GM Tiger |
Please dot (add a post) in here and then delete your post to add yourself to this campaign.
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GM Tiger |
Your adventure begins in the Grand Lodge in Absalom, where Venture-Captain Ambrus Valsin has a small exploration assignment for you. While waiting for him, you take the time to get to know each other.
Please introduce yourselves here
Alice the Poppet |
A little girl sits at a table playing with her doll. She has a toy tea set. She looks up at you and says, "Hello. I'm Alice." Pointing to the doll, she says, "This is Alice also. Do you want to have tea with us?"
Flory Buntzer |
”That would be lovely!”
A young human woman with long, dark-blonde hair has entered. Her blue eyes have an unfocused look, as if she’s looking past (through?) everything. She wears a simple brown dress with a black hooded cloak. A red and black spider is perched on her head. Another spider, halfling-sized, brown with a silver chevron on its thorax, walks beside her.
She curtsies to the others. ”Flory Buntzer”, she says. ”These are my cohort, Lady Gwendolyn and Sir Miles” The two spiders bow.
”Might they partake as well?”
Aztryx |
Aztryx arrives and looks like he ran quite a bit to get here. His black hair, tied in a braid behind him matches his plain robes in color. He is wet from sweat. He holds in his hand what looks more like a Shepherd's Crook than a staff.
"I'm sorry I'm late. I am proof that there's no truth to Wizards arriving on time. I am Aztryx, and I am at your service" he smiles in jest as he enters the room.
William of Baskerville-20781 |
A tall human walks in. He is stocky but not fat, and the gray in his hair marks him as older than most. He moves with a presence, an you wonder if you have seen him before? An Actor perhaps?
As he comes into the room, he looks at the tea party and immediately starts to look uncomfortable.
Err, Uh. I am William, of Baskerville. Good to meet you. He does not make any movements toward joining the tea party, and looks to find a seat a short distance away.
Flory Buntzer |
Flory takes a seat, and reaches for a teacup. As she does so, Lady Gwendolyn skitters down her face, along her arm, to the table. She takes a toy cup, and pretends to sip.
Sir Miles looks at Flory. Flory looks back. You’ve never seen a spider shrug, but he appears to as he takes a place at the table, and fumbles with his saucer.
Van Suuvet |
A dreary looking elf with dark clothes waves as a form of introduction as he closes by, a phantom of fiery anger slithering behind him.
"Hello everyone. Van and Blaze, at your service." he curtly introduces himself.
Gilgamesh The Fistful |
"Gilgamesh," a half-orc introduces himself after the others. He is currently silent in the corner, wearing a hooded apparel to hide his skin.
GM Tiger |
"All right, Pathfinders, you're going on a little bit of a cleanup mission." Valsin taps his finger on the map of a familiar island, tracing north and west from the giant star marking Absalom to a sketch of a castle near the island's western shore. "A short while back, a group of veteran agents ventured into the ruins of Citadel Uromaz, where they defeated the lich Hekoz and stopped the ritual she was attempting. After dealing with the undead, they were called away to handle another issue. Frankly we need someone to go back and do the hard work of cataloging the place. Most of the large artifacts and valuable items have been noted and brought back to the Grand Lodge, but the previous agents described a huge mural carved into the stone, and no one even thought to take a rubbing of it." Valsin sighs, "So, it falls to you to go in and document the site properly."
"I need you all to pop over there, go through and take rubbings of as much of the mural as you can. Everything should be in the central chamber, but if you find any other archaeological finds that are worthwhile? Please note and collect them. Be careful, be prepared, and be vigilant, as usual."
"I've marked the citadel's location on the map for you, it's just north of the Swardlands, on the edge of the Welt. It's about five day's ride along the roads. The Welt is a blighted land where no plants grow. Thanks to the efforts of a group of heroes a few years ago, it's been shrinking. Nowadays, it's not inherently dangerous to people or animals, but its lack of settlements still makes it an attractive place for those who want to escape notice. Like Hekoz, for example. We believe that the threats have been dealt with, based on the information reported to us by your fellow Pathfinders. You can never be too sure, though, so please make sure to go prepared for a fight, just in case. As the previous group was focused on fighting the lich, no map was made. You'll need to do a bit of exploring to find the ritual chamber."
"Any questions?"
GM Tiger |
Aztryx's Society (T): 1d20 + 8 ⇒ (8) + 8 = 16
Alice's Society (T): 1d20 + 9 ⇒ (18) + 9 = 27
Flory Buntzer 's Society (T): 1d20 + 9 ⇒ (8) + 9 = 17
William of Baskerville's Society (T): 1d20 + 6 ⇒ (4) + 6 = 10
Van Suv'et's Society (T): 1d20 + 6 ⇒ (20) + 6 = 26
G Religion: 1d20 + 3 ⇒ (6) + 3 = 9
If you need to do any last minute shopping, now's the time.
Flory Buntzer |
Flory looks up from her tea. ”What sort of murals are they?”, she asks. ”The ones I have seen are flat paintings; not much good for rubbing. Or are they carvings, or reliefs?”
GM Tiger |
"Carvings on the walls mostly. I wouldn't really know as I've never been inside. You get to find out. I've provided you with paper and supplies to get it done multiple times." With a wry grin, Ambrus adds, "You have no idea how I wish I'm able to accompany you on this one, just to get out of the office."
GM Tiger |
"Sadly, I cannot, as duty calls. This place will fall apart if I leave... I have managed to secure horses for you, to make the trip faster. If you need anything before you leave, now would be the time to see the quartermaster."
As this is a Quest, there are no school items
William of Baskerville-20781 |
William isn't going to purchase anything else, so I think he is ready to go.
GM Tiger |
1 person marked this as a favorite. |
Ambrus Valsin provides you with sufficient paper, ink, quills, and charcoal to do the rubbings twice over, as well as several torches. He has arranged for horses (or similar mounts for Small or Tiny-sized PCs) to take you to the site, as well as a map that will lead them there. These mounts are purely for transport and have no combat training. Valsin's supplies also include three weeks of provisions for you and your mounts.
If you have any last minute purchases go ahead and list them.
As you prepare to leave, Rain in Cloudy Day rushes out and catches up with you.
"Gilgamesh! There you are! Ambrus told me to come get you. It appears you forgot to sign the waiver form HERE and the payslip form HERE! You'll all need to wait to have complete paperwork or Ambrus said he'd make me into a mushroom burger. What's a mushroom burger?"
Aztryx's Arcana (T): 1d20 + 8 ⇒ (7) + 8 = 15
Alice's Arcana (T): 1d20 + 9 ⇒ (16) + 9 = 25
Flory Buntzer 's Arcana (U): 1d20 + 4 ⇒ (9) + 4 = 13
Van Suv'et's Occultism (E): 1d20 + 8 ⇒ (7) + 8 = 15
GM Tiger |
With the paperwork complete, you set off.
The journey west from the bustling streets of Absalom across the Isle of Kortos begins peacefully. At first, the roads are well-populated with travelers, guards, and caravans. Plains give way to forests and then farmland. A thin ring of fertile soil occupied by a partially constructed barn divides the fields from the barren lands of the Welt. Within the Welt, the weather takes a turn for the worse. Gray clouds fill the sky and a chill, misting rain pervades the air. By the end of the journey, the sky overhead is nearly obsidian, illuminated only by flashes of greenish lightning.
As you arrive at the ruins, you experience a palpable sense of unease radiating from it, the lingering result of unholy rituals performed here. Your mounts refuse to approach the entrance no matter how much you coax them.
Anyone lighting torches or wayfinders or any other light source?
William of Baskerville-20781 |
William will light his Wayfinder.
I also have the Light spell that I can put on something for one of you, if you need it.
Gilgamesh The Fistful |
"What is wrong with them?" Gilgamesh asks the obvious. He looks around to see what is causing their mounts to behave that way.
Perception: 1d20 + 7 ⇒ (9) + 7 = 16 w low-light vision
Flory Buntzer |
"What is wrong with them?" Gilgamesh asks the obvious. He looks around to see what is causing their mounts to behave that way.
[dice=Perception]1d20+7 w low-light vision
”They smell the evil that’s been done”, Flory replies.
GM Tiger |
With your light sources prepared, you enter the ruin.
As the last of you enters the ruin, you are whisked to a different place. The catacombs are entirely underground, carved out of dull gray bedrock. Ceilings are 10 feet high unless otherwise noted. Dim light blankets the area, though it has no visible sources, and light and shadows dance across the chambers of their own accord. The colors of everything in the citadel, including you and your belongings, fade into muted hues.
You all notice immediately that your light sources seem to be dimmer (Bright Light from Torches/Wayfinders have their ranges halved).
This entry hall walls are carved with ornate skulls and funereal adornments. The only features of note are a corridor leading to the west from the north end of the room, and a collapsed stairway to the south. An unlit torch sits in the sconce nearby. The stairs to the south that would lead upwards to the main complex have been completely blocked by debris.
If you critically succeed
Aztryx |
Crafting: 1d20 + 8 ⇒ (16) + 8 = 24
"Perhaps you've noticed that the colors of our clothing and equipment have now turned monochromatic, and that all our light sources have dimmed? It seems we've found our way to the Netherworld by accident." He pauses to consider things, then says "The collapsed blockades here and there were caused by explosions, which based on the residue that's visible - are a few centuries old."
GM Tiger |
Poking around the rubble, Aztryx happens to find a bag of gemstones worth around 10gp.
You round the bend and hear a screech as four creatures rush at you. They don't appear to want to invite you for tea and cookies.
Aztryx, Detect Magic: 1d20 + 5 ⇒ (12) + 5 = 17
Alice, Scout: 1d20 + 10 ⇒ (4) + 10 = 14
Flory Buntzer , Repeat a Spell: 1d20 + 7 ⇒ (17) + 7 = 24
William of Baskerville, Search: 1d20 + 11 ⇒ (20) + 11 = 31
Van Suv'et, Search: 1d20 + 9 ⇒ (11) + 9 = 20
Red Init: 1d20 + 9 ⇒ (19) + 9 = 28
White Init: 1d20 + 9 ⇒ (10) + 9 = 19
Blue Init: 1d20 + 9 ⇒ (17) + 9 = 26
Yellow Init: 1d20 + 7 ⇒ (16) + 7 = 23
Gilgamesh, Avoid Notice: 1d20 + 7 ⇒ (8) + 7 = 15
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COMBAT TRACKER
Round: 1
Tactical Map
------------------
Those with ** may go
**William of Baskerville - AC 19, 44/44
Red
Blue
Flory Buntzer - AC 17 (18 w/shield), 26/26
Yellow
Van Suv'et - AC 19, 42/42
White
Aztryx - AC 17, 20/20
Gilgamesh - AC 20, 28/28
Alice - AC 15, 54/54; Alice the Girl AC 20
William of Baskerville-20781 |
Oh Joy.
Willam looks at the approaching creatures and tries to figure out what they are facing.
◆ Recall knowledge, assuming Religion for Undead or Fiends
Recall Knowledge using Religion: 1d20 + 10 ⇒ (19) + 10 = 29
◆◆If the creatures are Undead, he will cast Disrupt Undead at Red
Disrupt Undead as 2nd level Cantrip damage, Basic Fort save DC 20: 2d6 ⇒ (2, 4) = 6
◆◆ If the creatures are not undead, he will describe what he does know about the creatures and draw a scroll of Heal
Alice the Poppet |
The little girl holds up her doll to her ear, then she says, "Aztryx is right. But, the erratic behavior of the shadows and light in the citadel is unusually pronounced for the Netherworld; it suggests that there is a portal back to the Universe nearby."
GM Tiger |
William of Baskerville's Religion (T): 1d20 + 10 ⇒ (19) + 10 = 29
You recall these as Shadowborn Slayers. They can flank and deliver sneak attack damage. Standard immunities for undead (death effects, disease, paralyzed, poison, unconscious). They are vulnerable to positive damage
William sends Red some divine energy. Its face grimaces as it's unable to resist the attack.
Red steps up to Sir Miles and attempts to poke him with a dagger.
Dagger vs Sir Miles AC 18: 1d20 + 9 ⇒ (2) + 9 = 11 for Piercing Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Dagger vs Sir Miles AC 18, MAP, Agile: 1d20 + 5 ⇒ (15) + 5 = 20 for Piercing Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Blue steps up and attempts to poke Doll, Girl: 1d2 ⇒ 1
Dagger vs Alice the Doll AC 15: 1d20 + 9 ⇒ (6) + 9 = 15 for Piercing Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Dagger vs Alice the Doll AC 15, MAP, Agile: 1d20 + 5 ⇒ (14) + 5 = 19 for Piercing Damage: 1d4 + 2 ⇒ (4) + 2 = 6
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COMBAT TRACKER
Round: 1
Tactical Map
------------------
Those with ** may go
William of Baskerville - AC 19, 44/44
Red (-6)
Blue
**Flory Buntzer - AC 17 (18 w/shield), 26/26; Sir Miles AC 18, 23/27
Yellow
Van Suv'et - AC 19, 42/42
White
Aztryx - AC 17, 20/20
Gilgamesh - AC 20, 28/28
Alice - AC 15, 44/54; Alice the Girl AC 20
Alice the Poppet |
The little girl will react to strike Blue:
Dutiful Retaliation: 1d20 + 11 ⇒ (13) + 11 = 24
Bludgeoning damage: 2d8 + 4 ⇒ (3, 3) + 4 = 10
BTW, how did Blue recognize that the doll is an opponent? Alice has the Harmless Doll feat.
GM Tiger |
Hmm. I didn't realize that. You can have the reaction back and I'll remove the damage as the creature will most likely attack the girl. My tracker is fixed. It will fixed in the next update.
William of Baskerville-20781 |
Be careful. These are Shadowborn Slayers. They can flank and deliver sneak attack damage. Standard immunities for undead (death effects, disease, paralyzed, poison, unconscious). They are vulnerable to positive damage
@GM Tiger, I am a little confused. The creature information you sent back indicates these are "vulnerable to positive damage" but Red only took the base 6 damage from the Disrupt Undead, which deals Positive damage? I would expect "Vulnerable" to translate to a Weakness?
GM Tiger |
oops. Fixed.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
------------------
Those with ** may go
William of Baskerville - AC 19, 44/44
Red (-9)
Blue
**Flory Buntzer - AC 17 (18 w/shield), 26/26; Sir Miles AC 18, 23/27
Yellow
Van Suv'et - AC 19, 42/42
White
Aztryx - AC 17, 20/20
Gilgamesh - AC 20, 28/28
Alice - AC 15, 54/54; Alice the Girl AC 20
Flory Buntzer |
”Then we’ll simply have to kill them again”, Flory says matter-of-factly. She casts a spell, and a light blue nimbus surrounds Sir Miles. He attacks the slayer who injured him.
Flory: Cast magic fang
Sir Miles: Strike x2 vs Red
Attack: 1d20 + 11 ⇒ (9) + 11 = 20
Damage: 2d6 + 3 ⇒ (5, 6) + 3 = 14P
Attack: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 2d6 + 3 ⇒ (3, 5) + 3 = 11S
Alice the Poppet |
Hmm. I didn't realize that. You can have the reaction back and I'll remove the damage as the creature will most likely attack the girl. My tracker is fixed. It will fixed in the next update.
It only works once, though.
GM Tiger |
Flory empowers Sir Miles, who bites Red. The wound is deep but Red still fights on, though he's looking worse for wear.
Alice - you'd have to be really thick to not notice that the doll you thought was a doll attack you... :)
Yellow rushes forward and attempts to stab the little girl with the glowing forehead.
Dagger vs AtG AC 20, FF: 1d20 + 9 ⇒ (13) + 9 = 22 for Piercing Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Dagger vs AtG AC 20, FF, MAP, Agile: 1d20 + 5 ⇒ (17) + 5 = 22 for Piercing Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Sneak: 2d6 ⇒ (1, 2) = 3
------------------
COMBAT TRACKER
Round: 1
Tactical Map
------------------
Those with ** may go
William of Baskerville - AC 19, 44/44
Red (-23)
Blue
Flory Buntzer - AC 17 (18 w/shield), 26/26; Sir Miles AC 18, 23/27 (Magic Fang)
Yellow
**Van Suv'et - AC 19, 42/42
White
Aztryx - AC 17, 20/20
Gilgamesh - AC 20, 28/28
Alice - AC 15, 42/54; Alice the Girl AC 20
Van Suuvet |
Acting Together, Van will enhance blaze's strikes as it moves towards a flanking position against yellow, unleashing a powerful strike at it once he's there.
◆ Boost Eidolon
◆ (Blaze) Stride to flank yellow
◆◆ (Blaze) Furious Strike vs Yellow, flanking: 1d20 + 10 ⇒ (16) + 10 = 26, Damage: 2d8 + 8 ⇒ (6, 7) + 8 = 21
GM Tiger |
Blaze flanks Yellow and burns him to a crisp.
Unwilling to take on the creature that just fried Yellow, White decides to move up to the front of the group and gang up on the little girl with a glowing forehead.
Dagger vs AtG AC 20: 1d20 + 11 ⇒ (17) + 11 = 28 for Piercing Damage: 1d4 + 4 ⇒ (4) + 4 = 8
Dagger vs AtG AC 20, MAP, Agile: 1d20 + 7 ⇒ (4) + 7 = 11 for Piercing Damage: 1d4 + 4 ⇒ (1) + 4 = 5
------------------
COMBAT TRACKER
Round: 1-2
Tactical Map
------------------
Those with ** may go
-2-
**William of Baskerville - AC 19, 44/44
Red (-23)
Blue
Flory Buntzer - AC 17 (18 w/shield), 26/26; Sir Miles AC 18, 23/27 (Magic Fang)
Van Suv'et - AC 19, 42/42
White
-1-
**Aztryx - AC 17, 20/20
**Gilgamesh - AC 20, 28/28
**Alice - AC 15, 34/54; Alice the Girl AC 20
Gilgamesh The Fistful |
Gilgamesh rushes into the fighting scene. He then sends his fist flying at White.
Flurry of Blows vs White: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 1d6 + 1 ⇒ (1) + 1 = 2 B damage
Flurry of Blows, Agile, MAP vs White: 1d20 + 9 - 4 ⇒ (18) + 9 - 4 = 23
Damage: 1d6 + 1 ⇒ (4) + 1 = 5 B damage
If both hits, combine damage for resistance and weaknesses.
He then makes a quick patching of Alice's wounds.
DC 15 Battle Medicine: 1d20 + 7 ⇒ (16) + 7 = 23
Healing: 2d8 ⇒ (6, 3) = 9 HP for Alice
◆ Stride
◆ Flurry of Blows
◆ Battle Medicine
GM Tiger |
Gilgamesh charges into the fray and slams White with a 1-2 combo. Unfortunately, White manages to roll with the punches and take little damage. Gilgamesh then slaps a battle dressing on Alice.
------------------
COMBAT TRACKER
Round: 1-2
Tactical Map
------------------
Those with ** may go
-2-
**William of Baskerville - AC 19, 44/44
Red (-23)
Blue
Flory Buntzer - AC 17 (18 w/shield), 26/26; Sir Miles AC 18, 23/27 (Magic Fang)
Van Suv'et - AC 19, 42/42
White (-7)
-1-
**Aztryx - AC 17, 20/20
Gilgamesh - AC 20, 28/28
**Alice - AC 15, 43/54; Alice the Girl AC 20 (Battle Med - Gilgamesh)
Aztryx |
Aztryx sends an electric bolt to strike red and white. He then follows up with a defensive Shield cantrip.
◆◆Electric Arc: 1d4 + 4 ⇒ (1) + 4 = 5 DC18
◆Shield
↺ Shield Block vs any incoming damage
William of Baskerville-20781 |
William continues to use his Cantrips
◆◆ William will cast Disrupt Undead at Red again
Disrupt Undead as 2nd level Cantrip Positive damage, Basic Fort save DC 20: 2d6 ⇒ (3, 5) = 8
◆ Retrieve a Scroll of Heal, because he didn't get the chance last round
Alice the Poppet |
Act Together:
Alice, the doll will cast Boost Eidolon
Alice, the little girl will strike at Red: 1d20 + 7 ⇒ (20) + 7 = 27for: 2d8 + 4 + 4 ⇒ (8, 4) + 4 + 4 = 20 bludgeoning damage.
The doll will move five feet back.
The little girl will strike at Red (if it is still up): 1d20 + 7 - 4 ⇒ (19) + 7 - 4 = 22for: 2d8 + 4 + 4 ⇒ (7, 2) + 4 + 4 = 17 bludgeoning damage.
GM Tiger |
W Ref: 1d20 + 12 ⇒ (12) + 12 = 24
R Ref: 1d20 + 12 ⇒ (5) + 12 = 17
W Fort: 1d20 + 7 ⇒ (1) + 7 = 8
Aztryx jumps lightning between Red and White. White avoids the worst of the damage but Red goes BZZAP! and falls to the floor. William sends positive energy at White, which isn't prepared for it and visibly sizzles before collapsing. Alice the Doll steps back while the little girl reduces Blue's head to mush.
COMBAT OVER!
You can heal/treat wounds if you like. You're not really on a timetable here
Moving past the hall, you come to a room that appears to have seen a battle. Debris fills this area. The scars of a battle long past mar the walls, both from physical weapons and magical attacks.
DC 15 Society/PFS Lore
William of Baskerville-20781 |
Does anyone need healing, or does everyone have the Aeon stones that heal them?
Perception Check: 1d20 + 10 ⇒ (5) + 10 = 15
Too busy check to see if people need healing to look around.
Aztryx |
"I don't have that aeon stone yet, but I do not healing yet. But thank you for thinking of us and for offering. Much appreciated."
perception: 1d20 + 5 ⇒ (17) + 5 = 22
Flory Buntzer |
Perception: 1d20 + 6 ⇒ (10) + 6 = 16
Society: 1d20 + 9 ⇒ (18) + 9 = 27
You find the remnants of a book under a broken table against the east wall. Most of the pages have been torn out, but the first few are present, written in crisp, clear Common. Though some of the phrasing is antiquated, you can read it without any trouble. The incomplete notes are the first portion of Alystair Caskwater's journal. He seems to have been a self-styled monster hunter and warrior. His name has been lost to history and is unfamiliar to even the most scholarly. The writings detail Alystair's plan to travel with his retinue to the Netherworld to take on a mage native to that plane who was suspected of weakening the barrier between planes and attacking some rich patron on the Isle of Kortos centuries ago.
Based on the book's decay and the language used, that it's several hundred years old.
”I’m no worse, thank you, but Sir Miles is a bit tatty”, Flory replies.
She looks under a broken table. ”Who have we here?”
Van Suuvet |
DC 16 Perception check: 1d20 + 7 ⇒ (4) + 7 = 11
"No injuries here," says Van as Flory's question catches his interest.
"What did you find?" he asks.
DC 15 Society check: 1d20 + 7 ⇒ (7) + 7 = 14
Looking at the document, Van can't make heads or tails of it.