GM Nomadical
|
Ambrus Valsin nods to each of you as you take your seats at the large oaken table in Meeting Room #5 on the second floor of the Grand Lodge. He waits until you are all seated before beginning the briefing.
Bramblespine
|
Bramblespine slowly unfurls and rights themselves, raising up from what initially appeared to be a thorny rose bush into a rather thorny humanoid who's hands open up like petals on a rose while closed roses encircle their neck.
With a strongly arboreal voice, Bramblespine speaks. "I am Bramblespine. Once a guardian of Feathereyes' Maze, after nearly 200 years of service I have decided to commit a life to exploring The Universe, with the help of the Society for whom I have served for so long."
Bramblespine is a Ghoran.
Black Molly
|
A fair-skinned female aiuvarin, with long red hair under a tricorn hat, takes her seat. She wears a black sailor’s outfit, and has a dagger and hand crossbow at her hip.
“Good day t’ye”, she says, doffing her hat. ”Black Molly’s the name”
Qigiq "White Hawk"
|
White Hawk, as those who could not--or would not--pronounce his Erutaki name is known, keeps his long, black hair tied back in a looped bun. He still wears reinforced leathers made of seal skin and polar bear fur from his homeland, and his shield is made from walrus hide. The wooden albatross affixed to the front of his shield carried a circle with intersecting spears in its feet. A similar symbol made of silver hangs from a chain around his neck.
Olaf Spiritwell
|
An older man sits at the table and watches as the other Pathfinders file in. "Oh, well met!" he says enthusiastically. "Olaf Spiritwell is what I'm called." Seeing White Hawk, he remarks, "You look like you also have the trappings of a priest. Which deity do you follow?"
Lesley Hart
|
A tall woman strides confidently into the room, her long ponytailed hair swinging from side to side with each step. Upon reaching her destination, she introduces herself with poise.
"Lesley Hart, at your service," she declares, adjusting her triggerbrand accordingly.
Melenia Nightbreeze.
|
The heavy wooden doors of the meeting hall creak open, and Melenia steps inside. Her movements are deliberate and graceful, yet there’s an air of unease about her. The dim light of the Grand Lodge accentuates her flowing robes, earthy in hue, with detailed embroidery of leaves and animals. A leather vest adds a touch of practicality to her otherwise naturalistic attire. Her chestnut hair, braided with small feathers and leaves, shifts slightly as she pauses to take in her surroundings.
“I am Melenia, of the Nightbreeze clan and the Wild Order,” she begins, her words measured and deliberate. “The city is… not my home. Yet I have come here, drawn by the call to protect the balance of our world and uncover its ancient truths. If my presence and my skills may serve this cause, then I will stand with you.”
Qigiq "White Hawk"
|
"The Passage saved me when I lost my way in the snows," Qigiq answers Olaf. "Now I honor the Passage by finding the lost. I am Qigiq. Or White Hawk if it is easier."
Olaf Spiritwell
|
Olaf's eyes widen with recognition at some of the names. "Hold on, Melenia Nightbreeze. I have heard of an elven ranger Mindartis Nightbreeze. Are you related? I have also heard of a Henri Hart. Are you perhaps related as well?" he asks both Lesley and Melenia.
GM Nomadical
|
With everyone seated, Valsin clears his throat and launches into the briefing. “All right, Pathfinders, you’ll have more time to get to know each other on the way. You’re going on a little bit of a cleanup mission.” Ambrus 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, of course please note and collect them. Be careful, be prepared, and be vigilant, as usual.
“Any questions?”
Some of you may have heard of this place. If you wish for me to roll a secret Society, Religion or Undead Lore check, please post your modifier.
Olaf Spiritwell
|
Religion +9
Qigiq "White Hawk"
|
"Do we have a map? Are there areas we should not enter?" Qigiq asks.
(Religion +10, Zombie Lore +7)
Melenia Nightbreeze.
|
Olaf's eyes widen with recognition at some of the names. "Hold on, Melenia Nightbreeze. I have heard of an elven ranger Mindartis Nightbreeze. Are you related? I have also heard of a Henri Hart. Are you perhaps related as well?" he asks both Lesley and Melenia.
"Oh! You've heard of my brother? I hope he and that feathered companion of his weren't too much trouble. I haven't heard from him since I had my scout training. I was hoping to reunite with him now that I've joined the Society but it seems that fate has other plans."
After a brief chat with Olaf, Melenia listens intently to the briefing and tries to recall anything of Citadel Uromaz.
Religion +4 (Untrained)
Bramblespine
|
Bramblespine will take Undead Lore as today's Ancient Memories
Undead Lore +9
Lesley Hart
|
Olaf's eyes widen with recognition at some of the names. "I have also heard of a Henri Hart. Are you perhaps related as well?" he asks both Lesley and Melenia.
Lesley sighs. "Yes, Henri is my brother. I haven't seen him in ages, not been assigned to missions together."
Society +9 to RK.
GM Nomadical
|
Olaf : 1d20 + 9 ⇒ (4) + 9 = 13
Qigiq : 1d20 + 10 ⇒ (12) + 10 = 22
Melania : 1d20 + 4 ⇒ (18) + 4 = 22
Bramblespine Lore : 1d20 + 9 ⇒ (10) + 9 = 19
Lesley Society: 1d20 + 9 ⇒ (9) + 9 = 18
Everyone except Olaf and Lesley have heard tales or read in the chronicles about the original mission. It seems that the Pathfinders who completed the initial assault on Citadel Uromaz recovered beautiful treasures, including books, tapestries, and even rugs. It’s unclear how many of these items were original to the keep and how many were the possessions of the lich Hekoz.
To Molly’s question, he replies ”We believe the original team took care of all the threats, which is why we can send you lot in now. But of course, you can never be too sure, though, so please make sure to go prepared for a fight, just in case.”
"Do we have a map? Are there areas we should not enter?" Qigiq asks.
Valsin sighs in embarrassed frustration. ”No. The previous group failed to make a map of the complex, as they were focused on fighting the lich and her forces.” He’s clearly disappointed with their performance, especially as they were such senior agents. ”You’ll likely have to do a bit of exploring to find the large ritual chamber. And maybe bring us back a map while you’re at it, please.”
GM Nomadical
|
With all questions answered, Valsin provides you with sufficient paper, ink, quills, and charcoal to do the rubbings twice over, as well as several torches for those that need them. He has arranged for horses to take you to the site, as well as a map that will lead you there. He cautions you that these mounts are purely for transport and have no combat training. Valsin’s supplies also include three weeks of provisions for you and the 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.
Arriving at the Citadel itself, the horses begin to balk and whinny in fear. They will approach no further than a few dozen feet. You yourselves feel a palpable sense of unease just looking at the entrance to the otherwise entirely underground structure.
Please place yourselves in the entry corridor on this slide.
The catacombs are entirely underground, carved out of dull gray bedrock. Ceilings are 10 feet high. 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.
The entry hall walls are carved with ornate skulls and funereal adornments. An unlit torch sits in a sconce nearby.
Secret check: Arcana or Occultism or “Netherworld Lore” modifiers, please.
Olaf Spiritwell
|
Arcana +6
Olaf lights his wayfinder
Bramblespine
|
Occultism +11
Bramblespine holds paper and an ink well in one hand, with a quill in the other and works on a map as they explore.
Black Molly
|
”I’ve brought some help from Davy Jones’ locker”, says Molly. ”Cap’n on deck!”
The space beside her wavers, and a greenish-blue apparition appears. It looks like a human pirate, with a long gray beard and an eyepatch. One hand holds a cutlass, while the other has been replaced by a shadowy hook. A skull and crossbones appear on his hat, as well as Molly’s.
”Avast, me hearties!”, he proclaims. ”Silverbeard walks again!”
Occultism +8
Lesley Hart
|
"Strange." Lesley quickly draws his weapon and loads it when she finds everything around her become muted. She also lights her Wayfinder.
Occultism +7 to RK
Qigiq "White Hawk"
|
Qigiq speaks a short prayer to the psychopomp usher and activates his wayfinder. A ball of light manifests over his shoulder.
(Which way is deeper on that map? I intended Qigiq to be near the front.)
GM Nomadical
|
@Qigiq: You got it right. The stairs to the South are how you descended into the entry hall.
Realized that in theory by rolling them like this, you don’t technically know who got what
Olaf, Black Molly, and Lesley survey the surroundings and realize that they must have passed unwittingly into the Netherworld, the shadowy parallel plane that mirrors the Universe. Bramblespine, however, deduces instead that the muted colors and lack of vibrancy in your garb mirror the Bleaching that gnomes experience, and thus returning to your previous colorful state will likely require having enough exciting new experiences on this mission.
The Netherworld’s fundamental nature enhances shadows while impeding light. Anyone Casting a Spell with the darkness trait gains a +1 circumstance bonus to their spell DC or spell attack roll with that spell. Conversely, anyone who Casts a Spell or Activates an Item with the light trait must succeed at a DC 6 flat check or lose that spell or activation. Additionally, the radius of all light from light sources and the areas of light spells are halved. (I’ll add this to a slide for reference.)
I’ll assume that you cast light from your wayfinders before entering the dark and spooky catacombs, like smart Pathfinders probably would.
You carefully continue your way around the corner of the hallway and find to your left a collapsed tunnel of rubble blocking the way to the south, though the corridor continues unblocked to the west.
The blocked passage is the section next to Lesley marked with the orange triangles.
>>> If you Crit Succeed:
================
A bag containing assorted gemstones worth 10 gp is easily visible amongst the rubble.
Lesley Hart
|
"The darkness here is really really dark, huh." Lesley notices that her Wayfinder shines less brightly than usual here.
DC 12 Crafting: 1d20 + 7 ⇒ (2) + 7 = 9
Lesley wonders where the blocked tunnel to the south leads to.
"Look, a bag. Let's check what it contains." Noticing the bag, she picks it up, and finding its contents valuable, she keeps it for the group.
"Gemstones, valuable gemstones. Who left this here?"
Qigiq "White Hawk"
|
"Likely the other Pathfinders lost it while carrying the heavier relics," Qigiq surmises. "Else it is bait left by some malign entity still roaming these halls. Be careful."
The Erutaki shaman draws an elaborately scrimshawed bone club from his bandolier and raises his hide shield as he moves toward the bend in the hall.
Melenia Nightbreeze.
|
Melenia also takes out her wayfinder and activates it. She notices that it's not shedding as much light as it should be. "Indeed. It seems strange forces are at work here." She examines the rubble.
Crafting: 1d20 + 5 ⇒ (8) + 5 = 13
"This is rather peculiar. It shows no signs of natural decay, rather it looks..." her voice trails off and she shifts her gaze up. "...intentional."
Bramblespine
|
Crafting: 1d20 + 9 ⇒ (16) + 9 = 25
Bramblespine nods "The more interesting question is why did they collapse this."
GM Nomadical
|
Even before Qigiq can approach the end of the corridor and the room beyond, you hear terrible screeching sounds from the strangely thicker shadows there. Four creatures detach themselves from the darkness and rush forward to attack!
Black Molly : 1d20 + 12 + 1 ⇒ (9) + 12 + 1 = 22
Bramblespine: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28
Lesley (Avoid Notice): 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11
Melania : 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
Olaf : 1d20 + 12 + 1 ⇒ (15) + 12 + 1 = 28
Qigiq : 1d20 + 10 + 1 ⇒ (4) + 10 + 1 = 15
Blue: 1d20 + 7 ⇒ (3) + 7 = 10
Red: 1d20 + 7 ⇒ (17) + 7 = 24
Yellow: 1d20 + 7 ⇒ (3) + 7 = 10
White: 1d20 + 5 ⇒ (11) + 5 = 16
Because, as usual, I forgot to ask for Exploration mode activities for this encounter, I’ll assume someone is Scouting for the Initiative bonus.
Round 1
The Shadows
Conditions: Netherworld, Dim light
BOLD May Act
Bramblespine
Olaf
Red
Melania
Black Molly
White
Qigiq
Lesley
Blue
Yellow
You may roll your own Religion or Undead Lore checks to Recall Knowledge on your turn to speed things up if you want.
Olaf Spiritwell
|
Reacting instantly, Olaf points at the lead creature. Three darts of force spring from his finger and zips at Red.
◆◆◆ Force Barrage: 3d4 + 3 ⇒ (1, 1, 3) + 3 = 8
Olaf has his Wayfinder lit so he should be in Bright Light
Bramblespine
|
Bramblespine blesses his companions and lets them know what he might know about these enemies.
Undead Lore: 1d20 + 9 ⇒ (9) + 9 = 18
Hoping to learn resistances or something similiar.
Added bless to map.
Bless: You and your allies gain a +1 status bonus to attack rolls while within the emanation.
GM Nomadical
|
Bolts of force spring from Olaf’s hand and slam into the nearest of the creatures - the one whose black cloak is splattered with Red blood. Though the blood is not likely his own Bramblespine knows as he takes a good look at the creature. It’s clearly some type of shadowborn undead. He’s certain they are extra susceptible to vitalizing energy.
You can assume standard undead immunities by their type, so I’ll give you Weakness positive vitality.
Not liking the force bolts, Red dashes forward and tries to stab the N to S: 1d2 ⇒ 2 Ghostly pirate!
Stab at Thee!: 1d20 + 11 ⇒ (9) + 11 = 20
Piercing: 1d4 + 4 ⇒ (4) + 4 = 8
He then retreats back into the room satisfied with the blood on his blade. As he goes around the corner, he says something to his allies in a hissing voice that sounds like ash flowing across tombstones.
Round 1
The Shadows
Conditions: Netherworld, Dim light or Bright depending on location of wayfinders and light spells.
BOLD May Act
Bramblespine
Olaf
Red (-8)
Melania
Black Molly (-8)
White
Qigiq
Lesley
Blue
Yellow
You may roll your own Religion or Undead Lore checks to Recall Knowledge on your turn to speed things up if you want.
Black Molly
|
Silverbeard snarls at his retreating attacker, but Molly holds up a hand.
”Don’t take the bait, Cap’n!”, she warns. ”Let’s shoot some fish in a barrel”
She steps up, and casts a sickly green glow around a nearby piece of rubble. It floats in the air, before flying at one of the other shadowy figures.
BM: Stride, Cast telekinetic projectile at Yellow
Attack: 1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 29
Damage: 3d6 ⇒ (4, 3, 2) = 9B
GM Nomadical
|
Melania gets ready, and Molly holds the Cap’n at bay then slings a rock which hits like a boulder! Crit!
The one farthest to the rear seems younger and less wise. He runs past the others and throws his knife at BM, Q, CS: 1d3 ⇒ 1
Ranged Strike: 1d20 + 9 ⇒ (13) + 9 = 22
Piercing: 1d4 ⇒ 4
As he retreats, the look of joy at having hit Black Molly shifts to embarrassment when the first to act hisses in what is clearly an aggravated tone,
Round 1
The Shadows
Conditions: Netherworld, Dim light or Bright depending on location of wayfinders and light spells. BLESS
BOLD May Act
Bramblespine
Olaf
Red (-8)
Melania
Black Molly (-12)
White
Qigiq
Lesley
Blue
Yellow (-18)
You may roll your own Religion or Undead Lore checks to Recall Knowledge on your turn to speed things up if you want.
Lesley Hart
|
Lesley springs into action by bringing her loaded triggerbrand into ranged mode. She sneaks a bit closer to them and then readies to hit whoever among the enemies gets into her sight.
DC Flat check: 1d20 ⇒ 15 vs Hidden/Concealed
+1 Triggerbrand - Ranged Attack: 1d20 + 11 ⇒ (1) + 11 = 12 vs target
Damage: 1d4 + 1 ⇒ (1) + 1 = 2 B/P (concussive) damage
◇ Spring the Trap
◆ Sneak (Stealth +8)
◆◆ Ready (◆ Strike (with Triggerbrand on ranged mode))
Qigiq "White Hawk"
|
Qigiq keeps his shield raised and chants a prayer to the release these souls to the river. An ephemeral, softly glowing sea bird manifests and streaks into the dark toward one of the shadows.
◆ Raise a Shield
Concealment DC 5: 1d20 ⇒ 16
◆◆ Cast: vitality lash @ Yellow, Basic Fortitude vs DC 20 Vitality: 3d6 ⇒ (3, 4, 5) = 12
Enfeebled 1 on CF
AC 23, all saves +2
GM Nomadical
|
Lesley gets ready to shoot, and Qigiq sends a sea bird of energy at the one with the palest - almost Yellow, one could say - complexion.
Yellow Fort DC 20: 1d20 + 7 ⇒ (1) + 7 = 8
The ghostly bird flies straight into the shadowborn who twists and turns for a few moments as he tries to fight what is inside him. His eyes bulge in horror and then his head explodes, and the sea bird rises from his neck-stump like a phoenix before dissipating in the darkness.
The one in the Midnight Blue cloak rushes forward and tries to stab the Sea Witch. As he does so, Lesley’s gun goes off, but she misses badly.
@Lesley: Crit Fail with a Firearm is not like in 1e where that Nat 1 would be a misfire, correct?
Strike: 1d20 + 11 ⇒ (16) + 11 = 27
Piercing: 1d4 + 4 ⇒ (2) + 4 = 6
He too retreats with Molly’s blood on his blade, grouping up with the others in the hopes of luring the intruders into the main room.
Round 2
The Shadows
Conditions: Netherworld, Dim light or Bright depending on location of wayfinders and light spells. BLESS
BOLD May Act
Bramblespine
Olaf
Red (-8)
Melania
Black Molly (-18)
White
Qigiq
Lesley
Blue
Bramblespine
|
Bramblespine is successfully lead into the main room where they unleash a haunting hymn.
sonic damage: 1d8 ⇒ 1
15 ft cone vs red/blue. Basic Fort DC 19 (Deafened for 1 minute on a critical fail.
Olaf Spiritwell
|
Olaf hurries up to stand beside Bramblespine. He points at Red and hurls some positive energy at it.
Vitality Lash; DC 20 Basic Fortitude; Positive Damage: 3d6 ⇒ (5, 4, 5) = 14
CF - Enfeebled 1 until the start of Olaf's next turn
◆ Stride
◆◆ Vitality Lash (aka Disrupt Undead) vs Red
GM Nomadical
|
Bramblespine takes the bait and enters the room blasting a hymn as they do.
Red Fort DC 19: 1d20 + 7 ⇒ (17) + 7 = 24
Blue Fort DC 19: 1d20 + 7 ⇒ (18) + 7 = 25
The shadowborn shrug it off, but
Red Fort DC 20: 1d20 + 7 ⇒ (6) + 7 = 13
Perhaps it softened Red up to take the full brunt of Olaf’s smite! Though still standing, it’s clear that not much more than a sneeze would be required to take Red out. But now that the interlopers have entered the room, the shadowborn switch to tactics they prefer. Red moves past Bramblespine and waits for… something.
Round 2
The Shadows
Conditions: Netherworld, Dim light or Bright depending on location of wayfinders and light spells. BLESS
BOLD May Act
Bramblespine
Olaf
Red (-25)
Melania
Black Molly (-18)
White
Qigiq
Lesley
Blue
Lesley Hart
|
@Lesley: Crit Fail with a Firearm is not like in 1e where that Nat 1 would be a misfire, correct?
Yes, no misfire with Nat1 roll to attack.
Black Molly
|
As the blue one hits Molly, Silverbeard’s eyes flash with anger, and he swings his blade at her attacker.
Dutiful Retaliation [reaction]
Attack: 1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 29
Damage: 1d8 + 4 ⇒ (4) + 4 = 8S
Black Molly
|
Molly sees the one shadowborn on their last legs, and sends another stone flying at it. She then raises a hand, and projects a skull and crossbones before her like a protective ward.
BM: Cast telekinetic projectile at Red, Cast shield
Attack: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13
Damage: 3d6 ⇒ (1, 3, 6) = 10B
Bramblespine
|
If Bramblespine gets shanked here in a moment, will use their Wicked Thorns Reaction for Ref DC 19 (2d8/1d4+1)
Melenia Nightbreeze.
|
Melenia moves forward and snaps her fingers. A ball of flame conjures from her hands and attempts to throw it at red.
Ignition: 1d20 + 8 ⇒ (2) + 8 = 10
Fire Damage: 2d4 ⇒ (3, 3) = 6
GM Nomadical
|
As the blue one hits Molly, Silverbeard’s eyes flash with anger, and he swings his blade at her attacker.
Dutiful Retaliation [reaction]
I’m sorry that I already deleted Blue’s path, but I’m pretty sure he never got within reach of the Cap’n. I’m reasonably certain that he moved up to where Olaf is now to attack her, then retreated south-southwest.
Amidst all the chaos, Red easily dodges both Molly’s rock and Melania’s ball of flame.
White moves forward, and just as he pulls his hand back for a punch, Bramblespine feels a knife shank him in the back.
Readied Attack vs Off Guard: 1d20 + 11 ⇒ (15) + 11 = 26
Damage, Sneak attack: 1d4 + 4 + 1d6 ⇒ (4) + 4 + (6) = 14 Doubled for Crit = 28
The ghoran witch feels the knife go deep and puncture a vital … organ?
Bramblespine’s bramble of spines snag Red’s hand, though
Save vs Wicked Thorns: 1d20 + 12 ⇒ (9) + 12 = 21
Damage: 2d8 ⇒ (7, 6) = 13 Halved = 6
The spines tear up the shandowborn’s hand, and he drops to the ground. White flails about, hoping to take the tree-man down.
Fist Attack 1: 1d20 + 11 ⇒ (2) + 11 = 13
Fist Attack 2: 1d20 + 11 - 4 ⇒ (7) + 11 - 4 = 14
But he’s spooked by the spines and can’t land a blow.
Round 2
The Shadows
Conditions: Netherworld, Dim light or Bright depending on location of wayfinders and light spells. BLESS
BOLD May Act
Bramblespine (-28 of 29 hp)
Olaf
Melania
Black Molly (-18)
White
Qigiq
Lesley
Blue
Lesley Hart
|
Lesley gets closer while reloading and then shoots Red.
+1 Triggerbrand - Ranged Attack: 1d20 + 11 ⇒ (5) + 11 = 16 vs Red
Damage: 1d4 + 1 ⇒ (4) + 1 = 5 B/P (concussive) damage
She reloads again.
◆ Touch and Go - Step toward an enemy, and you then Interact to reload.
◆ Strike
◆ Reload
Black Molly
|
Black Molly wrote:As the blue one hits Molly, Silverbeard’s eyes flash with anger, and he swings his blade at her attacker.
Dutiful Retaliation [reaction]
I’m sorry that I already deleted Blue’s path, but I’m pretty sure he never got within reach of the Cap’n. I’m reasonably certain that he moved up to where Olaf is now to attack her, then retreated south-southwest.
Dutiful Retaliation has a range of 15’. Let’s say that Silverbeard slices the air, and a crescent of force flies at Blue