Feel free to roleplay your way out of the scenario and I shall get your chronicles ready in the next day or so.
I have everyone on normal track. Still need a boon roll and dayjob from Cat.
By defeating Tygora and rescuing the three Pathfinder prisoners you get full prestige. Liberty's Edge gets their boon by rallying the town-members and defeating the tyrant while Silver Crusade gets theirs by not fighting Valsog and prevent any ifrits from dying in the fight in the alley.
@Pai Kyra helps you to find their gear in a nearby storeroom. Feel free to use a few charges if you wish (they can get up to 61 hp), but with her holy symbol in hand, Kyra can get her group up to snuff on her own. You can gather what remains of Tygora's equipment, falchion and armor and such.
News of Tygora’s defeat spreads quickly first through the fortress, then all of Crystalcrag, and the oreads respond with a mix of disbelief, relief, and confusion about what the future holds.
As your group gathers and prepares to leave for Absalom, the mood in town is quite somber for such a successful rebellion. Only the slag giant Valsog walks you slowly to the front gates (now visible as the illusion hiding the settlement has faded with Tygora’s demise). He pulls Therin aside and offers his services to repair the blade Gamin as thanks for what was accomplished.
With the unfortunate and untimely death of Glaheri in the throne room, Eurdan Stonemantle does his best to organize and encourage the newly liberated geniekin, though he would undoubtedly be better able to lead them with the help of his former associate.
As a result, many ifrits ultimately accept Tygora’s defeat but refuse to live alongside the oreads as equals, leading to a large exodus of geniekin over the ensuing months that leaves Crystalcrag weaker and its future... uncertain.
The monk rushes through the flames again and finds a wand to heal with from his barbarian friend.
Trusting her Tiefling heritage to shield her from the flames, the wizard steps into the flames and hits Merisiel with a charge from her infernal wand. Pai nods and struggles to lift the lithe elf off the ground only making a few feet off the ground. Catushlara uses her final daily channel and waves to the airborne rescue attempt.
Therin pushes through the searing flames and joins the group surrounding Amiri and channels once more.
Therin Channel:3d6 + 1 ⇒ (5, 1, 3) + 1 = 10
Zzorn rips open the body of the fallen leader as Indranna races acrosss the back wall to join the fun. The monk uses the wand before Amiri is placed into the protective "cocoon". Through the gags you can see her eager smile.
Pai continues to rise with Merisiel as the heat continues to punish both. Realizing she might not make it back through the flames, Cat moves toward Therin.
The cleric continues the healing words, trying to bolster their chances.
With a mighty roar, Zzorn drags his "bundle" back through the flames and Amiri matches the roar with a muffled warcry.
Amiri reflex:1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24
The rest of the group, save the two clerics, follow suit.
Therin channels a final time then nods to the cleric of Sarenrae, framed by the bellowing inferno.
"Shall we?"
The two rush through the flames and within moments the room quiets to a hush as the fires expire.
------------------------
Combat Over!
Kyra = 11 hp left
Merisiel = 4 hp left
Amiri = 30 hp left
Catushlara = 15 hp left
Indranna = 27 hp left
Pai = 56 hp left
Sleeping Sword = 21 hp left
Therin = 13 hp left
Zzorn = 55 hp left
For everyone's benefit, I assumed all the talking once you opened the door took about three minutes. Yes, I got bored and timed it. I also assumed the bless and 2 shield of faiths were from Therin so they lasted longer than that. I basically only took off the minute or less buffs.
@Zzorn In 480 games run and 300 or so played, I've never seen a Knockout succeed. Always something new. You do get a new fort save each round (full round action) to end it early.
Zzorn slumps unceremoniously to his knees, then face plants onto the basalt flagstones. Catushlara's scimitar flashes into the brawler as Sleeping Sword repositions with flair. Pai and Indranna combine to calm the fires somewhat, although it seems as if the diminutive gnome is doing all the heavy liffting. Therin gets angry and turns his blade lethal.
The cornered ifrit tries his best to harm the advancing monk but his defensive training is far too strong. His partner mumbles something in Ignan then withdraws and disappears into the still growing crowd of confused oreads.
The fire roils and spreads, with a collapsing facade nearly covering poor Pai! Need a DC 15 reflex save to avoid catching on fire
red ifrit fist vs Sleeping Sword:1d20 + 7 ⇒ (15) + 7 = 221d8 + 6 ⇒ (6) + 6 = 12 red ifrit fist vs Sleeping Sword:1d20 + 7 ⇒ (3) + 7 = 101d8 + 6 ⇒ (6) + 6 = 12 red ifrit fist vs Sleeping Sword:1d20 + 2 ⇒ (16) + 2 = 181d8 + 6 ⇒ (7) + 6 = 13 fire spreads (squares, direction):1d2 ⇒ 21d10 ⇒ 71d9 ⇒ 8 Pai fire damage:1d6 ⇒ 3
Round 3/4 - Bold can act Catushlara <shield of faith> -19 damage
Indranna Sleeping Sword Zzorn -18 damage <unconscious 1d6 ⇒ 4 rounds> <need a new fort save to end it early>
----------------------
Pai <enveloping winds> -3 damage <need a reflex save> Therin -6 damage
Red -10 damage
Orange -46 damage <withdraws>
Blue
Fire Spreads
That was the intent of my question, Ferious Thune. I've seen it presented the same sweeping way in recent scenarios but to anyone who has chosen a different lore skill based on their school (or field commission), it needs to be a conscious choice to retain Pathfinder Society Lore or not.
There are a lot of people who are now treating it as an "extra-extra" bonus lore at 1st level.
Esmayl matches Pai's excitement. "The greatest sandstorms in the world, in fact. We call them Khamsin Storms and they have been known to last for days, and can bury citadels and caravans in their wake. Lucky for you this is not their season."
He turns to the rest of you. "These should come in handy." The venture captain lays out an array of items for your trip: a potion of remove curse, a potion of cure serious wounds, six potions of endure elements, and 2 doses of oil of taggit. There are also two letters, one addressed to Pai and the other to Catushlara and Sleeping Sword.
Arms spread, he backs away from his desk.
"As you have the mission specifics now, and our guest has procured horses, ponies and rations for your trip - I can only offer you my wishes for a safe journey and successful ventures."
The remaining agent grunts. "I'll be waiting outside with your mounts when you are ready to depart."
------------------------------------------------
Letter to Pai:
The honorable Pai Shecks,
Time moves quickly in our favor in these days. Keep your eyes open for any opportunities to rally the oppressed or overthrow a tyrant.
Your Comrade in Arms,
Tamrin Credence
Letter to Catushlara and Sleeping Sword:
Greetings my friends,
Dangerous foes seek to envelop this world. The Silver Crusade must remain adamant in our ability to prevent any further atrocities, protect the weak, and ensure stability in the locations we travel to. Seek to uphold these virtues to the best of your abilities.
Ollysta Zadrian
Temple of the Shining Star, Absalom
Esmayl responds directly to Catushlara “Orcs and giants, for sure... Sphinxes, Geniekin and Elementals... likely. If you are lucky, perhaps you will see a thunderbird or dragon. Not many people have been truly able to settle in those mountains. Those who try either never return or return badly hurt and scarred forever. Expect the worse in those mountains. And be wary of sandstorms on the way there.”
To the request about the agent's identities, the Pathfinder standing in the corner steps forward and speaks in a low, gravely voice. “The original Shadow Lodge was an underground resistance movement created by Grandmaster Torch and several co-conspirators who were unsatisfied with the detached attitude of the Decemvirate toward the common agent. Its mission quickly took a violent turn, and we were able to cleanse it of rogue elements with the Society’s help. Although Torch has since left us, many of us remain loyal to the lodge’s ideals: hold the higher-ups accountable, and assist the common Pathfinder when disaster strikes.”
"Here is our dossier with the information about the missing Pathfinders." he adds.
The Dossier:
Kyra - Human Priest of Sarenrae
Lem - Halfling Bard
Amiri - Human Warrior
Ezren - Human Mage
Harsk - Dwarven Ranger
Merisiel - Elven "Specialist"
It includes visual illusory images of the agents so you will be able to identify them if needed.
Over the ratfolk whose presence is supposed to be preternaturally creepy and off-putting that just ran up to him? Dang Giles, what'd you do to this poor bard? ;)
Jaune turns and stabs the dreaded ratfolk sneaking up behind him. The shock of that attack (combined with the decay of the halogenic poison), snaps him out of his confused state and after a pregnant pause, the sailors cheer your victory!
Venture-Captain Torrsen is delighted by your eventual return with Hlavard’s body and the gorget. “This will greatly please the Grenskuldrs. Thank you. I’ll make sure that you’re all on the list for a very special event coming up soon.” Torrsen says nothing more about what this special event might be, though he does open up a nearby cabinet and take down an armful of vials. He says, “Let’s just say these might come in handy...” and gives each of you a vial of lesser winter wolf elixir.
Morrin's protective shield lessens the blow from the bolt. With angered resolve Cassimon wields his glaive in a wide sweep that strikes down the hampered leader where he stood. With his follow through, he nearly fells the bomber as well. Asketell defiantly rises again to face the remaining threats with shield at bear.
The tide has turned.
Cassimon flat check:1d20 ⇒ 6
Round 7/8 - Bold can act - Inspire Courage is up!
Orange Duergar (w/warhammer and enlarged) -15 damage
Pink Duergar (w/crossbow and mace) -7 damage <prone>
Cassimon -17 damage <wounded 1, 1 persistent fire>
Asketell -18 damage <wounded 2, juggernaut mutagen, raised shield>
Red Duergar (dead) -50 damage
Landitho Eddie -21 damage <d6 persistent acid>
----------------------
Morrin <blur> -26 damage
The book was more just musing on pain techniques and not named but I know the shadow obelisk (short-lived as it was) was a named minor artifact. Although it was destroyed, you had it long enough to examine it and describe the situation within the Cairn (which was a demiplane made from the essence of the Shadow plane btw) that it could be useful with regards to your faction objective. The prisoners could help fill in gaps with what they saw and experienced as well.
He is an ambassador/agent for the Whispered Song, so that's appropriate enough in my opinion. As far as his fancy appearance, that is only due to him being a bard. :)
The obelisk is difficult to handle so gingerly by arrow-shaft. Although it likely holds power over this prison you are in, its true secrets will have to be discovered by others more powerful than you.
Lord Maravan's Gear:
potion of invisibility, potion of levitate, masterwork rapier, cloak of resistance +1, and a promissory note from the Onyx Alliance that is worth 1,100 gp
In addition to his gear, Paxal finds what looks like a spellbook but it contains detailed notes on the arcane uses of torture, shadow, and pain, and no actual spells.
Zzorn's falling blade is the last thing the chain slave sees.
Round 3 - Bold is up - Haste and Inspire Courage +2/+2 are up for all
Red -13 damage
Tiny Pebble <mage armor, shield, expeditious retreat, clay skin, total cover, no haste>
Purple -3 damage <dazed>
Igor <fly, mage armor, see invisibility, false life 13, shield, mirror image 3>
Notos <mirror image 5>
Malik
Elbe -3 damage
Yellow -62 damage <dead>
Orange -43 damage <unconscious>
Zzorn <antitoxin, antiplague, bear's endurance, armored vigor>
Paxal -2 damage
Reminder of combat conditions:
A reminder that for the whole area down here: creatures more than 10 feet apart gain concealment (20% miss chance) from one another, while creatures more than 30 feet apart have total concealment (50% miss chance) from each other. Movement toward the west incurs a difficult terrain penalty as the chains resist you. Flying creatures must make a very difficult fly check to move westward without becoming entangled in the chains. Darkvision has same range as normal but all light sources are halved.
@Zzorn It is naturally dark here. The torches and dagger-light illuminate to half their normal ranges, but the chains themselves provide total concealment after 30 feet, even against darkvision. So yes, purple is in the dark, but can be seen by those with darkvision within 30 feet.
I was just mistaken that starting a turn in stealth did not guarantee it until the attack was made.
Breaking Stealth When you start your turn using Stealth, you can leave cover or concealment and remain unobserved as long as you succeed at a Stealth check and end your turn in cover or concealment. Your Stealth immediately ends after you make an attack roll, whether or not the attack is successful.
Here is a relevant thread that mentions J.B's thoughts.
The arrow flies true and smacks the door, causing the floor to swing open from the hinged side as anticipated. Looking down into the pit you can see the nets and treasure that Tiny previewed.
Pulling up the mini-haul reveals numerous coins and bits of cut gems in the spiked pits, and the more durable remains of previous humanoids. There are 8 small ruby songbirds (worth 500 gp each) and 165 pp.
fast forwarding just a tad...
However you end up reaching it, you are all quite disappointed that the door itself was a false door and nothing lies beyond.
"I do not know much of the obelisk, only that others say it is surrounded by shadow and full of foul visions." Golbrier recounts before saying farewell to his friends at the safe house.
---------------------------
Travel from Nisroch to Barrowmoor goes smoothly as Golbrier is in regular contact with Whispered Song spies, who ensure your travelling party doesn’t run afoul of patrols or Kuthite loyalists during the long journey north. See the overview map of Nidal for your travels...
Just before your arrival in Barrowmoor, a spy’s report informs Golbrier that the Onyx Alliance expedition has found the Cairn of Shadows and they’ve begun excavating the ancient tomb. The report pinpoints the cairn’s location, but can’t be sure how long the Onyx Alliance has been inside.
--------------------------------
The barrow mound holding the entrance to the Cairn of Shadows is a tall mount of rock and gray earth, some thirty feet in diameter and twenty feet high. One side has been excavated with piles of dirt and lose rocks tossed about. The excavation into the tomb is only a few yards deep, beyond which there is an archway made of black stone and the tunnel walls change from roughly dug dirt to worked black stone.
"Well it's time for you to earn your pay. I'll wait outside here." Golbrier says cheerfully, his face betraying the dread he feels for you.
Time to prepare and enter. Let me know a general party order in the ten foot wide corridors on the new battlemap.
Alya is halfway through her first purchased drink when Malik returns and the group gathers to leave for their meeting. "Ah, well I enjoyed the company. Thanks for the drink. After I get paid for my quarry tomorrow, I'll be sure to return the favor!"
She turns back to the bar as you exit, a satisfied smile on her face.
--------------------------
Catching up with Golbrier in the alley, he leads you to the safehouse of a Desnan sympathizer, who prepares horses for your travels out of the city.
Golbrier fill you in on developments while you wait. "Thank you all again for the rescue. That could have really put a fork into the soup. Anyways, my most recent information from the Whispered Song is about the leader of the Onyx Alliance expedition, a man named Lord Maravan. My sources say Maravan is a spellcaster of some power, having trained in the Arcanamirium in your Absalom, but also an accomplished duelist who studied under a Tian Xia weaponmaster. Whispered Song spies have heard him claim he was planning on recovering a minor artifact known as an obsidian obelisk. Now, Maravan seems to know the location of an ancient barrow known as the Cairn of Shadows, which lies within the Barrowmoor. They believed it was the burial mound of a horselord chieftain named Telendrak, an ancient foe of the Midnight Lord who the Desnans hold in high esteem."
He takes a peek out the window to see the progress of the mounts.
"I'm quite happy to have fearsome allies willing to explore the site, though I'm not interested in entering the barrow myself. You know... I’m a lover... and a singer... and a bit of a dancer, but not a fighter.”
He blushes as he jigs to the last few thoughts, then moves to his baggage. "Here, the Whispered Song thought you could use these, and I suppose they might do for a reward for my rescue as well."
He hands over two cloaks of elvenkind for your use.
The house owner returns and announces the horses are ready.
"Well, it's about two hundred miles to Barrowmoor, should take us a week. Better stock up on food and water. We must hurry, before they realize I'm gone from the inn." Golbrier exhales.
Moving closer to the conversation, you clearly hear the woman boast "...and then he just slumped like a sack of potatoes and the old boy Golbrier was mine. At least until the morning when I turn him over for my bounty." She laughs heartily and takes a swig but the others around her merely smile politely. She grimaces.
Zzorn's two rounds of detect thoughts into the bar from outside:
You get the sense that there are a few dozen creatures in various states of inebriation. Two are above average intelligence with one of them very high. Which one do you want to read?
The judges listen to Arin's conclusion but somehow seem more confused after than before.
A pair of clockwork servants quickly move out from the darkness to clean up Sir Ivan's unfortunate "summation". The judges look at one another before confirming with each other that none of them have further questions, and they call a brief recess before reconvening to issue their verdicts.
Hao Jin sits in silence, awaiting her continued fate as she has done for countless years. There are a nervous few minutes as the crowd above begins to murmur, only silencing as the judges return to the platform.
Tenth-By-Third takes prominence and announces the verdict. "By unanimous verdict, Axis formally drops charges against the sorceress Hao Jin, Ruby Phoenix of Golarion, and recognizes her past several centuries of service as time served for miscellaneous trespass against order, and hereby encourages her to travel and create freely - albeit with a better understanding now of how to do so safely. The Tribunal has ended. Good day."
Eleven-Sun-Truth immediately turns and congratulates your group on their work with Hao Jin and assistance in the trial. "This one believes that this represents the best and most just decision. Once you are ready to depart Axis, this one will hail you a conveyance to take them back to the gatehouse for transport back to Absalom. I'm sure you want to get started on saving the Tapestry."
For her part, Hao Jin stands and nods to the judges. Stepping to your group, she expresses stoic gratitude at first before her relief cracks the façade and she smiles warmly. "My sincere thanks for your help but we have pressing concerns. I think I will be able to perform the transposition ritual on the Tapestry myself. But even with my magical mastery, performing the ritual will cause the demiplane to unravel dangerously within hours — there’s only one chance to get things right. But 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 your lifetimes — and if and when it does, I hereby bequeath it to the Society for your actions here in my defense. When you are ready to go home, I can send you back to Absalom, though I prefer not making a reappearance on Golarion myself just yet."
Scenario is now done, but feel free to finish off your interactions if you wish.
It is becoming apparent that the case is reaching a conclusion and the judges seem to favor Hao Jin's explanations so far. As the trial runs its course, Tchekua summarizes the ongoing ramifications of Hao Jin’s pet project.
“It seems there is only one matter of import left then. 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?"
Before you can answer, he adds. "And yes, there is talk of the Tapestry's imminent demise and how your Society has rushed here to try and prevent the worst of that, but the damage is done. Hao Jin was more than capable of intervening before such heroic actions were called for. Certainly more capable than the inhabitants who lacked power or the wandering Pathfinders who lacked perspective."
Tenth-By-Third rustles at the thought of defaulting on ones' responsibility...
Time for one of you to rise a final time in Hao Jin's defense and direct your argument toward one of the judges (Intimidate or Perform (acting, comedy, or oratory)) would be particularly useful here) and Sir Ivan can provide a final aid with a successful Profession Barrister check as Hao Jin's Advocate.
Zahal recognizes the Pharasman inquisitor's attempts to codify Elbe's arguments enough to cease questioning on this matter.
Careful observers would note Tenth-By-Third mentioning in low tones. "It is not trivial to get a paladin to vouch."
Tchekua does not seem overly impressed but lets the matter rest (for now). Instead he poses a slightly different question. "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, does it not?”
"Curious..." remarks Zahal with a sly grin.
Tchekua elaborates. "It stands to reason that Hao Jin’s capturing sites for her own desires seems self-centered and may have even harmed some of the creator cultures responsible for those sites. This leads me to wonder: Does Hao Jin actually respect history?"
One of you can again rise to Hao Jin's defense and direct your argument toward one of the judges (Appraise, Knowledge (engineering), Knowledge (geography), Knowledge (history) would be particularly useful here) and Sir Ivan can once again aid with a successful Profession Barrister check as Hao Jin's Advocate.
Knocking three times on the door, the librarian soon responds and reopens it and takes a hesitant look inside.
Clearly relived with what he perceives, he smiles. "Well, it seems you have banished the interloper. No damage to the room. Good, good. Now that he is gone and the lecture hall is no longer occupied, that makes you the current legitimate possessors of the memory engram. Now go, I will deal with any officials who come to investigate the spate of violence here and let them know you were acting on behalf of the library as formal evictors. Oh, as temporary employees of the Stylite, please take your pick from our collection of magical tomes"
He rewards you with access to a discounted selection of magical tomes and manuals that will appear on the chronicle.
On the chronicle:
manual of bodily health +2
manual of gainful exercise +2
manual of quickness of action +2
tome of clear thought +2
tome of leadership and influence +2
tome of understanding +2
----------------------------
Acolyte Yakomo lives just a short walk away from both the travel portal and the Serene Circle proper. The area is largely uninhabited as the majority of the petitioners who live in this area are likely attending the ritual at the Serene Circle or socializing and meditating following the ritual. There are still a small handful of petitioners still in the area, enough that you are able to easily get final directions to Acolyte Yakomo’s abode following Eleven-Sun-Truth’s general directions.
The reinforced stone door to Acolyte Yakomo’s humble abode is shut and locked. Most of you hear the muffled sounds of someone struggling and trying to call out from within the small building.
The lock on the door can be picked with a Disable Device check or broken down with a Strength check.
In case the letter in the handouts is hard to read, here is a transcription...
Pathfinders!
The Hao Jin Tapestry demiplane is on the verge of complete collapse. Despite our best efforts and the personal sacrifice of the former Master of Spells, Aram Zey, we have only been able to slow the demiplane’s disintegration, and it is now only weeks or even days from utter collapse. If this happens, the thousands of beings still within the demiplane will die, and what treasures are still hidden within shall be lost forever. The Society has therefore prioritized rescue and salvage missions, the last of which made a remarkable discovery: Hao Jin is still alive somewhere on the plane of Axis. At this point she may be the only person who can avert this disaster, so it is imperative that you travel to the Eternal City.
Included with this letter is a satchel containing documentation of the Society’s activity in the demiplane, including what we explored, what we
modified, and how we’ve tried to keep it intact since. Provide these to Hao Jin, as I can only assume she doesn’t know of the tapestry’s condition. I have also contacted Jostlyn Ferqyr, Keeper of the Vault of Abadar and a district councilmember, securing her assistance. She shall use a holy relic to transport you to an ideal starting point for your search. From there, find the Ruby Phoenix and convince her to help repair what she created—before its inhabitants and secrets are lost forever.
Finally, be on the lookout for trouble. I have noted and thwarted several attempted scrying attempts in the past two weeks, but I cannot assume my colleagues are so vigilant. You may not be the only ones trying to find Hao Jin.
Rearranged Setare's position since a charge would have to come from the right side of the map. Moved Gaylth to the fore archer flank as it took 60 feet of movement just to reach the edge of the map. Also, adjusted Victoria's position so her lightning bolt wouldn't strike big ol' Vermin.
Lissa blasts the fey with her empowered ice but Setare is not as lucky with her charging lunge.
-----------------
The ship begins to vibrate as the planar-engines below reach critical power. The Varisian kineticist ignores the fey's continued magical assault and lines it up for another blast. Setare's muscles tighten again, but she pulls through as well.
Vermin's charge results in a severely weakened archer. Gaylth catches up and slips behind the fore archer. Sparky trudges down the rocky beach. Fahd swoops in and pummels the fore archer toward destruction. Setare uses Gaylth's position to her advantage and nearly finishes it off.
Lissa steadies herself in mid-air and eliminates the fey threat with another powerful ice blast. Victoria then arrives and brightens the evolving scene with a lightning bolt of her own. The undead creature explodes from the impact of the bolt.
A canine-headed humanoid with rancid green flesh and hoof like feet, yet garbed as a fine pirate captain suddenly appears on the sterncastle. He drops a used scroll to the deck and bellows over the hum of the whining engines. "It is a shame Hrethnar couldn't make it to witness his final failure, but I will have to destroy you nonetheless."
The undead warrior at the fore drops his bow, draws his greataxe, and the entire area fills with painful energy. He then steps back to face off against the three in the front.
I need a DC 20 will save from everyone (but Victoria and Sparky) vs channeled negative energy