Riding Dog

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569 posts. Alias of Gummy Bear.


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That's 4/4! :D See y'all in the next one!


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Hooray! :D

Once everyone confirms that they've received their chronicle, I'll mark this thread as inactive.


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Drandle's next shot goes wide when Tsamara brings up 'papers.' [smaller]"Maybe I should've just paid an urchin for the wine,"[/smaler] he says under his breath as he stands to take the papers. Flipping through a few, he gasps.

"OH MY! This is fascinating! I'm rusty on my historical Pathfinder codes, but these Azlanti letters are written in a dated cipher! It will take some time to piece it together, but I'm sure there are some interns laying around who can do it!" he admits. "Won a bet AND a promising find, my word, you lot have some serious potential as Agents!"


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Well done, hope y'all had fun :) I know it was an evergreen, but still!

This link should take you to a Google Drive with your chronicle sheet. Please let me know if I need to make any changes!

Reporting complete! Lmk if it shows up twice (didn't on my end), but I got a backtracking error the first time through and had to do it again.


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Leaving the Shrine of the Failed, you notice that people are now trickling away from the center of Absalom.

"What a shame! Guess Sir Reinhardt and Iomdeae won't fall in love after all."

"I thought he was a complete idiot! A horse with no wings? Not even little magical horseshoes?!"

"True, maybe he thought something magical was going to happen? There's a joke about the moral high-ground somewhere in there..."

"I can't believe we just watched someone so experienced in battle charge off a cliff to their death..."

Making your way back to the Grand Lodge, you deliver your findings to Drandle Dreng.

In his office Dreng is reclined in a chair at his desk, tossing silver pieces into a cup. Based on the roughly triangular pattern of coins forming on the opposite side, he's missed several shots. "Look, look, look! Ol' Ambrus was so peeved when I showed him my roster. HA! So many silver pieces, such little time!"

"What brings you back to my office? It's taken you quite a bit of time to return, but I can't imagine fins are awfully quick on land?" he asks, smirking at Aurora before taking a blind shot at the cup. The silver piece clinks rather satisfyingly as it joins its siblings.

Later, at the Wounded Wisp:

With a round of free drinks for saving the bar and two platters of delectable Scorpion (the mild, slightly salty, and crunchy scorpion flesh soaked that garlic butter right up!) at your disposal, Heryn Gale raises a toast to you all. Certainly the start to a great night!

________
RP as you wish, y'all have completed your mission! :)


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Tibitz, if you'd like to join some relevant conversation, please, dot and delete at your leisure!


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Wisely, Tsamara takes a peek around the corner while the others cautiously approach the light. Fortunately, all she finds is that the rank smell of a Trollhound's nest intensifies as she proceeds.

As you close in on the source of the light, you see what appears to be a study of some sort. Several desks are arranged along the northern and eastern edges of this small stone alcove. Whereas the stonework leading to this chamber is rough, the walls in the alcove are polished. A single gem rests among the neatly filed papers on the desk, emitting a soft luminescence that brightens the small room.

Detect Magic + Spellcraft, DC 18:

The gem has continual flame cast on it, just like the stone in the cavern before!

Check the Papers?:

The handwriting on these pages is neat and precise, but not in Taldane.
Speak Azlanti or Linguistics, DC 10?
Spoiler:

Those are Azlanti letters! But... they aren't forming any words. Maybe it's written in some sort of code?


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:)

Tsamara, do you have scent like Onye? It wasn't important except for a fluff spoiler this time around, but I noticed you don't have it listed anywhere else.


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With the end of Aurora's prayer the Trollhound recoils as though it had been struck across the face. Hunger gone from his eyes, replaced by a primal fear of that unnatural wobbly fish person!

As it flees, Onye manages to get another deep cut in, this time to the hound's flank, sending it to the floor. Tibitz tosses another vial and, although it crashes against the wall, the splash is enough to stop the beast from moving.

Combat is over!

Tibitz saw this earlier, but anyone who moves a little deeper into the dark cavern notices that it starts to widen into two paths separated by a 20ft wall. Down the right most path, you can see all the way down to the edge of a dimly lit room.
________

Rolls:

Will, DC 14: 1d20 + 1 ⇒ (9) + 1 = 10 Ha!
Onye's AoO (Prone) vs Green: 1d20 + 7 - 4 ⇒ (19) + 7 - 4 = 221d10 + 6 ⇒ (5) + 6 = 11

Didn't even make it past the first round! XD Tibitz needed to throw his vial to kill it for real, but Tsamara can have her spell slot back.


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Oh, that's nice! I always forget that's a feat tbh. Not that it's super great to actually take, but super awesome for a brawler!

EDIT: Smart tactics have won the day! That fight is one of the options to replace the usual big fight after you find the stuff in the next room. All the choices are CR 3 creatures (that you fight going in, instead of going out), except the final option which is a CR 4, because F your level one characters! It is a Carrion Golem too, so either you're prepared for that sucker or you just die.

I'll start getting the sheets ready, lmk if anything has changed for reporting.


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The Trollhound releases a deep bellow, amplified by the narrowing cavern. It rushes towards the promise of food, hunger raging in its eyes.

Onye's glaive leaves two deep cuts in its hide, while the splash from Tibitz' flask is enough to cauterize the wounds. Even the blood on the walls sizzles with rebellion to the caustic flood. Fueled by its pain, it sinks its fangs into Onye's thigh and throws him onto his back!

Onye feels his very blood begin to burn, but the sensation quickly fades...

***ROUND 1/2***
Global Effects: Bless
Initiative:
Tibitz
Tsamara
Onye
(-8, Prone)
Green (20pts slashing, 1pt acid)
Aurora

Bold may take first/second round actions! (Aurora's will be applied first, regardless of posting order)
________

Rolls:

Bite (Trip) vs Onye: 1d20 + 8 ⇒ (17) + 8 = 251d10 + 6 ⇒ (2) + 6 = 8
Trip vs Onye: 1d20 + 8 ⇒ (13) + 8 = 21
Onye vs Disease, DC 14: 1d20 + 8 ⇒ (16) + 8 = 24

Tibitz, I'm assuming based on your readied action that your one question was to learn about its regeneration? Before cover, the flask missed, but since it was within the first range increment, the splash damage was guaranteed.


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^^^^^^^^

EDIT: Onye, what is it that you "plan to do?"


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Tibitz follows behind Onye towards danger. Those of you who move deeper into the cave, hear the sounds of heavy breathing.

Once Onye and Tibitz move further into the cave, they see a squat, powerful, and vaguely canine beast. Foul-smelling fluids ooze from weeping sores across the scaly skin of this beast.

***ROUND 1***
Global Effects: Bless
Initiative:
Tibitz
Tsamara
Onye

Green
Aurora

Bold may take first round actions!

Arcana, DC 13:

Thaaaaat's a Trollhound. It is a medium sized magical beast. You get a question, plus one additional one for every 5 you beat the DC! See the "Knowledge Checks" header for questions.


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I'll check back again at the end of my day (see? I'm learning, no numbers this time so I'm math-free! :P) and bot him if needed. Normally I'd wait, but he didn't post yesterday and mentioned tablet difficulties earlier.


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With alarm in his eyes, Tibitz scurries back to the party and informs you that there is something coming your way!

***ROUND 0***
Global Effects: None
Initiative:
Tibitz
Tsamara
Onye

Green
Aurora

Bold may take SURPRISE round actions!
________

Rolls:

Initiative
Aurora: 1d20 + 1 ⇒ (6) + 1 = 7
Onye: 1d20 + 4 ⇒ (6) + 4 = 10
Tsamara: 1d20 + 4 ⇒ (12) + 4 = 16
Tibitz: 1d20 + 6 ⇒ (16) + 6 = 22
Green: 1d20 + 5 ⇒ (4) + 5 = 9

You can't see anything yet and moving 30ft down the cavern isn't enough to see it yet.


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Ok, I can't do math, fight me! That's what happens to my brain after I've been writing report card comments all day, uuuuuggggghh, I'm not even done yet! Ok, done whining, off to make the gameplay post now!


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Your characters don't know this, but we're basically a round or two from combat. I suspect Tibitz isn't going to try and 1 v 1 whatever is lurking in the cavern, but will instead inform y'all of the threat. In about 8hrs I'll assume he does just that so we can get started with the last fight!


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Tibitz:

You're confident there aren't any traps and stealth into the cavern. Following the only path, it starts to widen into two paths separated by a 20ft wall. Down the right most path, you can see all the way down to the edge of a dimly lit room.

Before you progress any further, you hear something heavy moving around further back. It sounds like it is slowly plodding in your direction from the fork on the left, but based on the lack of urgency, it is unlikely to have noticed your specific presence.

Rolls:

Perception: 1d20 + 8 ⇒ (13) + 8 = 21


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Hilariously, Tsamara spelled it wrong! There is no 'h'! XD

As Tsamara finishes writing 'wiffle' on the slate with the chalk just as Onye gives one more mighty heave and the stone door slides straight up!

With the light that trickles in from the Shrine, you see that the cavern before you is made of stone. The opening curves slightly north before you can see no more.

Have Scent?:

The air is pretty musty, but as fresh mixes with old, you catch whiffs of excrement and sickness. Nothing overpowering or dangerous, but unpleasant nonetheless.

Dungeoneering or Spellcraft, DC 15:

The walls are made of stone, but this occurrence isn't natural. You're confident that someone cleared this area using stone shape spells.


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While Onye does more flexing than pushing, Tsamara's fiddling slides the name plate to the side! Behind it is a small piece of slate and a thin piece of white chalk.


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"Wiffle" echoes gently in the alcove. A few tense moments pass as you wait for something to happen.

Eventually, it becomes increasingly evident that it didn't work.


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Looking over the altars, you find they are all quite clearly labeled: a nameplate sits prominently at each one. Onye locates Karina Clamp in the Southwest corner and calls y'all over.

While inspecting this altar, Tibitz notices something isn't right about the Western wall in this alcove. After a little bit of fiddling, he realizes it must be a secret door! Although for the life of him, he can't figure out how it opens...

Meanwhile, Tsamara notices that the nameplate here looks a little askew.
________
FYI, there is no skill check for the door. There is a specific method that y'all have to figure out/remember (knowing the solution, this is probably the weakest part of the scenario for me).


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That's two! As always, feel free to back-fill in any RP you'd like!

~~~~~~~~~~~~~~~~~~~~~~~~
THE SHRINE OF THE FAILED
~~~~~~~~~~~~~~~~~~~~~~~~
Following the crowds moving towards the Starstone, you eventually cut down a side street towards the Shrine of the Failed. The shrine is a stone edifice with several levels. While normally guarded by guards and caretakers alike, the compound is entirely empty when you arrive. With the help of a directory in the front atrium, you quickly find the name "Karina Clamp" and follow signs to the basement annex, accessible by a large set of stairs at the side of the shrine.

The monumental chamber you find yourself in stretches eighty feet from end to end, with a ceiling suspended thirty feet from the floor by great pillars. Seven arched passages lead to humble rooms, each of which contains a polished stone altar dedicated to one of the failed aspirants who attempted the Test of the Starstone.

Check out one of the altars?:

Each of these chambers contains a small stone altar to one of the failed aspirants. Each altar stands upon a raised dais and bears a small brass nameplate identifying the aspirant and the would-be-god’s areas of interest.

________
Please token up on slide 11 in "Maps!" You can be anywhere, just let me know what you're doing! :) I know we've all played this, so once you investigate the right altar, please roll perception and a will save.


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While you ponder the folly of testing into divine ascension and how to fit the pieces of the clues you've found together, the flow of foot traffic starts to change. You catch a small snippet of chatter...

"Have you heard? Sir Reinhart will be making his attempt soon!"

"Ha! Hope they have more room in the Shrine of the Failed!"

"Anyone know what he wants to be the God of?"

"I heard he wants to woe Iomedae and join her battles against Demonic hordes!"

As the flow of people starts to swell, it becomes clear that everyone is heading Northeast, to the center of Absalom. To the Starstone!

Aurora:

You weren't even trying to look for it, yet, curiously, you seem to have found it. Perhaps it has found you? Beckoning for your eyes to read it is the name "Vortig Volus."

Inscription...

Spoiler:

Vortig Volus
Deceased 4643

Led an academic expedition into the Uskwood.

Last seen immolating on a stone dais by the Shades' pale green flame, abandoned by his remaining colleague.


Perception, DC 12:

Something on the Wall of Names has caught Aurora's attention...


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Perception or Spellcraft, forgot that was a thing!

Once you're satisfied and ready, you make your way to the Wall of Names at the Grand Lodge. Slide 8 in "Maps!"

The monument is a curving wall of black glass that stands atop a small hill at the western edge of the lodge’s grounds. Trees surround the hill, providing ample shade and privacy for those visiting the wall to remember fallen comrades. Carved into the wall are the name and date of death of every Pathfinder killed in the course of duty since the wall’s construction, and most entries also include a sentence or two summarizing either the agent’s greatest accomplishments or how she died.

Looking for the names listed in Adolphus' notes, Slide 3 in "Handouts" you find that each is inscribed on the wall with their own epitaph. Slide 4 in "Handouts" is now waiting for you!

DC 11 History, Local, or Religion:

You recognize that the underlined portions of each inscription refer to failed aspirants to the test of the Starstone. Referring to Slide 4 in "Handouts."


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Slide 5 in "Handouts" has the major thing y'all (Onye and Tsamara) find in D2 :)

While perusing the house and its contents, you also find two potions covered in dust.

Spellcraft, DC 17:

Potion of Cure Moderate Wounds!

Spellcraft, DC 17:

Potion of Lesser Restoration!


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No problem, we're still moving along at a decent pace, I think! Speak up though if you're unsatisfied, I can turn the automatic walkway on too :P

EDIT: I'll check back again later today and update once a couple more people have had a chance to check in.


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Marching into the Meeting Room, Onye checks the desk and finds a letter Slide 5 in "Handouts." Underneath the letter is a hastily scrawled note in similar handwriting, which contains the name "Karina Clamp." The Gnome remains seated in its chair, gives him a nod, and reads his newspaper.

Miffed about the lack of basic living accommodations, Aurora settles for the library. Curiously, a Gnome peruses the books with her. Eventually, it settles on one and pulls what appears to be a duplicate out of thin air before settling down to read it. This library is stocked full of books on illusions, their application, ideas, theory of use, and a few fictional stories where illusions have a strong role.


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With the aid of his allies, Onye smashed his mace against the beetle. Its exoskeleton is nothing before the force of the blow and it ceases to move. Moments after the last beetle is killed, all three of them disintegrate into a swirl of sulfurous dust.
________
Combat over! Here is a link to the description of each room. You may explore the area at your leisure, let me know what you'd like to do next!


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The party begins circling their prey, angling for the final strike and magically supporting Onye's killing abilities. The remaining beetle continues trying to gnaw on Onye, but the attack is well-telegraphed and thus easily evaded.

***ROUND 3***
Global Effects: None
Initiative:
Yellow (1pt negative)
Onye
Red (12pts slashing)
Orange (sickened, 9pts bludgeoning, 1pt piercing, 1pt negative)
Tibitz
Tsamara
Aurora

Bold may go!
________

Rolls:

Yellow (Smite) vs Onye: 1d20 + 1 ⇒ (13) + 1 = 141d4 + 1 ⇒ (1) + 1 = 2

Regardless of post order, I'll be resolving Onye's turn first (unless he delays, of course).


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Onye switches up his tactics and easily crushes the bettle against the top of the back of the couch. Ichor and bug innards leave stains as they settle...

***ROUND 2***
Global Effects: None
Initiative:
Yellow (1pt negative)
Onye
Red (12pts slashing)
Orange (sickened, 9pts bludgeoning, 1pt piercing, 1pt negative)
Tibitz
Tsamara
Aurora

Bold may go!
________
FYI, Onye's action was in round 2, just didn't change the round counter.


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That's life! Not that I want to drag a Wounded Wisp game out, but I don't think we're exactly rushing either. I know my initiative policy can make combat a little longer, but I think we still get through it well enough, even when life happens to people.


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Very knowledgeable on the subject, several of you start spouting off as much as you can about these foes! Smite Evil, AC 12, no weaknesses, no special defenses (I'd argue knowing the creature means you know the creature type, therefore it is immune to mind-effecting though). Also, I goofed, they have SR 5.

Aurora's blast of negative energy doesn't seem to bother the yellowish fire beetle, but the orange one is feeling something! Tibitz times a dart throw to sail right over Tsamara's shoulder and into the beetle. Squirming with pain, it lashes out ineffectually at the Catfolk again as she draws her weapon. Proving to be nothing more than for show, the other beetle tries to nip at Onye again, but the warrior is simply too nimble to be caught easily.

***ROUND 1***
Global Effects: None
Initiative:
Yellow (1pt negative)
Onye
Red (12pts slashing)
Orange (sickened, 1pt piercing, 1pt negative)
Tibitz
Tsamara
Aurora

Bold may go!
________

Rolls:

Yellow vs Channel: 1d20 ⇒ 16
Orange vs Channel: 1d20 ⇒ 4
Orange AoO (Smite, Sickened) vs Tsamara: 1d20 + 1 - 2 ⇒ (11) + 1 - 2 = 101d4 + 1 ⇒ (2) + 1 = 3
Yellow vs Onye: 1d20 + 1 ⇒ (11) + 1 = 121d4 + 1 ⇒ (3) + 1 = 4

Tibitz, there was cover too (one whole catfolk worth!), but even with a 14 it was a hit.


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No worries, it happens!


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Onye swipes across the couch at the central beetle, the delicate blade of his polearm neatly slicing through its carapace. He warns his allies that these fiendish fire beetles are resistant to fire and cold energy. 5 on the resistances, no sr, no dr. Two more questions if you want them!

The eastern beetle flutters up to the opposite side of the couch from its brethren, mandibles similarly exuding an aura as it tries to catch Tsamara's shoulder. Fortunately, they catch nothing but air.

***ROUND 1***
Global Effects: None
Initiative:
Yellow
Onye
Red (12pts slashing)
Orange
Tibitz
Tsamara
Aurora

Bold may go!

Rolls:

Bite (Smite) vs Tsamara: 1d20 + 1 ⇒ (2) + 1 = 31d4 + 1 ⇒ (1) + 1 = 2 My goodness!


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Templates just get rolled into the same check to identify, right? Could it be a separate check? It makes a lot of sense to me that someone with knowledge planes could identify the modifications to these creatures, as could anyone who could cast the Summon Monster spell line, without knowing what the original version of the creature is.

If I goofed any of the rules, lmk! I find the knowledge rules annoyingly vague on some pretty common situations (not to mention how some people run them, but that's a separate rant all together).


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Traditional rules of privacy thrown to the wind, the, perhaps impulsive, Catfolk step into Fimbrik's house. Now near the couch, the few markings that aren't covered glow angrily before flickering and going out. As the sound of a handbell rings out, a trio of firey insects individually coalesce in the room. This housecat-sized beetles are a dull brown color brightened by two glowing green-yellow spots on their carapaces. Their eyes carry a sinister cunning...

One of the beetles clambers onto the couch with the aid of a brief flutter of wings, its mandibles beginning to exude a purple, maleficent aura. It tries to bite down on Onye, but he nimbly pulls away from it.

***ROUND 1***
Global Effects: None
Initiative:
Yellow
Onye
Red
Orange
Tibitz
Tsamara
Aurora

Bold may go!

Rolls:

Initiative
Aurora: 1d20 + 1 ⇒ (2) + 1 = 3
Onye: 1d20 + 4 ⇒ (11) + 4 = 15
Tsamara: 1d20 + 4 ⇒ (1) + 4 = 5
Tibitz: 1d20 + 6 ⇒ (2) + 6 = 8
Red: 1d20 ⇒ 13
Orange: 1d20 ⇒ 11
Yellow: 1d20 ⇒ 19

Bite (Smite) vs Onye: 1d20 + 1 ⇒ (7) + 1 = 81d4 + 1 ⇒ (1) + 1 = 2


Nature, DC 10:

That's a vermin known as a fire beetle! They look a little different though.

See "Knowledge Checks" for question options

Planes, DC 10:

That creature is a fiendish version of whatever it is!

Arcana, DC 22:

It wasn't cast by anyone, but you just witnessed the effects of a Summon Monster II spell.


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Peering through the mail slot, Tsamara sees multiple neat piles of newspapers on the floor by the door. A couch is positioned near the door, blocking further vision into the room. When Tibitz takes a peek, he thinks he sees some weird marks under the couch, but isn't quite sure if they're dangerous or not, yet (would need the door to be open).

Looking into the windows, you see...

D2:

A room with enough chairs, pillows, and desks to accommodate six visitors. It is too far away to tell for sure, but it looks like there are papers on the desk against the southern wall. A few seconds after looking in, a Gnome walks into the room, takes a seat, and begins reading a newspaper. See maps, slide 6, for what the Gnome looks like.

Try to get his attention?

Spoiler:

The Gnome tips its hat at you with a smile and continues reading.

D3:

A neatly made bed and desk occupy this room.

D4:

This room contains a round table surrounded by chairs and the walls are replete with tome-laden bookshelves. There is a Gnome perusing the book-collection. See maps, slide 6 for what the Gnome looks like.

Try to get his attention?

Spoiler:

The Gnome tips its hat at you with a smile and continues to peruse the book-collection.

Curiously, while giving the lock some much needed TLC, the soft *click* of tumblers falling into alignment can be heard.


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Onye knocks on the door while the rest of the party converses about the nature of magic.

Nothing seems to be stirring on the other side of the door, as far as you can tell. Interestingly enough, anyone who gives the door a closer look notices the lock appears to be rusting. While not uncommon on an island, it is something a typical homeowner would likely seek to address before it fails at its purpose.

Scouting Options:

If you want to learn more about what's going on inside the house while remaining outside, there are two obvious options:
The Windows
The Door (with a mailslot to peer into!)

________
Tibitz, we can apply that roll when you figure out what sneakiness you want to do! To keep things from slowing down too much (curse you doors in PbP!), I'll check back on this game in about 7hrs or so.


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Within Foster's notes, you find Fimbrik's address (at least at the time of writing) is on the Arcanamirium's campus in the Wise Quarter.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
HOME OF FIMBRIK THE ILLUSIONIST
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Walking through campus, you see typical wizard-college sights: a student with blue skin, a Pseudodragon nipping at an apprentice's behind, some sort of arcane frat party (which, at this hour, likely indicates that either they're future dropouts or are just a bunch of lazy Sorcerers), and even a summoning gone wrong! Rumor around campus is that Professor Maren Fuln called a Yangethe into his office and was fortuitously saved by a group of Pathfinders.

Eventually, you pass through into the more tranquil residential area where graduate students and faculty must live. Double checking the address with the impressive stone dwelling before you, you're confident that this is the place Fimbrik lived. A brick step leads to the front entrance.
________
We are on Slide 10! Please place yourselves anywhere on the edge of the map. The front door is to the South, the light blue things in the walls are windows. Please be clear about how you'd like to proceed in your next post. If you wanted to do anything on the way, you have the time/chance to do so.


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Onye, I'm guessing you've had your night shifts and/or are slammed at work. Hope things are going well for you!


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Assuming nobody has a Wayfinder at this point.

Bin Kaleel hands the coin to Aurora to try. "Place it flat on the Wayfinder," he instructs, pulling his hand from his pocket to model the action with a plain coin. The coin shakes for a moment, one end even begins to rise, but it ultimately fails to respond.

"It was worth the attempt," he says, taking back the coin and placing it on his own Wayfinder. Within moments, the coin raises an inch into the air and begins spinning slowly. Then, a voice can be heard: "The path and chamber are complete, hidden behind the nameplate of the requested aspirant and guarded by the word you requested. Fimbrik will add more."

Once the message is complete, bin Kaleel plucks the coin from his Wayfinder and hands it back. "I hope you know what that means, because it was quite worthless to me!" he says with a chuckle. "Aurora, when you have the time, I'd be more than happy to take a look at that Wayfinder for you, but I sense you are quite busy at the moment!"


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Bin Kaleel takes the offered coin with a smile and turns to the counter. Opening a book, he flips through it for a moment. "Just as I thought! Here, have a read," he says, turning back around and offering the tome to the nearest person.

"This is what's called a Pathfinder's Coin. Nifty little things. That page has everything there is to know about it," he explains. "I don't suppose any of you have been issued a Wayfinder yet?" His hand sinks to his pocket and grabs something resting there.


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With the help of your map and a little Absalom know-how, finding Kaleel's Curiosities in the Coin's District is an easy task.

As you enter his shop, you're greeted with the soft sound of chimes. The modestly sized room you find yourself in is filled with trinkets from across the globe, signs denoting the continent and country in a neat script.

Moving aside a hanging barrier of colorful beads, Aram bin Kaleel steps into the room. "Ah, Tsamara! What a pleasure it is to see you again," he says, warmly taking her hand for a moment. "Greetings to you all, I am Aram bin Kaleel, as I have no doubt our mutual friend has told you." Smiling, he continues, "What brings you to my little shop?"


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Exiting the tomb, guilt flickers across Durward's face (as though he was just caught doing something) as you leave before waving you off.

While wandering the streets of Absalom, you find ample time to analyze the silver coin.

Detect Magic:

You sense a faint aura of Divination.

Spellcraft, DC 18:

________
Pass or fail, let me know what y'all plan to do next in your next post(s)!


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Tibitz:

With your attention on the priest, it is evident he believes he is alone. After looking briefly around to ease his fears, he starts recreating the conversation he just had with the party. The embellishments are substantial and focus around the party being more subservient than they were, while his own actions are even more proud and "generous."

He is very pleased throughout his little performance.


Onye scoops up the coin moments before Aurora is confident there aren't any traps or other hidden mechanisms. Beyond the weight of a piece of silver in the Catfolk's hand, nothing happens.

Tsamara's closer inspection doesn't reveal any form of writing on the coin. The only thing she is certain about is that it looks to be quite old. Older than the skeleton, even.

Aurora's sounding of the stone betrays the likelihood that this stonemason might have been considerably less imaginative than she is. Solid rock.
________
I too have always found it odd that this tomb is bare. The scenario says the room is empty except for the skeleton and coin. Don't know why the scenario talks it up like it does. I think by a "strict" reading, the skeleton is just lying on the floor!


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Tibitz:

From your vantage point, you're able to observe the party expertly play the priest like a fiddle. While you don't suspect hostilities will develop at this point, the priest is entirely unaware of your presence.

"I must be, indeed!" he agrees proudly to Onye, puffing his chest out a little bit at the acknowledgement. Leaving no room for him to doubt his obviously superior social standing, Tsamara piles on the accolades and compliments, under the gentle guidance of Aurora.

He closes his eyes (or perhaps just the one, not like you can see the other to begin with) and frowns. His brow furrows, unfurrows, then furrows again.

"Hmmmmmm..."

"Very well. I, Durward, have deemed this bequeathery within my judgemidiction. Scamper forth!" he proclaims with a sweep of his arm. Resting the mace on his shoulder, he steps aside and allows you to pass.

Within the Tomb:

Now inside, you can see that the area is empty save for the stonemason’s long-dead skeleton laying on a raised stone slab. As the door opens and light enters, there is a glint of light near the skeletons skull. Further inspection reveals some sort of ancient silver coin.


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Tibitz:

You are able to tuck behind one of the tombs and start making your way to the tomb in question. You notice that none of the tombs you pass have back doors, suggesting the actual places of rest are underground.

You can either:
1. Continue to an advantageous position (in the event a fight breaks out, though it might be a little untoward if you pop out to join the group as they enter. Meeting up with them as they exit would be no problem though.)
2. Rejoin the group before they meet with the Asmodean

The priest adjusts his grip on his heavy mace, the three fingers of his right hand now resting in use-worn grooves in the handle as you approach. His chin is raised so high in the air, it is about level with where his eyes would be if his head were positioned normally.

"Mmm, yes quite a surplifulous day it is. Indeed," he says slowly, looking down his face at you. "Hmph, surely you liggles can read? Yes, quite, Arkath's Tomb lies yonder-thin, and I guard it," he now rests the head of the mace in his four fingered lefthand, "because the faithful of the King of Hell have decried it." He turns his head and looks sideways at you.

Sense Motive, DC 12:

He is trying reeeaaallly hard to to fulfill his (flawed) notion of what it means to be imperious.

Int, DC 12 (Linguistics, DC 10):

You're pretty sure three of those words aren't standard Common, and there was another instance where he used a word incorrectly.

________
Tsamara, I'll apply the roll (and any others y'all make), once you actually make a request of him.


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"A pot? For wha- OH! You're just going to drag those through my pub? Wait, you want those cooked? I, um..." Heryn blanches for a moment.

"How about this: I'll try to convince the cook to do something with those, in honor for the work you just did for us. I surely would have lost a staff member if we handled it on our own. It'll take time though, and... some research to figure out what to do with them. Fair?" she offers, handing you a bottle of wine. "So you don't return empty handed."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
TOMB OF ARKATH THE STONEMASON
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Thanks to the map Drandle Dreng provided you and the details left by Selmius Foster, finding the mausoleum in question is a simple task. Arriving at a fenced off plot of land in Eastgate, two observations immediately strike you: the first being that this area is run by Asmodeans, the second that there are regular patrols of the city guard. Fortunately, the gates are wide open and several people appear to be coming and going after paying respects to some of the graves.

Near the entrance is a sturdy podium with a crude but neat map, showing labels for each of the stone-sealed tombs. The tomb of Arkath the Stonemason lies to the North and is the only tomb with a priest stationed in front of it...
________
Please place yourselves on slide 9! Note that North is to the right (fit better to the slide that way).


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Aurora casts her spell and, after sweeping the room, finds that the glowing rock hanging from the chain is emitting a faint aura of evocation.

Spellcraft, DC 17:

You're confident that a continual flame spell has been cast upon the rock.

Under the protection of Onye, Tibitz and Tsamara are able to search the desk thoroughly. Properly examining the files on the desk leads the pair to the following conclusions:

  • The papers chronicle the personal exploits of Selmius Foster, a famous Pathfinder whose name you recognize from your training as a Pathfinder agent.

  • Most of Foster’s more infamous adventures are chronicled in varying amounts of detail, but it is evident there is another investigation he had been pursuing before he died: the lost records of a Society agent named Eylysia.

    Which begs the question: What do you do now?
    ________
    Please see Slides 2 and 3 in "Handouts" for Handouts 1 and 2 (which are found in searching the desk well). It's a lot of tiny text, feel free to resize as needed.

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