace remained of it.

As for Breachton’s chosen humans, he now considered them wayward children in breach of the Golden Contract. To him, this group represented not only humanity’s inherent weakness but also his own shameful failure to mold them into something better. Instead of returning his former subjects to their previous lives, the wizard dumped them into a nearby valley and gave them only the barest training to start life anew. He wiped their minds not only of their experiences in Paragon but also of their entire former identities save for their own names. This, the Breachton believed, was a fitting punishment for the humans’ failure, and it ensured that his own shameful shortcomings as master of the experiment would remain hidden.

Yet soon after, Breachton realized that he had essentially committed the former citizens of Paragon to slow deaths in the wilds of Isger, whether from hostile goblinoids, roving monsters, or the harsh winter that threatened to set upon the region. And so the wizard returned to the people he had failed, presenting himself as a savior, and in that guise he helped them achieve self-sufficiency, not just with respect to food, shelter, and defense, but even in government and economy. Once his conscience was sufficiently soothed, Breachton abandoned the humans yet again, content that the residents of Breachton’s Hill would at least not immediately perish at his irresponsible hand.

Breachill’s official records, and the reports the Hellknights collected about the area, contain no
obvious hints of this cruel truth. The townspeople of Breachill buy deeply into the falsehood of their origins, and those who question the accepted facts can expect public ridicule at the very least. Thus, a seemingly idyllic lifestyle persists in Breachill, isolated as it is between the hordes to the west that emerged in force during the Goblinblood Wars and the dangers of the mountains to the east.

The life of Breachton after leaving the town is completely unknown.

Resa

Perception check:
1d20 + 8 ⇒ (12) + 8 = 20

You double check Ellaeaanda's intuition, trying to make sure nothing is missed. You agree with her that the wardrobe is too small, but the construction looks solid. Maybe it was an old construction, with odd proportions.

Netkin

In spite your enthusiasm, Cerrus beats you to the night stand, but he leaves something much more personal for you on it as he picks the book.

It is a letter directed to Voz. The letter asks the bookkeeper for an update on Alseta’s Ring before her next payment is sent. There is no proper name on the letter, as it is only signed by “The Scarlet Triad.”

Netkin only:
You never meant to spy on grandma’s conversations with Voz, but grandma’s recent moods after them made you increasingly worried. Even though you couldn’t catch most of what was said, and didn’t know the context behind it, one thing was clear: there were arguing about Voz’ recent involvement with The Scarlet Triad. Voz said they needed the money, while grandma insisted Voz was taking things too far, that she didn’t know what she was messing with. More than once Grandma had said that she wouldn’t “keep covering for her mistakes.”


Elf Investigator 2 | HP 22/22 | AC 18 | Fort +4, Ref +8, Will +9 | Perception +9 (Low-light vision) | Prepared Spells: Divine Lance, Light | Investigations - Cinderclaws (how unleash Dahak), Slimy thing (what is it) | Conditions: That's Odd | ◆◇↺

Puzzled, Ellaeaanda probes the wardrobe with both the physical and metaphysical: she uses her longbow to push aside the clothes and tap on the walls within, and uses her arcane sight to detect any magical residues in the room.

Cast Detect Magic


Human Male Thaumaturge 2 | HP 26/28 | AC 19 | Fort +7 ; Ref +5 ; Will +5 | Perc +6 | ◆◇↺

Cerrus shares his own lengthy summary of the book on Voz's nightstand and her commentary.

"Clearly, Voz is no fan of Lord Breachton. In her notes, she asserts that Breachton attempted to create a utopia of sorts, which ultimately failed. To rid himself of this failed society, Breachton wiped their memories and then plopped them into the wilderness. And, then helped create a small settlement."

Cerrus shakes his head. "This sounds like the ravings of a mad man. But ... my grandfather's own writings contain very similar claims, just not as detailed. Could this really be?"

Grand Archive

M Hafling(-ish) Alchemist (2) HP 26/26, AC 18/ Saves: Fort +8, Ref +8, W +6/ Perception +6/ Initiative +0/ HL: 0/1/ VV: 1/5 / Hero Point 0/3/ IM 0/1

Netkin folds the letter close again. His hands are shaking slightly.

What did this mean? "The Scarlet Triad"... Was it some sort of a sect?

Occultism: 1d20 + 7 ⇒ (12) + 7 = 19

And what exactly was grandma aware of? Was she involved in all of this?

He remembers. They had never really run out of money. He had always thought she had had savings - after all, they didn't live on much - and twenty years ago she could still do a couple of odd jobs.

He had never thought they could be on the illegal side, that was it.

He pockets the letter. He's not ready to share it yet.

At least, not now. He was never really good at keeping secrets...

Editing because Ninja'd by Cerrus:

"It would explain the memory loss! I've always found that part weird..."


map

Ellaeaanda

The taps on the wall do a hollowed false end to the wardrobe, and your magic tells you that there are four magical scrolls hidden inside. Removing the rest of the clothes and pulling loose a couple of planks, you find the stash. There is a Scroll of Acid Grip, a Scroll of False Vitality, a Scroll of Mist and a Scroll of Stupefy.

There is no other magic in the building.

Netkin

Using Society instead, keeping the result.

You don’t know much about the Scarlet Triad. They are some sort of merchant’s guild based in Katapesh.

You do all get 100xp for finding Voz’ research into Breachill’s history.


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”Ardoinel Oreflame” | Male Medium Aiuvarin Dwarf Magus 1 | HP 20/20 | AC 16 | F +7 R +3 W +5 | Perc +3 | Default Exploration ( ?????? ) | Speed 20ft | Active Conditions: None

Ardoinel turns his nose up at the majority of the crystals.

"By Kaglemros...Stripping away the natural beauty of the earth to impose a sterile, unnatural beauty on it. I can tolerate carving along the natural lines to direct the flow of magic, but just for aesthetic purposes...Yuelral weeps."

He follows the group into Voz's private chambers and takes a turn to read when Cerrus and Netkin are finished, as he's not quite tall enough to read over Cerrus' shoulder.

"By every god in the Heavens and upon the Earth!" he exclaims. "That such an undertaking took place in my own homeland, right under the noses of my father's people...Breachton must have been no mere wizard to have the kind of power to hide his work in this way..."


map

Hahahahaha, shininess for the sake of shininess.

If the text and the notations are to be believed, yes, it would take very powerful magic to pull that off.

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