[PFS] Beyond the Halflight Path - GM Ewok (Inactive)

Game Master EwokBanshee

Maps


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Grand Lodge

Slides

Please ninja-dot here.*

*Ninja-Dot=Post, then delete it right away. This will keep our Gameplay tab clean for the start of our game.

Grand Lodge

Slides

The lodge receives a summons for six Pathfinders to report to Sheila Heidmarch's office in her mansion. Interestingly enough, it specifically calls out Fingalad, "The elf with the magic bow who helped us with the Key." Quickly, you make your way to her mansion. Upon arrival, a butler shows you to a beautiful waiting room where you meet your fellow Pathfinder Agents while waiting.

Please describe your appearance and introduce yourself in character. We will start in earnest on Monday!

Grand Lodge

Male NG Elf Stygian Slayer/Magus 2/3 - HP: 33 - AC:19/T:14/FF:15 - Fort:7, Ref:9, Will:4; +2 vs. enchantment - CMB:+7, CMD:21 - Speed:30 - Perception:+8 - Init: +6 - Arcane Pool (4) - Magus spells prepared: 0 (DC13): detect magic, disrupt undead, light, mage hand, open/close; 1 (DC14): blend, color spray, shocking grasp, vanish

Fingalad, a lean, well-built elf with platinum hair walks into the waiting room. Poking over one of his shoulder is the curve of a longbow, but observers also notice a few mean-looking combat hammers of various sizes on his person as well as a gauntlet and cestus on his wrists.

He does not take a seat and manages to look graceful even while standing still with his arms at his sides. He hums a tune softly to himself while he waits.

The Concordance

Active Buffs:
See Invisibility, Mirror Image (3), Shield, Protection from Evil, Antitoxin/plague/soothe syrup/vermin repellent
Male N Oread Bloodrager 8 - Init +0, Senses: Darkvision 60 ft., Perception +15, AC 20/ touch 9/ ff 20; CMD 25; hp 92/92, DR 1/--, F+12, R+3, W+8, Resist Acid 10, Speed 30 ft.

A short (4'8") yet very muscular creature strolls in. His skin is shiny and black like onyx stone, and his eyes are like two shining green emeralds. With each step, the floorboards creak in the manner they would do with a large Ulfen man, and you feel the vibrations through your feet as he advances, hinting at a very dense body. A greatsword is strapped on his back and his shining rock-like head is circled with a bronze-colored sling, serving as a bandanna.

"I am Jeydahvu, of the Scorpion Coast. My secluded village met with one of your Pathfinder teams a while ago. They acted honorably and helped us against our enemies. No longer shall we act alone in mortal world. We are now traveling, learning and sharing. I am now Pathfinder and have passed your Test of Confirmation. I wish to honor back your Society, and if I am lucky to be allowed to return to my village to rest my bones against the Deepstones when I get old, I will pass along what I have learned to our young ones." He bows to you all as a sign of respect, and when he sits, it makes a sound like a large rock fell on a plank of wood.

"I have heard of this Lady Heidmarch. Very rich. Very famous. Her will strong like granite. Her husband must be very lucky man."

Grand Lodge

Male NG Elf Stygian Slayer/Magus 2/3 - HP: 33 - AC:19/T:14/FF:15 - Fort:7, Ref:9, Will:4; +2 vs. enchantment - CMB:+7, CMD:21 - Speed:30 - Perception:+8 - Init: +6 - Arcane Pool (4) - Magus spells prepared: 0 (DC13): detect magic, disrupt undead, light, mage hand, open/close; 1 (DC14): blend, color spray, shocking grasp, vanish

Fingalad smiles at Jeydahvu. "You are not a dwarf, but you are also not dissimilar to their kind. It is a pleasure to meet you. My name is Fingalad. The lady is indeed strong willed. I am glad to be on her side."

Sovereign Court

Ifrit Inquisitor 4 HP: 28/33 AC:18 FF:15 T:13 F:+8 R:+5 W:+6 Perception +8 Darkvision 60 Effects: None

An ifrit walks in, almost in slow motion. He tosses his flowing red locks away from his face. He is dressed in a well maintained shirt made of pure mithral worn over his courtier's outfit. "Yea, I've heard she has no chill. A killer queen if what they tell me is true. Name's Jax, rockstar and disciple of the Eternal Rose."

Grand Lodge

Raging Song 15 rounds HP 21/21 | AC 17 T 12 FF 15 | Saves: 4/3/4 | CMD 15 | Perception +6 | Init +2 Female Undine | Skald 3 | Spells -/3 | GM Reroll +1 |

Aquavius sits across two chairs. When Fingalad decides to continue standing, she shrugs and stretches across all three chairs. She only manages to reach over when her trident is about to fall.

"So, an Ifrit, Oread and Elf meet an Undine in a mansion... where's the sylph?!" Aquavius stands upright. "Captain Aquavius, at your service. At least until I can buy my boat back, and then I'm off to the seven seas!"

The Concordance

Active Buffs:
See Invisibility, Mirror Image (3), Shield, Protection from Evil, Antitoxin/plague/soothe syrup/vermin repellent
Male N Oread Bloodrager 8 - Init +0, Senses: Darkvision 60 ft., Perception +15, AC 20/ touch 9/ ff 20; CMD 25; hp 92/92, DR 1/--, F+12, R+3, W+8, Resist Acid 10, Speed 30 ft.

Jeydahvu nods to all three assembled before him. "The elements are coming together. This is a good omen."

Scarab Sages

Male Oread Hunter 5
Spoiler:
27/27 // F5/R3/W4 // AC 16/T10/FF16 // Perc +8

Brocken, called Steinfaust is a young muscular young Oread with broad shoulders, and strong hands. He has skin the colour of greywacke with red veins and is completely hairless.
In battle he wears a grey laquered Mountain Armor and wields a black adamantine Bardiche, coupled with an earthbreaker.
With him is his xompanion, a dino he calls grumbler

Grand Lodge

Slides

Eventually, a man in professional attire of nobility and in the colors of Heidmarch manor enters into the room. "I must regret to inform you that the Venture Captain will not be able to meet with you before the wizards have your teleportation ready for Kaer Maga." He hands the group a letter. "While I have been assured that you will be able to pick up any supplies you need before they arrive, matters inside the city are keeping the Venture Captain busy until after you depart."

Letter:

Greetings Friends,

For some time I have been making diplomatic inroads into Kaer Maga, the so-called City of Strangers. The Society would love to gain access to the many vaults carved beneath the city long ago. However, because of the danger of the vaults, the group in charge of protecting them—the Duskwardens—rarely allows anyone to stray from their carefully patrolled paths. The Duskwardens seemed willing to consider allowing Pathfinders to venture beyond their protection, but only if we were acting on behalf of one of the city’s major factions with their endorsement. They want us to prove that we are willing to work as partners to a faction and that we will not upset the city’s existing balance of power.

After receiving the Duskwardens’ reply, I reached out to the leaders of several of the city’s largest factions with evidence of our agents’ skill and goodwill. Most of the responses I received were noncommittal. However, Regnald Ardoc, a member of the powerful Ardoc family, took a greater interest. The Ardocs own one of the Inner Sea’s greatest golem-crafting operations and rule Kaer Maga’s Bis district. Regnald has asked me to send a group of agents to investigate a strange malady taking over a section of the city.

A word of caution—very few in Kaer Maga are beacons of morality. For their part, the members of the Ardoc family are harsh enforcers of the law, and they expect the citizens of Bis to pay handsomely for the privilege of their protection. For your own safety, as well as for the reputation of the Society, show Regnald respect while you are in his presence.

Sincerely,

Sheila Heidmarch

This letter is also shown on Slide 5.

Inside the envelope is also a small map of Kaer Maga, with a red circle around it. The Common House is written above it in the same red ink.

You may know more about Kaer Maga.

Diplomacy or Knowledge (Local), DC 10:

Kaer Maga is a massive ring of stone unbroken except in one place: the Warren. Some unknown calamity appears to have blown an enormous hole in the city’s ring there. Otherwise, the majority of the city is actually housed within the ring’s multileveled honeycomb of lantern-lit chambers and caverns.

Diplomacy or Knowledge (Local), DC 15:

The Warren is home to the poorest residents of Kaer Maga but also serves as the natural main entrance to the city for locals and visitors alike.

Diplomacy or Knowledge (Local), DC 20:

Kaer Maga’s government is decentralized. A collection of powerful factions controls various portions of the city. The Ardoc family of golem-crafters controls the Bis district, famed for its balconies lining the walls. The Ankar-Te district is known for its many undead servants and treats Horus Ilaktya as its de facto leader. A newer faction, the Freemen, is led by Halman Wright and operates out of the Bottoms, a stronghold of democracy. A group of peaceful trolls lives in the city, many of them skilled in augury. The Duskwardens patrol the tunnels underneath the city, where they strive to keep nosy visitors out of the vaults and creatures in the vaults from getting out.

Diplomacy or Knowledge (Local), DC 25:

Those who want to know anything worth knowing in Kaer Maga talk to the residents of the Warren, for despite their low status, they know a great deal of what’s happening in the city.

You may know more about Kaer Maga's magical history.

Knowledge (Arcana or History), DC 10:

The city of Kaer Maga was here before the Thassilonian empire even began.

Knowledge (Arcana or History), DC 15:

The very first Runelord of Greed used Kaer Maga as a prison for his enemies.

Knowledge (Arcana or History), DC 20:

When he first took control of the city, the first Runelord of Greed made a deal with the caulborn, a mysterious race of prophets and record-keepers residing in the city. They agreed to become wardens and historians of the city.

Knowledge (Arcana or History), DC 25:

After millennia of service, the caulborn predicted the arrival of the Starstone and fled deep beneath the surface to escape destruction.

Knowledge (Arcana or History), DC 30:

The caulborn carved out a series of caverns, passages, and even a city far beneath Kaer Maga. The caulborn used some of these places to as homes and others as storage vaults for their many treasures.

After you teleport to Kaer Maga you appear just outside of the walls, with the city before you and an expansive plateau behind you. There is a gate to the city before you, and picking up on chatter you understand it's called the Meatgate. There are huddles of farmers in clothing, which looks like it could be patched up a bit, selling their wares in what has turned into an open-air market as you enter the gate.

Also, as soon as you enter the gate you start to notice the coming and going of various porters and runners offering their services to deliver goods and messages into the city. Several individuals also calling out their services as guides, some telling of the wonderful entertainment, decent food stuffs, and the best inns and the city they can lead you to.

Let me know if the group would like to hire a guide, you do not have to. If you do, the cost is 2gp per day or a Diplomacy check to hire one cheaper. If you want to skip the guide and use the map, just let me know.

Grand Lodge

Raging Song 15 rounds HP 21/21 | AC 17 T 12 FF 15 | Saves: 4/3/4 | CMD 15 | Perception +6 | Init +2 Female Undine | Skald 3 | Spells -/3 | GM Reroll +1 |

"Hmpf. Figures."
Aquavius shrugs as she reads the letter.

Diplomacy: 1d20 + 8 ⇒ (16) + 8 = 24
"Now Kaer Maga, lemme tell you. It's one big pile of stone, except for this big hole in the middle called the Warren. It serves as the main entrance to the town and is the poorest region. The town's make up is like a honeycomb of multiple layers and levels- kind of cool if you're into dirt."

"Now Kaer Maga’s government, really decentralized with lots of powerful factions controlling parts of the city You know the Ardoc family already, their balconies lining the walls of the Bis district. The Ankar-Te district is known for its many undead servants and treats Horus Ilaktya as its de facto leader. A newer faction, the Freemen, is led by Halman Wright and operates out of the Bottoms, a stronghold of democracy. A group of peaceful trolls lives in the city, many of them skilled in augury. The Duskwardens patrol the tunnels underneath the city, where they strive to keep nosy visitors out of the vaults and creatures in the vaults from getting out. We're trying to earn their favor here."

K Arcana: 1d20 + 2 ⇒ (18) + 2 = 20
"Before the Thassilonian empire, Kaer Maga stood as a prison for the first Runelord of Greed. The caulborn were a race of prophets and they became his wardens and historians."

"...I can't believe I'm going back to prison willingly. Haha!"

Aquavius walks up to the first guide she sees and begins orating at him.
Diplomacy: 1d20 + 8 ⇒ (17) + 8 = 25
"Hey, landlubber! We're looking for a guide, and today's your lucky day! Of course if you want to make sure we stick with you and not anyone else, we need a preferential rate. Savvy?"

Grand Lodge

Male NG Elf Stygian Slayer/Magus 2/3 - HP: 33 - AC:19/T:14/FF:15 - Fort:7, Ref:9, Will:4; +2 vs. enchantment - CMB:+7, CMD:21 - Speed:30 - Perception:+8 - Init: +6 - Arcane Pool (4) - Magus spells prepared: 0 (DC13): detect magic, disrupt undead, light, mage hand, open/close; 1 (DC14): blend, color spray, shocking grasp, vanish

Knowledge, local: 1d20 + 7 ⇒ (9) + 7 = 16

Knowledge, arcana: 1d20 + 7 ⇒ (16) + 7 = 23

Fingalad nods as Aquavius shares her knowledge; it matches everything he remembers as well.

"Kaer Maga is an ancient place with much darkness. We must be wary there."

--

At the gates, Fingalad tightens the straps on his gauntlet and cestus and ensures that his bow and hammer are not too tightly secured. He keeps to the back of the party, prepared to duck into cover at a moment's notice.

Sovereign Court

Ifrit Inquisitor 4 HP: 28/33 AC:18 FF:15 T:13 F:+8 R:+5 W:+6 Perception +8 Darkvision 60 Effects: None

Arcana: 1d20 + 6 ⇒ (15) + 6 = 21

"Heh. I've never played a gig at a prison before." He strums his lute almost absent mindedly.

The Concordance

Active Buffs:
See Invisibility, Mirror Image (3), Shield, Protection from Evil, Antitoxin/plague/soothe syrup/vermin repellent
Male N Oread Bloodrager 8 - Init +0, Senses: Darkvision 60 ft., Perception +15, AC 20/ touch 9/ ff 20; CMD 25; hp 92/92, DR 1/--, F+12, R+3, W+8, Resist Acid 10, Speed 30 ft.

Looking at the map, and turning it sideways, and back the other way, Jeydahvu asks a passersby, "Ah.. hmm... Madame... could you tell me which direction The Common House is?"

Diplomacy to Gather Information: 1d20 + 1 ⇒ (1) + 1 = 2

The woman thumbs her nose at Jeydahvu and says something in Shoanti that he doesn't understand.

Scarab Sages

Male Oread Hunter 5
Spoiler:
27/27 // F5/R3/W4 // AC 16/T10/FF16 // Perc +8

Steinfaust shrugs and smiles."I have never been to Kaer Maga. But I will learn a lot!"

Grand Lodge

Male Oread Sacred Fist Warpriest 7/Monk 2 | AC: 30/23/27| HP: 73/73| Fort +12, Ref +10, Will +15 | CMB +13, CMD 36/40 vs trip | Init +6 | Perc +21 & Darkvision

Yet another Oread joins the group. Dolamite is dressed as a simple monk and has no armor. His skin is obsidian black and seems almost crystaline. Those with religious training note multiple holy symbols of Irori about his person including one tattooed on his chest.

Knowledge History: 1d20 + 5 ⇒ (9) + 5 = 14

Once outside the city Dolamit agrees with the wisdom of hiring a guide. Cities like this can hide many threats. Best we prepare as best as we might.

The Concordance

Active Buffs:
See Invisibility, Mirror Image (3), Shield, Protection from Evil, Antitoxin/plague/soothe syrup/vermin repellent
Male N Oread Bloodrager 8 - Init +0, Senses: Darkvision 60 ft., Perception +15, AC 20/ touch 9/ ff 20; CMD 25; hp 92/92, DR 1/--, F+12, R+3, W+8, Resist Acid 10, Speed 30 ft.

Jeydahvu nods vigorously at the idea of a guide after yet another citizen ignores his requests for information.

"Yes, brothers of the earth, let's have a native of these parts light the way for us. We look like a delegation from the Plane of Earth! without a guide we may attract more unwanted attention... hrmmmph..." growls Jeydahvu with a sound akin to rocks tumbling upon each other in a pile.

Jeydahvu extends his arms towards the two other oread so that they can put their three heads together and greet each other in the traditional way, forehead to forehead, and commit to memory each other's natural frequency in response to each other's low growl vibrations.

Grand Lodge

Slides

Let me just pre-apologize for this ENORMOUS block text.

A bright young lad with flowing brown locks pushes another guide out of the way in his haste to get to Aquavius. "Hello, Mi'lady. Mighty fine to be seeing you around these parts. We don't get to many blue-tiful people around here. I'd be happy to guide you and your... bodyguards around the city. A mere 1 gold piece, and I am at your service." He pauses and leans in. "In any way you should need." With a wink he quickly darts out of arms reach in case a smack is coming his way. "Follow me, chaps!" With a turn of his head he throws back, "The name is James. Welcome to Kaer Maga!"

You have found a Personable guide! You get +2 on all social rolls against the citizens of this city.

On the other side of the Gap, the group enters the Warren district, which is the poorest part of the city. The district’s name comes from the maze of makeshift shanties and haphazard constructions that its residents have cobbled together with limited resources. Your guide is happy to tell you everything he knows about the area. "Anyone who is willing to put the work in to help the community survive is welcome here! So, there are some odd ducks. You'll see everyone from humans and halflings to goblins, orcs, and wererats." He turns and winks at the group. "Though, you lot might fit in well here!" These residents pay little attention to you, unless someone approaches them directly.

The transition between the Warren and the rest of the city is stark. Everywhere else, Kaer Maga’s thick walls are in good repair. All of the city’s districts except the Warren are situated in a multilevel complex of massive chambers, cast in perpetual twilight lit by a kaleidoscope of shimmering lamps. The Bottoms is a working-class district of craftspeople and laborers. "The people here value hard work, but they also place a significant value on leisure. Many of its residents are former slaves, making freedom a central value of civic life. One of my good friends was once a slave. He lives just over there!" He points down the street, excited. The streets are humming with activity. Glass windows in many of the buildings reveal small workshops, where experienced craftspeople teach their trade to a new generation. Soon you arrive. The Common House is a popular building. In addition to being the Freemen’s base of operations, it is a thriving temple of Cayden Cailean, where stories, song, and ale flow at all hours. Your guide turns and spreads his arms wide. "Well, I got you here, but I'd be happy to stick around if you still want my help! I'm not only good at maneuvering the streets but also the people!" He gives his signature wink again.

You can flip him a gold and never see him again, or keep him around.

As the doors to the Common House swing open, the sound of music, drinking, and merriment flows into the streets. A team of servers rushes among clusters of tables, delivering pitchers of ale to grateful patrons. In the center of the hall, on top of a long table, a team of fiddlers dances and plays a cheerful tune. Near the performers, a small group of armed individuals sits at a table with a conspicuous row of empty seats. One of the armed people stands and beckons. “Pathfinders! Thank you for coming. Over here, please. We’ve saved you seats.” Indicating his two companions, he says. “This is Anva and this is Joelle. They’re fellow councilors. I’m Halman Wright. We have the honor of representing the interests of all of the fine folks of the Bottoms.”

He gestures for everyone to sit. James stands behind you, respectful and silent. “Your venture-captain speaks highly of you. I’m glad, as the job I have for you is very important. Yesterday one of the Duskwardens reported to me that a group of travelers had disappeared along the Halflight Path on their way here. While any such disappearances are terrible, what makes it my business is that they were headed here to join the Freemen. You see, they were—until recently—slaves in Nidal. I shudder to think of what horrors they endured there, but to be so close to their destination and just vanish,” He trails off and lowers his head.

Joelle speaks up, “We hope you are able to find these lost travelers and return them to us. All we know is that they vanished along the Halflight Path and that the Duskwardens never received a message from the Halflight charms the travelers carried." A brief flash of desperation slips across her face. "Please use whatever means you have at your disposal to find them and bring them safely here.”

“I suggest you start by talking to people around town,” adds Anva. “I’ve heard a few stories of other disappearances. Maybe there’s a connection. And try getting a meeting with one of the Augurs if you can.”

Any questions for these three?

Grand Lodge

Raging Song 15 rounds HP 21/21 | AC 17 T 12 FF 15 | Saves: 4/3/4 | CMD 15 | Perception +6 | Init +2 Female Undine | Skald 3 | Spells -/3 | GM Reroll +1 |

"Haha! James, I like you. Stick around for a bit, and you'll see some excitement."

In the Common hall, Aquavius takes her seat and manages not to put her feet up.
"So, how do we find these Augurs? Any danger from just asking around, or should we be discreet about this? Well, as discreet as an undine, an ifrit and a trio of oreads can be. The elf should be able to blend right in, at least."

"Oh! Any distinctive features that help them stand out?"

Grand Lodge

Male Oread Sacred Fist Warpriest 7/Monk 2 | AC: 30/23/27| HP: 73/73| Fort +12, Ref +10, Will +15 | CMB +13, CMD 36/40 vs trip | Init +6 | Perc +21 & Darkvision

Dolomite actually pays the youth and palms a second gold saying This is yours at the end of they day if you stick with us until we dismiss you.

When Halman invites questions Dolomite asks Might we hire one of these dusk wardens to guide us? And what are the Halflight charms you speak of?

The Concordance

Active Buffs:
See Invisibility, Mirror Image (3), Shield, Protection from Evil, Antitoxin/plague/soothe syrup/vermin repellent
Male N Oread Bloodrager 8 - Init +0, Senses: Darkvision 60 ft., Perception +15, AC 20/ touch 9/ ff 20; CMD 25; hp 92/92, DR 1/--, F+12, R+3, W+8, Resist Acid 10, Speed 30 ft.

"You heard that James? you got more gold pieces coming. We need you to take us for a grand tour of Kaer Maga and bring us to the places that have people who keep on top of all the rumors. While we traverse the city, make a stop where those Augurs live. Think you can handle that James? the info must be recent and accurate, so bring us to people that are in charge of things, not charlatans."

Grand Lodge

Male NG Elf Stygian Slayer/Magus 2/3 - HP: 33 - AC:19/T:14/FF:15 - Fort:7, Ref:9, Will:4; +2 vs. enchantment - CMB:+7, CMD:21 - Speed:30 - Perception:+8 - Init: +6 - Arcane Pool (4) - Magus spells prepared: 0 (DC13): detect magic, disrupt undead, light, mage hand, open/close; 1 (DC14): blend, color spray, shocking grasp, vanish

I'm a little lost... Weren't we supposed to be meeting with Regnald Ardoc?

Fingalad bows silently to the gathering, his platinum hair spilling over his shoulders.

The Concordance

Active Buffs:
See Invisibility, Mirror Image (3), Shield, Protection from Evil, Antitoxin/plague/soothe syrup/vermin repellent
Male N Oread Bloodrager 8 - Init +0, Senses: Darkvision 60 ft., Perception +15, AC 20/ touch 9/ ff 20; CMD 25; hp 92/92, DR 1/--, F+12, R+3, W+8, Resist Acid 10, Speed 30 ft.

Handout says Halman Wright, not Regnald... I think GM Ewok pasted the wrong letter in this thread, as he just introduced us to the Freemen.

Sovereign Court

Ifrit Inquisitor 4 HP: 28/33 AC:18 FF:15 T:13 F:+8 R:+5 W:+6 Perception +8 Darkvision 60 Effects: None

"Yea we could always use a roadie." Jax adds in to James. He listens to the plight of Halman Wright. "You got any leads on the other missing, man?"

Scarab Sages

Male Oread Hunter 5
Spoiler:
27/27 // F5/R3/W4 // AC 16/T10/FF16 // Perc +8

"Can you please explain in detail what the halflight path is?"
The big oread shrugs and looks at the boss!

The Concordance

Active Buffs:
See Invisibility, Mirror Image (3), Shield, Protection from Evil, Antitoxin/plague/soothe syrup/vermin repellent
Male N Oread Bloodrager 8 - Init +0, Senses: Darkvision 60 ft., Perception +15, AC 20/ touch 9/ ff 20; CMD 25; hp 92/92, DR 1/--, F+12, R+3, W+8, Resist Acid 10, Speed 30 ft.
Jeydahvu wrote:
Jeydahvu extends his arms towards the two other oread so that they can put their three heads together and greet each other in the traditional way, forehead to forehead, and commit to memory each other's natural frequency in response to each other's low growl vibrations.

When the three oreads do their huddle discussion, Jeydahvu invite them to join The Concordance. "Harmony between the elements must be maintained brothers. Join The Concordance! our leader, Ashasar, Liaison to the Seat of Balance, will strive for the stability of the multiverse."

Hopefully one of you joins so that I can put a tick in the faction card's recruitment box! :)

Grand Lodge

Slides

Shoot... my bad. I added the letter in the post at the last minute. I must have copied from the wrong appendix! Good catch, Fingalad. Yes, the slideshow is correct.

"A wise place to start, Aquavius. The Augurs are a group of trolls with a deep knowledge of this city and it's history. Many have a talent for prophecy as well. Their services aren't cheap, but they are worth the coin if you need assistance. " He looks over your shoulder. "Your guide looks local. He should be able to find one. You can help them ask around, right, boy? " James nods fervently, but continues his silence. Halman looks back at you. "I would recommend asking around first. The prophecies tend to be more accurate if you can feed them details about what to look for. "

He nods at the Oread's questions. "Yes, once you learn which vault you are searching for, they should be able to take you to it. They may even be able to help you connect the clues you find. " Then, he smiles sadly. " A halflight charm is a magical token the Duskwardens give to travelers on the Path. People carrying it can send out a signal to the nearest Duskwardens. I'm not sure why it did not work for the coming freedmen. "

Halman cocks his head as he listens to the ifrit's question. "I bet the group is still underground. The vaults are the only way up on this side, and there is no way they went back to servitude. " He shakes his head and sighs.

"My apologies, I forgot you weren't from around here. The Halflight Path is a dangerous route from the base of the Storval Rise into  Kaer Maga via the Undercity. It is maintained and patrolled by the Duskwardens, who charge a hefty fee for escorting caravans into and out of the city. It is used by travellers who value speed over safety, like our friends on the run. "  He frowns. "The journey should only take an hour or two. It's been three days. "

If you don't have any more questions, you have three options. Gather rumors, talk to the Augurs, and talk to the Duskwardens. You have time to do all three. Just pick your order.

The Concordance

Active Buffs:
See Invisibility, Mirror Image (3), Shield, Protection from Evil, Antitoxin/plague/soothe syrup/vermin repellent
Male N Oread Bloodrager 8 - Init +0, Senses: Darkvision 60 ft., Perception +15, AC 20/ touch 9/ ff 20; CMD 25; hp 92/92, DR 1/--, F+12, R+3, W+8, Resist Acid 10, Speed 30 ft.

My vote is that we do so in the exact order you listed.

As the group travels around town, Jeydahvu will assist the party's main face by smiling, bowing and being nice in general.

Diplomacy to Gather Information, Assist: 1d20 + 1 ⇒ (11) + 1 = 12

Grand Lodge

Male Oread Sacred Fist Warpriest 7/Monk 2 | AC: 30/23/27| HP: 73/73| Fort +12, Ref +10, Will +15 | CMB +13, CMD 36/40 vs trip | Init +6 | Perc +21 & Darkvision

I vote Augers last, even if we have to go back to the Duskwardens so we have max info to share with the Augers.

Grand Lodge

Raging Song 15 rounds HP 21/21 | AC 17 T 12 FF 15 | Saves: 4/3/4 | CMD 15 | Perception +6 | Init +2 Female Undine | Skald 3 | Spells -/3 | GM Reroll +1 |

I agree with Dolamite.

"Aye, let's get on the move, then. James, help me get more information."

Aquavius kicks up, leaves and starts asking around, occasionally asking James for clarification and local dialects.

Diplomacy: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17
Add +2 for each Aid Another action. I've included Jeydahu's already.

The Concordance

Active Buffs:
See Invisibility, Mirror Image (3), Shield, Protection from Evil, Antitoxin/plague/soothe syrup/vermin repellent
Male N Oread Bloodrager 8 - Init +0, Senses: Darkvision 60 ft., Perception +15, AC 20/ touch 9/ ff 20; CMD 25; hp 92/92, DR 1/--, F+12, R+3, W+8, Resist Acid 10, Speed 30 ft.

Who's our face?!?! our... FAAAAAAAAAAAACE!!!! :)

Grand Lodge

Male Oread Sacred Fist Warpriest 7/Monk 2 | AC: 30/23/27| HP: 73/73| Fort +12, Ref +10, Will +15 | CMB +13, CMD 36/40 vs trip | Init +6 | Perc +21 & Darkvision

Do not forget your promised payment. Dolamite reminds.

Diplo Aid: 1d20 - 2 ⇒ (13) - 2 = 11

Grand Lodge

Male NG Elf Stygian Slayer/Magus 2/3 - HP: 33 - AC:19/T:14/FF:15 - Fort:7, Ref:9, Will:4; +2 vs. enchantment - CMB:+7, CMD:21 - Speed:30 - Perception:+8 - Init: +6 - Arcane Pool (4) - Magus spells prepared: 0 (DC13): detect magic, disrupt undead, light, mage hand, open/close; 1 (DC14): blend, color spray, shocking grasp, vanish

I am on board with this plan.

Fingalad joins in with a question now and then.

diplomacy: 1d20 + 0 ⇒ (7) + 0 = 7

Sovereign Court

Ifrit Inquisitor 4 HP: 28/33 AC:18 FF:15 T:13 F:+8 R:+5 W:+6 Perception +8 Darkvision 60 Effects: None

Me too.

Scarab Sages

Male Oread Hunter 5
Spoiler:
27/27 // F5/R3/W4 // AC 16/T10/FF16 // Perc +8

Me last!

Grand Lodge

Slides

James smiles and shakes Dolamite's hand. "Aye, I won't forget sir! Thank you, sir! I know just the place to go for some rumors! Tally ho! "  With that, he leaps out into the street. Moving and grooving, you must hurry to keep up with him. His running monologue is nonsensical at times, but also has some useful information. "The man's name is  Ulgan Trask. He is a traveling merchant. While he trades in a variety of odds and ends, he is best known for selling cheap, knock-of jewelry. " He pauses for a moment, to create some suspense. "Best part about those that love the cheap stuff? They love to gossip as well. he'll know something! "

Once you arrive, you meet Ulgan, a blonde man with a slightly sleazy grin on his face. His picture is on Slide 3! As you ask him about the vaults, he shudders. "Last month I spotted winged creatures land, creep over to the door leading to the Halfight Path and, easy as you please, open it right up and go inside! " He grows visibly uncomfortable for a moment. "Fleshy and hunched over, they were... Something about the way they moved just seemed wrong. "

As you continue to squeeze him for more information, he remembers a story he heard just last week. "This regular who comes in here all the time. She's walked up that path quite a few times now, but I'm not going down there again until the Duskwardens take a close look at her complaints! She almost broke her neck. Someone put up a tripwire right near the edge of a drop-off and she only just stopped herself from going over. Ended up on her face, flat on the ground instead! And what does she see? "  the rumormonger asks, pausing dramatically. "A footprint about the size of my hand, but with scales and claws at the end of the toes. Plain as day, right in the mud. Of course when she and I took a Duskwarden back, he couldn't spot it. Typical!"  With that, you have the opportunity to ask him just one more question before James wisks you away. "Busy day, gotta go! " He later tells you he didn't want any of you to get conned into a fake pearl necklace.

On the way back to the Common House is terrified and shaking woman in a corner of an alley near the entrance to the Halflight Path by the Duskwarden Guildhouse. After she calms down, she talks about how she was sleeping on the floor in the guest room at her cousin Gel's when she hears someone moving. "I started to open the door and saw Gel walking away, all calm. Then I saw it! " she shudders, "It was huge, like a walking octopus! I just stared at its eyes and I felt myself just drift away... "She pauses. "By the time I came to, Gel was gone and so was it. I think they were headed towards the Halflight Path. "

You can ask another follow on question to each, though they don't have much other useful info. You had a good diplomacy roll! Or you can move on to your next spot.

Grand Lodge

Raging Song 15 rounds HP 21/21 | AC 17 T 12 FF 15 | Saves: 4/3/4 | CMD 15 | Perception +6 | Init +2 Female Undine | Skald 3 | Spells -/3 | GM Reroll +1 |

Aquavius can't think of anything else to ask the salesman, so she waits for the party to move on.

"Someone tried to sell me fake pearls once. I gutted him like a fish with me trident and dumped him over the plank." Aquavius catches herself. "Of course that was before I became a law abidin' citizen."

----

Aquavius doesn't have much more to ask the woman, either.

"So looking at the octopus in the eyes can stun you. Hmm. Sounds like there's lots of trafficking in the Halflight Path."

Grand Lodge

Male Oread Sacred Fist Warpriest 7/Monk 2 | AC: 30/23/27| HP: 73/73| Fort +12, Ref +10, Will +15 | CMB +13, CMD 36/40 vs trip | Init +6 | Perc +21 & Darkvision

Dolamite, likewise is unsure what else to ask but seems quite well warned about this Halflight Path.

Grand Lodge

Male NG Elf Stygian Slayer/Magus 2/3 - HP: 33 - AC:19/T:14/FF:15 - Fort:7, Ref:9, Will:4; +2 vs. enchantment - CMB:+7, CMD:21 - Speed:30 - Perception:+8 - Init: +6 - Arcane Pool (4) - Magus spells prepared: 0 (DC13): detect magic, disrupt undead, light, mage hand, open/close; 1 (DC14): blend, color spray, shocking grasp, vanish

"Can you tell me anything remarkable about Gel? What is his profession?" Fingalad asks the woman.

No further questions for either of them, unless her answer triggers one

Sovereign Court

Ifrit Inquisitor 4 HP: 28/33 AC:18 FF:15 T:13 F:+8 R:+5 W:+6 Perception +8 Darkvision 60 Effects: None

"Whoa, that is far out man. That octopus sounds not excellent." Jax tries to discern the truth from everyone they talk to.

Sense Motive: 1d20 + 8 ⇒ (17) + 8 = 25

Scarab Sages

Male Oread Hunter 5
Spoiler:
27/27 // F5/R3/W4 // AC 16/T10/FF16 // Perc +8

Steinfaust ponders for a moment if that description triggers something.
Know Dung: 1d20 + 4 ⇒ (9) + 4 = 13

Grand Lodge

Slides

Steinfaust recognizes that those footprints probably belong to a Kobold and the octopus sounds like something from a story you once heard...

The poor woman continues to shake but tries to answer Fingalad as best she can. "He was a cobbler! He just made shoes! Why would anyone want a cobbler? Oh dear..."

A moment later and James whisks you away again! "So, where do you want to go next? The Duskwarden’s Guildhouse? " The charming lad smiles. "That one is easy! It's in the Bis district. Follow me! " With a wave of his arm, your guide is off again! He takes you down alleyways and around the bustling crowds. "Now, don't be alarmed. The multilevel structure within the rest of Kaer Maga’s walls has collapsed in Bis. Only the walls and the highest ceiling remain. But don't worry! It's perfectly safe. " As you enter the Bus district, you see that he is right. Buttressed platforms soar up the sides of the walls, each holding a small collection of homes and businesses, in addition to the ceiling far above. A network of pulley-drawn elevators provides transportation between the platforms.

The Guildhouse itself is a squat and solid structure, with a placard bearing the group’s twisted-arch insignia in blue and gold hanging outside. "Hey there, Mr. Warden! We're here from Halman Wright." At the mention of that prestigious name, the Duskwarden guards escort you inside the hall to a small office where a female half-elf officer, Talbren, awaits. See slide 3 for a picture!

When asked about the lost party, the half-elf’s expression darkens “As Duskwardens, we do our best to protect travelers. In the case you are referencing, we do not know exactly what happened. There was a Duskwarden assigned to watch over that group, but he never returned."

Questions?

The Concordance

Active Buffs:
See Invisibility, Mirror Image (3), Shield, Protection from Evil, Antitoxin/plague/soothe syrup/vermin repellent
Male N Oread Bloodrager 8 - Init +0, Senses: Darkvision 60 ft., Perception +15, AC 20/ touch 9/ ff 20; CMD 25; hp 92/92, DR 1/--, F+12, R+3, W+8, Resist Acid 10, Speed 30 ft.

"We're planning to ask the Augurs a bit more about this, after which we intend to go down to investigate, if that would be ok with you. Do you have a map of the chambers below? what are the main dangers roaming these halls?"

Grand Lodge

Raging Song 15 rounds HP 21/21 | AC 17 T 12 FF 15 | Saves: 4/3/4 | CMD 15 | Perception +6 | Init +2 Female Undine | Skald 3 | Spells -/3 | GM Reroll +1 |

"Hmph. If it's what I think it's for, they don't care what his job was..." Aquavius muses before she realizes the woman is right there. "We'll see what we can do. Back in a bit!" Aquavius quickly ducks out of there.

Talking to the Duskwarden, Aquavius lets her allies do some of the talking. "Hey, who was the Duskwarden who went down there? Name, Race, Age, distinguishing features?"

Grand Lodge

Slides

Talbren smiles weakly. "Along the path there usually isn’t much beyond the usual danger in the form of treacherous terrain, and if you take it slowly you’ll be fine. Once in a while, though, a creature creeps out of a vault and onto the path. That’s where we step in. " Then, she shrugs her shoulders. "The creatures crawl up from the darklands. I swear, we meet a new kind every month. "

Then, she shakes her head. "We never made a map. Didn't want it to get in the hands of the public. If people wandered down there alone, they'd be goners. " She reaches up and taps her head. "A good guide remembers the safe paths. That's all that matters. "

She turns to the Oread. "The guide's name was Drellis. He was a human man in his early thirties with black hair that always stuck up in the back in a funny cowlick. " She bows her head. “Finding him is our responsibility, not yours. That being said, if you do find him, we would be most grateful if you could return his body to us. "

After thinking a moment, she turns back to Jeydahvu. "You know, I might be able to help a little. We do have a map of the entrances. Go talk to the Augurs and try to get some information which could help us realize which entrance Drellis was leading the group towards. "

Grand Lodge

Male NG Elf Stygian Slayer/Magus 2/3 - HP: 33 - AC:19/T:14/FF:15 - Fort:7, Ref:9, Will:4; +2 vs. enchantment - CMB:+7, CMD:21 - Speed:30 - Perception:+8 - Init: +6 - Arcane Pool (4) - Magus spells prepared: 0 (DC13): detect magic, disrupt undead, light, mage hand, open/close; 1 (DC14): blend, color spray, shocking grasp, vanish

Fingalad nods at the woman's words. "How often do you lose duskwardens like this?"

The Concordance

Active Buffs:
See Invisibility, Mirror Image (3), Shield, Protection from Evil, Antitoxin/plague/soothe syrup/vermin repellent
Male N Oread Bloodrager 8 - Init +0, Senses: Darkvision 60 ft., Perception +15, AC 20/ touch 9/ ff 20; CMD 25; hp 92/92, DR 1/--, F+12, R+3, W+8, Resist Acid 10, Speed 30 ft.

Jeydahvu waits patiently for the Duskwarden's answer to Fingalad's question, nodding in appreciation of the wisdom behind that question.

Grand Lodge

Slides

Talbren shakes her head. "Not often. I mean, it's a dangerous job but... only about once a month. This has been a bad month, though. " She frowns. "Only, like, three... "

The Concordance

Active Buffs:
See Invisibility, Mirror Image (3), Shield, Protection from Evil, Antitoxin/plague/soothe syrup/vermin repellent
Male N Oread Bloodrager 8 - Init +0, Senses: Darkvision 60 ft., Perception +15, AC 20/ touch 9/ ff 20; CMD 25; hp 92/92, DR 1/--, F+12, R+3, W+8, Resist Acid 10, Speed 30 ft.

"Hmmph... you must have numbers on your side. Twelve or more souls a year... is considerable. My village was 45 strong, and many years went by between each death."

Jeydahvu starts going through his equipment, trying to look cool and unworried...

Grand Lodge

Male NG Elf Stygian Slayer/Magus 2/3 - HP: 33 - AC:19/T:14/FF:15 - Fort:7, Ref:9, Will:4; +2 vs. enchantment - CMB:+7, CMD:21 - Speed:30 - Perception:+8 - Init: +6 - Arcane Pool (4) - Magus spells prepared: 0 (DC13): detect magic, disrupt undead, light, mage hand, open/close; 1 (DC14): blend, color spray, shocking grasp, vanish

Fingalad nods at Talbren. "One every month. Your duty must be a trying one. How many times a month do the Duskwardens venture on to the paths?"

I think we have all the information we need from her at this point?

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