Batpony 8-05 table 2 (Inactive)

Game Master Batpony

Maps and Visuals

GM only:
SP:2 DP:1


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Liberty's Edge

OR || OR2|| HJC||Glass River Rescue

Dell Darkblade, the unspoken leader of the oread recruits steps up to speak, presumably from an overburdened sense of guilt. "We're sorry! We didn't intend to cause any harm. But we have been tortured so long by her. Your arrivals seemed to have been a blessing as she has put all her attention and efforts into ensuring you fail. We... we were forced to help her rig the obstacle course and also poison our weapons. We don't know why, but her animosity towards you is incomprehensible."

Silver Crusade

HP 36/36; Reroll (@+3) 1/1; Wand Infernal Healing: 50/50; Sylph Fighter 4; AC 20; Touch 15; FF 15; Fort +5; Ref +5; Will +2; init +4; perc +0

"Before you arrived, was the previous group of recruits treated like this? I'm wondering if she just does this to each group in turn?"

Liberty's Edge

OR || OR2|| HJC||Glass River Rescue

"We were the previous group, while she has a disdain towards us, there was never any sabotaging involved."

Silver Crusade

HP 36/36; Reroll (@+3) 1/1; Wand Infernal Healing: 50/50; Sylph Fighter 4; AC 20; Touch 15; FF 15; Fort +5; Ref +5; Will +2; init +4; perc +0

"So.. you were the first group that she has put through training? " checks Vagantem.

"How did she get to be a captain anyway?"

Liberty's Edge

OR || OR2|| HJC||Glass River Rescue

The group shrugs their heads with some blank looks. Being as new to the facility as you are, with a couple weeks seniority, they are almost as clueless as you in most matters.

Silver Crusade

HP 36/36; Reroll (@+3) 1/1; Wand Infernal Healing: 50/50; Sylph Fighter 4; AC 20; Touch 15; FF 15; Fort +5; Ref +5; Will +2; init +4; perc +0

"I guess we just rest up and wait." shrugs Vagantem.

"See what joyful stuff the captain has lined up for us tomorrow."

She pats the Ored on the back. "No hard feelings. We'll try to keep you guys covered as well. It's us against her."

Grand Lodge

Male Human Guide 3 (HP: 31/31 | AC:19 T:13 FF:16 | CMB:+6 CMD:19 | Saves F:+5 R:+6 W:+2 | Init:+6 | Per:+10 | Speed 20 ft) 3.0

Rolvark growls at the news of the plight of the recruits This definitely goes beyond just normal bootcamp training. This Captain must not be keen to see the alliance happen and is ensuring to take steps that we dont succeed...

Turning to face the Oreads "What do you guys know about the Captain? Or of this organisation? Has there been any news of other parties who do not want to see the Ungrounded fail or the Opaline Vault falter?"

Liberty's Edge

OR || OR2|| HJC||Glass River Rescue

They return with more blank looks. As far as they have been concerned, the Ungrounded has always been on the good side of things, and have built a good reputation within the community.

The Exchange

Male Human (Ulfen) Transmuter 1
Stats:
HP: 7/8 | AC/T/FF: 13/12/11 | Fort +2 Ref +2 Will +3 | CMD: 14 | Percep +1 SM +2 | Battleshaping used: 0/7

Viorec frowns, turning to the others once the oreads are gone. "It is strange to me that they know so little of their supposed general, their organization, et cetera. And it seems that the captain does indeed have some vendetta against us."

Liberty's Edge

Male Half-Elf Unchained Barbarian (Invulnerable Rager) [2.0] | HP 25/25 | AC 16 [14] T 12 FF 14 | Init +4 | Perc +11 | F +5 R +2 W +1 (all +2 vs Enchantments) | CMB +7 CMD 19 | Acro +5 (+9 for jump) Climb +7 Survival +6 Swim +7 SM +1 Rage Rounds 11/11, DR 2 vs non-lethal attacks, DR 1 vs all others

Perhaps we should take the direct approach and confront the captain with our concerns. Maybe that will shake something loose.

Dark Archive

Male Ifrit Sorcerer 2 (wishcrafter, fire bloodline) | HP 14/14 | AC 12/11/11 | F +2, R +1, W +3 | CMD 11 | Init +5 | Perc +0 |
Spells:
1st 6/6

"It may have come to that point, I agree," Bailey replies to Haldoc. "First we should see if there is an officer superior to her we can talk to as well, perhaps we can glean some more information. We can only hope they are not in on this as well."

Liberty's Edge

OR || OR2|| HJC||Glass River Rescue

The General whom you saw at the Casino oversees the operations of the Ungrounded. However only the captain knows how to contact the General. Although rumours have it around the barracks that she may be coming for a visit.

It is late, and everyone at this time is asleep, after much pondering, you decide it's best to do the same.

The following morning, after breakfast, Dell once again informs you that Captain Othis has summoned you to her office.

“You’re still here?” Captain Othis growls, without looking up from the pile of missives on her desk. “I thought you’d find a path out of here by now. Well, maggots, it’s your lucky day. I have another easy job for you to screw up.” Othis rifles through her stack of papers and holds up a scroll bearing a bronze seal. “Zuhair Issawa needs someone to babysit a shipment of gems. Our real troops have more important things to do, so I’m sending you. All you have to do is get the caravan to his estate a few miles outside the city. Any questions?”

Dark Archive

Male Ifrit Sorcerer 2 (wishcrafter, fire bloodline) | HP 14/14 | AC 12/11/11 | F +2, R +1, W +3 | CMD 11 | Init +5 | Perc +0 |
Spells:
1st 6/6

Bailey thanks Dell and follows the others to the Captain's office. When she finishes, he posits a few questions. "Might Zuhair have any enemies, or would anyone else be, intent on taking these gems? How big is the caravan? How shall we regard any threats to the payload, can we use lethal force if it is used against us?" Whether or not his questions are answered, he watches the Captain as intently as he can and snorts when out of earshot. "Another job for us to screw up...especially given how well we screwed up the last one."

Sense Motive?: 1d20 ⇒ 3

Silver Crusade

HP 36/36; Reroll (@+3) 1/1; Wand Infernal Healing: 50/50; Sylph Fighter 4; AC 20; Touch 15; FF 15; Fort +5; Ref +5; Will +2; init +4; perc +0

Vag nods at Bailey's question.

They are good ones, and he asks so nicely. That fiery tongue of his works as much magic as his fingers.

The Exchange

Male Human (Ulfen) Transmuter 1
Stats:
HP: 7/8 | AC/T/FF: 13/12/11 | Fort +2 Ref +2 Will +3 | CMD: 14 | Percep +1 SM +2 | Battleshaping used: 0/7

Viorec frowns as well, raising his hand to add a question: "Are there any risks native to the area? Dangerous wild beasts, that sort of thing?"

EDIT: forgot to roll my Sense Motive (with Alertness thanks to familiar): 1d20 + 2 + 2 ⇒ (13) + 2 + 2 = 17

Liberty's Edge

OR || OR2|| HJC||Glass River Rescue

The captain rolls her eyes. "Always with the questions, the guard duty is a little more than a formality. The caravan's route is well used always and is generally known to be safe. Here are the coordinates. Now go." She mutters as she tosses you a ill written map, but legible enough for you to make out the landmarks. As Viorec turns to ask his questions, "I said. Now go!" She raises her voice in discontent, and you get the signal to leave the room.

Although it's easy to see she is agitated by your presence. You don't sense any hidden motives or lies in her statements.

Following the directions you easily locate the caravan outside a warehouse in the outskirts of the city. Four stocky rock beetles carry the heaviest goods, and an agrawgh—a 25-foot-long bronze-ringed serpent with horns, silvery skin, and deadly fangs—carries the bulky material. Two regular looking dwarfs named Nef and Annie are in charge of the caravan.

Let me know if there is any prep you want to do before embarking on the journey.

Dark Archive

Male Ifrit Sorcerer 2 (wishcrafter, fire bloodline) | HP 14/14 | AC 12/11/11 | F +2, R +1, W +3 | CMD 11 | Init +5 | Perc +0 |
Spells:
1st 6/6

After leaving, Bailey cannot help but guffaw. "I don't even know what to think about her anymore, so I just don't. But asking for questions and then going, 'Always with the questions?!' I no longer have no idea what's going on."

Upon reaching the caravan, Bailey states their business to Nef and Annie, assuming they were informed of the team's coming, then takes a seat wherever bidden.

Silver Crusade

HP 36/36; Reroll (@+3) 1/1; Wand Infernal Healing: 50/50; Sylph Fighter 4; AC 20; Touch 15; FF 15; Fort +5; Ref +5; Will +2; init +4; perc +0

When the team gets to the warhouse, Vagantem produces the map and double checks it with the people in the route on the map really is the route the goods are supposed to travel.

"Is there any dangers we should be aware of?"

Grand Lodge

Male Human Guide 3 (HP: 31/31 | AC:19 T:13 FF:16 | CMB:+6 CMD:19 | Saves F:+5 R:+6 W:+2 | Init:+6 | Per:+10 | Speed 20 ft) 3.0

Rolvark attempts to make some friendly chitchat with the dwarfs "So have you used this route often? Does this map look correct?"

Liberty's Edge

OR || OR2|| HJC||Glass River Rescue

The map is actually only leading you to the caravan, to where you meet the dwarfs, not the actual travel route.

The two dwarfs greet you with open arms, "Welcome Ungrounded, We've travelled these paths many a times, without no worries ya know. But ya can never be too sure nowadays. The real threat is eh darlings ere!" They reference to the beetles, as they show some affection. "They need frequent rest and might slow us down a bit."

Liberty's Edge

OR || OR2|| HJC||Glass River Rescue

Backing up, I misinterpret part of the scenario, you do sense some hidden motives behind the captain's task of you. She is definitely hiding something though she does not outright lie to you.

Grand Lodge

Male Human Guide 3 (HP: 31/31 | AC:19 T:13 FF:16 | CMB:+6 CMD:19 | Saves F:+5 R:+6 W:+2 | Init:+6 | Per:+10 | Speed 20 ft) 3.0

Rolvark pats the beetles "It is good that you are familiar with the path. Let us hope that there is no trouble ahead. What manner of creatures are these? What are their names?"

Silver Crusade

HP 36/36; Reroll (@+3) 1/1; Wand Infernal Healing: 50/50; Sylph Fighter 4; AC 20; Touch 15; FF 15; Fort +5; Ref +5; Will +2; init +4; perc +0

"No slower than not having them at all!" laughs Vagantem happy to be with the relatively cheerful dwarves - more so than the captain anyway.

"Sooner we set off, slower we can go!"

Liberty's Edge

OR || OR2|| HJC||Glass River Rescue

As you start to travel down towards a forest path, the two dwarfs gladly tell you all about their pets, the Agrawgh and the beetles, named Jim,Bob,Doc,Red. Every thirty minutes or so, you're forced to rest as the beetles cool down after tiring out themselves. Nef and Annie spend the downtime by calming the beetles down, petting in them, giving them motivational speeches. But besides the frequent downtime, the journey is smooth without indication of trouble.

About two hours travelled at this point.

Silver Crusade

HP 36/36; Reroll (@+3) 1/1; Wand Infernal Healing: 50/50; Sylph Fighter 4; AC 20; Touch 15; FF 15; Fort +5; Ref +5; Will +2; init +4; perc +0

Vagantem says well clear of the Agrawgh. For that matter she avoids the beetles too.

"No offence, but beetles just creep me out. And those ones are about ten sizes too large!" she says.

Liberty's Edge

OR || OR2|| HJC||Glass River Rescue

In prep, can you please update your position on the slides. Post where you would put yourselves, in terms of marching order, in a 10ft wide road. I have Put the NPCs on the slide for reference.

Liberty's Edge

Male Half-Elf Unchained Barbarian (Invulnerable Rager) [2.0] | HP 25/25 | AC 16 [14] T 12 FF 14 | Init +4 | Perc +11 | F +5 R +2 W +1 (all +2 vs Enchantments) | CMB +7 CMD 19 | Acro +5 (+9 for jump) Climb +7 Survival +6 Swim +7 SM +1 Rage Rounds 11/11, DR 2 vs non-lethal attacks, DR 1 vs all others

Haldoc will take a position in front of the caravan, looking to help lead the way.

Silver Crusade

HP 36/36; Reroll (@+3) 1/1; Wand Infernal Healing: 50/50; Sylph Fighter 4; AC 20; Touch 15; FF 15; Fort +5; Ref +5; Will +2; init +4; perc +0

Vagantem will take rear guard. From where she can control how close (or not!) she gets to the large beetles and other creatures.

Which slide are we using?

Liberty's Edge

OR || OR2|| HJC||Glass River Rescue

Second page of maps. A generic page as I don't want to put any spoilers.

Silver Crusade

HP 36/36; Reroll (@+3) 1/1; Wand Infernal Healing: 50/50; Sylph Fighter 4; AC 20; Touch 15; FF 15; Fort +5; Ref +5; Will +2; init +4; perc +0

I think I have that right now

Grand Lodge

Male Human Guide 3 (HP: 31/31 | AC:19 T:13 FF:16 | CMB:+6 CMD:19 | Saves F:+5 R:+6 W:+2 | Init:+6 | Per:+10 | Speed 20 ft) 3.0

Rolvark marches at the rear, his bow at the ready

If its possible to walk at the side of the dwarfs Rolvark would do that instead

Liberty's Edge

OR || OR2|| HJC||Glass River Rescue

The road will come to a 10ft wide stretch. So it would not be possible.

Dark Archive

Male Ifrit Sorcerer 2 (wishcrafter, fire bloodline) | HP 14/14 | AC 12/11/11 | F +2, R +1, W +3 | CMD 11 | Init +5 | Perc +0 |
Spells:
1st 6/6

Not quite sure which side is the rear now, as Rolvark and Vagantem have both requested it. If they both want to be in the back I'd like to be as close to the middle as I can.

Silver Crusade

HP 36/36; Reroll (@+3) 1/1; Wand Infernal Healing: 50/50; Sylph Fighter 4; AC 20; Touch 15; FF 15; Fort +5; Ref +5; Will +2; init +4; perc +0

For some reason I thought the snake was at the front. If it is at the back, then swap sides for Vag

Liberty's Edge

OR || OR2|| HJC||Glass River Rescue

My mistake for not making that clear! Snake is in the front. Update incoming.

Liberty's Edge

OR || OR2|| HJC||Glass River Rescue

Sorry for the late update! Have put you guys in positions based on where I think you'd want to be.

After 4 hours of stop-and-go travel through a forest, halfway through the forest of trees turn to that of stalactites and stalagmites, the caravan reaches a narrow bridge made of magically-shaped quartz spanning the vast geode walls surrounding the Opaline Vault. A waterfall tumbles from the ceiling nearby, and a watery mist surrounds the air, but bears no effect on your vision. Stalactites grow down from the low ceiling, the longest of them reaching all the way down to the bridge itself. Beneath the bridge, the “floor” of the geode is made up of jagged crystals that sprout from the ground 10 feet below.

Somewhere along the bridge, two small earth elementals(DC11 Knowledge planes) fall from the ceiling onto the large snake's head, injuring it causing it pain and enraging it. The agrawgh flails about. The elementals seem to act hostile and they bear a mark on their bodies. The mark depicts three hands grasping at a single faceted gemstone.

The scenario is written with the intention of no surprise round, so the creatures fall from the top in surprise round, and combat round 1 immediately starts. You may try to calm the Agrawgh by taking a standard action diplomacy check. Combat begins!

init:

initiative, Bailey: 1d20 + 6 ⇒ (5) + 6 = 11
initiative, Vagantem: 1d20 + 4 ⇒ (1) + 4 = 5
initiative, Rolvark: 1d20 + 4 ⇒ (3) + 4 = 7
initiative, Viorec: 1d20 + 2 ⇒ (3) + 2 = 5
initiative, Haldoc: 1d20 + 4 ⇒ (3) + 4 = 7
initiative, Earth Elemental: 1d20 - 1 ⇒ (5) - 1 = 4

Combat Round 1

Bailey
NPCs (Snake, Beetles, Dwarfs)
Rolvark, Viorec, Haldoc, Vagantem
Earth Elemental

The Exchange

Male Human (Ulfen) Transmuter 1
Stats:
HP: 7/8 | AC/T/FF: 13/12/11 | Fort +2 Ref +2 Will +3 | CMD: 14 | Percep +1 SM +2 | Battleshaping used: 0/7

Thanks for botting my position--very busy couple of days there.

"What!" Viorec exclaims as one of the elementals drops and tumbles off the snake just feet away from him. "What are you doing?!"

Dark Archive

Male Ifrit Sorcerer 2 (wishcrafter, fire bloodline) | HP 14/14 | AC 12/11/11 | F +2, R +1, W +3 | CMD 11 | Init +5 | Perc +0 |
Spells:
1st 6/6

Concentration to Cast Defensively, DC 17: 1d20 + 6 ⇒ (13) + 6 = 19

Knowledge (planes): 1d20 + 6 ⇒ (18) + 6 = 24

Bailey sighs and begins to cast a spell, keeping his guard up in case the elemental tries to strike. "Nef, Annie, could you try to calm that thing down? I don't fancy it falling off of the bridge." Bailintharan...Destello! A cone of colors springs from his fingers at the elemental.

Casting color spray at the Red elemental. DC 16 Will save. Effect will vary depending on how many HD it has, so I'll roll both sets of dice.

Unconscious, blinded, stunned, if 2 HD or less, plus the below: 2d4 ⇒ (3, 3) = 6
Blinded and stunned if 3-4 HD, plus below: 1d4 ⇒ 2
If it has more than that many, it is stunned for one round on a a failed save.

Liberty's Edge

OR || OR2|| HJC||Glass River Rescue

Bailey, with that Kn roll you should know that Elementals are immune to bleed, paralysis, poison, sleep effects, and stunning, as well as critical. Much like most elementals. These particular elementals have no specials damage resistances or special attacks. You may retcon if you want.

Dark Archive

Male Ifrit Sorcerer 2 (wishcrafter, fire bloodline) | HP 14/14 | AC 12/11/11 | F +2, R +1, W +3 | CMD 11 | Init +5 | Perc +0 |
Spells:
1st 6/6

Curses, foiled again! In that case...

Bailey launches a bolt of fire at the elemental in front of him. Feel free to take an AoO.

Fire Ray vs. Red, touch: 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 1d6 ⇒ 5

Liberty's Edge

OR || OR2|| HJC||Glass River Rescue

It has not passed it's round 1 initiative yet, so RAW wise it has no AoO.

Bailey deals some fire damage to the elemental in front of him.
The Beetles and the dwarf head straight for cover, in fear of their own safety. "Ahhhh! Protect us! Save the snake!"

While in pain and it's rage like state, the snake flails and releases exhaling drops of acid. The manner it reacts seem to indicate it might not be intentional.
Everyone except Vag is affected by this. Rain of acid fall on the pathfinders, luckily for Vag, she is far away from the area of effect. The elementals are touched by the acid but seem to take no harm.

acid dmg: 1d4 ⇒ 3 Reflex DC13 halves

Combat Round 1

Bailey (Reflex or -4)
NPCs (Snake, Beetles, Dwarfs)
Rolvark (Reflex or -4) , Viorec (Reflex or -4) , Haldoc (Reflex or -4) , Vagantem
Earth Elemental R -5

Silver Crusade

HP 36/36; Reroll (@+3) 1/1; Wand Infernal Healing: 50/50; Sylph Fighter 4; AC 20; Touch 15; FF 15; Fort +5; Ref +5; Will +2; init +4; perc +0

Vagantem dashes ahead, driving her curved blade into the red elemental.

attack,flank: 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13
damage: 1d4 + 3 ⇒ (3) + 3 = 6

"Lets see how you like shiny pointy things!"

Grand Lodge

Male Human Guide 3 (HP: 31/31 | AC:19 T:13 FF:16 | CMB:+6 CMD:19 | Saves F:+5 R:+6 W:+2 | Init:+6 | Per:+10 | Speed 20 ft) 3.0

reflex: 1d20 + 6 ⇒ (5) + 6 = 11

Rolvark curses and takes a step back from the elemental. He drops his bow and draws his greatsword in flash and chops down at the elemental

attack: 1d20 + 5 ⇒ (12) + 5 = 17
damage: 2d6 + 4 ⇒ (5, 3) + 4 = 12

The Exchange

Male Human (Ulfen) Transmuter 1
Stats:
HP: 7/8 | AC/T/FF: 13/12/11 | Fort +2 Ref +2 Will +3 | CMD: 14 | Percep +1 SM +2 | Battleshaping used: 0/7

Reflex DC 13: 1d20 + 2 ⇒ (20) + 2 = 22

"Yow!" Viorec twists away from the spraying acid coming from the agarwgh, avoiding most of it. "Well that's no good...let me get away from that!" Dancing backwards on the bridge, he pulls his fauchard from his back and chops down at the closest elemental.

Attack (Blue): 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 1d10 + 3 ⇒ (7) + 3 = 10 slashing
Confirm??: 1d20 + 2 ⇒ (14) + 2 = 16
Bonus damage: 1d10 + 3 ⇒ (10) + 3 = 13

EDIT: Just scrolled up and realized it's immune to crits. T.T

Actions:

None: 5' step away
Move: Draw fauchard
Standard: Attack blue!

Attack of Opp:

If the blue elemental moves toward him, Viorec will attempt to trip it with his attack of opportunity.

Trip: 1d20 + 2 ⇒ (3) + 2 = 5

Liberty's Edge

Male Half-Elf Unchained Barbarian (Invulnerable Rager) [2.0] | HP 25/25 | AC 16 [14] T 12 FF 14 | Init +4 | Perc +11 | F +5 R +2 W +1 (all +2 vs Enchantments) | CMB +7 CMD 19 | Acro +5 (+9 for jump) Climb +7 Survival +6 Swim +7 SM +1 Rage Rounds 11/11, DR 2 vs non-lethal attacks, DR 1 vs all others

Reflex: 1d20 + 2 ⇒ (8) + 2 = 10

Haldoc gets sprayed with acid and then sees an elemental before him and decides to immediately engage the creature!

Attack: 1d20 + 7 ⇒ (20) + 7 = 27 for Damage: 2d4 + 10 ⇒ (3, 3) + 10 = 16

Of course it can't be crit...

Dark Archive

Male Ifrit Sorcerer 2 (wishcrafter, fire bloodline) | HP 14/14 | AC 12/11/11 | F +2, R +1, W +3 | CMD 11 | Init +5 | Perc +0 |
Spells:
1st 6/6

Reflex: 1d20 + 2 ⇒ (11) + 2 = 13

Bailey dodges the worst of the acid.

Of course we roll three natural 20s on attacks against the elemental.

Liberty's Edge

OR || OR2|| HJC||Glass River Rescue

Matters not though, since the elemental creatures are all down!

With some perfect coordinated attacks, the pathfinders swing their weapon with expert precision, strength, and teamwork immediately taking the elemental threat down.

However the snake, in it's raging state continues to look to be throwing acid everywhere. The dwarfs look on with concern. "Someone calm her down!"

What do you do? If you want to calm her down, it is a diplomacy check.

Bailey is up!

Bailey (-2)
Snake
Rolvark (-4) , Viorec (-2) , Haldoc (-4) , Vagantem

Grand Lodge

Male Human Guide 3 (HP: 31/31 | AC:19 T:13 FF:16 | CMB:+6 CMD:19 | Saves F:+5 R:+6 W:+2 | Init:+6 | Per:+10 | Speed 20 ft) 3.0

Is it still round by round basis? Also, since its a snake can I use handle animal?

Seeing the snake still thrash about, Rolvark attempts to calm it although snakes admittedly aren't his forte...

handle animal: 1d20 + 5 ⇒ (3) + 5 = 8

Dark Archive

Male Ifrit Sorcerer 2 (wishcrafter, fire bloodline) | HP 14/14 | AC 12/11/11 | F +2, R +1, W +3 | CMD 11 | Init +5 | Perc +0 |
Spells:
1st 6/6

Bailey tries his best to soothe the creature. "Easy, there, girl, it's all over now..."

Diplomacy, Inner Beauty: 1d20 + 9 + 4 ⇒ (8) + 9 + 4 = 21

Liberty's Edge

OR || OR2|| HJC||Glass River Rescue

Stricly speaking, it was easier to let Bailey go first before moving to out of initiative as it would spray every round with acid.

Bailey, the smooth talker, whispers some words into the Agrawgh, finally soothing it. Causing it to no longer lash out at the party. Nef runs out, along with the rest in hiding, to thank you all profusely. "Thank you, thank you so much! It's a good thing we hired you huh. Marauding elemental gangs are failry common outside the Vault. But they are normally found much much further out, and I don't know if they would attack people so openly. But I guess times are changing huh?"

Searching the elementals bears unfruitful, since they do not carry equipment, they curious markings, etched with precious metal inlays on the elementals bodies are easily recognized by the dwarfs. "Well what dya know, that's the mark of Slagcrusher! He's one of the leaders of this merry band of elemental thieves."

After eliminating the threat, you continue on the high road actively looking out for more dangers. But the rest of the journey is uneventful.

When you arrive at the Issawa estate, Nef and Annie begin unloading their cargo. The bronzeskinned and businesslike Zuhair Issawa, a noble Shaitan, introduces himself and inspects the contents of the wagon. After the inspection, Zuhair dismisses your services and thanks you for ensuring the cargo arrives safely. He is curious about the elemental gang attack but does not know the intent or why they operate outside their normal boundaries.

Congrats on the successful run! We're know heading into the absolute last part of this scenario.

As you return in the evening to the barracks, there is much chatter in the corridors, it may seem the General has summoned you for a hearing, and a note is found attached to your room door.

General's Summons wrote:


Recruits,
Captain Othis and I have been in communication about several incidents that occurred surrounding your unit in the past weeks. Due to this operation’s ties to Her Imminence’s military and our nation’s sensitive political climate, I take these allegations very seriously. Report to my office at dawn for a formal hearing. Be prepared to present a case defending your actions in training.

Sincerely,
General Faiza bint Hanif

You have now until tomorrow morning before you head to the General, assume it's about 4pm at the moment. If there's nothing special you want to do, we'll head straight to the general's office.

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