CrazyHedgehog's Serpent Skull

Game Master CrazyHedgehog

Taking part in the Serpent's Skull Adventure Path, PbP style.


1,151 to 1,200 of 2,117 << first < prev | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | next > last >>

Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

"What do you all say we take these items, get out of here, and then figure them out while we figure out how to get off this island?" Yekskya seems quite ready to get out of the evil temple. "Since it looks like this is an exit, I'd just as soon use it and head out from here."


Female Human (Chelish) Bard 1 / Sorcerer 5; Initiative +2, Perception +6, hp 13/43, AC 18 (+2 Dex, +1 deflection, +1 natural armour, +4 Mage Armour), Fort +3, Ref +5, Will +8

Reptilian:
"Stay calm, friend, stay calm,"
Quinta says as she approaches the battle.
Spoiler:
"We will do the killing, all you need to do is watch."

With the odd rumblings and hisses out of the way, Quinta switches to a different language as she points her index finger at the assassin: "Simil clamo, simil moris!"

Quinta casts Ear-Piercing Scream on the assassin. DC15 Fortitude save to halve 1d8 ⇒ 8 damage and avoid being dazed for one round.


Zag looks to Yekskya and nods. "I do not like the idea of using this place's dark power again...but if it will get us out of here, then let us go. It has been some while since we have seen the others...and this island is still full of dangers, I say."


"Sure thing Zag. I think we've seen all we can and need to." Stowing everything we've found in my pack, I turn towards the carving of Zura to smear some blood on its lips, while asking over my shoulder for the others to come along.


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

Yekskya helps to pack up all of the items and joins Cat to make use of the carving of Zura to exit.

The Exchange

Smugglers Shiv
Satisfied that you have found everything worth finding in the cloister, you perform the ritual again, activating the latent magic to turn into gaseous mist and seep through the opening into the ceiling, returning to your bodies near the four stone megaliths and the tide stone overlooking the lagoon. Human, half-orc, half-elf, crocodile, you each carry away memories of the horrid visions of the Temple of Blood.

From here, you'll find that your main task is to focus on finding a way to leave Smugglers Shiv. Certainly there's plenty of adventure to be had on island, but I'd really like to bring the two groups together at last. I admit I had really underestimated how long it would take to complete this portion of your adventures, though that's not really a bad thing. If you three are happy, I'm willing to gloss over your escape from the Shiv - I know your characters are clever enough to find a way. If I jump ahead, I just need you to give me some details about a few outstanding items:

- Any plans about what method you want to use to escape Smuggler's Shiv?

- Do you return to gather your fellow castaways before leaving, including Slicingsong, Faey Vallidorn, Jask Derindi, Gelik Aberwhinge, and Sasha Nevah? They were left together in a camp in the island's interior.

- If you go back for the others, what do you tell them of what you found?

- Do you hunt down the remaining cannibals? Mainly, the witch doctor and consorts who escaped your assault on the village, and there were hunting parties who weren't present at the time of your raid.

- Do you go back to investigate the shipwreck near to the entrance to the Temple of Blood?

- Yekskya: Do you attempt to retrieve the statue you were employed to deliver to Sanjeet Ralama Pakhesh in Eleder? It was rescued from the Jenivere and left on the beach at the north-east end of the island.

- Rowena: Most of your cargo aboard the Jenivere was lost, apart from some adventuring gear being well used by the other castaways at their camp. Do you take it away with you?

- Zaghigoth: Is Shiv coming with you off the island, or do you return him to the wild?

The Exchange

Eleder

Sorry guys for the delay - it's dino stomping time!

Round 1
Reassuring the dinosaur, Quinta opens her mouth. Not in a song this time, but in a horrific, howling scream. Twisted into the arcane energies of her spell, only her target can hear it, the assassin about to strike the dinosaur's mentor. He shrieks like a demon as he claws at his face and ears, blood streaming out of his orifices. The man collapses in a heap, and Krolmnite ensures he stays down with a swipe of his sword. The crowd moves even further away from the violence. 8 points of sonic damage to the assassin, and he goes down at 0hp.

The druid that had been keeping the dinosaur in check edges away from the fighting, ripping out another scroll from his belt. He casts the inscribed spell, trying to keep the huge beast calm.

The three snipers up on the rooftops fire arrows down into the commotion below. The lead thug signals to one of his fellows and points in your direction. He targets Krolmnite, while the other archer targets the druid. The first arrow misses the gnome paragon, but the other arrow hits the druid, drawing blood. The third archer attempts to shoot the dinosaur, but misses despite it being a huge target. 6 points of damage to the druid minder.

Maudrill, over to you.

Updated Map

Initiative
17 - Quinta
16 - Krolmnite
16 - druid
13 - thugs
8 - Maudrill
8 - dinosaur

------

GM rolls:

assassin Fort 1d20 + 2 ⇒ (10) + 2 = 12
thug 1 attack 1d20 + 6 ⇒ (3) + 6 = 9
thug 2 attack 1d20 + 6 ⇒ (9) + 6 = 15
damage 1d6 ⇒ 6
thug 3 attack 1d20 + 6 ⇒ (3) + 6 = 9


Male Emberkin Aasimar (Truespeaker) Arcanist 5

Continuing Acid Damage: 2d4 ⇒ (4, 1) = 5

Maudrill begins the incantations for a summoning.

Full round action spell, so it will take effect next round and I'll post what happens then.


Female Human (Chelish) Bard 1 / Sorcerer 5; Initiative +2, Perception +6, hp 13/43, AC 18 (+2 Dex, +1 deflection, +1 natural armour, +4 Mage Armour), Fort +3, Ref +5, Will +8

Quinta ducks behind the dinosaur, hissing at it.

Reptilian:
"Stay calm, friend! We will now fight the wasps!"

The Chelish girl then starts a droning chant, the words half-muttered under her breath, half-sung at a high pitch. The result is an odd, dopplering sound that seems to reach beyond this world.

Quinta ducks behind the dino for cover from the archers and starts to cast Summon Monster I.


Paladin 6 | AC 18/10/18 | HP 56/74 | F+12, R+5, W+8 (+2 vs. Illusion spells and Effects *+1 vs. Compulsion effects/spells) | Init.+0 | Perc.+2 | Evasion vs. Breath Weapons

So the dinosaur goes before I do, correct DM?

The Exchange

Round 1 continued
Watching out for arrows coming his way, Maudrill begins the incantations for a summoning spell, his voice calling across the planes...

The ankylosaur is getting anxious, stopping its feet and whipping its bludgeon tail about tetchily. Yet it holds on, the urge to lash out in defense held in check in part by the druid's spell but even more so by Quinta's calm words of reassurance.

Round 2
Ducking behind the dinosaur, Quinta begins her own summoning incantation, the dopplering drone reaching beyond this world...

..Leaving only Krolmnite to act!

Maudrill's summoned friend will arrive on your turn this round, Quinta's will arrive at the beginning of Round 3.

Initiative
17 - Quinta
16 - Krolmnite
16 - druid
13 - thugs
8 - Maudrill
8 - dinosaur


Paladin 6 | AC 18/10/18 | HP 56/74 | F+12, R+5, W+8 (+2 vs. Illusion spells and Effects *+1 vs. Compulsion effects/spells) | Init.+0 | Perc.+2 | Evasion vs. Breath Weapons

The gnome breaks off into a sprint, heading straight for the building with the archers.

Run action into the building the archers are shooting from.

The Exchange

Round 2 continued
Krolmnite tucks his head and charges across the street, crashing with a clatter into the ground floor where the archers are creeping on the roof.

The druid seems completely absorbed with trying to keep the dinosaur calm. In these tightly packed streets, if the big brute were to go on a rampage it would be a real mess. At least, the street is rapidly clearing of people, as they scream and run away. That in itself is enough to make the ankylosaurus tetchy, and a careless sweep of its tail knocks out the corner of a nearby building.

At a signal from the lead archer, the other two lay down some cover fire and begin to retreat. They concentrate their fire on the dinosaur, their arrows hitting but not penetrating its thick hide. The roof where they are perched is mostly flat, and there must be access from the roof into the building. The archers head for the exit.

Maudrill's up next, then the dinosaur. And your summoned critter arrives as well.

Updated Map

Initiative
17 - Quinta
16 - Krolmnite
16 - druid
13 - thugs
8 - Maudrill
8 - dinosaur

------

GM rolls:

thug 1 attack 1d20 + 6 ⇒ (3) + 6 = 9
thug 2 attack 1d20 + 6 ⇒ (2) + 6 = 8
thug 3 attack 1d20 + 6 ⇒ (10) + 6 = 16

The Exchange

Eleder
Sorry for the delay, I was looking out for Maudrill's move. Are we all still here?

Seeing the thugs disappear inside the building, Maudrill holds his summoning spell in check, waiting to see if they reemerge. Meanwhile the dinosaur lumbers forward, seeing a cart ahead selling fruit and vegetables - it looks like Quinta and the druid successfully managed to keep the big beastie calm, and now it's heading for lunch.

Ok, Quinta and Krolmnite, back to you, Maudrill holding his action for now.

The Exchange

Smuggler's Shiv

Relieved to be free of the temple, you blink up at the bright daylight. The temple was oppressive, hidden under ground and water and weighted down by the memory of death and dark deeds. Free now, you take the time to rest and recover, wary of any more attacks by beasts or cannibals. For a change though you find things blissfully peaceful.

It takes you a couple weeks to get off the island of Smuggler's Shiv. Before moving on, you decide to explore the wreck of the Brine Demon in the lagoon, that lay near to the entrance to the temple. It’s tricky work, since it is covered in water, but your investigations bear fruit. Amidst the rotting timbers of the ship you find a watertight darkwood coffer, clutched in the claws of a skeleton. Inside you find a few coins, a dagger, and several fat ledgers and journals. Leafing through them, you find ample evidence that the captain of the Brine Demon had been colluding with half a dozen Sargavan and Bloodcove government officials, who were skimming off the tithes and taxes offered to the Free Captains of the Shackles. This is a significant find, since as you read it becomes apparent that even if just some of these claims were true, then there is every likelihood that Jask Derindi is innocent of corruption as he claims. The cleric of Nethys was able to help with healing and moral support on the island, and the documents give you a chance to help him in return.

Eventually, you meet up with the other castaways at the camp you all set up at the base of the mesa near the center of the island. The others are glad to see you again, fearing that you were lost, though it’s only been a few days since you left their company. It quickly becomes apparent that they’ve had their own adventures as well, fighting off wandering undead and cannibal hunting bands. You fill them in on what you found, including the cannibals’ village, the tunnels of the Mother underneath, and the temple hidden underneath the lagoon. For now, you choose to omit Ieana’s notes and the indications in the temple that the legendary city of Saventh-Yhi may be an actual location, and certainly what you do tell them gives the others plenty to mull over. You all decide to shift the camp south, relocating in the cannibals’ camp. The nearly finished lighthouse seems like the best opportunity to find a way off this rock.

With a few days' hard work, you get the lighthouse in reasonable shape that you can start using it to try to signal passing ships. Eventually you do find rescue in the form of a whaling vessel named the Red Gull , captained by the snaggletoothed Aulek Tegerton. He agrees to take you all away and he even agrees to sailing around to the other side of the island to pick up Yekskya's statue that he was transporting. In no time at all you are in Eleder, capital of Sargava. Civilization, at last!

Once in Eleder, you are the talk of the town for a while. Most everyone living on the coast of Sargava has heard of the perils of Smugglers Shiv, with its treacherous currents and dangerous undead. That you were shipwrecked and survived to tell the tale makes you minor celebrities. Eventually though, the other castaways drift away to follow their own agendas.

Faey Vallidorn seems more withdrawn and perhaps a bit unhinged by the traumatic experiences. She disappears, working on various experiments.

Slicingsong and Gelik Aberwhinge seem to have gotten along well during your absence. The Shoanti skald was much interested in the gnome's tales of the Pathfinder Society, and they found much in common. Between the two, tales of your adventures become spread all over town.

Jask Derindi is indeed able to clear his name with the evidence you found on the Brine Demon . Instead of being imprisoned he recovers his position in the Sargavan government and exposes the corruption ring.

Grym drifts away, looking for work as a scout. Ishirou and Sasha Nevah both disappear as well, though you perhaps don't miss their departure.

Rowena is able to sell a few of her cargo items that were recovered from the island, making a small amount of money. Yekskya as well, is able to deliver the naga statue to Sanjeet Ralama Pakhesh at Obari Imports, receiving a tidy sum for his troubles. Once you sell the other items you found on the island, you've gained a hefty pile of treasure, amounting to share of 6,989 gold pieces each.

Have fun spending your gold, as soon as the other group finishes the current encounter I'll join the two groups and we'll move on. Cat you also have the items you requested on the discussion thread, in addition to the share of the sold loot. I also kept aside the potions you requested for the party's use. Congratulations!


Paladin 6 | AC 18/10/18 | HP 56/74 | F+12, R+5, W+8 (+2 vs. Illusion spells and Effects *+1 vs. Compulsion effects/spells) | Init.+0 | Perc.+2 | Evasion vs. Breath Weapons

Krolmnite keeps heading up the stairs in the building, running straight for the bad guys on the roof.

The Exchange

Eleder

Krolmnite charges up the stairs, heading for the archers on the roof. At the same time they are are rushing down the stairs to make a quick exit. The armored gnome bowls right into the lead archer, and as he runs into the big human it feels like running into a brick wall.

Looking up, he sees that it indeed is one of the thugs he had run off in the encounter at the harbour. The man is holding a composite shortbow, but his hand immediately starts to stray towards the club at his side. Pulling it from his belt, he lunges, trying to bring his full weight down on the gnome for a quick smashing blow, but he misses. Krolm you can take an attack of opportunity as you were armed and the thug was drawing a weapon. Quinta and Maudrill on hold for the moment until we hear from them, so you can continue with your next action as well.

Initiative
17 - Quinta
16 - Krolmnite
16 - druid
13 - thugs
8 - Maudrill
8 - dinosaur

------

GM rolls:

Krolmnite trip 1d20 + 6 ⇒ (1) + 6 = 7
thug 1d20 + 8 ⇒ (3) + 8 = 11


Paladin 6 | AC 18/10/18 | HP 56/74 | F+12, R+5, W+8 (+2 vs. Illusion spells and Effects *+1 vs. Compulsion effects/spells) | Init.+0 | Perc.+2 | Evasion vs. Breath Weapons

The gnome swings his sword right at the evil thug's midsection while he was distracted.

Attack 1d20 + 8 ⇒ (11) + 8 = 19

Damage 1d10 + 4 ⇒ (6) + 4 = 10


Female Human (Chelish) Bard 1 / Sorcerer 5; Initiative +2, Perception +6, hp 13/43, AC 18 (+2 Dex, +1 deflection, +1 natural armour, +4 Mage Armour), Fort +3, Ref +5, Will +8

A glorious, golden-feathered eagle appears from thin air, midway between Quinta and the roof. It immediately shoots up, seeking out one of the archers -- any of the archers -- to descend upon with beak and claw.

Down on the streets, Quinta goes to stand close to the Druid and moves her hands in soothing gestures while she addresses the dinosaur.

Reptilian:
"Shh, friend, shh! It's all alright now. We've taken care of the stabbing things, you are going to be fine. Relaaax..."

Diplomacy to settle down the dinosaur 1d20 + 10 ⇒ (9) + 10 = 19

The Exchange

Round 3
Quinta's spell comes into effect, and a golden colored eagle appears and circles around the buildings. It stares vigilantly for an opportunity to attack your oppenents. Then, the singer turns and moves towards the druid and dinosaur, speaking to it. The dinosaur grumbles contentedly as it crunches the produce, no longer concerned about the fighting.

Inside, the fighting is desperate as Krolmnite swings his sword at the first thug's midsection, cutting easily through armor and leaving a deep wound. The other two thugs are stunned to see the heavily armored gnome charging at them, and turn back towards the roof, intending to escape over the rooftops. As the first one emerges into the sunlight, there is a scream overhead as the eagle stoops to attack. It dives at one of the escaping thugs, but misses as the man ducks. His comrade grasps his club and beats the poor eagle, knocking it out of the sky and to the ground, where it disappears into motes of light as it is dashed to the ground. Thug hits the celestial eagle for 5 hit points, killing it. The thug who was attacked by the eagle keeps running, making a long jump across the space between one building and the other.

The third thug is still on the stairs, fending off Krolmnite. he strikes a ringing blow across the gnome's helm. 7 points of damage to Krolmnite from the thug's club.

Updated Map

Initiative
17 - Quinta
16 - Krolmnite
16 - druid
13 - thugs
8 - Maudrill
8 - dinosaur

------

GM rolls:

eagle attack 1d20 + 3 ⇒ (1) + 3 = 4
thug 1 attack 1d20 + 8 ⇒ (9) + 8 = 17
damage 1d6 + 3 ⇒ (4) + 3 = 7
thug 2 attack 1d20 + 8 ⇒ (18) + 8 = 26
damage 1d6 + 3 ⇒ (2) + 3 = 5
thug 3 Jump 1d20 + 3 ⇒ (19) + 3 = 22


Male Emberkin Aasimar (Truespeaker) Arcanist 5

Maudrill begins running towards the building that Krolmnite disappeared into.

Double move.


Paladin 6 | AC 18/10/18 | HP 56/74 | F+12, R+5, W+8 (+2 vs. Illusion spells and Effects *+1 vs. Compulsion effects/spells) | Init.+0 | Perc.+2 | Evasion vs. Breath Weapons

"Is that all you've got, you lout," the gnome huffs and puffs!, shaking off the blow.

Attack 1d20 + 8 ⇒ (14) + 8 = 22

Damage 1d10 + 4 ⇒ (4) + 4 = 8


Female Human (Chelish) Bard 1 / Sorcerer 5; Initiative +2, Perception +6, hp 13/43, AC 18 (+2 Dex, +1 deflection, +1 natural armour, +4 Mage Armour), Fort +3, Ref +5, Will +8

"Pox! Quinta curses when she hears her eagle's death-cry. "Keep him calm, shaman," she says to the Druid. "Just let him have the fruits and vegetables, it makes him happy."

Quinta turns her eyes up, sighting on the thug running away, and starts making artful passes with her hands while she initiates a droning chant.

Quinta starts casting Summon Monster I again.

The Exchange

Eleder

Round 3 continued

Holding his summoning spell in check, Maudrill runs across the street into the building where Krolmnite disappeared. He enters to find a stairway leading up to upper level tenements and the roof. Krolmnite is on the stairs, bashing away at a tall, dark-skinned Garundi man holding a club.

Upset at losing her summoned eagle, Quinta concentrates on another summoning spell. The dionosaur continues munching contentedly.

Krolm up next.

Initiative
17 - Quinta
16 - Krolmnite
16 - druid
13 - thugs
8 - Maudrill
8 - dinosaur

The Exchange

Rowena, Yekskya, and Zaghigoth

Having fun spending your coins? Hoping to update tomorrow, was hoping to finish up the combat the other group are in before moving on but you should all be in the same place soon enough.


Paladin 6 | AC 18/10/18 | HP 56/74 | F+12, R+5, W+8 (+2 vs. Illusion spells and Effects *+1 vs. Compulsion effects/spells) | Init.+0 | Perc.+2 | Evasion vs. Breath Weapons

I made my attack in Saturday's post, DM.

The Exchange

Thugs & Dinos

Round 4
As mentioned before, but Quinta's action was at the beginning of round 4 rather than end of round 3 - Quinta is working on another summoning spell, with the dinosaur at her back, munching happily. The stall owner though, he doesn't look quite so happy but isn't about to go arguing with the big animal.

Krolmnite continues to spar with the man in front of him. Beating back his opponent's defences, Krolmnite drives his sword deep into the man, dealing a serious wound. Thanks for that Gerald, gotta stop trying to write the updates after midnight, my brain starts to shut down and I miss the details. Attack hits for 8 points damage.

Despite his wounds, the brawny troublemaker fighting with Krolmnite refuses to go down, though he does seem like he's looking for a means of escape. Apparently a veteran brawler, he whips an arm out and pummels the gnome's head again with his club. Thud! Crunch! This guy's been getting some terrific to-hit rolls. Hits for 8 points of damage.

The thug on the roof runs for the gap between buildings and tries to jump across. With a running leap he soars over, making it, just. The thug who already jumped across runs to the far edge of the building, and starts climbing down to the ground.

Updated Map

Initiative
17 - Quinta
16 - Krolmnite
16 - druid
13 - thugs
8 - Maudrill
8 - dinosaur

------

GM rolls:

thug 1 attack 1d20 + 8 ⇒ (15) + 8 = 23
damage 1d6 + 3 ⇒ (1) + 3 = 4
thug 2 Jump 1d20 + 3 ⇒ (16) + 3 = 19
thug 3 Climb 1d20 + 5 ⇒ (20) + 5 = 25


Male Emberkin Aasimar (Truespeaker) Arcanist 5

Maudrill releases the summoning spell, setting up an eagle to flank with Krolmnite.

Talons: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 151d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14
Damage: 1d4 ⇒ 11d4 ⇒ 4
Bite: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24
Damage: 1d4 ⇒ 1

Maudrill moves back outside, shifting between space to get there more quickly and releases a jet of green acid at the closest thug on the roof.

Ranged Touch: 1d20 + 3 ⇒ (4) + 3 = 7
Damage: 2d4 ⇒ (4, 1) = 5


Paladin 6 | AC 18/10/18 | HP 56/74 | F+12, R+5, W+8 (+2 vs. Illusion spells and Effects *+1 vs. Compulsion effects/spells) | Init.+0 | Perc.+2 | Evasion vs. Breath Weapons

"Lay down your club, ruffian!"

Attack 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15

Damage 1d10 + 4 ⇒ (5) + 4 = 9

The Exchange

Racing to Ruin

Rowena, Zaghigoth, Yekskya and their fellow castaways enjoy a couple weeks of relaxation in the Sargavan city of Eleder, far away from their privations on the island of Smugglers Shiv. You heal up, sell some of the treasure that you acquired on the island, and see to some of the tasks that brought you to Eleder originally. Along the way you make some new friends and allies. Krolmnite, a doughty gnome paladin of Smiad the Pitiless Dragonslayer, one of the empyreal lords. There is also the beautiful Quinta Wist-Thrune, a talented Chelish bard in her own right as well as a skilled magic user. And Maudrill Niramour, a scarred and burned aasimar arcanist with talents to seemingly warp the fabric of magic itself.

For a time you are able to enjoy a small amount of fame as Slicingsong and Gelik Aberwhinge tell of your exploits. Nearly everyone in Eleder has heard horror stories about the strange topical island, and they are impressed that you managed to survive there as long as you did and managed to come away again. Eventually though the public's interest in you dies off, mostly. Rowena spends time getting better acquainted with Aerys Mavato, until the half-elven fighter disappears. Yekskya buys some provisions, trading tales and arrows and sparring with a tall, wiry Mwangi named Baolo, where he learns some valuable archery tips. Zaghigoth takes in the sites of the city, his thoughts turning to whether he might ever find his father's people.

One item the three of you elect not to share with others is the revelations you discovered in the temple of blood on the island, along with Ieana's own notes. It takes a few days to work out all the details (the serpentfolk priestess was prone to elaborate and archaic phrasing), but once deciphered her notes are quite complete. They detail the birth of the cult of Zura, the demon queen of vampires and cannibalism. It charts the saga of the cult's birth in the fabled city of Saventh-Yhi, the cult's exile to Smugglers Shiv, and their planned return to the lost city. According to the notes, however, Saventh-Yhi was hidden behind powerful magical wards, preventing the banished cultists from simply returning home. Instead they planned to journey to a smaller Azlanti outpost called Tazion, wherein they could use something known as the "pillars of light" to finally make their way into Saventh-Yhi.

Thus, while the notes do not reveal the location of Saventh-Yhi itself, they do accurately describe the site of Tazion. This is very exciting, as not only does it indicated that the city of Saventh-Yhi is more than a myth, but suggests that it could actually be found with a bit of exploring.

DC 25 Knowledge (geography) check:

Ieana's notes are detailed enough that you can interpret Tazion's location to be found in the southernmost reaches of the Mwangi Expanse, north of the Bandu Hills, between the Upper Korir and Ocota Rivers.

Offer #1
You're not sure how word of your discovery came to be known to others, but you slowly become aware that your secret has become the talk of the town. Perhaps one of the other castaways gained access to the temple and its carvings. Perhaps one of your allies spied your notes. Could be when you visited the city's Colonial Archives to investigate some of the more obscure clues in the quotes, some of the scholars you consulted were able to piece together the importance of what you were seeking. Or, perhaps one of you let slip your discovery while deep in your cups - word can travel quickly across Eleder. I need to know if you tell Krolm, Quinta & Maudrill, or if they heard about it through the grapevine.

In any case, speculation grows as everyone suspects you of planning an expedition to find Saventh-Yhi. Such an expedition would be a logistical nightmare, requiring funds and resources to have any hope of trekking through the jungle and findint it. It isn't long before you are visited by an old friend, Slicingsong. He buys you a round of drinks at the Sargava Club; he has a few new tattooes, and you can't help but notice the wayfinder strapped at his waist, the symbol of the Pathfinder Society. He notices your look, and smiles grandly. "Hey, tchameks, good to see you. Do you like it? Gelik Aberwhinge gave me a recommendation, got me into the local lodge. The Pathfinders are good fun. And they are very excited about your discovery, very excited. In fact, since we know each other from Smugglers Shiv I was asked if I would speak with you."

"The Pathfinder Society would like to make you an offer. They want to find Saventh-Yhi. Think of all the lost knowledge to be gained, lost in the jungle for thousands of years. Think of the artifacts to be found, and the wealth! If you intend to find this place, you're going to need help. Provisions. People. The Society would like to work with you, help you on your way. If you share the notes with us, we can raise the expedition, and we can offer each of you one of these," he indicates the wayfinder. "I think there'd also be no problem getting you field commissions, once you reach the city. The Pathfinders want to explore, and they want to help you explore too."

Maudrill, Quinta, Krolmnite - feel free to post on this conversation as well, we'll be wrapping up the dino encounter and all of you will be together. In terms of timeline, this takes place a couple weeks after your encounter with the ankylosaurus and the thugs.


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

I think we let them know, certainly as soon as we know word is leaking out, but let's assume they made a positive impression on us and we took them into our confidence.

Yekskya stands and clasps Slicingsong's forearm, then steps closer and wraps him in a strong bear hug, "It's good to see you again Slicingsong! Working for the Pathfinders now. We will definitely need to consider that offer, especially coming from you. Would you be coming with us?"


Male Emberkin Aasimar (Truespeaker) Arcanist 5

Maudrill greets the party quietly, doing more listening than talking. He doesn't take off the wraps around his eye, watching them with one multicolored iris.

"I hold the Pathfinder Society in high regard. They have respectable goals. Personally I would be honored to work with them, especially since I have not been given the chance before."


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

"I have heard good things of them too Maudrill though I have heard of some who are willing to do rather unsavory things to get their hands on lost artifacts and secrets of the past. But, I trust Slicingsong. He was a boon ally on the Shiv and if he is their representative...then the offer is certainly something for us to consider."

The Exchange

Thugs & Dinos

Round 4 continued
Maudrill distracts his opponent on the stairs by completing his summoning spell that he had held in check. A golden feathered eagle springs into being. At a gesture from Maudrill it immediately focuses its attentions on the thug. It's difficult to flap its wings in the confined space of the corridor, but it can still bite and scratch with its claws. The eagle pecks at one of the ruffian's eyes. 1 point of damage to the thug.

With the thug distracted, Maudrill uses his sense to slide back outside. He hurls a small jet of acid at the one on the roof, but misses the man.

[ooc] Back up to Quinta & Krolmnite, Krolm I've got your action above so will add that in next post.


CH, I never did really decide on whether or not I was going to take Shiv off of the island with us. I think I am going to leave it as the croc's "decision" (so, your call). Basically I think that is what Zag would do; offer the choice to Shiv, despite the fact that he isn't truly sentient. So, more or less, before we all get on the boat to sail off, Zag will release Shiv from his service, but if the croc wants to stay then he will come along. Mainly Zag's thinking is that it might not be in the animal's best interest to be taken from its natural habitat, or might not want to prolong one animal's exposure to such dangerous travels, even though he does have a connection with Shiv. I guess this technically doesn't make sense, since if I break the Nature Bond I suppose Shiv would simply become a normal animal again and not have any inclination of Zag or their previous link, but however you want to handle that is fine with me.

On Smuggler's Shiv:

Upon returning from the temple to the rest of the castaways, Zag approaches Jask, who he had felt some manner of amiability towards in the beginning. Turning over the documents that they procured from the Brine Demon, he gives the cleric a toothy half-grin. "I hope you are able to use these well, I say, and bring the law back to balance."

Up until the point that they are rescued, Zag spends a lot of time communing with the island and the spirits within. Knowing that there are still many restless ones still inhabiting the strange location, he hopes that they will find peace and purity, and are able to return to the natural order. He keeps Shiv close by as he meditates, seeing the crocodile as his physical link to the island and the forces that preside over it. He also spends his time giving thanks to the spirits for lending him their might during his stay.

"Spirits of fertile earth and pure waters...I thank you for the power to heal my friends. Spirits of strong stone and unyielding rock, I thank you for the power to smite the abominations here. Spirits of deep root and green leaves, I thank you for the power to bind the ones taken by madness here. Spirits of the lands beyond, I thank you for sending me allies."

When the ship is spotted off of the coast, Zag lastly addresses Shiv, kneeling down to scratch the crocodile's scaly head. "We have not known each other overlong, my friend, but we have shared much. I thank you for fighting beside me, and protecting me and the others. Once I did not know if I would want to leave this island, but now I see that I do. I must go with the others. This is your home, and I will not force you to leave it and join me. You have done much to aid us, and you have earned rest. I release you, Shiv, from my service, to live as you will, I say."

In Eleder, Zag feels very much out of place. He had never seen a city quite so big, and had spent increasingly less time even in villages as of late. He does make the effort to join his friends in their travels throughout the city, and finds a few thing to spend his acquired coin on. But still, for every day he spends in the bustle of civilization, he spends one on the outskirts of the city, breathing in the wild. His thoughts do drift to his father from time to time, wondering if the clan he once sought had ever come this far south. In the week after coming to the city, when its inhabitants are eager to hear stories of Smuggler's Shiv, he does bring himself to ask about the Stormbile Clan here and there, and if anyone has ever heard of them, not really knowing if he should expect a yes. Even after asking a few times, however, he feels as though the quest to find them was something from a lifetime ago, and is uncertain that he even wants or needs to chase such a distant dream. In gatherings with friends, he looks to Yekskya and Cat, wondering if this was the clan he sought. Perhaps he did not need the Stormbile name, but something new to better reflect this group.

Even in meeting Quinta, Maudrill, and Krolmnite, Zag finds himself a bit more out of his shell than usual, greeting them and getting to know them more than he would have before. If Cat or Yekskya tell the others about the temple and such from Smuggler's Shiv, Zag won't object, but he personally keeps any and all information about that to himself, still thinking that news of things like that getting out would only lead to the evil of people seeking it out.

When Slicingsong comes to meet the party, Zag raises a hand to the bard and nods. "Good to see you again, I say. Hm...an expedition? Word travels quickly in places like these, I say...even words that aren't spoken." The druid scratches his chin, remembering the terrors of the temple. "Likely a dangerous road ahead. Possibly filled with...abominations, if things are like to be similar. I would not mind shaking off the noise and weight of the city, I say. If Cat and Yekskya are to go, I am one to follow."


Paladin 6 | AC 18/10/18 | HP 56/74 | F+12, R+5, W+8 (+2 vs. Illusion spells and Effects *+1 vs. Compulsion effects/spells) | Init.+0 | Perc.+2 | Evasion vs. Breath Weapons

"I've heard of this Pathfinder Society! Their stories are very entertaining! Having my name spoken of with the type of acclaim they receive would be nice," he nods. "I don't suppose the three of you found anything that says there would be a dragon at the expedition site! would there? That would be great!"


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

"Dragons? I don't recall anything about dragons. More likely a different sort of reptiles altogether. At least at one time."

The Exchange

On Smugglers Shiv

Shiv stays still for a long moment, basking in the sun and enjoying Zaghigoth's company and his scratching that itchy place on his scales. His toothy maw hangs open, and his tail swishes back and forth contentedly. Finally though, the great crocodile moves towards the jungle, several times to look back at the half-Orc druid. Then, he slides into the underbrush and disappears. Zaghigoth's returns with a heavy heart, but also a feeling that the act has brought some small alanine back to this tortured island. Shiv had become a dedicated undead killer under the half-orc's tutelage, and you feel the crocodile will continue to be a menace to the evil spirits of the island.

It was a difficult decision to make on Zag's behalf. In the end I hope this provides the most options, though I was inclined to have the croc stay with the party, he's become as much apart of the unfolding story as anyone. Certainly, should Zag ever return to the island, Shiv would be quick to return to his service. Incidentally, destroying the altar in the temple would have helped the undead curse on the island - perhaps a future adventure?

The Exchange

Offer #2

Still mulling over the offer from Slicingsong and the Pathfinders, you are later surprised by another visitation. Returning in the evening from the Sargava Club, you are vaguely aware of a carriage rumbling nearby. Suddenly a figure steps out of the shadows, a hand held up to halt you. You recognise Ishirou, the Tian rogue swordsman and fellow castaway on the Shiv. His other hand rests lightly on his katana, not yet drawn.

You are aware of other figures materialising from the nearby alleys, encircling you. None have drawn weapons yet. The carriage draws closer and A bald headed man steps, dressed in expensive white robes adorned with gold. Quinta, Maudrill, and Krolmnite recognise Dargan Etters, whom they have met previously. Ishirou indicates you should speak to them.

Dargan Etters offers you a well oiled grin. "Good evening, my friends. I see you have been very busy. For those of you who do not know me, I am Dargan Etters, a merchant of this fine city. Your friends and I have met previously - been finding much work?" he flashes a smile again at Quinta and Maudrill, though he looks askance at
Krolmnite, who had stomped off rudely when they were last introduced.

"I have a business proposition for you, my friends. I hear you have made a most startling discovery. My colleagues, the Aspis Consortium, would be very interested in discovering the city of Save th-Yhi, and gaining its long lost treasures for ourselves. I want to find this city myself, it would grant me considerable prestige amongst my peers. Help me. Together I know we can beat the other factions scrambling to put together an expedition. I am a spell aster of no small repute. I can offer you five hundred gold worth of magic, if you join my people. You would do well as agents of the Consortium, I can see it."

He heads back to his carriage, speaking just before the carriage moves off. "Think on it. But don't take as long as with my previous offer. My patience is not infinite. We leave soon.." As the carriage moves off, Ishirou nods at you noncommittal y before stepping back into the shadows. The other toughs melt away, leaving you alone in the street.


Paladin 6 | AC 18/10/18 | HP 56/74 | F+12, R+5, W+8 (+2 vs. Illusion spells and Effects *+1 vs. Compulsion effects/spells) | Init.+0 | Perc.+2 | Evasion vs. Breath Weapons

DM, can Krolmnite get off a Detect Evil on the group as they appear and make their presentation?

"Well, that lot seemed a bit creepy, didn't they? I'm always cautious about those who constantly live in the shadows..."


Female Human (Chelish) Bard 1 / Sorcerer 5; Initiative +2, Perception +6, hp 13/43, AC 18 (+2 Dex, +1 deflection, +1 natural armour, +4 Mage Armour), Fort +3, Ref +5, Will +8

In battle

Quinta completes her summoning, and a second eagle joins the one already bedeviling the thugs.

"Trust me, it could be worse," she calls out to the stall-owner. "Besides, you can probably have the city reimburse you. Right, Shaman?"

Although the Chelishgirl's shoulders are starting to sag a bit from the effort of all the summoning, she resumes the droning chant that calls to other worlds...

Another Summon monster I. Can't get up to the roof in time to contribute otherwise, I think, and someone needs to keep the dino happy. ^^


Female Human (Chelish) Bard 1 / Sorcerer 5; Initiative +2, Perception +6, hp 13/43, AC 18 (+2 Dex, +1 deflection, +1 natural armour, +4 Mage Armour), Fort +3, Ref +5, Will +8

At the meeting:

Quinta whistles appreciatively when she sees the Wayfinder.
"Can't find many people willing to say anything good about the Pathfinders in old Cheliax," she says, "so that'll probably make working for them very interesting."

'Not to mention, they might be helpful if trouble from back home tries to bite me on the rear...'

"I did a bit of research on ancient Azlant myself, for musical purposes," the Bard-turned-Sorceress continues. "Finding Tazion, at least, sounds very interesting. I'd love to be on board!"

When greasy Dargan Etters shows up, Quinta -- says nothing, her face remaining smooth as smooth can be; flawless; expressionless. Bluff 1d20 + 7 ⇒ (3) + 7 = 10 Those looking closely, however, can see thoughts stirring in her dark eyes -- none of them particularly pleasant. Disturbingly, a small viper abruptly pops his head up out of her collar and bares his fangs, hissing at the merchant until Quinta presses a finger to the top of his head and pushes him back down.

Once the merchant has left...
"I am not working with that man," Quinta says in a flat tone of voice. "The Aspis are scum, and he basically wanted to hire us to attack a bunch of freedom-fighters who had robbed him of some magic items, maybe even kill them. The local freedom-fighters may not be nice folks, but I am not an assassin for hire. I also don't like the thought of the Aspis gaining a foothold in an ancient Serpentfolk city. It could only end badly."

At this time, Quinta only knows the site is an old Serpentfolk city. Anything more, you'll have to spell out for her. ;)

Sense motive on Etters: 1d20 + 4 ⇒ (19) + 4 = 23


Male Emberkin Aasimar (Truespeaker) Arcanist 5

Maudrill gives a curious glance at the viper. One with a snake accusing another of being a snake. Maudrill gives a small smile, then waits for Dargan to leave. He listens to Quinta silently, nodding at the end. "I'm not quite as vehemently opposed to the man as you are, but I would much prefer working with the Pathfinders than that man. I stand with Quinta on this one."


I'm fine with that decision, CH. Zag will miss the crocodile but will also feel better about returning to animal back to its natural lifestyle. I will have to look up some possible new companions that could help in the next adventure...perhaps a expedition to an ancient lost city would be fitting for a dinosaur? I will see what the environment is like as we continue.

"That was a strange way to ask for help, I say...something to be said about someone who tries to make friends by cornering them by night on the street with armed guards...I have not heard much of this Apsis pack...not my area, I say. I have no reason to help them, and from what you say, don't sound much worth helping."


Female Human (Chelish) Bard 1 / Sorcerer 5; Initiative +2, Perception +6, hp 13/43, AC 18 (+2 Dex, +1 deflection, +1 natural armour, +4 Mage Armour), Fort +3, Ref +5, Will +8

You could get a female viper. She could be a friend for my pal, Ssss. ;)


Male Emberkin Aasimar (Truespeaker) Arcanist 5

Arcanists are almost zealously prevented from getting a familiar haha.


Female Human (Chelish) Bard 1 / Sorcerer 5; Initiative +2, Perception +6, hp 13/43, AC 18 (+2 Dex, +1 deflection, +1 natural armour, +4 Mage Armour), Fort +3, Ref +5, Will +8

So drop a few levels in my Sorcerous bloodline. ;) You'll get one for free.

The Exchange

Thugs & Dinos

Round 5
Quinta completes her summoning spell, and another eagle appears and dives to attack the thugs. It harries the thug standing atop the building, raking him with its talons. 4 points of damage to the thug currently on the roof.

Krolmnite thrusts with his sword, hitting but his stroke is turned aside by the man's armor. "Lay down your club, ruffian!" The terrorist responds with a smashing blow to the side of Krolmnite's head. For a moment stars dance before his eyes and there is a ringing in his ears. Thug escaped your attack by a whisker, but he hits for 8 points of damage, very nearly landing a critical hit.

The other two thugs continue to effect their escape. The one climbing down drops to the ground and pushes through the crowd down the side streets of Eleder. He is quickly lost to view. The other, on the rooftop, puts his hands up to block the eagle's attacks as he moves to the side of the building. He quickly tries to scamper along the handholds down the building. Quinta I think your eagle gets an attack of opportunity against its opponent as he tries to disengage and run away.

Maudrill you're up next.

Updated Map

Initiative
17 - Quinta
16 - Krolmnite
16 - druid
13 - thugs
8 - Maudrill
8 - dinosaur

------

GM rolls:

Qeagle talons 1d20 + 3 ⇒ (2) + 3 = 5 1d20 + 3 ⇒ (15) + 3 = 18
damage 1d4 ⇒ 1 1d4 ⇒ 4
thug 1 attack 1d20 + 8 ⇒ (20) + 8 = 28
thug 2 climb 1d20 + 5 ⇒ (6) + 5 = 11
thug 1 confirm crit 1d20 + 8 ⇒ (6) + 8 = 14
damage 1d6 + 3 ⇒ (5) + 3 = 8
crit damage 1d6 + 3 ⇒ (6) + 3 = 9

The Exchange

@Quinta: You can definitely tell that however much Dargan Etters appears willing to negotiate or compromise, he's really just looking out for number one. It is probably true that he is just looking for this city for profit.

@Krolmnite: Casting detect evil, you see that neither Dargan Etters nor his henchman Ishirou read as evil by alignment. Some of the other lackeys do, though.

Offer #3
The following morning brings yet another offer in the race to find Tazion and Saventh-Yhi. Surely news travels quickly in Eleder! You are enjoying breakfast in the common room of the inn where you are staying when the front door crashes open. In walks a middle-aged, human woman dressed in tooled leather and bright silks. Her hair is a mass of bright red curls, bound up under a blue tricorne hat. The salt scent of the sea hangs off her as she strides boldly towards you. A few figures hang about the doorway, looking like sailors. One however steps closer, and it’s a figure you recognize – half-elven Aerys Mavato, fellow castaway and epic writer. You can’t help but note the brand new pistol hanging at her hip, one of those new- fangled firearms. They aren’t cheap; she must have purchased it with her share of the treasure from Smuggler’s Shiv.

Your reverie is shattered by the bellowing voice of the woman in front of you. “Well there, my lovelies! Allow me to introduce myself. Kassata Lewynn, captain of the Last Hurrah from the Shackles. And I believe you know my associate, Aerys Mavato?” She grins devilishly but not unpleasantly. She takes a seat at your table and makes herself comfortable, propping her feet up and sitting languidly.
“Let’s cut to the chase, shall we? A little bird tells me you’ve found some mystic city made of gold out there in the jungle. Now I would like to find this little city of yours. It would add to my reputation and it would, ha, pay the bills. I have a crew to feed and a ship to maintain, you know. And I imagine you would like to find this place yourselves, am I right? Well, this is where we can help each other. You’re gonna need a crew to help you get there and claim all that lovely treasure. And my crew are keen to go, but they’ve not done many expeditions through the jungle, you know? They’d be, what’s the phrase – they’d be fish out of the water, they’d be. But Aerys here reckons you lot are good in a fight, and don’t mind trekking through the jungle neither. So I say we team up, I go with you and lend you my crew, and we split what treasure we find in a fair manner. What say you?” Kassata Lewynn is also willing to gift you five hundred to spend as you wish, or a team of buccaneers under your control.

Aerys leans in close to Rowena and whispers: “Sorry, Cat. I should have told you when I saw her ship had made port. Kassata and I, well, we go way back.”


Male Emberkin Aasimar (Truespeaker) Arcanist 5

~Thugs & Dinos~

Running low on magic and accepting that they could lose the fight if they pursue, Maudrill holds back from chasing.

Hold action. At this point I'm fine with letting them escape.

~Current Time~

Lackeys reading as evil is concerning. That means they're either an aligned class like cleric or antipalain or they're at least 5th level.

Maudrill looks up from his book and morning tea. And here I thought it would be a peaceful morning. I detest pirates. However the gun catches his interest. He passively flicks through any magic items she has on her person. Detect magic is constant, while the others talk Maudrill will be identifying her stuff as well as the stuff of the main person. Bonus is +12, feel free to roll as many as needed.

Maudrill pulls back his tea, protecting it from the shower of dirt. He gives her a...mildly unpleasant look. As she continues into her explanation his mood sours even further. I would rather work with Dargan than this one. He remains quiet, knowing any voiced opinion on his part wouldn't help the situation. He considers the implications while flicking through their magic items.

1,151 to 1,200 of 2,117 << first < prev | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Chapter 1 - Souls for Smugglers Shiv All Messageboards

Want to post a reply? Sign in.