Mistress Melisandre |
- Melisandre - HP 17/17 | AC15 T14 FF12 | Init +5 Perc +1 CMB +0 CMD 13 | F+2 R+3 W+2 | CN Gnome (Magical Linguist Explorer) | Summoner (Unchained First Worlder) 2 | Light Crossbow +6; 1d6 (19-20/x2)
- Miðgarðsormr - HP 13/13 | AC19 T13 FF16 | Init +3 Perc +5 Stealth +8 CMB +3 CMD 16 | F+1 R+6 W+3 | N Outsider | Eidolon (Serpentine) 2 | bite +3 (1d6+1) | tail slap -2 (1d6)
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GM ShadowLord |
In the Grand Lodge of Absalom, center of operations of the world-spanning Pathfinder Society, the party is summoned by the Master of Spells, Aram Zey, who has instructed them to meet him in a vault deep below Skyreach—and to dress warmly. As the party enters the chamber they take note of a five-by-seven-foot tapestry that hangs on the wall, surrounded by a series of platforms and ladders to allow a close view of any spot upon it. The room is otherwise empty, save for the Pathfinder Society’s Master of Spells, Aram Zey, who paces impatiently before the Hao Jin Tapestry, glancing up as the door creaks open.
“Thank you for your quick arrival, Pathfinders,” Zey says curtly, speaking without making eye contact, as though his mind is moving faster than his mouth. As he continues his focused pacing, he gestures toward the tapestry.
“As I’m sure you know, we recently came into possession of this wonder behind me—the Hao Jin Tapestry—by winning the Ruby Phoenix Tournament in distant Goka. Within this piece of fabric lies an entire world in which one of Golarion’s greatest magicians placed treasures and mysteries beyond imagining. And it was supposed to be ours alone. This promise of exclusive access was made a lie, however, when the Aspis Consortium found a way into Hao Jin’s astral vault that bypassed the tapestry altogether, and Aspis agents are now busy stealing whatever they can move, hoping we will act too slowly to protect our winnings. Fortunately, a recent mission into the tapestry managed to uncover a clue about a possible Aspis base within the tapestry. That is your destination."
“The camp, interestingly, is within a great stone temple complex uprooted from the Vudran jungle many centuries ago by the sorceress herself. Since her disappearance, that part of the tapestry has been encased in a massive glacier. This temple—dedicated to a Vudran monkey-god, we believe—could prove enlightening on its own, notwithstanding the Aspis presence there. It’s a grim thought imagining what the Consortium has done to the place, but apparently more than hree-quarters of it is still protected by the glacier, so we can still salvage a great deal."
“Vanaras—the simian humanoids responsible for constructing this temple—are great builders, and this temple is representative of the huge complexes that once graced the Vimada Forest before their wars with men and the rise of Khiben-Sald. It’s a representation of the cosmos, really, a series of nested squares with symbolic shrine-mountains all directed toward great Bahmenu, the mountain birthplace of the god Ragdya and, the vanaras believe, the center of the universe. This symmetry may serve you well, since it will help you predict the layout and functions of the temple as you make your way around it. Every
corner of the temple will be fitted with a small shrine, all facing the symbolic mountain.”
“Even an abandoned temple is a holy place to the vanaras, as it is to most of us Vudrani as well, and we hope you respect that fact. If you can save the sanctuary from the insolence of the gods-damned Aspis, it may draw the mirthful and enlightened eye of Ragdya himself upon our Society.”
"I'm told you have experience in dealing with the Vudrani already, this is good."
Troyst |
Troyst looks around at the team before raising an eyebrow to Zey, "sir, did you say ... IN the tapestry? And there are other people there now?" He walks over to take a closer look, muttering to himself, "i see no ant people here."
Saphera Moonglade |
Taking note of master Zey's recommendation to dress warmly, Saphera picks up a cold weather outfit.
(Buy cold weather outfit. -8 gp)
Knowledge local (Vudrani): 1d20 + 6 ⇒ (9) + 6 = 15
Knowledge religion (Ragdya): 1d20 + 6 ⇒ (13) + 6 = 19
(Let me know if there is any other knowledge's I should make.)
Saphera turns to Master Zey. "Are we to enter this tapesry?"
Mistress Melisandre |
- Melisandre - HP 17/17 | AC15 T14 FF12 | Init +5 Perc +1 CMB +0 CMD 13 | F+2 R+3 W+2 | CN Gnome (Magical Linguist Explorer) | Summoner (Unchained First Worlder) 2 | Light Crossbow +6; 1d6 (19-20/x2)
- Miðgarðsormr - HP 13/13 | AC19 T13 FF16 | Init +3 Perc +5 Stealth +8 CMB +3 CMD 16 | F+1 R+6 W+3 | N Outsider | Eidolon (Serpentine) 2 | bite +3 (1d6+1) | tail slap -2 (1d6)
Sorry for the late change; Melisandre and Miðgarðsormr are reconfigured slightly ... I will update the profile/sheet later tonight.
Middy losses the small template and changes his feat to gain toughness
Missy exchanges Dirty Fighter trait for Reactionary for +2 Init
Spells: Detect Magic; Guidance; Mage Hand; Message; Infernal Healing; Magic Fang
Wand of Mage Armor 2 PP
Cold Wx Outfit 8 gp
Sold @50%: Cuirass
Nym the Wizard |
"Master Zey, what can you tell us about the Tapestry and how it functions? Is it an extradiminsional space such as a bag of holding on a grand scale? If so will other extradimisional spaces interact with it negatively? Can our safe return be blocked from inside? If so can the same be done for the Aspis entrance? If we are to wipe out there camp what is to stop them from just sending more agents?"
Knowledge local (Vudrani): 1d20 + 8 ⇒ (6) + 8 = 14
Knowledge religion (Ragdya): 1d20 + 8 ⇒ (13) + 8 = 21
Knowledge arcana (tapestry): 1d20 + 9 ⇒ (13) + 9 = 22
GM ShadowLord |
Master Zey turns to Troyst and stares silently at him, blinks twice and then responds. "Correct. They are inside of it my student, they await you there."
Turning to Saphera the master nods and produces several slips of paper. He hands them to each of you and sweeps his hand towards the tapestry, "You may enter the tapestry when you feel prepared. Each of you have slips of paper here that contain a command word that when spoken as you touch the tapestry here," the master indicates a particular spot on the tapestry, "shall teleport you to the part of the tapestry we are interested in."
Hail, Striver,
Many are the divine powers who stand against the minions of evil and destruction. While the temple to which you travel is dedicated to a neutral deity, the Vudran people venerate many gods, and there are likely shrines to celestial deities among them. But I fear the Aspis Consortium lacks our reverence and has likely already pillaged many of these holy sites. Do whatever is in your power to restore any blasphemed altars and give the powers of good the respect they deserve.
Dawnflower be with you,
Ollysta Zadrian
Loyal Pathfinder,
There are some in the Society, myself included, who suspect some grander strategy on the part of our rivals. It’s of prime importance that evidence of Aspis Consortium efforts in the Hao Jin Tapestry be brought to our attention, beyond their overt goals of gross pillage and theft. Another team in the tapestry who came across the Consortium’s agents passed on a suspicion that some sort of secret alliance with beings dwelling on the demiplane might be in the offing. Get to the bottom of this.
Good luck,
Venture-Captain Ambrus Valsin
Devoted servant of the Forthbringer,
As ever, the true understanding of the past and the potential future is our goal. It is our tentative belief that the temple you will be entering might contain some surviving manuscripts of Hao Jin’s lifetime, including, perhaps, an earlier text of the Mizravrtta Brahmodya. Besides its importance to the understanding of Vudran secrets, it may shed some light on the ancient sea voyages undertaken by the servants of the God-Pharaohs to what the papyri call Wutja-Ra, and the islands of the Seas of Verdure and Reeds. Locate this, and it will mark your afterlife for favor.
In the name of the holy dead,
Amenopheus, the Sapphire Sage
Ragdya is a male Vudrani monkey god, commonly worshiped by vanaras and rural Vudrani in the region of Sikari. He is believed to have been born and have resided on the great mountain Bahmenu, and temples dedicated to him often depict a replica of the peak at their center.
Cid Farshadow |
Cid's eyes dart from Master Zey to Nym and back again, suspiciously.
Is Master Zey going to answer Nym? Those questions where legit! I'd like to know the answer.
Cid coughs slightly and does his best Nym the Wizard voice and says "Master Z, what can you tell us about this old rug and how it functions? Is it an extra...dormant..shenshal portal such as a bag of holding on a big scale? If so will other.... portal spaces interact with it in a poor, poor way? Can our triumphant return be blocked from inside? If so can the same be done for the Aspis entrance? If we are to subdue their camp what is to stop them from just sending more vagabonds!?"
GM ShadowLord |
Zey addresses Nym, "My dear student, the tapestry acts a vessel to contain a demi-plane within side it. I would not expect that the extradimensional spaces would behave any differently than they do on the material plane. Once you enter an invisible eddie will be left where you entered from. You and only you will be able to exit and return to this plane by returning to the exact locatin you entered. Mark it well. The Aspis have taken some back door into the tapestry and will not be able to use your exit to leave the tapestry. If you wipe out their camp but their back door still exists then they will be able to continue to send more agents. This is a valid concern, but your foremost objective is to rid their presence from the temple to prevent them stealing the precious artifacts. We are already gearing up to send more reinforcements in to search for their back door."
Master Zey turns to Cid and raises an eyebrow. He then reaches out and pats Cid gently on the head with a grandfatherly gesture a few times and says, "Take care student Farshadow."
Aduon Grym |
Grym's features belie his wonder as he reaches a hand toward the tapestry. He catches himself and shivers.
Looking toward Master Zey, the half-elf angles his head downward slightly, as if in deference. "Do we have any intelligence on what forces the Consortium have to garrison the temple? How long have they been able to entrench themselves?
"As to our previous experience with Vudrani, you should know that mission ended . . . chaotically."
Grym seems unconcerned at the mention of harsh elements. He mumbles under his breath, "Finally, a chance to use that formula I have been honing."
Knowledge (Religion), Take 10, with Inspiration: 10 + 7 + 1d6 ⇒ 10 + 7 + (2) = 19
Saphera Moonglade |
Saphera turns to the group and shares what knowledge she has about the Vudrani people and their god.
Ragdya is a male Vudrani monkey god, commonly worshiped by vanaras and rural Vudrani in the region of Sikari. He is believed to have been born and have resided on the great mountain Bahmenu, and temples dedicated to him often depict a replica of the peak at their center.
After parting with her knowledge, she walks over to the tapestry and places her hand on it. Saphera takes care while opening the paper Master Zey presented, then invokes the word of power written on it.
Mistress Melisandre |
- Melisandre - HP 17/17 | AC15 T14 FF12 | Init +5 Perc +1 CMB +0 CMD 13 | F+2 R+3 W+2 | CN Gnome (Magical Linguist Explorer) | Summoner (Unchained First Worlder) 2 | Light Crossbow +6; 1d6 (19-20/x2)
- Miðgarðsormr - HP 13/13 | AC19 T13 FF16 | Init +3 Perc +5 Stealth +8 CMB +3 CMD 16 | F+1 R+6 W+3 | N Outsider | Eidolon (Serpentine) 2 | bite +3 (1d6+1) | tail slap -2 (1d6)
Melisandre follows Saphera's lead and activates the tapestry with her own word of power.
GM ShadowLord |
“Unfortunately, no. We simply know they were attempting to establish a base of operations in a glacier. Our analysis of the patterns and shapes on the tapestry indicates that this is where they must be doing so, but until you go and investigate, we won’t know much more about their resources or any other Consortium threats to our operations within the tapestry.”
After Saphera explains Ragdya to her teammates the mater appends a small piece. “Ragdya’s something of a mysterious deity. As he’s a monkey-faced god and not a human one, priests and rulers elsewhere tend to dismiss his importance, so we know only so much about him here in the Inner Sea.”
With the word given by Aram Zey, you activate the magic of the Hao Jin Tapestry. There is a moment of disorientation and the feeling of being pressed into a small formless shape, then a flash of blue light that brings with it a chill a frigid air. You suddenly find yourselves standing on soft snow a short walk from the walls of the Temple of Ragdya.
The air around the glacier hovers around the freezing point, the residual warm air from when this region was a jungle and the cold of the glacier keeping the climate relatively stable.
Those of you wearing cold weather gear are fine; anyone without cold weather gear must make a DC 15 Fort save or take 1d6 ⇒ 5 points of nonlethal damage from the cold.
Symmetrical and colossal, the brownish-red stones of the Temple of Ragdya emerge from the glacier, hinting broadly at the scope and immensity of the vanaran complex. Sinuous nymphs, mighty tigers, and trumpeting elephants—frozen in ruddy stone—encrust the temple’s outer friezes. Packed snow and ice clad depictions of vanaras in jungle scenes, creating an odd dissonance between the climate illustrated in the carvings and the frigid conditions of the temple. The wind howls, and muted voices drift from within the temple. Even more eerily, a strange hooting and shrieking issues from the temple’s cornices and spires, as if by some magical or artificial means the calls of thousands of monkeys echo the sound of the arctic storm. A wide doorway stands unobstructed, providing ingress to the columned courtyard within.
Let me know how you guys would like to approach the temple, i.e. over the walls, marching through the front gate with trumpets blaring, sending a sneaky scout up first, etc. I've placed your tokens in the snow because the map doesn't have a lot of space leading up to the temple.
Aduon Grym |
Grym shivers as the tapestry works his magic, but once the cold hits him, he pulls a small vial from his belt and chugs its contents. "Ah -- that seems to be performing to projections."
I was going to drink my extract of endure elements prior to touching the tapestry.
Turning to his comrades, the half-elf offers, "I am willing to conduct reconnaissance, if so desired."
Nym the Wizard |
Nym pulls his cloak tighter around his person and shivers. "I am not sure if Bill can function in this weather as a scout, so you might be the best candidate Grym."
From the cowl of Nym's cloak Bill chitters.
From His stat block, "Deadly greensting scorpions normally live in forests, though they can survive nearly anywhere." I can't imagine a cold blooded creature doing well in a freezing environment though.
Perception Nym: 1d20 + 4 ⇒ (8) + 4 = 12
Perception Bill: 1d20 + 11 ⇒ (16) + 11 = 27
Saphera Moonglade |
Saphera snickers as she watches the scorpion crawl into Nym's pocket. "Would be a bad day for the person trying to pick that pocket"
Saphera looks over to Audon and nods. "Go ahead and scout. How much distance do you want between yourself and the group? Or would you prefer for us to hold up here and wait for your return?"
Aduon Grym |
Grym sizes up the distance to the temple. "Ten yards should be sufficient distance. That keeps you close enough for me to scream at you as a distraction, should the need arise."
The half-elf winks as he makes his way to the side of the entryway. He whips his shortbow off his shoulder as he creeps along the wintry path.
Stealth, Take 10: 10 + 6 = 16
Saphera Moonglade |
After allowing for a 30' buffer between Aduon and the group, Saphera begins following the investigator.
(The way the tokens are arranged looks like a decent marching order. If anyone would like to change their location in the order, go ahead and do so.)
Aduon Grym |
Grym skirts the sight lines of the doors and crouches beside them. He holds up a hand as a signal for the party to hold as he inclines his ear toward the temple's entry.
Perception, Take 10, with Inspiration: 10 + 10 + 1d6 ⇒ 10 + 10 + (4) = 24
GM ShadowLord |
Grym makes his way to the door and does hear the sounds of voices nor any other sounds at all for that matter. The only sound he is greeted with is an eerily chilly sound of silence.
Once he reaches the doorway he looks inside and sees four columns stand vigil in this open-air courtyard, a wide doorway opening in the center of each wall. To the east, a huge banyan lies fallen across the wide bridge that once permitted access to the great gates of the temple. To the north and south stretches a ten-foot-wide walkway running along the temple’s exterior wall. A wide moat of black ice separates this walkway and the inner complex. To the south, a crude wooden ramp leads from the walkway to the ice’s surface ten feet below. Two steep stone stairways lead up from the ice to doorways in symmetrical chambers flanking the main entrance on the other side of the moat.
Aduon Grym |
Peculiar . . . was this not supposed to be abuzz with Aspis agents?
Shrugging to the newly-arrived Cid, Grym gives the all-clear signal to the rest of the party as he continues to scan for a change in the situation.
Saphera Moonglade |
(For some reason, I am having a problem accessing the map.)
Saphera moves up and observes the area then turns to Aduon and whispers, "We will follow your lead. Select a rout and we will follow."
Perception: 1d20 + 9 ⇒ (3) + 9 = 12
Aduon Grym |
Grym looks suspiciously at the frozen surface beneath them. "With no way to confirm how sure a substratum that ice is, I would prefer to utilize the center path."
He slinks to the banyan and searches for a way to climb it.
Stealth: 1d20 + 6 ⇒ (19) + 6 = 25
Perception, Take 10, with Inspiration: 10 + 10 + 1d6 ⇒ 10 + 10 + (5) = 25
Mistress Melisandre |
- Melisandre - HP 17/17 | AC15 T14 FF12 | Init +5 Perc +1 CMB +0 CMD 13 | F+2 R+3 W+2 | CN Gnome (Magical Linguist Explorer) | Summoner (Unchained First Worlder) 2 | Light Crossbow +6; 1d6 (19-20/x2)
- Miðgarðsormr - HP 13/13 | AC19 T13 FF16 | Init +3 Perc +5 Stealth +8 CMB +3 CMD 16 | F+1 R+6 W+3 | N Outsider | Eidolon (Serpentine) 2 | bite +3 (1d6+1) | tail slap -2 (1d6)
"It seems like we are expected." Melisandre grins.
Aduon Grym |
Grym holds up a warning hand to anyone who might try to follow him too closely. The half-elf pulls his tools from his pack and begins the delicate task of disarming the snare. He bites his lower lip as he focuses on the trap.
Disable Device: 1d20 + 14 ⇒ (20) + 14 = 34 Yahtzee!
Saphera Moonglade |
After giving Aduon 30' to scout ahead, Saphera will take the lead and follow the investigator.
Perception: 1d20 + 9 ⇒ (12) + 9 = 21 (Incase of snakes.)
Mistress Melisandre |
- Melisandre - HP 17/17 | AC15 T14 FF12 | Init +5 Perc +1 CMB +0 CMD 13 | F+2 R+3 W+2 | CN Gnome (Magical Linguist Explorer) | Summoner (Unchained First Worlder) 2 | Light Crossbow +6; 1d6 (19-20/x2)
- Miðgarðsormr - HP 13/13 | AC19 T13 FF16 | Init +3 Perc +5 Stealth +8 CMB +3 CMD 16 | F+1 R+6 W+3 | N Outsider | Eidolon (Serpentine) 2 | bite +3 (1d6+1) | tail slap -2 (1d6)
Melisandre smiles at Nym's warning about snakes, then sends Middy over the tree to check out the other side ... now that the snare has been disarmed she thinks hopefully
Aduon Grym |
Grym nearly falls out of the tree when Nym says the word 'snake.' He manages to keep his footing, though, and climbs over the tree to the opposite side.
GM ShadowLord |
It takes a DC15 climb check to make it over the tree.
Aduon Grym |
Sorry -- the description of the trap and my cursory research on banyans made me think the climb was checkless.
Climb: 1d20 + 1 ⇒ (4) + 1 = 5
Climb: 1d20 + 1 ⇒ (1) + 1 = 2
Unable to get the thought of snakes out of his head, Grym slips off the banyan's branches. With a look of supreme frustration on his face, he tosses one end of a knotted rope over to Troyst.
Saphera Moonglade |
After watching Aduon struggle with the climb, Saphera visually scans the area. Once she is convinced the area looks clear, she climbs over the tree and secures the other side of the knotted rope.
Perception: 1d20 + 9 ⇒ (6) + 9 = 15
Climb: 1d20 + 3 ⇒ (18) + 3 = 21
Mistress Melisandre |
- Melisandre - HP 17/17 | AC15 T14 FF12 | Init +5 Perc +1 CMB +0 CMD 13 | F+2 R+3 W+2 | CN Gnome (Magical Linguist Explorer) | Summoner (Unchained First Worlder) 2 | Light Crossbow +6; 1d6 (19-20/x2)
- Miðgarðsormr - HP 13/13 | AC19 T13 FF16 | Init +3 Perc +5 Stealth +8 CMB +3 CMD 16 | F+1 R+6 W+3 | N Outsider | Eidolon (Serpentine) 2 | bite +3 (1d6+1) | tail slap -2 (1d6)
Climb (Melisandre): 1d20 - 2 ⇒ (17) - 2 = 15
Climb (Miðgarðsormr): 1d20 + 9 ⇒ (13) + 9 = 22
Melisandre and Middy follow Saphera over the tree ...