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The evacuation of the cultists seemed to be going fairly well. With half of them safely down below, Roscoe turns Duke around back towards the stairs and the remaining Sarenites.
On the way, he can't help but grin at Samara... his gaze lingers on her a bit longer than he meant to, however. Snapping out of it, he urges Duke back up the stairs.
"Come on, boy, only a few more to go!"
Roscoe Goodpepper
Male LG Halfling Paladin, Level 1, Init +0, HP 12/12, Speed 15 ft. AC 17, Touch 11, Flat-footed 17, Fort +4, Ref +1, Will +3, Base Attack Bonus 1 x2 damage mounted charge Lance (-) +5 (1d6+3, x3) Longsword (-) +5 (1d6+3, 19-20/x2) Javelins (3) +2 (1d4+3, x2) Armored coat, Heavy darkwood shield (+4 Armor, +2 Shield, +1 Size) Abilities Str 16, Dex 10, Con 12, Int 10, Wis 8, Cha 16 Condition None
Moving over to their escape route, Samara prepared to go down herself. Though now that she had made her presence known, if she suddenly wasn't there, it would be a bad situation for Muesello. Making her way back over to the Venture Captain, she knocked over a chair to make more noise. She only hopped her gambit had bought them enough time to evacuate everyone.
As she stood next to Muesello, she whispered as quietly as she could. "Are you coming with us old man?" Her eyes sparkled like molten gold in the lighting of the room, giving her an otherworldly and exotic look.
Continue to assist with Bluffing!
Dice Roll: 1d20+8
d20 Results: 6 (Total = 14)
Samara the Crimson Witch
Female CG Asimar Sorceress (Crossblooded), Level 1, Init +2, HP 7/7, Speed 30 AC 12, Touch 12, Flat-footed 10, Fort +1, Ref +2, Will +1, Base Attack Bonus 0 Ranged Touch Attack +2 ( , ) Quarterstaff +0 (1d6, x2) Light Crossbow +2 (1d8, 19-20 x2)
(+2 Dex) Abilities Str 11, Dex 14, Con 12, Int 12, Wis 12, Cha 18 ConditionPFS #: 35016-2 XP:1 PP:1
Class Skill: Perception.
Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.
Class Skill: Knowledge (planes).
Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to fire. This also changes the spell's descriptors to match this energy type.
Fire Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of fire damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Urging the last of the refugees down the stairs, Laeris turns back to the room. Pointing at various people, she motions them to the trapdoor, finally nodding in agreement with Samara's whisper to Muesello, waving both of them, and the Ulfen as well. Then her eyes look to Samara once more, sizing her up. "Giggle," she suggests to Samara then looking to Muesello, "Chide her for flirting at a time like this. Then come, all of you," she whispers as best she dares, waving her arms towards the entrance in an encouraging manner for the others.
Muesello's face still flushed, shakes his head in response to Samara. "No. If there isn't anyone here, they'll be even more suspicious. I'll hold them off as long as I can. Go with the others. I'll lock the door and disguise it once more... be wary, they'll know something is up and won't give up the pursuit that easily."
"Time's up! OPEN THIS DOOR OR WE'LL BREAK IT DOWN!" The banging on the door begins once more... and from the sounds of grunting and shuffling outside, it seems like they might just have the means to open the door.
The last of the cultists make their way through the trapdoor, Muesello ushering the rest of you through it. "Stay with the Sarenites tonight... Remember, get those parcels back from Chalfon Dalsine! Take them to the Grand Lodge... and may the gods be with you!"
Muesello slams the trapdoor shut. Through it, you hear him mumble a few words of magic, and then a grating sound as he shifts something on top of the door.
It is dark down in the basement, the room filled to bursting with Sarenites and Pathfinders... not to mention the debris of Muesello's mechanical hobbies. In the far corner is a stone staircase descending into the darkness... Above, a *boom* indicates the end of the Militia's patience as a portable ram is applied to the door. The Sarenites, having already suffered many shocks recently, only wince at the sound. The man closest to the stairs peers down them and into the dark. "He said this leads to the Catacombs, right? I think we can find our way to the Vault... although I’m not familiar with this particular part of the catacombs. Do you have a light?"
The worship of Sarenrae has been illegal in Taldor since the Great Purge of 4528 A.R. The degree to which her followers are persecuted has waxed and waned over the last 200 years.
Sarenrae worship is much more common outside of Taldor’s major urban centers (Cassomir and Oppara), and away from the xenophobic southern border region (which includes the city of Zimar).
The brutality of the recent raid on the Dawnflower Blossoms does not reflect the current government’s attitude toward Sarenites within Taldor’s borders. It is more likely to be the result of a single, ultra-patriotic zealot.
Worship of Sarenrae was once quite popular in Taldor, although never as central to national identity as the veneration of Aroden. Numerous large Sarenite temples and cathedrals once existed throughout the empire, one of which was built of gold-plated bricks, rumors say.
The catacombs of Oppara are a mix of ancient sewer lines, natural caves, and old city streets and buildings buried centuries or even millennia ago. The ground beneath the city is literally honeycombed by countless tunnels and chambers. The catacombs have been used throughout Oppara’s history as a meeting place for secret organizations.
Oppara was supposedly founded over 6,000 years ago by the last descendants of ancient Azlant, and its catacombs are said to contain a few deep ruins dating back to this time.
Countless entrances into the catacombs once existed from the surface. Most were destroyed or bricked up centuries ago, following a nasty torble infestation that was believed to have originated in the catacombs.
Although Oppara’s catacombs are extensive, the areas used today are relatively close to the surface. Most of the oldest areas have been underwater for millennia.
As you descend into the darkness, could you establish a marching order?
Assume 10' wide corridors and don't forget to include the Sarenites.
Mounted on Duke, lance in hand, Roscoe makes his way to the front of the group.
"I'll lead the way; if we run into any danger, I prefer some space to charge. We'll need some light… I have a few torches, but my hands are full with weapons."
Roscoe volunteers for one of the front spots. Can't charge through allies!
Also, it's worth noting that Duke has low-light vision and the Scent ability, so he might be able to sense dangers we otherwise wouldn't be privy to.
Roscoe Goodpepper
Male LG Halfling Paladin, Level 1, Init +0, HP 12/12, Speed 15 ft. AC 17, Touch 11, Flat-footed 17, Fort +4, Ref +1, Will +3, Base Attack Bonus 1 x2 damage mounted charge Lance (-) +5 (1d6+3, x3) Longsword (-) +5 (1d6+3, 19-20/x2) Javelins (3) +2 (1d4+3, x2) Armored coat, Heavy darkwood shield (+4 Armor, +2 Shield, +1 Size) Abilities Str 16, Dex 10, Con 12, Int 10, Wis 8, Cha 16 Condition None
Leena shudders at the noise above and then shakes her head. Nothing she can do for Muesello right now. Right now the cultists are the priority. Reaching into her backpack she pulls out her lantern, casts Light on it and starts looking for an oil flask and flint & steel. She hands the lantern and hands it to the nearest human as she finds an oil flask and flint & steel.
Elizabeth W.
Leena
Female CG Halfling Sorcerer, Level 2, Init +2, HP 15/15, Speed 20 AC 13, Touch 13, Flat-footed 11, Fort +2, Ref +3, Will +5, Base Attack Bonus 1 Sling (bullets) +5 (1d3, x2) Quarterstaff +2 (1d4, x2) Claws +2 (1d3, x2)
(+2 Dex, +1 Size) Abilities Str 10, Dex 14, Con 12, Int 12, Wis 12, Cha 18 Condition None
Skills: Appraise+6, Craft-Carpentry+6, Knowledge-Arcana+7, Perception+8, Sense Motive+1, Stealth+6
PFS# 41537-3
Grand Lodge Faction