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Game Master | CotE
![]() Thanks again for playing, all! I apologize again for all the times the game slowed way down. I was determined to finish though, and I'm glad I did. I had fun and I hope you all did too. ![]()
Game Master | CotE
![]() Apologize for the copy/paste but this dungeon crawl had a LOT of background spread out all over the book. So, here it is, compiled as best as I quickly can: Stuff Dimira tells you: Just before the start of the adventure, the traditional group of pranksters left the town to prepare the crypt, only to be set upon by Asar and his newly risen minions. Unfortunately, no one made it back to town to warn them of the danger. Oh and the wailing guy, Roldaire, is her brother. When Psamtic goes to light the lantern with the Everflame (a permanent magical fire like a continual flame spell that gives off heat), the spirit of Kassen stirs from its rest and rises up to thank them for putting an end to Asar. He can tell you all about Asar. Although he does so reluctantly, he even reveals that the two of them were once adventuring companions, and that they split ways after acquiring a great deal of treasure. Kassen is sure that Asar felt cheated after their last quest and that is why he came to attack the town. Kassen knows nothing about the bandits (dead guys you found out front and around inside the crypt), but notes they only stole the amulets with which he and Asar were buried. These amulets are part of a key that opens up the great treasure vault they plundered so long ago. Kassen remembers little about the vault itself, but he does remember that the amulet points the way to the vault if it is reassembled from its three component parts. The last part was given to Iramine, an elven sorceress that was part of their group. background stuff that Kassen tells you:
Ekat Kassen was a crusader and fortune seeker who came to serve Lastwall in the year 4515 ar. While he fought with distinction, he soon realized that he wanted more from life and left the Lastwall military to find his fortune elsewhere. His travels took him all over the region around Lake Encarthan, and he decided to settle down in 4522 after a very profitable adventure. Using a sizable portion of his fortune, he set out to tame a small area of the Fangwood on the banks of the Tourondel River, making it a natural stopover for those traveling up and down the river to Skelt. For the next 10 years, the town, which was then known as Kassen’s Hold, grew and prospered.
All that changed when Asar Vergas came to Kassen’s Hold with a host of mercenaries under his command. Asar was an old companion of Ekat, and the two had traveled together for some time before splitting up just after Ekat’s last adventure. Over the years, Asar became sure that Ekat had cheated him after that adventure. Promising great wealth to his mercenaries, Asar raided the town relentlessly for 2 months. Finally, the townsfolk managed to locate Asar’s camp in an ancient crypt deep in the forest, and Ekat himself went out to deal with his old companion. The battle was terribly bloody, with only a few townsfolk coming back to tell the tale. In the end, Asar was slain and his mercenaries scattered, but Ekat suffered a mortal wound. He died 2 days later, on the 11th day of Neth, 4535. In honor of their beloved founder, the townsfolk buried Kassen in the ancient crypt, interring his bones in a place of honor, above the simple sarcophagi used to inter Asar, his mercenaries, and the townsfolk that lost their lives in the bitter struggle. They placed an eternal flame above Kassen’s final resting place, so that all who visited might find warmth in the wilderness. Over the years, the Crypt of the Everflame has become an important part of the history of the town, now simply called Kassen. The townsfolk view the crypt as a memorial to those difficult first years of the town’s history. Every autumn, a few of the townsfolk make a pilgrimage to the crypt to light a lantern from the flame and bring it back to town, where it is preserved all winter, a symbol of the town’s resilience. Most years, the town mayor and a group of dignitaries perform this quest. Every few years, however, a handful of younger townsfolk are given the honor of lighting the lantern. Many see this as a passage into adulthood, a taste of adventure before settling down to work and marriage. The quest starts out as a solemn ceremony in town, where the townsfolk gather to wish the adventurers luck, just as it was when Kassen himself left to fight the mercenaries. When the adventurers return a few days later, the town holds a great celebration in their honor. This also marks the final harvest celebration before the long winter. The quest itself is a relatively simple one. The adventurers must travel to the tomb (about 2 days’ travel outside of town), venture inside, light the lantern, and return home. Over the years, this ritual has grown more elaborate—now, some of the townsfolk head there in advance to set up simple traps, puzzles, and illusionary monsters for the adventurers to overcome. This year, however, something has gone terribly wrong. About 3 months ago, a group of tomb robbers broke into and looted the Crypt of the Everflame. While this alone would be a tragedy, the robbery had one unintended consequence. When the thieves broke open the sarcophagus containing Asar’s body, his foul spirit stirred from its slumber, rising as a skeletal knight. While most of the tomb robbers escaped, Asar’s bones now wander the halls of the tomb, using evil magic to turn the crypt into a deadly lair. Just before the start of the adventure, the traditional group of pranksters left the town to prepare the crypt, only to be set upon by Asar and his newly risen minions. Unfortunately, no one made it back to town to warn them of the danger. After giving his thanks, Kassen reaches into his sarcophagus and produces several items, giving them to the PCs with his thanks. After handing out the gifts, he slowly fades from view, returning to his eternal rest. Treasure: Kassen gives the PCs a bag of holding (type I), a +1 bashing shield, an elemental gem (water), and one scale from his armor for each PC. Kassen explains that these scales will grant them his boon in their hour of need. The journey back to Kassen is somber and uneventful. Roldare is thrilled to see Dimira again and seems to most (but not all) of his sanity. When the Pathfinders finally return to Kassen, they find a celebration underway in their honor. Mayor Uptal is there to greet them at the gates, but his joy at their return quickly turns to horror when he finds out what has happened. The news quickly spreads throughout town and the harvest celebration turns melancholy. The folk do not blame the Pathfinders for what happened, and most are rather grateful that this new menace is ended. The grand feast is still held in their honor, but it is not the same as it was in previous years. This year, many are drinking to help forget that they have lost friends and loved ones. Plans are made to return to the crypt and bury the slain townsfolk. ![]()
Game Master | CotE
![]() I'll need to do the in-game wrap-up later tonight or tomorrow. But at long-last, here are your chronicles! ![]()
Game Master | CotE
![]() Despite the skeletal creature’s defenses against slashing weapons, Psamtic knocks the un-life out of it with a mighty blow from her greataxe! Zoot’s channeled healing energy not only heals her fellow adventurers, but also the woman lying beside the coffin, who promptly regains consciousness. She looks around in surprise and asks, ”Um, who are you? I’m Dimira. Have you seen my brother?” I’m going to handwave the panicked skeletons at this point because they’re not a real threat to y’all. So: out of initiative! I will also remind you that your mission (that started long, long ago) was to light the lantern from the Everflame, which you presume would be this everburning torch right here. There’s some story wrap-up (after lighting the lantern), treasure, and conclusion stuff that I’ll post tomorrow, as well as chronicles! ![]()
Game Master | CotE
![]() Hey all, I'm leaving for a camping trip tomorrow (Thursday) morning and won't be back until Sunday night. Probably can't update until Monday. Happy Independence Day to everyone. ![]()
Game Master | CotE
![]() Bhenqai punches Asar while Angoldir aids Psamtic’s defenses. Zoot magically guides Psamtic just before the barbarian takes another slash with her greataxe. Asar isn’t looking very good at all but he still stands for now, attacking Psamtic once more.
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Game Master | CotE
![]() Zoot hurries in and heals Psamtic, then Asar takes another swing at the barbarian.
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Game Master | CotE
![]() Despite the skeleton’s resistance to the slashing longsword, Bhenqai still manages to take it down in one clean swipe, then moves adjacent to Asar. Psamtic goes into a rage and attacks Asar but her attack doesn’t feel like it did full damage. Angoldir moves in near Asar to aid his allies. Tokens moved; if you want them someplace else feel free to adjust. Angoldir: please note who you’re aiding. Ja’ali and Zoot are up! ![]()
Game Master | CotE
![]() readied action claw against Bhenqai: 1d20 + 2 ⇒ (2) + 2 = 4
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Game Master | CotE
![]() red DC 12: 1d20 + 2 ⇒ (14) + 2 = 16
Black and yellow are panicked! Psamtic is up—Will bot tomorrow. ![]()
Game Master | CotE
![]() The wide brass doors swing open on silent hinges to reveal a vast crypt. The only light emanates from a torch mounted above the crypt, flickering with a pale golden fire. Tall pillars march across the chamber, ending at a dais on the far side, on which is set a large stone sarcophagus. A single form rests beside the coffin, that of a comely woman in tattered clothing. She appears to be asleep or unconscious. As the first Pathfinder enters the chamber, a dry, mirthless laugh can be heard from the dark recesses of the tomb. “So, Kassen’s heroes have come to fight me again. You will make fine minions in my army of the dead. Come and meet your fate.” With that, a wicked-looking skeleton (here’s another illustration) strides into view wearing polished mail and brandishing a cruel sword in both hands. A cold blue flame burns in its empty eye sockets. knowledge religion (main dude) DC 14:
He’s a skeletal champion. Bludgeoning weapons overcome his DR. I’ll share more if you beat the DC by 5+ knowledge religion (minions) DC 11:
Human skeletons, which you’ve fought a bunch of. initiative:
Angoldir: 1d20 + 5 ⇒ (4) + 5 = 9
Ja’ali: 1d20 + 3 ⇒ (8) + 3 = 11 Psamtic: 1d20 + 1 ⇒ (10) + 1 = 11 Zoot: 1d20 + 1 ⇒ (12) + 1 = 13 Asar: 1d20 + 6 ⇒ (2) + 6 = 8 Skeletons: 1d20 + 6 ⇒ (14) + 6 = 20 Four skeletal figures move in from out of the shadows, claws at the ready!
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Game Master | CotE
![]() @Spenser - updated! I'll leave the campaign active for a few days to let everyone get their chronicles. Thanks again all! ![]()
Game Master | CotE
![]() Thanks all for playing! Here are your chronicles. Let me know if you see any errors, want to reroll your day job, etc. and I'll get your chronicle updated ASAP. ![]()
Game Master | CotE
![]() Lya’s impassioned performance leaves all three judges speechless! Afterwards, the judges confirm with each other that none of them have further questions, and they call a brief recess before reconvening to issue their verdicts. All three judges come forward after the recess to state that they’ve ruled in Hao Jin’s favor. Axis formally drops charges against Hao Jin, recognizes her past several centuries of service, and encourages her to travel and create freely (albeit with a better understanding of how to do so safely). After the trial, Eleven-Sun-Truth congratulates the Pathfinders on their work with Hao Jin and assistance in the trial. Once the Pathfinders are ready to depart Axis, Eleven-Sun-Truth hails them a conveyance to take them back to the gatehouse for transport back to Absalom. Hao Jin at first expresses stoic gratitude before her relief cracks the facade and she smiles warmly. She thanks the Pathfinders for their help and agrees to help the Society directly by performing the transposition ritual herself. However, she warns that even with her magical mastery, performing the ritual will cause the demiplane to unravel dangerously within hours—there’s only one chance to get things right. She further speculates that after the demiplane finishes tearing itself apart, its built-in processes should slowly begin stitching it back together, so there’s the possibility that the tapestry demiplane could restore itself within the Pathfinders’ lifetimes—and when it does, she bequeaths it to the Society. Once the Pathfinders are ready to leave, Hao Jin can send them back to Absalom herself, though she prefers not making a reappearance on Golarion just yet. Nice work all! That concludes the scenario. I apologize again for the delays as of late. I’ve started your chronicles and will have them available by sometime tomorrow. ![]()
Game Master | CotE
![]() The large double doors appear to be neither trapped nor locked. Let's get everyone's tokens where they'd like them before we proceed if you please. ![]()
Game Master | CotE
![]() As has happened previously during the trial, all three judges seem more than satisfied with Faustus' and Father Nicholas’ response. As the trial runs its course, Tchekua discusses the ongoing ramifications of Hao Jin’s pet project. “Even in the event that Hao Jin performed the necessary steps to create her demiplane and fill it for the sake of historic preservation, there remains the fact that she left her charges untended. Thousands of creatures across more than a dozen generations suffered in her absence as she explored the Outer Planes. Were she truly responsible, would she not have guarded and guided these people until such a time as they could chart their own destinies?” Tchekua takes issue with any news of the tapestry demiplane’s impending collapse, considering this more the fault of Hao Jin (who was capable of intervening) than the inhabitants who lacked power or the Pathfinders who lacked perspective. Tenth-By-Third cares little for societies determining their own fates, but the talk of defaulting on responsibility riles the herald anew. Tchekuna once again looks to the Pathfinders with an expectant gaze. One of you please post a reply with an accompanied skill check, and let me know which judge you’re trying to influence. ![]()
Game Master | CotE
![]() Angoldir makes it to the edge of the bridge and notices that the statues look rigged to bull rush anyone off if they step onto the bridge itself! He’s confident that he disables the trap, though. You JUST made those DC’s; phew! What would you like to do now? ![]()
Game Master | CotE
![]() Based on the mechanics of the trial as written, Faustus' defense of Hao Jin will assist whoever makes the actual argument. So I still need that argument from one of you. ![]()
Game Master | CotE
![]() With your especially well RP-ed amusing/novel post, and the GM discretion of adding bonuses for such, you beat Zahal’s DC! Tchekuna and Tenth-By-Third grumble half-heartedly but have no real substance to their rebuttal. Inspired by the talk of recklessness, Tenth-By-Third expounds on Hao Jin’s irresponsibility. “Mortals are fallible, naturally erring from cosmic law and planar constants. The accused has a record of recklessness, and it is clear that she would revert to such reckless behavior again if permitted the freedom to experiment again. Can even centuries of self-reflection overcome a creature’s base instincts?” This question causes the judges to argue with one another for some time. Tchekua insists that the rise of civilization is a natural outgrowth of mortals’ ability to surpass their instinct-driven ancestors and attain limitless levels of higher reasoning. Zahal takes a middle ground, acknowledging that societies and people may evolve, but they do so only by overcoming the staggering inertia of their current philosophies. Ultimately the judges come to a standoff on the subject and call for a witness to Hao Jin’s reckless tendencies and capacity to grow and learn. Tenth-By-Third then looks to the Pathfinders and asks, ”What say you?” One of you please post a reply with an accompanied skill check, and let me know which judge you’re trying to influence. ![]()
Game Master | CotE
![]() As happened previously, none of the three judges have any retort for Father Nicholas! Inspired by the topic of theft, Zahal brings up Hao Jin’s interference with souls. “Ah yes, and let us not forget what drew me to these proceedings in the first place: Hao Jin’s interference with the River of Souls. In recent years, her demiplane has captured souls bound for Pharasma’s judgment. And as I need not remind anyone, stealing souls is, ah…” Zahal leans down, taps her snout, and rumbles the last part of her sentence to convey its severity. “…deeply frowned upon.” Then with a smirk, she adds, “Unless this is what defines cosmic law these days?” Tchekua and Tenth-By-Third loudly protest the psychopomp’s taunt before she laughingly apologizes and returns to the point at hand. In a more serious tone, she elaborates that Hao Jin purposefully siphoned souls to fuel her project, and that makes Zahal very unsympathetic. Zahal then says, ”Surely none of you can dispute this?” One of you please post a reply with an accompanied skill check, and let me know which judge you’re trying to influence. ![]()
Game Master | CotE
![]() Psamtic opens the only other door exiting this chamber. The vaulted ceiling of this vast chamber shows significant signs of damage, with numerous cracks along its surface. In the center of the room, a 10-foot-wide bridge crosses a deep chasm. On the other side, a pair of stone statues watch over the end of the bridge in front of a set of grand brass double doors. The statues depict villagers holding shields and spears. What would you like to do now? ![]()
Game Master | CotE
![]() Grisaia wrote: Let me know if you need some assistance! Busy weekend/Monday but I'm feeling pretty confident I can get the trial, and thus the scenario, wrapped up this week. Thank you! ![]()
Game Master | CotE
![]() Zahal, as well as the other two judges, are left completely speechless at Lya’s impassioned performance! Tchekua speaks up now, taking issue less with the abduction of people and more with the disappearance of property. “An enduring stone structure might survive for thousands of years, its carved walls and sheltered libraries preserving the lore of lost ages for all who follow. To have such sites swiped not only steals the past from future generations, but it also robs the present people of their cultural heritage.” Zahal finds this point curious, and Tchekua elaborates on how Hao Jin’s capturing sites for her own desires seems self-centered, may have harmed some of the creator cultures responsible for those sites, and ultimately paints Hao Jin as someone who doesn’t actually respect history. Tchekuna then asks, ”What say you?” One of you please post a reply with an accompanied skill check, and let me know which judge you’re trying to influence. ![]()
Game Master | CotE
![]() This chamber has a number of recesses carved into the walls and a fissure in the ceiling, and is now devoid of the multitudes of bats that came swarming out to attack. The guano covering the floor is evidence to show that they were living here for quite some time. Angoldir determines that the southern door is neither locked nor trapped, and likewise finds no traps or hidden dangers about the chamber. What would everyone like to do now? ![]()
Game Master | CotE
![]() Tchekuna nods in obvious agreement as Anen speaks, and even the other two judges seem swayed enough that neither retort. Zahal transitions to discuss that Hao Jin behaved unethically once she did create the tapestry demiplane.
The yamiraj voices further concerns tied to the demiplanes’ inhabitants, the conditions in which they lived after being kidnapped, the motivations that could possess a spellcaster to behave in this way, and the way in which this is reminiscent of a night hag poaching spirits from the River of Souls. Zahal then asks, ”Does anyone have anything to say on this matter?” One of you please post a reply with an accompanied skill check, and let me know which judge you’re trying to influence. ![]()
Game Master | CotE
![]() I got the resolution to the first argument and the next judge's stuff mostly typed up but it's not quite ready. I need to get ready for my home adventure path group now but I'll get the next section posted ASAP tomorrow. ![]()
Game Master | CotE
![]() Grisaia wrote: Let me know if I overstep any bounds. Just trying to help nudge us along. Still gonna do my best to keep the scenario moving and get us finished but your help is appreciated! ![]()
Game Master | CotE
![]() Angoldir and Psamtic make their way back to the area with the portcullis and do indeed find that it is now raised! Where would you like to go now? ![]()
Game Master | CotE
![]() Faustus Sulpicius Voralius wrote: Are we expecting a witness to step up at this point? Yep, as per the trial mechanics spoiler I posted. Sorry, I should have RP'd the judge asking if there are any witnesses regarding this first accusation. ![]()
Game Master | CotE
![]() Psamtic turns the wheel once and some clanking of chains can be heard reverberating throughout the dungeon, as well as the squeal of a portcullis being partially raised. Raising it fully requires three successful DC 10 strength checks. But since you’re not currently in danger you can take 10 and get it done. What would you like to do/where would you like to go next? ![]()
Game Master | CotE
![]() Okay, on to the trial. @Faustus there's a spoiler for the mechanics of acting as Hao Jin's defense. trial mechanics:
The trial takes place in one extended sequence, though mechanically it is broken into six scenes. Each scene plays out in roughly the following way:
• One of the judges examines an aspect of Hao Jin’s character or actions before positing a theory. • The judge asks if there is any witness (i.e. a PC) who can provide additional information on the matter, be that evidence, context, or other arguments. • The selected PC makes an argument. Ideally, roleplay this interaction, but at the least have that player describe the argument’s premise and style. Discoveries in the Hao Jin Tapestry are well known among the Pathfinders, so it’s encouraged for players to incorporate their experiences with the demiplane even if that particular PC did not play those adventures. • The judges might try to discredit the PC or ask clarifying questions. • The PC chooses a judge and attempts a skill check that suits the argument’s content or style. In general, skills like Bluff, Diplomacy, Intimidate, and relevant Craft, Knowledge, and Profession skills are most appropriate, and irrelevant skills (e.g. using Acrobatics to argue magical theory) should have no chance of succeeding. Success indicates the PC helped influence that judge. Exceeding the DC significantly can further influence the other judges. A PC can serve as a witness more than once, but the judges would much rather hear from all of the PCs before calling someone familiar to testify. For a group with 6 or more potential witnesses, a PC takes a cumulative penalty on the skill checks to influence judges for each subsequent time that PC testifies. Hao Jin’s Advocate:
If the PCs learned of Hao Jin’s intention to represent herself in the trial (which you did), they can speak with her briefly beforehand and convince her to accept one of them as her legal advocate. A PC serving as Hao Jin’s counsel cannot serve as a witness but can assist during each scene by assisting the witness PC or protecting that PC from the judge’s inquiries. Each of these requires a Profession (barrister) check, and an untrained PC can use any of the following in place of Profession (barrister): the highest of their Intelligence, Wisdom, or Charisma modifiers; or a modifier equal to their ranks in Diplomacy, Knowledge (local), or Sense Motive, whichever is highest.
Assisting a witness typically involves asking the witness a question that helps steer the testimony or clarifies a fact. Doing so requires a successful ? check and grants the witness a bonus on their skill check. Protecting a witness typically consists of objecting to a judge’s characterization of the witness or other attempts to discredit a PC. This requires a successful ? check, a doing so negates one modifier that increases that PC’s skill check DC. Each time the advocate PC attempts to defend a witness, this check DC increases, representing the judges’ growing exasperation. Tenth-By-Third opens the discussion by challenging how Hao Jin created her demiplane.
The herald details some of these consistencies in Hao Jin’s behavior before Zahal encourages it to get to the point— that Hao Jin’s techniques were irresponsible, that she didn’t respect arcane theory, and that her sorcerer spellcasting is too unpredictable to be trusted with demiplane creation. What would you like to do? ![]()
Game Master | CotE
![]() Hey y’all, I need to apologize again for the absence. I’m still going through some rough stuff in my real life and haven’t been able to make PbP a priority. But I really do want to get us finished. We are really close. I intended to advance us right now but my laptop must have accidentally gotten unplugged and is dead (I took it to the park for some peace and quiet and pleasant surroundings). I have my home adventure path group tonight but I fully intend on advancing our scenario tomorrow and posting regularly until it is finished. I do feel bad about my delays of late. It’s like the longer I wait, the worse I feel about wasting your time and the more I dread trying to get it done. Anyway, like I said, I fully intend to advance us tomorrow and get the scenario finished. ![]()
Game Master | CotE
![]() Hey y’all, I need to apologize again for the absence. I’m still going through some rough stuff in my real life and haven’t been able to make PbP a priority. But I really do want to get us finished. We are really close. I intended to start the trial right now but my laptop must have accidentally gotten unplugged and is dead (I took it to the park for some peace and quiet and pleasant surroundings). I have my home adventure path group tonight but I fully intend on advancing our scenario tomorrow and posting regularly until it is finished. If it becomes obvious I can’t keep this commitment then Grisaia should take over. I do feel bad about my delays of late. It’s like the longer I wait, the worse I feel about wasting your time and the more I dread trying to get it done. Anyway, like I said, I fully intend to advance us tomorrow and get the scenario finished. ![]()
Game Master | CotE
![]() Nicolas, Faustus, and Lya are able to learn quite a bit while conversing and observing.
Diplomacy or Sense Motive:
A likely judge is Tchekua, an apkallu who was part of Hao Jin’s first tribunal (with a DC 33 Knowledge [planes] check, a PC recognizes apkallus as extraordinarily powerful outsiders who resemble anthropomorphic birds and are patrons of mortal civilization). Tchekua was fairly sympathetic to Hao Jin centuries ago and might still be. There’s also word that one of the judges is arriving from another plane for this event, which is rare.
Tchekua is an enthusiast of mortal history, having studied and catalogued the lengthy timelines of thousands of worlds. He is an avid archivist who understands the merits of preserving and understanding the past. The prevailing rumor of the off-world judge is that they’re a representative of the Boneyard, based on the group of psychopomps seen alighting and entering through the courthouse’s back entrance. If it’s true, the psychopomps would be especially interested in anything Hao Jin did that influenced the River of Souls (the means by which the dead reach Pharasma for their final judgment). Tchekua has a slight bias toward those who speak in ornate ways, and he’s readily wooed by those who demonstrate sincere passion. The secretive psychopomp is a yamaraj named Zahal (yamarajes are dragon-like beings considered the strongest psychopomps) who specifically requested a position on the tribunal upon learning of it. Anen identifies obscure names and references he overhears.
Knowledge (Planes or Religion):
Hao Jin’s demiplane offended many axiomites concerned with the stability of the cosmos, but apparently it perturbed even Otolmens, a primal inevitable demigod of Axis concerned with machinery, mathematics, and physics. Bystanders believe they saw the Tenth-by-Third, the herald of Otolmens, enter the courthouse, and it seems likely the herald will serve as one of the judges.
Tenth-by-Third is dogmatic even by the standard of inevitables. The scent of chaos offends the herald, whereas interacting with lawful-aligned beings sets the herald at ease. Some bystanders believe that the yamaraj Zahal may be serving as one of the other judges. A yamaraj is an extremely powerful dragon-like psychopomp that operates one of the Boneyard’s courts to determine souls’ fates. Any psychopomp judge would take offense at any interference in the River of Souls, so such a topic should be handled carefully if it’s brought up. Faustus learns more about the tribunal’s structure.
Knowledge (local) or Profession (Barrister):
This tribunal operates as more of a hearing in which the judges listen to any statements from the subject and those who can speak to the subject’s character, deeds, and motivations. The judges control the proceedings’ tempo, often conversing among themselves before calling on the subject or witnesses to provide additional information.
It’s customary for the tribunal’s subject to have legal representation, both to assist her and any witnesses, but nobody knows who is serving as Hao Jin’s counsel (if anyone). Her case might suffer if she chooses to represent herself. The trial itself has some pretty in-depth mechanics that I need to re-read before I proceed but I just wanted to make sure to get a post up today. Thank you all for being patient. ![]()
Game Master | CotE
![]() The genie's longsword fails to connect but the follow-up slam smashes the skeleton into an inanimate pile of bones! What's next for y'all? ![]()
Game Master | CotE
![]() Okay, on to the trial… Although a relative unknown when she arrived centuries ago, Hao Jin’s reputation ensures that as word of her trial spreads through several districts, there’s an immense yet orderly crowd of curious inevitables, glimmering axiomites, petitioners, and off-world visitors gathered around the sprawling courthouse on the day of her trial. Eleven-Sun-Truth escorts the Pathfinders through the crowd, which parts smoothly and politely to make way. Once the Pathfinders are inside, they can explore the courthouse’s expansive, three-story entry hall where a host of barristers, bureaucrats, scribes, and more are discussing a combination of legal theory and the upcoming trials for the day. Eleven-Sun-Truth requests that the Pathfinders remain in the general area while it checks in with its superiors, mentioning that the trial’s set to begin in about 2 hours. This is an opportunity for you to learn more about the trial and the yet-unannounced judges, which can grant you an edge in the upcoming trial. Each PC can attempt one Diplomacy check to gather information, Knowledge (planes) check, Knowledge (religion) check, Profession (barrister) check, or Sense Motive check to learn more. If a PC has a special ability that would allow them to gather information more quickly, let that PC attempt two checks. ![]()
Game Master | CotE
![]() The remaining still-animate skeleton attacks the genie once more.
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Game Master | CotE
![]() Here are your chronicles. I want to apologize for not getting the module finished before some players need their characters for PaizoCon. I was going through some difficult life things lately that weren't going on when we started the module. There's really not much left so I'll post a module wrap-up soon. Anyway, I hope y'all had fun. I certainly did. I feel bad about how much I was neglecting the game lately. Let me know if you see any errors on your chronicles and I'll get them fixed ASAP. ![]()
Game Master | CotE
![]() You've all got the better part of a day to speak with Hao Jin and ask her any questions you might have about the memories you received from the engrams, or anything else you'd like to do, before the tribunal tomorrow. Hao Jin needs this time with the engrams to devise and transcribe her promised ritual anyway. Would you like to do anything before tomorrow's trial? ![]()
Game Master | CotE
![]() The western door at the end of the hallway:
The stone slab/secret door in the eastern end of the southern room:
What would you like to do? ![]()
Game Master | CotE
![]() Yellow's down. Only black remains, and even it isn't looking very solid. Zoot and Psamtic are up! ![]()
Game Master | CotE
![]() What looks like a "secret door" on the map is actually a stone block that would otherwise appear to be a wall. Which I guess would count as a secret door? But the module doesn't call it one. Either way, I'd say Xavier sees it for what it is. And with Xavier's INT he figures you need to insert Infensus Mucro into the statue’s chest to make the block move (Or I guess, you know, have Obsidian walk right through it). I will also remind you that Infensus Mucro was rumored to be an intelligent weapon and so far it seems like just a normal magic weapon... Anyway, what would you like to do now? ![]()
Game Master | CotE
![]() 322 offers the memory engram to the Pathfinders as a show of good faith. ”If the time comes where I need protection from Aslynn’s wrath, I expect you to answer my call for aid.” After this exchange 322 quickly takes out a scroll, reads it, and disappears. spellcraft DC 21:
word of recall whoever first touches the memory engram:
You receive another vision from Hao Jin’s past, this time of her as a child of perhaps ten, her hair glossy black without a hint of the sorcerer’s signature ruby locks. Hao Jin dances and sings as she explores the wonders of a magnificent museum. She climbs about the displays, enacting mock battles with taxidermied drakes or old suits of armor. As the young Hao Jin climbs atop a suit of ancient Minkaian armor, her foot slips and she grabs at a hanging lantern to steady herself. Suddenly everything is pain and fire, chaos, and then… silence and empty darkness. The silence and empty darkness end suddenly with a burst of pain and a strange pulsating that wracks her entire body. The final scene you see is a young Hao Jin, her hair now a brilliant shade of red, her small face crumbling into tears as she learns that not only is the glorious museum gone, burned to ash, but her family has spent almost their entire fortune returning the young girl to life. As the scene ends, you are left with a strong, lingering sense of Hao Jin’s regret, as well as her resolve to master the strange new magic burning inside her along with her emotions, so that she is never the source of such a tragedy again. Eleven-Sun-Truth intercepts the Pathfinders once they’ve recovered the memory engrams and are on their way back to the Empty Court. Excitedly, the arbiter explains that after making their report about the Pathfinders and Hao Jin’s decision, its superiors scheduled a tribunal to reopen Hao Jin’s case, set for tomorrow. Not only does the speed with which this is happening suggest a momentous development, but Eleven-Sun-Truth interpreted its superiors’ remarks to suggest that there would be very influential judges presiding over the trial. Because the Pathfinders operated as Hao Jin’s advocates, the arbiter hopes that they might attend. Would you like to agree to attend? ![]()
Game Master | CotE
![]() @Spenser/Faustus: The elf’s face takes on an uncharacteristic softness. “Hm, good question. Maybe it’s time for me to be my own boss and stop being everyone’s lackey.” @ Grisaia/Faustus “I just want a trade. One of you gets me into Skyreach at the Grand Lodge and I’ll give you the engram when we return. It’s that simple.” Follow up questions, just to keep things moving (especially since I’ve delayed us)... You want to transport one of us to Absalom right now? “Good, you understand me, that’s exactly what I want. You get me through the door, I do a little business at Skyreach and then I’ll bring us back.” What are you plan on doing in Skyreach? “Just a bit of snooping. Shouldn’t take more than five minutes. Then I’ll bring us both back and we’ll finish our transaction.” With the extra info you got from Yakomo, along with your sense motive check for this particular negotiation, you get the following: You can try and convince 322 to abandon whatever she has planned for Skyreach. If one of you succeeds at a DC 27 Diplomacy check you convince 322 that she is better off without Aslynn. What would you like to do now? ![]()
Game Master | CotE
![]() This massive domed chamber, peaking at seventy feet above, is painted with knotted geometric designs in muted reds and golds. Another Medusa Triumphant statue dominates the alcove at the room’s western end. An inscription decorates the statue’s base. “Come out further on our Ledge
Further investigation of the iron medusa statue reveals a narrow slot in its chest—the slot is wide enough to accept a longsword blade. What would you like to do now? ![]()
Game Master | CotE
![]() Seeing the genie as the biggest threat, the two remaining skeletons step five feet nearer and attack!
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Game Master | CotE
![]() Still having some rough life issues. Gonna try to get caught up again today. In the meantime it’s time to report so I’m gonna do boon rolls (should hopefully still be valid).
boons?:
GM: 1d20 ⇒ 1
Anen: 1d20 ⇒ 1 Faustus: 1d20 ⇒ 7 Grisaia: 1d20 ⇒ 1 Spenser: 1d20 ⇒ 13 Lya: 1d20 ⇒ 7 Nicholas: 1d20 ⇒ 5 EDIT: reported; no problems there. I apologize again for the slow pace lately. We're getting pretty close to done.
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