I'm enthusiastic to see "level-based bounded accuracy" in the skill system. This certainly feels like the decision to go this route was influenced by 5E and PFS organized play.
I've had many tables where folks are rocking Bluff or Diplomacy in the 50+ range with all the assorted stacked bonuses. Among strangers, it's a bit demoralizing to have that player one-up your reasonable +20 bonus because they have better system mastery and more splat books.
So the fact a level 7 basically has +7 to all skills and beyond that we'd be looking at possibly +1 to +10 as the variable additional range brings strangers sitting next to each other (virtually or physically) into a tighter range.
Although 5E really handles this player-to-player situation better, which is by assisting you give someone advantage (multiple rolls) vs a static bonus to get higher up - essentially removing the wild swinging randomization from the game. Advantage is a really good mechanic (almost necessary?) when we're talking bounded accuracy.
Some folks may look at PF2e and assume this isn't bounded accuracy since it's adding the character's level... but it actually is a sneaky way to do it.
For example, say you have a bunch of CR1 orcs and you want to quickly use them as foes for a group of level 10s. You can quickly re-use that monster and make it an "elite orc" by simply picking it's new target level and giving it a flat bonus across the board. So a level 10 orc just gets +10 to everything. Now you have a bunch of CR1 orcs magically transformed into CR10 you can use with +10 to Perception or Sense Motive or whatever to oppose a party who all has a flat +10 Stealth bonus from level.
In essence, it's 5E bounded accuracy but with a "by level lever" that let's people feel like they have progression where the reality is it's within the GM's control whether or not they throw level 1 boars (Elywnn Forest) or level 10 boars (Westfall) against the group.
Surprise Con't
10 Hayato : (DC14 Will x2) Falls asleep
Round 1
19 Totoma : Blasts #3 for 11dmg
18 Reiko : (DC14 Will x2) TBD
13 Sandman #1 : Babbles
13 Sandman #2 : Lucid
13 Sandman #3 : Babbles
12 Lo Ma :
11 Lana :
10 Hayato :
As Hayato collapses into a snoozing pile of dreamstuff, Totoma fights off the desire to join him and instead unleashes a mighty blast of wind and air that nearly blasts all the sand off the sandman assailing him.
Reiko, ready to strike with her club, notes that two of the three sandman appear to be slightly off, perhaps due to the fragrant odor of the flora here (only #2 looks like it is about to strike one of you this round).
#1 vs H FF:1d20 + 6 ⇒ (13) + 6 = 19 for 1d6 + 3 ⇒ (1) + 3 = 4 #1 vs R:1d20 + 6 ⇒ (14) + 6 = 20 for 1d6 + 3 ⇒ (6) + 3 = 9
Reiko wisely select a club but finds the sandman too quick for even her feeble swing. Perhaps if her brother had yelled at her first the Gods would have ensured it connected.
The sand-being is all too happy to swing a massive sandy limb back and as it connects with the ninja, she can feel dislodged debris finding its way into her sinuses and has an irresistible urge to yawn.
Seeming to recognize Hayato as the "big bad" of the Pathfinder group, another of the sandmen finds equal success at smashing his body into Hayato, who suddenly finds sand in his hair, his armor... which would normally anger him, but he somehow finds it soothing among the fragrant flowers.
The third sandman seems absolutely confused at events. He babbles incoherently as flower petals explode from his "mouth" and seems just as likely to smash his own head in that attack Totoma.
Surprise Round
18 Reiko : Swings and whiffs
13 Sandman #1 : Slams Hayato for 4 (DC14 Will or fall asleep)
13 Sandman #2 : Slams Reiko for 9 (DC14 Will or fall asleep)
13 Sandman #3 : Babbles
10 Hayato : (DC14 Will x2)
Round 1
19 Totoma : (DC14 Will x1)
18 Reiko : (DC14 Will x2)
13 Sandmen :
12 Lo Ma :
11 Lana :
10 Hayato :
@Everyone: These sandman radiate a 20-foot-radius spread that puts creatures to sleep. Make DC 14 Will save or fall asleep.
Totoma, noting the skeletal form's possibly useful belongings, steps forward somewhat cautiously, remembering what happened when he leapt ahead at the Tien monastery all too recently.
The skeleton doesn't spring to life to resist his liberation of the magical wand. However, suddenly among the group the sands shift at their feet and suddenly explode as three vaguely humanoid shaped beings made from the sand itself swing massive limbs at the Pathfinders.
It would be difficult to detect a particular g-nome through the heavy yet pleasant fragrance that hangs in the air here, created by the attractive violet flowers.
Reiko and Hayato both observe the skeleton still appears to be wearing a laden pack and carrying a 50ft coil of rope. Both also take note of the finely crafted chain shirt and what would appear to be a magical wand tucked into the deceased explorer's belt.
Elsharon lingers in the hall the leads to the next area, observing the five Pathfinders as they proceed ahead.
Reiko can assume she also has a club along with Hayato.
The stone floor gives way to a track of soft sand that runs from ast to west and curves northward in both directions. Thin green vines and bright violet flowers protrude from the sand in various spots.
The flowers give off a strong fragrance that leaves the air thick with their pleasant perfume. A skeletal human form, partially obscured by sand, lies to the west, while the roar of violently swirling winds echoes just past a sheer drop to the north.
As you examine the hieroglyphics, Elsharon comments, "Yes, Ini-Kherit was a wise.. and respected leader."
Seeming to grow fond of you all, despite your moments of bickering or complaints, Elsharon expands on what challenges still await in your trials.
She explains beyond await a band of sandmen - pitiful creatures that have not accepted the worth of stone. She goes on to explain that she and her people desire their presence eliminated as they are sullying this holy site. She gestures to Hayato and Reiko's weapons, offering to bring and supply them with some clubs if they desire to face this foe.
DC18 Knowledge (planes) to know all about sandmen.
Elsharon then explains just as you passed through the sandflow, you must pass through an area that mimics the Plane of Air. Elsharon describes this as a dangerous challenge where you must exert an amazing force of will to move forward.
Finally, she describes the presence of Qiarah, an oread sorcerer who came to the Sandflow Source weeks ago and sequestered herself within. Elsharon appears sympathetic as she speaks about Qiarah, who has maintained contact with the Goanron and shown a deep respect for their history and traditions. She refers to her as a wayward daughter and hopes you can convince her to leave the site peacefully. She finally adds that Qiarah has been attempting to transform herself into an elemental, which is tragic as the oread doesn't already realize she is a child of earth.
Elsharon has little more to offer here besides being able to fetch you some clubs, so if you have any preparations you want to make, now's a good time and we can get the PbP back into high gear again!
Elsharon, if she's amused, disguises it well but nonetheless congratulates everyone on navigating the Sandflow Source and reaching the firm footing of the far ledge.
"Please rest.. make yourselves familiar with this area.. learn about our history.. that has led.. to your being chosen.. as prophets."
Now that you have arrived and had a chance to catch your collective breaths, you glance about the area here.
The natural slope of the trench combines with several artificial elements. The curved southern wall bears a slight polish and is reddish in color. An opening to the north gives way to a sandyfloored corridor. A wide frieze carved with numerous hieroglyphics flanks each side of the northern exit.
A script that alternates between different elemental tongues accompanies the hieroglyphics
DC20 Linguistics or Knowledge (history) or Knowledge (planes):
The wall tells of Ini-Kherit, the leader of the Goanron tribe, and his attempts to reshape the physical structure of the desert in conjunction with the khamsin storms, thus slowly bringing Osirion back to its original sacred shape. However, conflicting messages within the writing suggest that Ini-Kherit acts selfishly and seeks to keep the lost city of Tumen concealed because he fears some hidden power within.
DC 20 Craft (stonemasonry) or Perception check:
You notice that the wall shows an inconsistent level of wear, suggesting that somebody has altered the hieroglyphics multiple times.
Elsharon observes with some degree of curiosity (as much as can be seen on her stony demeanor) as you take in the ancient writings.
Hayato's rope will lower the DC by 5 for the Swim checks to get your head above the water and swim to shore. Feel free to roll out 10 checks as needed to scare away any ghosts in your forum dice-roller in a spoiler to achieve a DC5 check to get your head above the sand and now a DC10 check to get to shore with the rope's assistance.
Hayato, aided once again by his magic to traverse the most difficult of hazards, strides along the sand, occasionally leaning backwards to perform what appears to be a backstroke.
As he reaches the apex of the waterfall, he pirouettes before landing as soft as a feather on the sandpool, choosing to leisurely make his way to the solid ground near Reiko.
Elsharon nods to herself, as if she expected nothing less from the leaders of the pack. She leans over to Hayato.
"Perhaps it is time.. you fetched your hirelings.. from the sand.. before they suffocate. It will take much time.. to train these ones.. I fear."
Both Totoma and Lo Ma show bravery as they leap into the sandflow and attempt something resembling a dog paddle to orient themselves in the current. Sadly both are swept up almost instantly, being carried forward mostly against their control and hurled over the sandfall quite inelegantly.
(Alas the Acrobatics isn't even an option if you fail the first Swim, so Totoma's natural 20 is...)
As Totoma is hurtled over the edge, he poses briefly, appearing as if he's waiting for an artist to capture the moment on canvas, then like a rug being pulled out from under him, he plunges into the sandpool below.
They quickly discover the pool at the bottom has a strong pull down as both plunge below the surface and out of sight.
Failed checks to tread and then checks to move.
Nonlethal Damage:1d6 ⇒ 1 (You both take 1 pt of non-lethal)
Totoma and Lo Ma:
As you both plunge below the surface, and even just before the violent sand infects your eyes, your ears, your mouths.
You are both dazzled.
You can continue to try to make some swim checks. DC10 to "tread" and DC15 to "swim" to the shore.
Reiko:
You could stick a pole or reach weapon out and they could grab onto it. Or possibly toss a rope. If you did either, you would reduce their DCs by 5.
I full understand if you wish to just grin behind your ninja mask for a minute first.
Elsharon stands somewhat impassively as Reiko leaps ahead, running along the side wall of the riverbank (which is quite steep and slippery) before gracefully diving into the sandstream, performing a full somersault while leaping from the apex of the waterfall, plunging gracefully into the pool below and then reversing into a broadstroke before emerging onto the stability of the far shore.
Elsharon nods.
"Impressive, prophet..."
She then leans over.
"How will.. your fellow leader.. or your henchmen.. err, henchserpents..? .. fare?"
Reiko Only:
Reiko scans the shoreline and observes the half dozen smaller elementals stribbling words before they hold up a dozen cards marked '10' each.
Or, maybe you just imagined that.. as you blink again, they are gone.
I've found that doing it on posts, you can view that character's profile and see the slow spending of charges like an audit trail, vs when it's on my sheet I never can remember if that was the number of charges before or after I spent them.
Aa Hayato continues to employ a diplomatic tone and tact that most of you aren't used to seeing displayed with any of you, Elsharon nods and beckons for you to follow her.
The emissary leads you through a dizzying maze of trenches, dunes, and escarpments, eventually bringing them to the holy site known as the Sandflow Source. The area apparently gets its name from the fact that the ground itself flows like a river here, constantly shifting, roiling, and eventually descending into a waterfall-like shower of sand.
Knowledge History DC20:
Here the pharaohs of old summoned and bound mass numbers of air and earth elementals. The frequent callings left an elemental imprint on this site.
Knowledge Planes DC20:
It appears that in spots, this site has taken on features of both the Elemental Planes of Earth and Air.
"From the Sandflow Source.. many of us came.. and to the Source.. we periodically return."
"If you pass through this holy site.. you too.. will be welcomed into our tribe.. and you too shall earn.. the secrets you seek. To complete the first trial.. you must.. get inside.. and make your way.. to solid ground."
A roaring, bubbling noise from below sounds like water rapids, but is in actuality a constantly shifting stream of sand. The river, approximately 15 feet wide, tosses and heaves with waves of fine yellow-brown sand. The rapid flow ends at a ledge, where it crashes downward just like a waterfall.
You observe as Elsharon begins to glide effortless down into the sand through the entire waterfall, seeming to provide little else by way of guidance (earthglide).
The Sandflow Source Map link above is now valid/in-play.
I will assume all mounts were left behind. Hayato could make a case for Jinfu, but this might be one he leaves Jinfu behind for again.
Skill Checks For The Sandflow:
You'd be looking to make Swim checks to swim along with the sandflow - over the edge and the waterfall to the sand pool below. It's a pretty strong current of sandflow. You'd be making at least 4 Swim checks (3 if you substitute in Acrobatics for the waterfall drop):
1. For the upper current. 2. For navigating the waterfall (an Acrobatics check could be used here too) 3. For simply "treading sand" in the more hazardous pool below. 4. To "swim" to the solid area where Elsharon awaits.
There's other options, but I'll let you make your own choices for navigating here. Good luck!
"Sacred ground lies near here.. known as the Sandflow.. Source."
"Those who pass through.. must show a mastery.. of the elements.. and an appreciation.. of our people."
"If you meet the challenges.. within.. you will prove yourselves.. to all who may.. not.. see your true value.. Only then may I bring you to our leader."
Elsharon follows Hayato's gaze to his hirelings for a moment.
"You are.. the prophets.. do not worry.. you will not be judged.. for the failings of.. your followers or hirelings."
@Hayato: Elsharon is currently friendly. As part of talking to her, I'll take a Diplomacy check to potentially shift her to helpful (or indifferent). Reiko can roll to assist, if desired, as she's spoken to Elsharon directly at this point, too.
FYI, a good practice when using wands in PbP is to always summarize at the bottom of your post if you're not using status spoilers the remaining charges.
The elemental woman speaks slowly and deliberately, taking time to pause between each thought.
"I.. am.. Elsharon."
"I was... sent.. by.. Ini-Kherit.. of the.. Goanron Triumvirate."
Elsharon nods as Lo Ma and Totoma finally free themselves and begin dusting debris from every crevice and orifice on their bodies.
"You seek.. the janni who fled.. through these dunes.. Jamila al-Shafah."
"She passed through.. not long ago.. though only the leader.. of my tribe knows where she was bound."
"She rightly fears.. the power of the prophets.. while we respect it. My leader can tell you.. where this Jamila has gone.. provided that you are the ones we seek..""
Elsharon and the dozen smaller earthen elementals look optimistically towards Reiko and Hayato.
For everyone that is not Hayato, feel free to also roll this Sense Motive if you succeeded at least on DC10 on the last one.. Reiko automatically succeeds as she receives +10 circumstance bonus on Sense Motive rolls vs her brother.
Below Sense Motive 10:
Oh! Hayato is simply berating Totoma and Lo Ma as he has keenly seen that anything else than playing along with the elemental leader's assumptions could make negotiations more challenging as he has assumed Lo Ma and Totoma are mere henchman.
If you beat DC10+ you can pop this spoiler, and also read the one above to understand the context of success vs failure at reading Hayato.
Above Sense Motive 10+:
Hayato is just being himself and berating Lo Ma and Totoma as his inferiors.
He is likely unaware of the need to present himself as a superior to someone who struggles with elements of earth, but has lucked out "just being himself".
As Lo Ma and Totoma begin to panic about how they might free themselves, a group of vistors arrive.
A hand emerges from the shifting ground, followed shortly by a humanoid shape made entirely of packed stone and dirt. One by one, a dozen similar creatures emerge.
A larger elemental steps out from the trench wall. This one towers over the others and looks like a heavyset woman with hollow eyes. The elemental steps forward, but raises no hand to suggest hostility.
"Interlopers," says the elemental in a deep voice. "Fools, I would expect, were it not for your timing."
She pauses, as if coming to a decision. She focuses her attention chiefly on Reiko who nimbly avoided all the sand.
"Could you be the prophets we seek?"
She then waves Reiko ahead, along with Hayato - neither of whom struggled with the sandslide due to their keen eyes or nimble reflexes.
Sense Motive DC10:
The elemental clearly seems to have assumed that Reiko, and possibly Hayato are the group's leaders and that perhaps they allowed the sandslide to happen to their less valuable hirelings. Essentially, anyone who was so unskilled must be a subordinate.
She seems to be expecting Lo Ma and Totoma to free themselves without any as well.
If you hit DC15+ also pop this spoiler:
If You Beat DC15+:
You get the sense she may lose respect or her attitude may worsen if the subordinates do not free themselves, or if any of the "leaders" (Reiko, Hayato -- possibly Lana) try to assist them.
"Tell your hirelings to come the rest of the way from the sand, so that we may talk."
@Totoma, Lo Ma: DC22 Strength check to free yourselves. You can also free yourselves with 5 minutes of careful, concentrated (but clearly inelegant) wiggling.
Reiko - Perc:yes
Totoma - Perc:no Reflex:no Strength:no
Hayato - Perc:no Reflex:yes
Lana - Perc:no Reflex:yes
Lo Ma - Perc:no Reflex:no Strength: no
As the earth rumbles, seeming to disintegrate below your feet and turn into a massive morass of sand and rock, Reiko spots the disaster from dozens of feet away and quickly guides herself and her mount out of the way before any harm can befall them.
The other four Pathfinders are not so fortunate as they, along with their mounts, are carried ahead in the wave of rocks and sharp debris.
Damage:3d6 ⇒ (1, 4, 6) = 11
11 damage to Totoma, Lo Ma, Lo Ma's camel and Lana's camel. No damage to anyone else.
Luckily, Totoma's camel leaps free - leaving Totoma in shock and surprise. The exact opposite is true as Lana leaps from her camel, leaving it behind as it's carried ahead. Lo Ma, too busy wondering how she might complain about her feet while riding seemed about ready to complain about being sore from her saddle when both her and her camel were swallowed by the sandslide.
Then, despite the bruised bodies and egos, things turned for the worse as Totoma and Lo Ma struggled against the sand but feebly so as they sunk up to their ears, only their heads barely above the surface (A good Str check would mean you would be able to break out).
Lana's camel flails for a moment, its massive muscles flexing as it clears the sand and debris and rejoins the others.
The low path does prove to be a wise choice, both in terms of ease for the mounts and the shade it provides.
However, after a few miles the ground begins to shake. The earth shifts and squirms, as though the sand has become a living thing.
@Everyone: I need 1-3 rolls each to deal with the shifting earth. I'll post what happens but you're essentially spotting and then thwarting a sandslide hazard. I'll keep the DCs undisclosed for the later checks for now.
First a DC22 Perception check.
If you failed that, then a Reflex save followed by a Strength check.
You can continue to make any last minute purchases in the Discussion Thread. I'm operating under the assumption that Reiko crosses off 5-6 charges of Endure Elements (6 depending on Jinfu's presence).
But, to keep this thing rolling along...
The Underdunes comprise long, canyonlike trenches with walls that rise to 100 feet high in spots. It's clear why many merchants prefer to travel between Sothis and El-Shelad by sea, but nonetheless your path crosses with dozens of merchants and other travelers in your pursuit of the stolen relics.
As you meet and greet each passing band, little evidence of Jamila's passing turns up. Most travelers haven't seen anyone bearing her description. Near the mid-afternoon, fortune smiles upon you as one of the merchants, Shirana, spotted Jamila 6 hours ago, and appears willing to part with the location. As expected of any merchant in these parts, she also offers to sell you some of her wares - primarily unusually durable glass ornaments and jewelry alongside a small stock of desert survival supplies to sell to unprepared travelers.
After a few more hours, now in hot pursuit of your lead on where Jamila was spotted, the road diverges into two paths.
A steep downward trail leads to a trench that provides shade from the desert heat.
The other path leads upward toward a series of ledges that eventually lead to the top of the canyon. This higher path provides less protection from the sun, but its high vantage point could allow a better view
of the surrounding area.
Checking your map, you see that both paths will converge again before you'd reach your destination.
DC15 Survival:
You notice a few additional features of the paths. The loose rubble and sand along the edges of the lower path suggests the risk of a sandslide, while strong, swirling winds on the upper path could make travel along the narrowest ledges dangerous.
We await a decision between the upper path along the ledge or the lower path through the trench.
Kihur smiles, seemingly immune to any criticisms about his tea before he pours it.
Hayato's cup ends up being hot, abrupt, complex and quite strong. There's some subtle undertones but it's a very "in your face" blend.
Kihur continues to talk, donning a pair of spectacles before hobbling over and examining your map.
"Ah yes. This year the merchants are traveling here, here and here. Follow these roads, ah yes... that's the right oasis this season, and then that road there and that one there. You'll have your choice here, either path should do, and then there's the long home stretch here."
(You all take note of which routes to use).
With the route identified, and a fleeing thief who is only gaining time on you all, you make any final purchases and set out into the hot deserts.
Last call for purchases! I imagine Endure Elements for all will be employed though?
Your characters aren't sure how far they'll need to chase the thief through the desert at this point. Possibly 50 miles, possibly 300 miles. Let me know if Jinfu goes along, or is left behind. I suspect with the group walking, you'd be able to cover 2-3 miles per hour and 16-24 miles per day. A camel costs 150gp if you were entertaining that thought.
Rival tribes of elementals lay claim to both the Underdunes and the surrounding area. Ancient Osirian pharaohs once bound many of these elementals into service.
DC15+:
One of the primary reasons that desert travelers must frequently change their paths is to avoid the desert’s two most prominent elemental clans: the Goanron Triumvirate, comprised of air, earth, and fire elementals, and the Ainsi, a splinter faction of air elementals.
DC20+:
The lost city of Tumen serves as the focal point of the conflict between the Goanron and the Ainsi. The Goanron strive to keep the city buried under the desert sands, while the Ainsi believe that uncovering it can advance the desert to its true glory.
Second check is Knowledge (engineering or nature):
DC15+:
While the canyons appear naturally made, the manner in which the rocks have been worn runs counter to the region’s wind patterns. Some recent sandslides seem to have occurred in areas that should be stable enough to avoid such disasters.
DC20+:
The wear on the rocks in the area and the formation of sand dunes is arranged in a pattern—one that can likely only be viewed in full from high in the air.
DC25+:
The altered areas make a pattern of five circles nested within each other, like an archery target. These circles surround four triangles, each of which points toward the center of the target.
Lo Ma's inquiries are effective and she quickly learns that whatever caravan led by Siruss hasn't been seen in these parts in years and was last heard to be en route to an island populated by orcs.
The spice and camel caravan is sadly also nowhere to be found this week as the word throughout the markets is that major resources have been devoted to setting up a new trade route with the legendary City of Brass.
Nonetheless, she is directed to a competing spice merchant named Kihur who the word on the street suggests travels often between Sothis and El-Shelad.
With no better lead, you head to his market stall.
Kihur is a large, tanned man who immediately greets you with a smile and is quick to acknowledge his experience.
"Ahh! Yes I know about the dangers of this journey... heat, sandstorms, elemental tribes... and yes, I know which paths the merchants to El-Shehad are using this time of year."
He gestures to the many spices for sale.
"But, please, before we continue... take a moment to explore the many sensations, tastes and aromas I have available. There is nothing better to cool you down in a trip across the desert than a soothing cup of hot tea. I’ll give you a discount for being such polite customers."
Balentiir nods to Reiko, seeming to have expected her question, or rather having hoped someone would ask it.
"We first met Jamila as a silk merchant from Qadira. She was a companion of the late Venture-Captain Targos Min-Katheer, and she helped lay him to rest."
"She has pale skin, long red hair, gold-colored eyes, and angular brown tattoos. She typically travels with a bird with green and orange feathers whose talons crackle with electricity."
He shakes his head.
"Beyond that, I'm not sure what her capabilities may be. Perhaps Master Totoma is correct and she is not a capable fighter. One thing is certain, she has surprised us and is apparently a capable thief."
Balentiir eventually steps over to a satchel nearby and digs up a map before handing it to you.
The map details the paths that desert merchants travel most frequently. The most prominent path into the Underdunes ends at the coastal city of El-Shelad. About 10 miles outside of Sothis, the single path begins branching into several options, which arc out into the desert before periodically rejoining into a single route.
"The paths provide options for merchants to take to avoid sandstorms and elemental migrations. I do suggest you check with a desert merchant, either within Sothis or along the trail, to learn which paths are currently the safest."
"Wise question, Master Hayato. You should prepare yourselves for sandslides, scorching heat, and other dangerous terrain."
He crosses his hands behind his back as he paces the garden and continues to detail the dangers.
"Bear in mind that several elemental tribes call the Underdunes home, and none of them have a fondness for humanoids. Bring rope and survival gear, but also an eye for history."
"Rumor has it that the binding rituals of Ancient Osirion caused the elemental planes to bleed over into the desert at spots. If you can find proof of that theory, or learn something new about the elemental tribes, that discovery would give this proverbial cloud its silver lining."
Balentiir smiles as Lo Ma suns herself, acknowledging what must be pleasant warmth to someone so cold-blooded.
"Ah, good matron Lo Tai Po... we’ve identified two missing relics. The Sandstorm Codex is an ancient tome written in Osiriani, Aquan, Auran, Ignan, and Terran. It's an elaborate text, and we haven’t yet fully deciphered it."
"The other is an abacus that supposedly belonged to the Pharaoh of Numbers."
Feel free to make a note of any purchases between Ward Asunder and Tyranny of Winds here. If you leveled up or anything changed your Perception or Initiative, I'll need those for my copy/paste macros.
This is mostly in case I have any notes in my scratchpad (saves, AC, etc) - I can update them accordingly.
We can roll day jobs when the scenario is over. Additionally, you can re-roll your day jobs now for Ward Asunder if you wish and didn't use your re-roll in the scenario.
Several well-armed guards patrol the perimeter of the Sandswept Hall of Sothis, watching passerby with suspicion. As they scan the crowd, the lodge’s front gates swing open, and Venture Captain Norden Balentiir steps out into the street, waving calmly to the guards.
"It's all right. They are Pathfinders."
Balentiir steps back inside the gates.
"Please, follow me. We have much to discuss."
Instead of leading the way into the lodge itself, he walks around the back of the building to a lush garden. Sycamore, tamarisk, and fig trees provide shade to cushioned benches, and trellises covered in grapes and flowering plants provide privacy.
"Last night, a thief broke into our vault and fled with a pair of valuable items. While we were unable to stop her from escaping, a guard caught a glimpse of her as she fled."
The venture captain pauses for a moment to ensure everyone has processed his words thus far.
"Our thief is a janni named Jamila al-Shafah, who has served as an ally to the Society in the past, but now we have to assume she might have been planning this theft for some time. She’s made her way southeast toward the Underdunes. Your assignment is to find where she has escaped to."
Norden pauses and glances toward the sky before continuing.
"In a way, this could be a blessing in disguise. The Underdunes have many hidden bits of lore. If you find something interesting along the way, be sure to take note of it for later. But don’t tarry too long—Jamila already has a lead of almost half a day.”
At this point, Tanbaru is floating near Jiraku as she speaks.
She reaches out and plucks him from the air before placing him on her face. The Tanbaru-Jiraku mask then smiles as Jiraku's voice speaks with a faint echo of Tanbaru's.
"I'm sad about what happened to you, Tanbaru... but I need you to remind me why I must never abandon my duty."
With little else except to make good on your promise to provide Society resources to restore the temple to Yamatsumi, the rest of evening passes quietly. You spend the night on the mountain, warding off the cold winds that whisper through the summit and take special care to clean up any debris from your stay.
Totoma and Lo Ma diligently sign all of your names into the log book and you begin the slow descent back to Ramparassad.
Here, Old Pak listens with great interest as you recount your adventure. With regards to Tanbaru, Old Pak wistfully notes the departure of a friend before cheerfully declaring that this might be reason enough for him to visit the temple in person sometime.
That would probably be Diplomacy, which still hits a DC21 result.
Jiraku holds her adamantine tetsubo tightly as a chill wind blows over Totoma as he scrubs away the bloody remnants of the fallen nagaji. As he daydreams while working, he imagines the kinds of stains such a weapon could leave if wielded in combat.
Jiraku stands for a long moment as Lo Ma's words hang in the air, promising the Society's aid in helping her restore the temple.
She finally speaks again.
"So few visitors have come and shown such respect for local traditions. I had forsaken my love and duty for this place, but perhaps there is hope for me yet."
The tremors subside quickly and no further flashes of light appear visible at the mountain's summit.
She finally looks to Tanbaru before asking a question of you all.
"Should Tanbaru stay with me here? At the temple?"
Jiraku stands atop the central sculpture, listening intently to Hayato and Lana.
Silence hangs in the air for a moment as she finally relents on her piercing stare and looks down.
"I have failed my ward. Look at the desecrated altar! Tell me why I shouldn’t just let the fire and ash of Yamatsumi cleanse this place?"
When Jiraku speaks these words, the earth trembles, and fiery flashes are visible at the summit of the mountain looming over the temple. Droplets of lava begin to seep and bead at the seams between the temple’s stone blocks.
Typical Checks/Angles:
Craft (stonemasonry) or Knowledge (engineering) can provide a realistic estimate on restoring the temple.
Diplomacy can promise to find people to come here and repair the temple.
Knowledge (planes) could warn Jiraku that this path could be one that leads to her becoming an oni herself.
Knowledge (religion) could explain rituals and practices to help restore the temples connection with Yamatsumi.
Jiraku crosses her arms as Lo Ma's claims to be a nagaji matriarch do little to move her, but somehow she strikes just the right amount of humility as cuts Jiraku off from whatever reply she was about to deliver.
She pauses for a long moment, her piercing gaze upon Lo Tai Po.
Jiraku then turns and gestures toward Tanbaru.
"This is no place for an oni! What were you thinking when you brought that creature here?"
Typical Checks/Angles:
Diplomacy here can explain Tanbaru's plight that he had no control over his becoming an oni.
You could Bluff that you didn't realize Tanbaru was an oni...
You could use Knowledge Planes to explain that a spirit oni is not as corrupt as most other oni.
You could use Knowledge Religion to make a case that this, as a holy site of Yamatsumi, would have no particular bias against any oni.
"Insolent child! Have your elders not taught you RESPECT?!!"
Tanbaru circles about a few times, seemingly depressed.
"She... doesn't recognize me... how can she not...?"
The central chamber almost seems to breath in the air with Jiraku's fury at Hayato's response. You can almost see it expand and seams widen on the walls, leaking hot magma as sweat might drip from a laborer's pours. But then as you blink, it is gone.
Jiraku stares at you.
"Who are you -- and why are you here?"
Jiraku's questions will take the form of some sort of skill check. You could diplomatically explain about the Society. You could exaggerate about how honorable the Society is. You could expand on the general population of the Inner Sea region. You could perform a grand oration. Or, more options if you feel particularly creative...
DC15 Sense Motive:
Not all of those options will be equal. The danger of failing at a Bluff check is much greater than the danger of failing at sheer Diplomacy. But by Bluffing that the Society holds greater honor, the rewards may also be greater.
With the temple fully explored and any valuable finds fetched or recorded (they've been recorded, right?) for the Society, the group meets up in the center courtyard while Hayato returns from fetching his snake egg.
Suddenly, a loud crack like thunder echoes from the main temple and Tanbaru turns to you before gliding away.
"Ohhh... what is that?"
As you move ahead quickly to the main temple to investigate, you observe that seemingly having appeared from thin air an athletic woman of living stone now stands atop the head of the massive serpentine statue, surrounded by fierce whirling winds,
Totoma:
As a master of wind, you recognize these as effectively a wind wall forming a 15x15 enclosure around her.
In a booming telepathic voice, she declares, “For over a thousand years I’ve stood vigil over the procession that leads up to this temple. I was watching you while you walked the Pilgrim’s Path!"
"Everything you faced along the way was a test of your abilities and your character."
She gestures towards you all, ending on Lo Ma.
"As you knew, the paths to the temple must be kept clean and clear, yet you did not clear the rubble so that future pilgrims could walk upon it!"
She points again to Totoma, Hayato and Lo Ma.
"And, while all serpentkind are sacred lifes, you take the precious eggs here for your own - to consume as food or worse! You have left the corpses of dead snakes along the path as well, seeming not to care that you have left bodies at this sacred place!"
She crosses her arms as Tanbaru looks on with interest and what you can only assume is recognition of this entity (dosojin kami form). He seems to mouth a name... Jiraku...
"But the test is not over! Answer my questions so I may fully gauge your worth... and face my judgment!”
The entire complex shakes with a low tremor, as if her words are punctuated by the very temple site itself.
Hayato mends most of the group's real injuries, any psychological injuries likely remaining if not deepening.
Final damage totals:
Reiko 1, Lo Ma 2, Totoma 6.
At some point in between exploring the room and studying the mosaics, Hayato also detours and picks up a serpent egg for himself.
With only a single chamber left to explore, the group gathers up and heads into the area, this time with Totoma being a little less gung-ho on rushing in ahead.
The smell of old paper fills this long building, whose walls are lined with drawers carved from the same stone. Between the shelves, three windows offer a majestic view over dozens of snowy peaks in the east.
This large building was the temple’s library, and it still holds an impressive collection of holy texts and records of the temple’s history.
Unlike perhaps the main chamber where whatever sculpture previously existed became appropriated into an oversized dark naga, there are no signs of vandalism here.
As you can all read Dtang/Tien, you may attempt a Perception or Profession (librarian) check:
DC15 Perception or Librarian:
Among the tomes is a small log book. Nearly all entries have been made in the fall and spring, around the time the mountain streams freeze and thaw, respectively.
After the year 3945, the number of visits dropped to just a few visitors per year, then stopped altogether for several hundred years. All records from the last 300 years are written in Nagaji. According to the last entry, persons named Xuyan, Muita, and Ngon Le arrived 3 months ago.
DC16 Knowledge Local or Geography:
Tian-Dtangs consider it polite to record one's visits in a guestbook, which is then a safety measure should someone go missing then it is possible to check guestbooks to determine where they may have gone.
Also here, a box labeled “Mountain Scrolls” in Tien contains many scrolls - five scrolls of cure moderate wounds, two scrolls of expeditious retreat (CL 5th), two scrolls of lesser restoration, and a scroll of spider climb.
Finally, an ancient text called Whispers in the Wood, written in an early dialect of Dtang, is also stored in the library. The beautifully illuminated manuscript describes kami of all kinds, and the rare piece of religious lore is worth around 1,000 gp.
Eventually, the party moves on to explore the Meditation Room.
The walls and columns of this small building are covered in carvings of mythological scenes. Three sitting pillows of slightly different sizes lie on the floor.
Who likes to roll skill checks? You can roll up to 9 in this room!
DC16 Perception or Survival:
The pillows on the floor look relatively new and show signs of recent use. A closer inspection seems to indicate they were used by the trio of nagaji you just engaged.
****************************************
North Wall
Two inhuman creatures with hair burning like flames hold down a third creature with rough, chiseled features atop an anvil. The two fiery creatures have hammers raised as if shaping their victim in a blacksmith’s forge. Behind them, a towering monstrosity crushes an army beneath its elephantine feet.
DC 22 Knowledge (planes):
You identify the inhuman creatures as highly stylized depictions of fire and earth elementals, respectively,
with the background image suggesting a scene on the Plane of Earth as the colossus crushes fiery creatures.
****************************************
East Wall
Muscular, horned humanoids - one holding a crystalline spike the size of a spear - clambering up a hill toward a fiery circle; the monstrous creature from the east wall storms after them.
DC 18 Knowledge (planes):
You recognize the horned humanoids as efreeti (i.e. genies of fire) and the fiery circle as a temporary portal.
DC 15 Profession (soldier) or DC 20 Knowledge (history):
You the genies’ tactics as a planned retreat to lure the immense monster into a trap.
****************************************
South Wall
Horned humanoids driving the spike into the monster, pinning it against the wall of a cavern above a pool. Far in the background, a bearded giant with ram’s horns curling from his head howls in pain.
DC 18 Knowledge (religion):
You identify the bearded giant as Yamatsumi, the god of mountains, volcanoes, and winter.
DC 15 Knowledge (geography or nature):
You gather the cavern is not a conventional cave but rather the basin of a volcano.
****************************************
West Wall
A mortal woman who carries a battered suit of armor and gazes up at a towering old man who stands before her. With one hand he points to the snowcapped mountains behind him. The other he uses to gesture palm-outward to the woman, as if instructing her to go no further.
DC 20 Knowledge (history or nobility):
You recognizes that the woman is Ankilhi from local mythology. She is known for her 68 great deeds, which included slaying great beasts, acts of kindness, and unifying the people against a common enemy.
If you hit 25+ on that check above, additional information:
DC 25 Knowledge (history or nobility):
You also identify the armor she carries as that of the graveknight Pnao Kilnak, whom she destroyed in single combat. As the story goes, she sought to destroy the graveknight’s armor with Yamatsumi’s fire, but the Mountain Lord spoke of a slumbering evil that the armor might wake; instead he bid her to melt down the fragments and forge them into a powerful weapon to wield in his name.
--
DC 20 Knowledge (planes or religion):
You identify the old man as a kami, and get the feeling that the creature is immensely powerful.
If you hit 30+ on that check above, additional information:
DC 30 Knowledge (planes or religion):
You identify the old man as a jinushigami, one of the most powerful types of kami in existence, known to guard immense natural features like forests and mountain ranges.
--
DC 18 Knowledge (geography) or Survival:
The mountains behind
the old man are part of the Kullan Dei system and are located in the border region between Dtang Ma and Nagajor. In fact, this temple is in the foothills of these very mountains.
Hayato turns about, shouting and shaking his katana at the lone remaining nagaji while Lana directs her ire in the form of arcane missiles.
As the looming form of Hayato approaches and slashes another vicious cut, Muita seems to realize the futility to continue fighting and hurls down her weapon and turns tail.
Morale condition triggered. Muita will flee. I'm just going to hand-wave the end in the interests of time in a PbP. If you wish to "run her down", we can also assume that happened.
Out of combat!
The bloody bodies of Lo Ma and Totoma await tending while two chambers barely explored await after that.
I imagine Hayato administers each of you with your respective wand, so go ahead and roll those out with that assumption as you catch up.
Final damage totals: Lana 14, Reiko 10, Lo Ma 29, Totoma 34.
A quick search of the three nagaji turns up little in the way of possessions beyond the magical spear and magical longbow that two of them wielded.
M vs Reiko AC16:1d20 + 5 - 1 ⇒ (12) + 5 - 1 = 16 for 1d8 + 5 + 2 ⇒ (3) + 5 + 2 = 10
Reiko and Lana team up to bring the nagaji fire-wielder low, while Hayato begins to close the distance to the lone remaining najagi (I imagine you'll retcon to move west vs east).
Nagaji:
"I told you ninja first! Foolish Ngon Le! Now Muita need to save you!"
The monk advances, firing off a shot at Reiko that hits her in the back just as she pulls her blade from the back of the nagaji (10 dmg to Reiko).
Round 2 Con't
14 Lana (14dmg) : Missiles for 9dmg vs N
13 Reiko : Ki-invisible charges N for 10dmg, dropping it
10 Lo Ma (29dmg, stable) : N/A
7 Totoma (34dmg, stable) : Stabilizes
Round 3
25 Hayato : Double moves (can retcon where though)
17 Nagaji (M) : Moves, fires at Reiko and hits for 10dmg
14 Lana (14dmg) :
13 Reiko (10dmg) :
10 Lo Ma (29dmg, stable) : N/A
7 Totoma (34dmg, stable) : N/A
M longbow vs Reiko:1d20 + 5 - 1 ⇒ (7) + 5 - 1 = 11 for 1d8 + 5 + 2 ⇒ (2) + 5 + 2 = 9
N ray vs Lana T12 w -2 for cover:1d20 + 4 - 2 ⇒ (16) + 4 - 2 = 18 for 4d6 ⇒ (1, 1, 3, 1) = 6
The two remaining Nagaji monks continue to call out to each other, and their enemies.
Nagaji:
"Oh! You see Xuyan? He get cut down!"
"A-YA! I told her Spring Attack no good! She no have high enough Acrobatics to avoid samurai chop!"
"Which next?"
"I vote ninja!"
"I vote this wizard. She have magic missile. Negate Ngon Le cover!"
"We need to focus fire!"
Despite what appears to be much bickering, the two nagaji monks split their attacks, with an errant arrow seeming to only be half-heartedly aimed at Reiko while another surge of flame shoots out and engulfs Lana (6 damage to Lana).
Round 1 Con't
14 Lana (8dmg) : Magic missile for 13dmg vs N
13 Reiko : Advances and sneaks for 13 dmg
10 Lo Ma (29dmg, stable) : Stabilizes
7 Totoma (34mg, dying) : Fails stabilize
Round 2
25 Hayato : Advances and drops X with 16dmg
17 Nagaji (M) : 5ft, fires at Reiko and misses
17 Nagaji (N, 13dmg) : Another scorching ray, this one at Lana for 6dmg
14 Lana (14dmg) :
13 Reiko :
10 Lo Ma (29dmg, stable) : N/A
7 Totoma (34dmg, stable) : Stabilizes
Hayato, never one to appreciate anyone standing too close, especially an enemy monk, cuts the retreating monk.
For a moment, he imagines stepping forward and finishing the job and is somewhat surprised as Little Sister appears and buries her wakizashi into the same monk.
The nagaji monk looks down at the second of her wounds, and looks up at Reiko, speaking in broken Common.
"AY-YA! You cut me! But not as good as your big brother! I still sta---"
Hayato, stepping up, cuts the nagaji's taunt short, finishing the job Reiko could not.
X spear vs Totoma:1d20 + 8 ⇒ (20) + 8 = 28 for 1d8 + 7 ⇒ (5) + 7 = 12 X Acrobatics vs Hayato CMD18:1d20 + 8 ⇒ (4) + 8 = 12
M longbow vs Lana FF:1d20 + 5 - 1 ⇒ (11) + 5 - 1 = 15 for 1d8 + 5 + 2 ⇒ (1) + 5 + 2 = 8
N ray vs Lo Ma FF T:1d20 + 4 ⇒ (11) + 4 = 15 for 4d6 ⇒ (5, 3, 2, 3) = 13
The trio of monks continue their assault as the archer calls out to the spear-warrior in Nagaji.
Nagaji:
"You in my way!"
The spear-user thrusts a final blow to Totoma, dropping him to the ground (12 more damage, 33 total) and grunts at Hayato as he attempts an erratic backwards flip (Acro away fails and provokes AoO).
The archer, with a clear shot and no difficulties with a melee brawl, fires off a shot at Lana, which hits her shoulder before she's even had a chance to blink (8 dmg).
Meanwhile, Lo Ma hears further chanting from behind as yet another scorching blast hits her in the back (13 more damage, 29 total to Lo Ma).
Round 1
25 Hayato : Inspires, moves
17 Nagaji (M) : Delays to X to disengage f/melee
17 Nagaji (X) : Stabs Totoma for 12dmg, acrobatics away from Hayato provokes AoO, drops Totoma
17 Nagaji (M) : Back in, fires at Lana and hits for 8dmg
17 Nagaji (N) : Scorches Lo Ma again for 13dmg
14 Lana (8dmg) :
13 Reiko :
10 Lo Ma (29dmg, dying) :
7 Totoma (33dmg, dying) :
Round 2
25 Hayato :
Room 6 appears to be a library and Room 5 appears to be a meditation room, so don't fret about moving through anything super dangerous.
Oil of barkskin. CL6.
Oil of bull's strength. CL3.
Potions of cure light wounds X3.
Oil of enlarge person. CL5.
Oil of jump. CL5.
Oil of resist energy (fire). CL3.