The Shackled City - Golarion Prelude

jkason

First Post
Caytis Maggerin, half-elf magus

"Looks like there's little enough else here," he offers, then points to the lighted path. "If the amulet wants us to go that way, I think it might not be a bad first choice. It's from the 'good days' down here, so I assume it might be pointing us to someplace important to amulet-keepers, you think?"

[sblock=mini-stats]Caytis Maggerin
HP: 10/10 AC: 15(19) AC(T): 12 AC(FF): 13(17)
(values in parenthesis with Shield active)
Init: +02
BAB: 00 CMB/CMD: 00/12 ACP: -1 ASF: 00 Spot: +05

Conditions: None
In Hand: Quadrens

Saving Throw Total Base Mod Misc Special
Fort: 03 2 +1
Ref: 01 0 +2 -1*
Will: 03 2 +1

* -1 Reflex (Wyrm Blooded trait)
** Conditional: Immune sleep, +2 vs enchantments, +4 vs acid

Weapon Attack Damage Critical Special
Quadrens +2 1d6 19-20/x2 1 pt bleed on crit
Quadrens, Spell Combat +0 1d6 19-20/x2 1 pt bleed on crit
Composite Shortbow +2 1d6 20/x3 Range 70 ft.

* Conditional: +1 attack with Arcane Pool enhancement.

Arcane Pool: 4/5 remaining

Spells Prepared:
* 0 Level (3): Prestidigitation, Detect Magic, Light
* 1st Level (2, DC 15): Shield, Shield[/sblock]
 

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Fangor the Fierce

First Post
"Sounds good to me. Let's keep moving..." Svexyn moves ahead, casually checking for any nasty surprises at opportune moments that he would have put traps as well. Noting that the things seem to come back and forth, and that nobody else has come down here apparently, he is not too worried about traps yet...

He goes to the bend, listens for a second, then peers around the corner before moving down the hallway as quietly as possible.
 

ahayford

First Post
[sblock=ooc] Just for clarification...The arrows on the path are leading towards the main entrance you just came through. IE They appear to be leading out of the city, not into.[/sblock]

The stairs continue on for about twenty more feet before reaching the landing with the sharp nintey degree turn. From here, the steps continue on into another great room. The room is very dimly lit, with little more then the soft glow of the path on the ground, and your personal lights to guide you.

A glance to the ceiling at the landing show a crystal, very similar to the one crafted into Ghelve’s amulet, embedded in the ceiling. It too glows softly with a light of its own, adding a pale blue sheen to everything around you. From the foot of the stairs you can hear the sounds of chirping birds, rustling leaves, and cheery gigles.
 



jkason

First Post
Caytis Maggerin, half-elf magus

[sblock=ooc]Oops. Sorry 'bout that. Got the arrows turned around in my head.[/sblock]

Caytis tenses as he hears the noises. He turns to the others, nodding his head in that direction, and raising an eyebrow to assure they're all ready before they head forward to whatever seems to be so very amused.

[sblock=mini-stats]Caytis Maggerin
HP: 10/10 AC: 15(19) AC(T): 12 AC(FF): 13(17)
(values in parenthesis with Shield active)
Init: +02
BAB: 00 CMB/CMD: 00/12 ACP: -1 ASF: 00 Spot: +05

Conditions: None
In Hand: Quadrens

Saving Throw Total Base Mod Misc Special
Fort: 03 2 +1
Ref: 01 0 +2 -1*
Will: 03 2 +1

* -1 Reflex (Wyrm Blooded trait)
** Conditional: Immune sleep, +2 vs enchantments, +4 vs acid

Weapon Attack Damage Critical Special
Quadrens +2 1d6 19-20/x2 1 pt bleed on crit
Quadrens, Spell Combat +0 1d6 19-20/x2 1 pt bleed on crit
Composite Shortbow +2 1d6 20/x3 Range 70 ft.

* Conditional: +1 attack with Arcane Pool enhancement.

Arcane Pool: 4/5 remaining

Spells Prepared:
* 0 Level (3): Prestidigitation, Detect Magic, Light
* 1st Level (2, DC 15): Shield, Shield[/sblock]
 

Fangor the Fierce

First Post
Svexyn spies the larger amulet, thinking that perhaps the one bearing the smaller one should move into the room first, just in case it was a ward. He points to Caytis, whispering, "I think the crystal should be the first one in. Gnomes are tricky, and this larger one might be a ward against those that don't bear the marking of being a citizen."
 

ahayford

First Post
jzadirune_pbp_fog.jpg


This map starts at the main gear door entrance. You are currently located at the landing of the steps above the large hall on the map.
 

ahayford

First Post
The group takes its time descending the stairs, looking for any signs of the city’s invaders, or any traps left behind by the gnomes to discourage looters. The sound of running water can now be heard amongst the sound of giggling and forest animals. What at first sounded ominous echoing through the dark hallway, now begins to resolve more clearly into the sound of children at play.

Entranced by the empty city, Val nearly trips over a fine wire stretched across the foot of the stairway. The wire is stretched gently against his boot, and Val quickly leans against the wall to catch himself before setting off whatever device the wire happens to trigger. Val glances inside the room and spots the wire as it runs to a ring that has been hammered into the stonework, cracking and destroying a finely carved bird. The wires then runs to another ring in the ceiling, off of which hangs a wide assortment of scrap metal. Any movement on the wire would create a racket that would echo throughout the entire city.

Another crystal is embedded in the ceiling, and starts to glow softly as Val approaches. As it does, A large globe in one corner of the room begins to shine warmly as the sun on a cool spring day. The light fills the room and reveals another marvel of the gnomish city. A fountain tinkles gently in the center of the room. The stone wall surrounding the fountain itself is 12 feet high. Small aqueducts carry the water down to pools at each corner of the room, with enough room for even a tall human to walk underneath them without having to duck. The ceiling is painted blue to resemble the daylit sky with the occasional wisp of cloud adding depth to the illusion. The floor is painted green like a field of grass. Stone flowers and animals are scattered around the room. Some are crafted so finely you’d swear they were living article.

The pools at each corner of the room are in stone structures about waist high, so that a person might lean against the wall as they stare into the cool waters. Lilys forged from bronze break the surface of the pool, thin stems running beneath the water connecting them to the base of the pool. Cattails of twisted wire sprout here and there from the shallows. The running water has prevented the fountains from becoming completely overgrown with algae, but it is clear that no one has attended the fountain in years. Still, the water smells clean and refreshing.

Benches can be found throughout. Each one is placed to provide the person sitting on it a pleasant view of the rest of the room. Placed at the foot of the large central fountain, is a large piece of polished obsidian. At the top, in common, are the words “Welcome to Jzadirune.” The phrase appears to repeat itself in many languages, some you recognize, and others that are foreign to you.

The sounds you heard appear to be coming from 12 masks on the wall spaced evenly throughout the room. Each is forged from burnished copper, and then glazed in a variety of spring colors. The masks themselves each depcit the visage of a gnome with a welcoming expression on their face. You swear you hear the sound of a light breeze rustling through the trees despite the fact that you know you are a great distance below the earth.

Exits:

Two gear shapped doors are on the south wall. The eastern most door appears to be slightly ajar.
An open passage underneath a finely crafted stone arch exits the room to the west.
 
Last edited:

jkason

First Post
OOC: Does Val need Svexyn to Disable the alarm wire? I'm slightly unclear on whether he stopped short of tripping it, or is caught in his current position without an assist from our rogue
 

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