[PFS GameDay V] GM Greysector's #7-99 Through Maelstrom Rift (Pregens Used)

Game Master GreySector

NPC—Ashasar


1 to 50 of 183 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Legacy of the Stonelords Maps & Handouts

Starting the gameplay thread.

Grand Lodge

Male Water Mephit Hydrokineticist 4 HP: 71/71 AC: 24 (Tch 17 FF 18) DR: 5/magic F: +10 R: +16 W: +5 Perc: +5 SM -1 Active Conditions: Veil of Mists, Shroud of Water

dot


Male Human

dot


Legacy of the Stonelords Maps & Handouts

Orange-and-violet skies streaked with clouds surround the expansive city of Armun Kelisk, the largest settlement on the Plane of Air. Armun Kelisk’s six other districts float far above upon platforms of ice and stone. The pull of gravity is strong here—even objects that are not secured rest firmly upon the ground rather than floating into the air. Hundreds of thousands of genies and other beings of air fly through the streets of this bustling metropolis.

Ashasar, Liaison to the Seat of Balance, sits perched on the low roof of a building labeled the Four Winds. Although he represents the most powerful member of the Concordance’s ruling council, his manner is whimsical. A cloud of dust in the shape of an airship flies around his head, bobbing, weaving, and making whooshing noises.

“I am glad to see all of you here. Step inside, please.” He hops gracefully off the roof and enters the building. The dust-airship follows closely behind him. Inside the building, travelers gather around low tables, enjoying the establishment’s renowned cooking. An air elemental carries a trio of plates to a new table, each bearing some sort of pie with a halo of bubbles floating above it.

“It simply would not do to set a team without the proper balance on a task as important as this one—we must combat what may be a grave threat, and we have the chance to gain respect from those who dismiss us as a radically idealistic organization. But I’ve gotten ahead of myself again, haven’t I? Your task is simple in the telling, meaning that it promises to be anything but simple in the doing. That is always the way of things, is it not?"

“Airship captains have reported a region of disturbed currents where the flows of air upon which they rely have become erratic. Several ships have disappeared entirely, and all travel through the area has ceased. As far as I’ve been able to discern, no one has had the crucial combination of courage and dedication to journey to the heart of the irregularities and uncover the sources of the imbalance. Find this source and put a stop to it if you can. It’s far enough away that you’ll need an airship for at least part of the journey. How close you’ll be able to get, well, that I cannot say. It depends upon the bravery of the captains and the silver on your tongues, I suppose,”

Ashasar chuckles. “Any questions for me?”

Knowledge (planes) 5+:
The metropolis of Armun Kelisk is the largest settlement on the Plane of Air, boasting over six million residents. The most common inhabitants of Armun Kelisk are the air genies, known as djinni, followed by whimsical air mephits. After mephits rank the spherical elemental servitors known as air wysps, air elementals,and sylphs. All of these races are as familiar to you as humans, dwarves, or elves would be to a typical person hailing from Golarion.
Knowledge (planes) 10+:
Travel in the Plane of Air takes many forms. Those who are traveling a relatively short distance rely upon their own natural abilities to fly. For faster transportation, travelers use flying mounts or rent an airship.
Knowledge (planes) 15+:
In the Plane of Air, there is no sun, but the genies who rule the city create an artificial day/night cycle in Armun Kelisk. They also stabilize gravity in the city to facilitate trade with people from other planes.
Knowledge (geography) 10+:
Airship captains rely on their knowledge of the Plane of Air’s currents to travel. Reliable and fast currents form the plane’s primary transportation network.
Knowledge (geography) 15+:
The greatest danger to airship captains and air-breathing travelers alike is pockets of dead air, where the air becomes extraordinarily heavy and dense. In such places, airships stall, and the air becomes unbreathable.

Grand Lodge

Male Water Mephit Hydrokineticist 4 HP: 71/71 AC: 24 (Tch 17 FF 18) DR: 5/magic F: +10 R: +16 W: +5 Perc: +5 SM -1 Active Conditions: Veil of Mists, Shroud of Water

"Of course, you have called my for being a great wizard, I am sure!" Octaris puffs out his chest to boast, although it seems a little forced.

"Where is this airship you speak of? Is there plenty of water on board?"

1d20 + 3 ⇒ (4) + 3 = 7


Legacy of the Stonelords Maps & Handouts

“I speak of airships in the general sense, not in the specific. You'll need to engage the services of an airship captain and his vessel to reach the area of the irregularities. Travel to the docks and start asking around. You’ll need someone brave enough to head off into dangerous weather and unstable currents. Besides that, in my experience, airship captains can get a bit touchy around fire, so you might need to reassure them that you are safe passengers.”

Grand Lodge

Male Water Mephit Hydrokineticist 4 HP: 71/71 AC: 24 (Tch 17 FF 18) DR: 5/magic F: +10 R: +16 W: +5 Perc: +5 SM -1 Active Conditions: Veil of Mists, Shroud of Water

"Yah, fire isn't really my thing either..."


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

K. Geo (T10): 10 + 9 = 19
K. Planes: 1d20 + 1 ⇒ (6) + 1 = 7

"Fire? Why do yo speak of fire?"

Storm's tone becomes harsh and abusive. But then the druid turns away,

"Apologies. I seem to have forgotten that you are a water mephit."

Storm, some what despondent, shares what he knows.

RPG Superstar 2014 Top 16

Profile made. I'll do an in-character post soon.


Legacy of the Stonelords Maps & Handouts

Ashashar smiles at Zephyr's question and gestures to Rhyol. "Our fine friend here, I think, answers your question Zephyr."

Grand Lodge

Male Water Mephit Hydrokineticist 4 HP: 71/71 AC: 24 (Tch 17 FF 18) DR: 5/magic F: +10 R: +16 W: +5 Perc: +5 SM -1 Active Conditions: Veil of Mists, Shroud of Water

"What does that mean? How can you forget I am a water mephit? I am also a great and powerful wizard, so do not forget that!"

Octaris holds up his spellbook, as if that should leave no further doubt.

Bluff: 1d20 + 13 ⇒ (11) + 13 = 24


Profile made. I'll post tonight.


Knowledge (planes): 1d20 + 11 ⇒ (10) + 11 = 21

"Oh, no! The airships are super important! Of course we'll go and be heroic and fix things and I'll get to tell stories all about it! How exciting! When do we go? Where is it? Who's going? Is it lunchtime yet?"


Legacy of the Stonelords Maps & Handouts

Ashasar replies to Ember.

"Ember, the sooner you leave the better. I've assembled your team as a balance of elements is important when addressing these sorts of concerns. You can eat here if you like, courtesy of the Seat of Balance. As to where the disturbance is, these charts should show you the general area of the irregularity."

He hands over some charts.


Female Thoqqua Barbarian 3 | hp -22/64 DEAD [76] | AC 21 [18], T 12, FF 19 | Fort +11, Ref +7, Will +3 (+2 vs. spells/spell-like) | Vulnerable to cold | rage 11/12 rounds | Perception +11, Init +2

"Sounds like a worthy goal. It may let me burn things. That brings me pleasure." says Rhyol, in her gruff tone, from a spot that must be her mouth but looks nothing like a mouth because she's a magma-worm.


"Sure, sure," agrees the tiny mantis-dragon. "Burning's fun. We used to love playing above the magma back home at our volcano! Well, before it burned out," she adds, sadly.

Then, brightening, the mercurial pyrausta grins, her mouth full of tiny razor-sharp teeth. "Ooh! Maybe there'll be volcanoes where we're going! Let me see those charts."

In moments, the teeny little dragon is struggling to hold down the ends of the first chart, which is much larger than she is. "Uh... Little help?" she cries as the chart begins to roll up around her.


Legacy of the Stonelords Maps & Handouts

Ashasar hands Octaris a piece of parchment.

“This letter of credit should be sufficient to pay for your passage, so long as you can find a captain willing to take you in the first place.”


Female Thoqqua Barbarian 3 | hp -22/64 DEAD [76] | AC 21 [18], T 12, FF 19 | Fort +11, Ref +7, Will +3 (+2 vs. spells/spell-like) | Vulnerable to cold | rage 11/12 rounds | Perception +11, Init +2

Rhyol slams her wormlike body onto the desk, holding down one corner of the paper for Ember, but it instantly ignites, because duh.


Legacy of the Stonelords Maps & Handouts

Ashasar gestures and a brief gust of wind quickly extinguishes the fire.

"Please, be careful."

Grand Lodge

Male Water Mephit Hydrokineticist 4 HP: 71/71 AC: 24 (Tch 17 FF 18) DR: 5/magic F: +10 R: +16 W: +5 Perc: +5 SM -1 Active Conditions: Veil of Mists, Shroud of Water

Octaris takes the paper, and keeps it from the fire-lovers. "OK. Guess we better go find some ships."

Octaris starts to lead the way. "Come one - let's go!"


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

The talk of fire seems to have made Storm rather sullen. Nevertheless, he joins the others as they depart.


Legacy of the Stonelords Maps & Handouts

As you exit the Four Winds you spot a group of air elementals putting up fliers advertising today’s special, bubble halo pie. As the elementals spin, the posters fly off in all directions, miraculously all sticking to nearby walls right-side up.

Some time later...
As you travel along a wide thoroughfare lined with market stalls you spot a group of miniature whirlwinds working together to heft a huge cloth covered in exotic fruits and vegetables.

Knowledge (planes) DC 7:
These creatures are air wysps—elemental servitors that are one of the most common inhabitants of Armun Kelisk.

A passing air mephit who is not watching where she is going slams into the edge of the cloth, setting off its precarious balance and causing dozens of fruits to tumble to the ground. The whirlwinds angrily demand that the mephit pay to replace the fruit she ruined, while the mephit blames them for their precarious setup. A pair of sylph guards arrives several minutes later to investigate the situation.

Let me know if you would like to get involved or move on to the docks.


Knowledge (planes): 1d20 + 11 ⇒ (19) + 11 = 30

Ember will happily tell anyone who wants to know (as well as anyone who doesn't) that the little creatures are air wysps—elemental servitors that are one of the most common inhabitants of Armun Kelisk.

"I saw the whole thing, officers!" says Ember, bright with irrepressible interest. "It was hilarious! They should all get a medal."


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

Storm, feeling as though these creatures of the air were kith, addresses the sylph guards,

"Brothers, it was an accident. Neither side is free from blame. What is the cost of the ruined vegetables?"


Female Thoqqua Barbarian 3 | hp -22/64 DEAD [76] | AC 21 [18], T 12, FF 19 | Fort +11, Ref +7, Will +3 (+2 vs. spells/spell-like) | Vulnerable to cold | rage 11/12 rounds | Perception +11, Init +2

"Why are we getting involved? Leave the little puffs of atmosphere to their own devices." Rhyol grumbles.


Legacy of the Stonelords Maps & Handouts

The air wysps puff and whirl in Auran.

"Sooo expensive! If any of them are bruised or damaged, it comes out of our pay!"

The air mephit pipes up. "I hope you don't expect me to pay for them? I clearly had the right of way."

For the moment the sylph guards are taking all this in.


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

Storm turns to the Chronicler, "Ember, perhaps you can weigh in on the local customs regarding such incidents?"

Asking for a K. local to determine if there is any local laws that might help us out here.


"Not a clue!" says Ember airily.

You'd think she'd have it, but nope! No Knowledge (local).


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

You have Bardic Knowledge, correct?


Female Thoqqua Barbarian 3 | hp -22/64 DEAD [76] | AC 21 [18], T 12, FF 19 | Fort +11, Ref +7, Will +3 (+2 vs. spells/spell-like) | Vulnerable to cold | rage 11/12 rounds | Perception +11, Init +2

Yep, Bardic Knowledge would give you 1d20+2, at least.


Can you tell who never plays bards?

Knowledge (local) to try to find a solution here: 1d20 + 2 ⇒ (8) + 2 = 10


Legacy of the Stonelords Maps & Handouts

Basically there aren't really any laws being broken. Somebody could make a Diplomacy check to try to smooth over the situation if they like. It looks like the guards are about to step in and do something similar.


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

Rolling an Aid Another now, if someone who is actually skilled in Diplo wants to Take 10.

Storm, not known for his mastery of words and emotions, attempts to assist in the resolution of the issue.

Diplomacy (Aid Another): 1d20 + 0 ⇒ (6) + 0 = 6

Grand Lodge

Male Water Mephit Hydrokineticist 4 HP: 71/71 AC: 24 (Tch 17 FF 18) DR: 5/magic F: +10 R: +16 W: +5 Perc: +5 SM -1 Active Conditions: Veil of Mists, Shroud of Water

"Let's everyone calm down, please. We saw, and it was an accident, pure and simple. No one was to blame, and everyone could have been more careful, but the important thing is that no one is hurt. Maybe we can buy the fruit and help everyone out."

Diplomacy: 1d20 + 6 ⇒ (11) + 6 = 17


Legacy of the Stonelords Maps & Handouts

The sylph guards nod at Octaris's words, and it seems to calm down the wysps and air mephit.

So you continue your journey to the docks. Asking around, you find three likely prospects for an airship willing to transport you.

  • Gaptain Razakim, male djinni
  • Captain Sisivel, female air mephit
  • Captain Nix, female gnome


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

"Well then, let us meet with each of these captains and determine which shall suit our needs. Tarandor, have you heard of any of these named?"


"Who's Tarandor?" asks Ember, looking around.

Knowledge (local): 1d20 + 2 ⇒ (16) + 2 = 18

Does Ember know anything about the captains? If not, he'll go asking around on the docks

Diplomacy {Gather Information)(via Versatile Performance): 1d20 + 17 ⇒ (8) + 17 = 25


Female Thoqqua Barbarian 3 | hp -22/64 DEAD [76] | AC 21 [18], T 12, FF 19 | Fort +11, Ref +7, Will +3 (+2 vs. spells/spell-like) | Vulnerable to cold | rage 11/12 rounds | Perception +11, Init +2

I'm still here! Just not sure what Rhyol would say in this situation.

Grand Lodge

Male Water Mephit Hydrokineticist 4 HP: 71/71 AC: 24 (Tch 17 FF 18) DR: 5/magic F: +10 R: +16 W: +5 Perc: +5 SM -1 Active Conditions: Veil of Mists, Shroud of Water

"Let's go talk to Nix. I don't know why, but I have a good feeling about this gnome."


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

Storm shrugs and follows.


Did we lose the GM?

Sovereign Court

Ember spends 1d4 + 1 ⇒ (3) + 1 = 4 hours gathering information.

When she returns, she has the following information to share:

Captain Razakim is an extremely wealthy Djinn, who owns a fleet of expensively (some say gaudily) constructed airships.

Although his great wealth would normally allow him to live an idle life, he enjoys a little bit of adventure from time to time, and has a habit of captaining one of his own ships on a regular basis.

Captain Sisivel is a career captain, and member of the Thousand Wings, an mercantile cooperative that uses their combined purchasing power to allow them to undercut rivals, and share resources.

However, because the Thosand Wings *is* a cooperative, its members tend to be fairly risk-averse, although situations with clear profit margins will be readily accepted.

Captain Nix is a bit of an oddity. For starters, humanoids are relatively uncommon on the Plane of Air, not to mention the fact that her ship is widely considered to be a mobile junk-heap, barely this side of out-right exploding.

That said, she is known to enjoy taking extreme risks, although she cannot abide 'dead weight' on her vessel.

Let me know whom you would like to see first to try and convince to take you on.


Ember is not known for her sense of restraint and gushes at the thought of riding one of Captain Razakim's gorgeous airships.

"Ooh! Maybe it will have an air jet bath and chilled ice wines! Or a chorus of sylphs to soothe you through the voyage! Ooh! Or a wind tunnel, so you feel just like you're flying without a ship!"

So yeah, Ember immediately heads off to talk with Captain Razakim, just sort of assuming everyone else will follow.

Sovereign Court

Captain Razakim's vessel is a gleaming work of art made of silver and violet crystal with silk sails, a paean to his vast wealth and refined taste.

The entire vessel gleams in the morning light (with not a speck of dirt to be seen anywhere), and the faint scent of sandalwood and lavender delicately wafts down the gangplank, which is crafted from a single plank of Ebony, delicately carved in something reminiscent of a late Rococo style.

A veritable army of small air elementals and mephits swarm over the deck, swabbing the deck until it glows, transferring small packages, and brushing down the sails, whilst a duo of large air elementals slowly transfer heavier crates to and from the main hold.

Overseeing all of this is a powerfully built Djinn, clad in fine silk robes (the color of which matches the sails), an ostentatiously bejeweled scimitar at his hip.

When the Djinn spots Ember, he lets out a hearty laugh.

"Well, hello, little one! You are far from home. What do you want with the Great Razakim?"


Female Thoqqua Barbarian 3 | hp -22/64 DEAD [76] | AC 21 [18], T 12, FF 19 | Fort +11, Ref +7, Will +3 (+2 vs. spells/spell-like) | Vulnerable to cold | rage 11/12 rounds | Perception +11, Init +2

Rhyol rolls whatever pass for her eyes and follows Ember.


"We need a brave captain and a really, really luxurious ship to take us on a super dangerous and secret mission to a place where ships disappear in dead air. We're going to find out what happens and fix it! Do you have singing slyphs? I bet you do! Anyway, what do you say?"

Diplomacy (Versatile Performance): 1d20 + 17 ⇒ (19) + 17 = 36

Sovereign Court

The Djinn grins at Ember, showing off a set of gleaming teeth so perfect, they could have been carved from alabaster.

"Ah! I see you are a dragon of excellent taste. The Great Razakim laughs in the face of danger, and maintains the best appointed flotilla of ships on the plane. I suppose that I could be tempted to provide transport for such an interesting little sojourn; I do have one concern, however," he says, pointing at Rhyol, "is your pet house-trained? I don't want it setting fire to the ship, or deciding to eat any holes in the side..."

Apparently, I need a second Diplomacy check to convince him that the thoqqua is a 'safe' passenger...


Female Thoqqua Barbarian 3 | hp -22/64 DEAD [76] | AC 21 [18], T 12, FF 19 | Fort +11, Ref +7, Will +3 (+2 vs. spells/spell-like) | Vulnerable to cold | rage 11/12 rounds | Perception +11, Init +2

"I am no pet. But I will refrain from setting anything afire. If you'd prefer, I will stay on the deck in plain view."
Diplom (aid Ember): 1d20 + 1 ⇒ (13) + 1 = 14

Sovereign Court

For a moment, upon hearing Rhyol speak, the Djinn is utterly flabbergasted, but he quickly recovers.

"My apologies," his says, bowing to Rhyol. "I have never heard of one of your kind being able to speak before; how utterly fascinating! Generally, thoqquas are thought to be little better than beasts... If you say that you can control your flame, I am more than happy to take you at your word."

He then turns back to Ember.

"I can be ready to leave with the hour. Provided, of course, that there is suitable remuneration available...?"


4380-4 Sylph Druid M CN (native outsider) | Init +3 | HP 51 | AC-17 FF-14 T-14 | F+7 R+8 W+11 | Perc+9 Fly+12 HA+9 Hl+9
Active:
Barkskin, Resist Energy (electric)

Storm looks on, content to let those more knowledgable handle the situation.

1 to 50 of 183 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [PFS GameDay V] GM Greysector's #7-99 Through Maelstrom Rift (Pregens Used) All Messageboards

Want to post a reply? Sign in.