GM Tyranius |
Beneath Brokenhelm Hill and the weathered walls of Thornkeep lies an ancient maze of magic and madness. Once the workrooms and summoning chamber of a rebel Azlanti lord, these subterranean chambers were forgotten thousands of years ago after the eradication of the evil lord and his followers. Over the centuries, adventurers have found their way into these twisting passages and magnificent chambers, only to discover that the fading magic of the ancient Azlanti still lingers here. The people of Thornkeep call this dungeon the Halls Under the Hill, but those heroes who have dared its depths know this place by a different name: the Accursed Halls.
Long ago, the evil Nhur Athemon—a powerful wizard and
devotee of the demon lord Abraxas—f led Azlant with
his household and slaves, making the distant Echo Wood
his home in exile. He raised a tower atop the very hill where
Thornkeep now stands. Ever fearful of discovery by his enemies
in Azlant, the wizard-lord raised webs of illusion and magical
wards to conceal his presence. Ultimately, however, Athemon’s
efforts were to no avail—in time, his enemies succeeded in
divining his location. Azlanti wizards and soldiers broke into the
hidden stronghold and destroyed Athemon and his followers,
leaving little trace of the outcast’s stronghold aboveground.
However, the soldiers missed the workrooms and conjuring
chambers under his palace.
Over thousands of years, Nhur Athemon’s wards slowly
failed, but enough magic remained to make the hidden vaults
a place of darkness and horror. The humans of the nearby
lands avoided Brokenhelm Hill, but the goblins of Zog delved
eagerly, seeking the power they sensed sleeping here. Goblin
miners cut tunnels to reach parts of the complex buried
during the long-ago destruction of Nhur Athemon’s palace,
and goblin adepts eagerly experimented with the magical
properties of the halls, often causing their own demise.
Over the last few centuries, adventurers explored the
Accursed Halls numerous times. Old treasures stolen by the
goblins of Zog and one or two ancient prizes from the days of
Nhur Athemon still wait to be found in the Halls Under the
Hill, but few suspect the truth of the place: Nhur Athemon’s
ancient spell-wards are living things with a dark, tangible
awareness, and they still protect the place. The halls routinely
conjure dangerous monsters or animate the remains of those
who perish in this place, and traps dismantled centuries ago
slowly reset themselves. Indeed, the Halls even hunger for
treasures taken away years ago, and find ways to draw them
back by influencing the minds of those who live nearby.
These halls are truly accursed, and few dare their depths and
return unmarked.
It was only a month ago when Venture Captain Drandle Drenge awoke you in the middle of the night and summoned you to his office.
Drandle Drenge's office was a complete mess; unruly piles of paperwork lie everywhere, and it appears that somebody has ransacked his desk.
Drenge stared in your general direction, his eyes clouded by thick cataracts. He seemed oblivious to the odd hour and lights a pipe and begins speaking in a slow southern drawl once you're all in his office.
"Well Pathfinders..." as he stopped to take a puff from his pipe "fortune is with us today. I've got a mission for you that doesn't involve seem to involve Varisia. Instead we'll be sending you all to the River Kingdoms, to a little town called Thornkeep. Now you won't be spending much time in town for what we're really interested in is a scryin' pool in the 'Halls Under the Hill'."
Drenge stops speaking for a moment as he takes another puff from his pipe and pushes a stack of papers off his desk before picking one up, seemingly at random and continuing.
"You're extra fortunate, as we have reliable intelligence on the danger's you're going to be facing. The scryin pool is guarded by..."
Drenge takes a moment to review the sheet of paper in his hand.
"...a door. Not just any door, but a magic door. Now here's what I want you to do:"
*puff puff*
"Go to the Halls Under the Hill, secure the area between the entrance and the scryin' pool and figure how to get that door open. Do you understand?"
Introduce your characters and you have time for purchases in Thornkeep before heading to The Accursed Hall
Aparctias |
"Understood," Aparctias says to the Venture Captain. "Though if I may ask... I don't suppose you have any other reliable intelligence on the door other than 'it's magic'?"
For being woken in the middle of the night, the tengu is impeccably dressed in a silk yukata that flows loose around his form. Its light blue cloth sets off the darker blue-black of his feathers.
Caemillia Penn |
That fateful night, when you met Venture Captain Drenge, who gave you this mission, you met Caemillia Penn too.
She is a beautiful young woman in armor, with curly black hair and matching black eyes, dressed like a Varisian
She was listening to the words of the captain with intensity, and seemed happy to have to get up in the middle of the night, keeping a bright, warm and youthful smile all the time.
You remember watching a wooden holy symbol dangling from her necklace, depicting a woman with spreaded wings.
She introduced herself as a holy warrior of Sarenae, and if you had listened to her, she would have gone right in the dead of the night to Thornkeep.
Aparctias, if I understand well, the speech was done one month ago.. We're on our way to Thornkeep (or into Thornkeep) already.
Sial Antomaxes |
Sial has a touch of the uncivilised about him, just not quite neat, he is well muscled. His travel stained clothing speaks of good use and he has a small fierce looking dinosaur that accompanies him. Over time you find the little beast is not quite tame, but if treated well it responds in kind and becomes quite comfortable amongst the group.
Well met friends I am Sial and my friend here is Orz, I look forward to travelling with you on this first mission for the Society
Ford C. Benett |
Ford seems well dressed and groomed, though he doesn't seem terribly into it. He keeps up appearance more out of necessity. One thing the crew will learn along the journey is that Ford believes himself a divine entity... sort of. He believes he's meant to replace Aroden, and given the control of his divine magic, it's almost hard to argue with him.
In any case, he's friendly enough, if perhaps a tad touched. He tries hard, never asks more of anybody than he puts on himself, and pushes himself hard, insisting on taking up tasks himself, even if others might be better suited for it.
"Aww, and what's wrong with Varisia? Lovely country, lovely ladies, lovely everything! Ah well, to Thornkeep it is. I imagine a door will prove little problem for a future deity."
Tecolote |
You learned the name of the second tengu to join the late night gathering a month go was Tecote. With a head resembling an owl, he looked to be perfectly content to be up in the middle of the night that night and every night since. Over the course of the journey you found him to be a holy warrior of Tanagaar, the Empyreal Lord of Night, Owls, and Watchfulness. A very serious sort of fellow with a dry sense of humor, he was quick to take every midnight shift on the journey.
No more shopping required for me (that I can think of at least).
GM Tyranius |
The Venture-Captain looks at Aparctias. I am afraid that we know little of the barrier. That is why I would like for your group to investigate it a bit further in hopes of getting past it or at the very least reporting back with further information pertaining to it.
Yes you are now in the town of Thornkeep. I will advnce into the Hall under the Hills once everyone has hopped in
GM Tyranius |
Just waiting on Bolger then I will advance into the Accursed Halls. Please post all essential information in your class tab so it will be easier to find. Also don't forget to post the information provided into the discussion tab
GM Tyranius |
The group makes their way down into the entrance of the Accursed Halls where previous explorers have uncovered a secret staircase leading further below.
This large hall is held up by a number of carved columns. Directly
ahead, a doorway is sealed with stone blocks. In the center of the
floor, the flagstones have been pulled up, revealing a staircase leading
downward. The stench of rotting meat hangs in the air.
Map is posted above
GM Tyranius |
The party marches boldly down the stairs.
This small antechamber sports a hallway to the south and a staircase
to the north. Iron stakes driven into the flagstones pin the half-eaten carcass of a pig to the floor in the middle of the room.
Tecolote |
Tecolote draws his wakizashis and points one of them toward the pig. He whispers, "Best beware. Looks like someone is either trying to lure prey or bribe a guardian to stay close by." He peers ahead into the chamber, listening for any motion out of sight to the sides of the entrance.
Perception: 1d20 + 9 ⇒ (17) + 9 = 26
Aparctias |
Aparctias waits until Tecolote says it's safe to go ahead.
He then approaches the pig carcass and kneels next to it, attempting to discern how long it's been here and if he can recognize the bite marks on it.
Heal: 1d20 + 5 ⇒ (18) + 5 = 23
Knowledge (nature): 1d20 + 6 ⇒ (8) + 6 = 14
Sial Antomaxes |
Seeing that Aparctias is examining the pig and seeing the obviously experienced actions of Tecolote Sial follows suit and proceeds with silent intent. (Edit for better RP)
Sial draws his shield and club and gives Orza the Commands (Free action with link)
Handle Animal Sneak: 1d20 + 8 ⇒ (2) + 8 = 10 and
Handle Animal Heel: 1d20 + 8 ⇒ (16) + 8 = 24 (follow closely)
Orza's Sneak roll: 1d20 + 7 ⇒ (6) + 7 = 13
GM if you would like me to do it a different way or if anyone has seen better examples of how to do this, please feel free to advise me.
and then slips into the shadows himself and progresses down the steps and to the left keeping an eye out for anything suspicious.
Sneak: 1d20 + 7 ⇒ (20) + 7 = 27
Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Caemillia Penn |
Caemillia seems at first unsure of herself, then the young paladin readies herself for any upcoming fight.
Perception: 1d20 + 2 ⇒ (8) + 2 = 10
She soon lose sight of Sial and Tecote, and is baffled by their stealthiness
Wow! How do they do that? Where are they?
Ford C. Benett |
Using his spear as a walking stick, Ford is always prepped for battle. Not that he expected it in here. Someone seems to have left some sort of offering or sacrifice here? Strange... the fact it was half-eaten didn't bother Ford - anything could've done that, but that didn't mean it was down here... after all, goblins were crafty buggers, they could've tailed the feast and gobbled it when it's owners left. The problem, though, was not that it was eaten, but only half so... why?
Rod stood up from his investigating the pig, peering down the empty hallway ahead of him. "Brace your eyes." he warns, before pounding the haft of his spear into the flagstone, as the head suddenly bursts into a bright light, illuminating the place. "Agents of darkness, flee! My divinity lays claim to this ancient place!"
Lit up, Ford traipses boldly ahead into the darkness, still wary, but unflinching.
Casting Light on my spear and moving ahead.
GM Tyranius |
Ford moves ahead as Tecolote notices movement from the shadows. Two giant horrors writhe and twist from a pile of rubble as their venomous mandibles snap and scrap.
Aparctias: 1d20 + 4 ⇒ (12) + 4 = 16
Caemillia: 1d20 + 1 ⇒ (7) + 1 = 8
Rod: 1d20 + 2 ⇒ (17) + 2 = 19
Sial: 1d20 + 2 ⇒ (18) + 2 = 20
Tecolote: 1d20 + 4 ⇒ (15) + 4 = 19
Bolger: 1d20 + 4 ⇒ (10) + 4 = 14
Giant Centipede: 1d20 + 2 ⇒ (6) + 2 = 8
Sial
Tecolote
Rod
Aparctias
Bolger
---------------------------
Giant Centipede
---------------------------
Caemillia
Sial Antomaxes |
Swift Action
Sial charges his club with Arcane Power - Arcane Strike
Free action
[/b]Orza with me my friend attack this beast[/b]
Handle Animal - Orza: 1d20 + 8 ⇒ (19) + 8 = 27 Target is 10 for getting an animal to do a trick
Orza charge attack Bite: 1d20 + 3 ⇒ (20) + 3 = 23
Orza Bite Damage: 1d8 ⇒ 1
Sial Charges forward with reckless aggression and swings his club at the Giant Centipede on the left.
Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Club Damage: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Ford C. Benett |
Ford raised his spear higher to better illuminate the creatures scurrying about in the darkness. Narrowing his sights on the two monstrous... things, Ford turned back to his group. Caemillia in particular, he smirked at her, before placing a hand on her shoulder.
"No disrespect to Serenrae, but today, you will be MY agent of divine might." Ford's hand glowed with bright energy, instilling the paladin with some semblance of faith. "We have so many in such a small space, I cannot unleash my full divine might. You will have to act in my stead. Now whoop 'em!"
Using Bit of Luck on Caemillia. Free re-rolls on all d20s!
Aparctias |
Aparctias extends a wing and flaps it suddenly in the direction of the centipede to the right. A small cloud of water and lightning appears and homes in on the monster.
Storm Burst (ranged touch): 1d20 + 2 - 4 ⇒ (1) + 2 - 4 = -1
Damage (non-lethal): 1d6 ⇒ 5
Using Storm Burst on the centipede on the right. If it hits, target takes 1d6 nonlethal and -2 to attack rolls for the next round.
Tecolote |
Tecolote descends the steps slowing slightly to avoid falling. He moves to the west, pausing to watch the giant centipede and take its measure.
Move action: Move down the stairs and across the north wall toward the centipede to the west.
Move action to make the centipede to the west a studied target.
GM Tyranius |
@Sial- Do you have something different that is allowing you to cast arcane spells as a druid? Arcane strike feat prerequisite is that you need to be able to cast arcane spells. Druids cast divine spells.
Sial sends Orza into the fray. Orza is able to get a small bite out of the centipede as Sial comes down upon it while it is distracted, effectively smashing it's head in with his club. The centipede splatters all over the wall and ground.
tecolote moves in studying the centipede. Changed your target to the eastern one as the western centipede is now dead.
Ford says a quick prayer to Caemillia as she feels relatively luckier.
Aparctias moves in as he creates a small storm directly over the creature. Winds slam it against the wall as lightning arcs through it's body leaving it a smoking crisp on the floor
Combat over
You guys should have control over each of your tokens on the map to move them.
Tecolote |
"Did you get a good look at the carcass before they moved in Aparctias? Probably was set here to keep them close. I'm glad you were all able to make such quick work of them. We'd best see if the rubble hides any other surprises." Tecolote assists with giving the room a thorough search.
Take 20 for 29 assuming time now permits.
Sial Antomaxes |
Sial screws his face up at the smell and brushes bits of Centipede off himself.
"That went well"
Sial has a very big smile on his face and clearly extremely pleased with his successful effort.
Answered via pm and awaiting GM feedback
Sial waits to see if Tecolote turns up anything in his observations.
Caemillia Penn |
Caemillia had just time to get positionned for the fight that it was already finished...
Well... Now I feel quite foolish. Let's just hope every fight will be as easy as this one.
She looked at the priest
Sorry again for that.I wasn't really useful as an "agent of your divine might."
Does Caemillia see your holy symbol, Ford?
GM Tyranius |
Tecolote searches the room extensively. Though he is unable to find much besides two large insects and a dead half-eaten pig.
Tecolote |
"Of course. In any event, there is nothing more here. I can scout further if you would all like. But if you would all prefer to stay together let's form up to advance." Once the action is determined, Tecolote fades again into the shadows, ready to advance.
Stealth: 1d20 + 9 ⇒ (10) + 9 = 19
Sial Antomaxes |
Sial observes Tecolote's impressive style and attempts to follow him as a quick response. Sial gives Orza the orders to Heel and Sneak and then Sial waits til Tecolote advances and follows him stealthily at say 10 feet.
Handle Animal Sneak: 1d20 + 8 ⇒ (13) + 8 = 21 and
Handle Animal Heel: 1d20 + 8 ⇒ (14) + 8 = 22 (follow closely)
Orza's Sneak roll: 1d20 + 7 ⇒ (2) + 7 = 9
Sneak: 1d20 + 7 ⇒ (9) + 7 = 16
Noticing Orzas interesting stealth style, Sial makes that 20 feet behind Tecolote.
Ford C. Benett |
Ford smirked at Caemillia, grasping his spear and reinvigorating the light, leading the way. "A proper deity is satisfied with faith alone. Your willingness to trust my power is enough." he stated, holding his spear up to lead the way. If he was being honest with himself, that was a lie, but as they say - fake it 'til you make it. Biting back any further comments, he led the way ahead with his weapon... no doubt making the attempts at stealth by his feathered friends more of a challenge. "I never liked bringing justice from the dark. Better to let them know the power they face."
Should Caemillia (or anyone, really) happen to note, Ford's 'holy symbol' is a somewhat poorly handmade object hanging off his belt - a shield with a pair of broken arrows carved into the front.
Tecolote |
Tecolote shakes a feathered head at Ford's observations. Faith alone? Good thing faith has an order of archons to ward Heaven's borders. Going to be some fascinating philosophical discussions at the next meal assuming some enemy doesn't put an arrow in his well-lit neck first.
Perception on room ahead: 1d20 + 9 ⇒ (5) + 9 = 14
Aparctias |
Aparctias glances around beside Tecolote. He opens his beak a few times, as if to respond to what Ford is saying, before thinking better and closing it again.
Perception: 1d20 + 11 ⇒ (6) + 11 = 17
Sial Antomaxes |
Sial is following whoever enters first.. he is especially ready to jump in and help if Ford is leading the way.
Perception: 1d20 + 6 ⇒ (13) + 6 = 19
GM Tyranius |
The group moves stealthly down the hallway. Soon they hear the sound of multiple goblinoids squabbling.
Ford C. Benett |
Ford inhaled, coughing a bit at the smell of the musty air before focusing his attention ahead. "It seems this place is not as abandoned as was anticipated... perhaps we can convince the little troublemakers to leave."
Sial Antomaxes |
Sial continues creeping forward taking the lead if he must. Shield and club at the ready. Orza beside him.
GM Tyranius |
Eight statues of demonic creatures anchored to great square columns guard an octagonal open space in the center of this large hall. Various bits of scaffolding and debris are piled up next to the columns, which support a large gallery 15 feet above the rooms floor. Open stone archways lead to the southeast and the north from the lower floor and a large stone door stands to the south corner of the chamber.
Tecolote, Aparctias and Sial see that there are six goblins in the room chattering away as they eat burned meat off of a stick.
Basically there are 3 goblins on the ground level that you are on and 3 of the goblins are on the floor above. The goblins marked blue are on the floor above.
Also please refrain from moving the map around it tends to goof stuff up.
As the rest of the group follows in behind Tecolote and Sial the goblins thin ears perk up as they start to scream in high pitched goblin voices while pointing towards the entryway.
Caemillia: 1d20 + 1 ⇒ (7) + 1 = 8
Ford: 1d20 + 2 ⇒ (1) + 2 = 3
Sial: 1d20 + 2 ⇒ (5) + 2 = 7
Tecolote: 1d20 + 4 ⇒ (17) + 4 = 21
Bolger: 1d20 + 4 ⇒ (16) + 4 = 20
Goblins: 1d20 + 6 ⇒ (5) + 6 = 11
Aparctias
Tecolote
Bolger
----------------------------------
Goblins
----------------------------------
Caemillia
Sial
Ford
Tecolote |
"Six of them. Three up. Three down. I'm going right." Tecolote hisses and hugs the wall to the west, wakizashis out, as he heads towards the first goblin, watching to see how it reacts.
Probably can't move the token from the iPad without botching the whole map, so I'll let ya move him. Move action to hug wall to the west. Move action to study the closest goblin to Tecolote.
Aparctias |
"I'll set up an obscuring mist. Retreat here if you're in danger."
Aparctias takes out his fan and spins it over his head. He chants and mist trails from the fan's edge before he opens it with a sudden snap. The fog bursts outward to conceal the corridor.
Move action to draw my fighting fan, standard action to cast Obscuring Mist around me, 1 min. duration.
GM Tyranius |
Aparctias weaves a spell as a thick mist billows out from underneath his feathers. he quickly distributes the fog in a wide radius with his fan.
Tecolote moves into the room studying the goblin at the far end. Remember the blue ones are 15 feet above overlooking you.
Bolger moves as far into the room as he can as the goblins work into a frenzy. The three goblins above grab their shortbows as they launch arrows at the party. The western and Southern goblin lets loose an arrow at Bolger while the eastern goblin lets loose and arrow at Tecolote. An arrow each sinks into Tecolote and Bolger's sides.
Shortbow vs Bolger AC 15: 1d20 + 4 ⇒ (6) + 4 = 10
Shortbow vs Bolger AC 15: 1d20 + 4 ⇒ (18) + 4 = 22
damage: 1d4 ⇒ 4
Shortbow vs Tecolote AC 17: 1d20 + 4 ⇒ (19) + 4 = 23
damage: 1d4 ⇒ 4
The three goblins on the ground floor also shoot arrows at Tecolote and Bolger. Another arrow sinks into the Halfling and Tengu. Tecolote seems to be in bad shape but he still somehow seems to be maintaining his conciousness. At 0 hp you are considered disabled but conscious
Shortbow vs Tecolote AC 17: 1d20 + 4 ⇒ (18) + 4 = 22
damage: 1d4 ⇒ 4
Shortbow vs Tecolote AC 17: 1d20 + 4 ⇒ (6) + 4 = 10
Shortbow vs Bolger AC 15: 1d20 + 4 ⇒ (16) + 4 = 20
damage: 1d4 ⇒ 2
Caemillia
Sial
Ford
Aparctias
Tecolote (0/8 HP)
Bolger (4/10 HP)
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Goblins
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