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

Game Master GreySector

NPC—Ashasar


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"What did you have in mind, oh Captain, my Captain?"

Sovereign Court

Oh, I just realised, your first GM didn't give you the bag of coin that Ashasar was supposed to... Mea culpa! Let's just say you were given the bag of cash, like you were supposed to...

The Djinn raises an eyebrow.

"Well, running an airship is an expensive business - there's maintenance and repair, keeping the crew fed, tolls, not to mention insurance... the costs add up..."

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

"Maybe a number?"

Octaris tries to remember how many coins are in that bag.

Sovereign Court

As a matter of fact, the module doesn't specify - you are given sufficient 'to pay for passage'... bizarrely, you only lose money for this encounter if you *don't* manage to convince someone to take your coin ;-)

The Djinn's eyes light up when he sees the bag of coin.

"Ah, most excellent! You are indeed serious about this... Welcome aboard!"

The party is then ushered aboard ship, where they are assigned an air mephit to act as their valet. Each member is then taken on a brief tour of the ship (its interior as much of an artistic marvel as its exterior), which ends at their respective rooms - each just large enough for a small feather bed so light, you swear you were floating on thin air (although in Rhyol's case, this bed is replaced by a large bronze dish, covered in blankets made from fire-resistant furs).

Heading back up on deck, you are surprised to discover that the ship has already cast off; its engine so quiet that there is nary a sound beyond the whistling of the wind as the ship plows forward with the speed and ease of a bullet.

Past the borders of Armun Kelisk, the city’s artificial cycle of day and night gives way to eternal midday. The ship’s crew uses landmarks such as crystal formations, distant bright spots in the sky, and eternal storms that rage countless leagues away to chart their passage.

For the next several days, the journey is essentially uneventful - the captain and crew skillfully maneuver the ship from one high-speed current to another, accelerating it to speeds faster than dragon flight.

However, on the fourth day, member of the crew worriedly grabs the captain’s attention. The navigator reports that she has detected substantial irregularities in the currents ahead. The captain nods and orders the ship to halt, before summoning the party up on deck.

"It is no longer safe for a ship of this size to progress further, as we cannot turn quickly enough to avoid unpredictable gusts, and our wide sails are particularly vulnerable. The site you seek is still over a day away by airship, which would make traveling there by natural flight extremely onerous and lengthy. Fortunately, I have another alternative..."

So saying, he goes up the wheelhouse, and, pulling a wand from his robe, taps it on the wheel.

A faint vibration thrums through the ship, and the party notes with surprise that another, smaller vessel (a perfect copy of the mother-ship, except in miniature) extrudes itself from the side of the ship.

"This is the jolly boat, and should be able to navigate the more difficult currents. It contains a week’s supply of food and water, a crate filled with sky charts, and an aerial astrolabe capable of detecting air currents in a wide radius. I *would* like it back in one piece. In addition, I will loan you these..."

So saying, he goes to his cabin, and returns with a heavy orb of roiling winds.

"This will allow you to contact me as if using a Sending spell, to let me know when you need to be picked up again. Be careful - you can only use the magic once every seven days."

At this point, the crew also bring up a small, silken sail.

"Additionally, in an emergency, this can be used as a Carpet of Flying (10'x10') - however, it really *should* only be used in an emergency - its magic lasts for 10 minutes, and then needs a month to recharge"

The Captain then goes over the sky charts with the party.

"These show you which currents to use. Pass through the clouds up ahead, then seek out a cloud of purple gas. Keep the cloud on the port side, and don’t go into it—it’s quite poisonous. Once you’ve passed the cloud, keep an eye out for a sea of boulders that ebbs and flows like water. The dangerous skies surround that sea. And remember, take care of the ship and supplies I’m lending you. I’ll be charging more if I don’t get them back. The food and water are yours to keep, of course. When you leave the area, use the quartzite mountain as a landmark. Set off the signal near the mountain, and we’ll come back to this spot to pick you up. You’ll be able to see us from there. Good luck!"

Can anyone give me an appropriate navigation roll? (Profession(Sailor) / Knowledge(Geography) / Survival)

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

Only one of those I can roll is Survival, at a -1!

Survival: 1d20 - 1 ⇒ (1) - 1 = 0

OH! We are all doomed! I hope someone can do better....


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)

Survival: 1d20 + 11 ⇒ (18) + 11 = 29

K. Geo: 1d20 + 9 ⇒ (7) + 9 = 16

Sovereign Court

Octaris, thoroughly out of his element, becomes so confused by the charts that he initially advocates going in completely the wrong direction.

Fortunately, Zephyr, skilled in the art of reading air currents, is able to confidently direct the ship upon the appropriate path.

Although the occasional harsh gust of wind blows the party off course, thanks to Zephyr's guidance, you are able to right yourselves without much trouble. As you pass through the cloud bank, you find that your next landmark, a cloud of hazy purple gas, is nowhere to be seen.

There is also no sign of the boulder landmark that you are supposed to find next. Instead, hundreds of small storm clouds, miniature hailstorms, collections of pebbles, and heaps of airship wreckage dot the landscape.

In the distance, an incongruously dark patch of sky emerges, serving as a canvas for bright flashes of color, like swirling fireworks. At the centre of this, barely visible, is the thin silhouette of a gleaming white tower.

However, before the party has more of a chance to take all of this in, the ship is hit by a sudden, powerful wind, causing the ship to spin and lurch violently.

In an instant, the ship’s aerial astrolabe goes from calmly displaying blue and green ripples, which represent the nearby wind currents, to displaying bright red waves and emitting a high-pitched shrieking sound.

Gear is thrown from the ship like a rider from the back of a bucking bronco, and the party has to fight furiously to avoid a similar fate.

DC 20 Fly check (if you have a natural fly speed) to avoid damage entirely; if you fail that (or do not have a natural fly speed), you are buffeted as you are thrown from the ship, and take 3d6 ⇒ (6, 1, 3) = 10 bludgeoning damage (DC 18 Reflex for half).

Here is where things get interesting...

Zephyr: 1d20 + 3 ⇒ (15) + 3 = 18.
Octaris: 1d20 + 10 ⇒ (18) + 10 = 28.
Ember: 1d20 + 5 ⇒ (4) + 5 = 9.
Rhyol: 1d20 + 2 ⇒ (18) + 2 = 20.
?: 1d20 + 7 ⇒ (18) + 7 = 25.

Zephyr is thrown 10' 1d8 ⇒ 3 East of the ship, and starts to fall 200' east (per round), until he gains a fly speed.

Octaris is thrown 40' 1d8 ⇒ 8 Northwest of the ship, and starts to hover.

Ember is thrown 200' 1d8 ⇒ 4 Southeast of the ship, and starts to hover.

Rhyol is thrown 10' 1d8 ⇒ 4 Southeast of the ship, and starts to fall 200' east (per round), until she gains a fly speed.

Food and Water Supplies are thrown 200' 1d8 ⇒ 1, heading in the direction of a large pile of densely-packed pebbles.

Sending Orb is thrown 200' 1d8 ⇒ 3, heading in the direction of a ruined airship.

Box of Sky Charts are thrown 200' 1d8 ⇒ 4, heading for a cloud of ice, and collides with Ember.

Magical Astrolabe is thrown 200' 1d8 ⇒ 2, where it is fielded by a strange creature made of crackling green electricity, who starts to play with it.

Knowledge(Planes) DC 14:
This is an Aerial Comozant wyrd, a strange form of air elemental which communicates via the hiss and pop of electricity, and by varying the color of the light that it can choose to emit. Although capricious, they are not (usually) especially evil. Moderately resistant to damage (DR5/-), they are are also (unsurprisingly) immune to electricity.

Glancing around, the party spots another three of the strange creature zipping in and out of the various hazards scattered around this part of the Plane of Air.

Finally, the magical sail is thrown 100' 1d8 ⇒ 5, heading off into the wide blue yonder.

Right then! Time to play object retrieval. Unattended objects will continue to move at their listed speed on subsequent rounds. Since Ember (utterly randomly) was thrown into the Box of Sky Charts, I will say that they *start* being 'attended' by her. Everyone in the party should feel free to post their round 1 actions.

Round 1:
Octaris (40' NW)
?
Rhyol (10' SE)
Zephyr (10' E)
Food and Water Supplies (200' N)
Sending Orb (200' E)
Box of Sky Charts (200' SE)
Magical Astrolabe (200' NE)
Magical Sail (100' S)
Ember (200' SE)

Sovereign Court

Also, don't forget the 'Plane of Air' rules that your previous GM posted in the discussion thread (especially the rules regarding 'Subjective Directional Gravity').


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, having no way to gain a fly speed, yells out to her allies that might be able to hear her "SOMEONE MAKE ME FLY NOW!"

She then attempts to make gravity bend to her will, having been told by one of her allies earlier on that she could do this in the plane of air.
Wisdom 16: 1d20 + 0 ⇒ (19) + 0 = 19 And is surprisingly successful. She begins falling UPWARD, back toward the ship.


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)

Zephyr does not take falling damage i.e. has natural feather fall, correct?

Zephyr grants himself fly and takes off after the magic sail

Knowledge Planes: 1d20 + 1 ⇒ (11) + 1 = 12

Sovereign Court

@The Storm: the damage is from being violently thrown, and slamming into parts of the ship. You are correct, though, that thanks to the Feather Fall you do not keep falling.

Everyone still has to make reflex saves for half damage.


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)

Reflex: 1d20 + 8 ⇒ (12) + 8 = 20


I'm a little unsure of the intent here. Are we planning to take the objects back to the ship?

Sovereign Court

@Ember: Yes, the assumption is that you will go back to the ship with the gear.

Think of it like this - your ship just went through some bad rapids, and gear was thrown overboard. The ship is safe (for the moment). You are still too far to 'swim' to your destination, so you need to collect your gear, and head back to the ship to complete your journey.

There is also some 'local wildlife' in the area, which at present is not hostile, but that may change, depending on your actions / where the gear ends up.


Ember seizes the Box of Sky Charts in her claws and makes haste (120') for the ship. "I got it! I got it! The air broke my fall!"

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

Reflex Save: 1d20 + 16 ⇒ (9) + 16 = 25

Octaris uses his wand of feather fall to help slow his movement.

Sovereign Court

Round 1 Recap:

Octaris pulls out a wand, and casts Featherfall.

@Octaris: You do realise that you have a natural fly speed, right?

One of the strange electrical creatures takes an interest in what the party is doing, and, popping out of the mass of pebbles, makes a beeline for the crate of food and beverages.

A second continues to flit about the astrolabe, before starting to tug it in the direction of the ice storm.

A third starts heading in Ember's direction, its body pulsing with a rhythmic array of colors, which suggest some sort of intelligence.

Sense Motive or Linguistics DC 20:
The creature is trying to communicate.

Rhyol concentrates really hard, and suddenly, the deck of the ship becomes 'down'.

She slams into the decking (taking 1d6 ⇒ 4 damage), which sends a shudder around the entire hull.

Zephyr casts Fly, and heads off after the magical sail.

Food and Water Supplies continue to float in the direction of the mass of pebbles.

Sending Orb continues to float in the direction of the ruined airship.

Magical Astrolabe continues to gently drift off into the aether.

Ember, tugging with all her might, pulls the Box of Sky Charts in the direction of the ship.

Round 2:
Octaris (40' NW)
Elemental 1 (480' N), Elemental 2 (260' NE), Elemental 3 (480' SE),
Rhyol (On ship)
Zephyr (60' S)
Food and Water Supplies (400' N)
Sending Orb (400' E)
Box of Sky Charts (80' SE)
Magical Astrolabe (260' NE)
Magical Sail (200' S)
Ember (80' SE)

Please give me Round 2 actions.


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

Reflex from earlier: 1d20 + 7 ⇒ (19) + 7 = 26 Only 5 damage.

Rhyol grabs onto the deck with anything she can (perhaps her mouth? Thoqquas are weird. LOL) and pulls herself back to the main deck, where I assume she can make use of the ships more "standard" gravity. "If no one can make me fly, at least send me something to kill!" she yells in Auran.

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

Ha! No, I forgot about that...Why would I have feather fall wand, then???

Octaris flies toward the food and water supplies, that seem so far away. Two rounds of 4x fly will still put me short, I think.

Sovereign Court

@Octaris: Maybe to use on other people who can't fly? Regarding catching the supplies, your base speed is 40', and you were 40' NW of the ship, so the extra 160' from a 'run' will get you to the food and water before it moves further.

On Round 2, you can start dragging it back.

On that basis, there needs to be a slight retcon...

Round 1 Retcon:

Octaris, remembering that he has wings, flies as fast as he can, and reaches the Food and Water Supplies before it can drift any further away.

The nearby elemental creature looks disappointed, the colors flickering across its body now come from the blue end of the spectrum, and instead starts heading off after the Sending Orb.

Round 2:
Octaris (200' N)
Elemental 1 (480' NE), Elemental 2 (260' NE), Elemental 3 (480' SE),
Rhyol (On ship)
Zephyr (60' S)
Food and Water Supplies (200' N)
Sending Orb (400' E)
Box of Sky Charts (80' SE)
Magical Astrolabe (260' NE)
Magical Sail (200' S)
Ember (80' SE)

Just waiting on Ember and Zephyr's declared actions.


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)

I'm still heading after the magic sail

Sovereign Court

Assuming Ember keeps hauling the Sky Charts back...

Round 2 Recap:

Octaris starts hauling the Food and Water supplies back.

The first elemental creature continues to head after the Sending Orb, which floats into the ruins of another airship, and gets tangled in the remains of the rigging.

The second elemental creature continues to tug the Magical Astrolabe in the direction of the ice storm.

The third elemental creature continues to float in Ember's direction, and this time tries a different tactic, electricity arcing off its body to hit random small pieces of debris, making a series of unusual noises.

Linguistics or Sense Motive DC 20:
The creature appears to be trying to communicate.

Rhyol asks her allies to either let her fly, or bring her something to kill.

Zephyr hustles after the Magical Sail, running to catch up with it, before it can float any further.

Ember pulls with all her tiny little might, and successfully brings the Box of Sky Charts close enough to the ship, that they are caught by its gravitational field, and land with a solid thud on the deck.

Round 3:

Octaris (120' N)
Elemental 1 (480' E), Elemental 2 (380' NE), Elemental 3 (360' SE)
Rhyol (On ship)
Zephyr (200' S)
Food and Water Supplies (120' N) - grabbed by Octaris
Sending Orb (600' E) - unclaimed
Box of Sky Charts (On ship)
Magical Astrolabe (380' NE) - grabbed by Elemental 2
Magical Sail (200' S) - grabbed by Zephyr
Ember (On ship)

Party is up!


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)

Zephyr continues on his path.


Ember races towards the Sending Orb!

Sovereign Court

Round 3 Recap:

Octaris continues to laboriously haul the Food and Water supplies back.

The first elemental floats forward, and reaches the Sending Orb, where it is tangled in the rigging.

The second elemental reaches the edge of the ice storm with the Magical Astrolabe

The third elemental floats closer to Ember, and continues to urgently shift the colours of its aura.

Rhyol continues to be frustrated by her lack of a fly speed.

Zephyr rushes back to the ship, and drops the sail, where it floats down onto the deck.

Ember, ignoring the elemental, flaps her wings as fast as she can, and chases after Sending Orb

Round 4:

Octaris (40' N)
Elemental 1 (600' E), Elemental 2 (600' NE), Elemental 3 (240' SE)
Rhyol (On ship)
Zephyr (On ship)
Food and Water Supplies (40' N) - grabbed by Octaris
Sending Orb (600' E) - grabbed by elemental 1
Box of Sky Charts (On ship)
Magical Astrolabe (600' NE) - grabbed by Elemental 2 (at the edge of an ice storm)
Magical Sail (On ship)
Ember (240' E)

Party is up!


Ember continues to move at top speed towards the Sending Orb.

Sovereign Court

Just waiting for Zephyr and Octaris' declared actions - I need to know what target(s) they will be going after next ;-)

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 will finish returning food and water, and then "run" toward the astrolabe.


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)

Zephyr calls to Rhyol, "Use the sail and let us retrieve the astrolab. Can anyone stop that elemental before it reaches the ice storm?" Zephyr moves toward the astrolab.

K Planes on elemental with astroblab: 1d20 + 1 ⇒ (8) + 1 = 9

Sense Motive: 1d20 + 5 ⇒ (1) + 5 = 6

Sovereign Court

Round 4:

Octaris swoops down, dropping the Food and Water supplies on the deck, and then heads off in the direction of the Magical Astrolabe.

The first elemental retrieves the Sending Orb from the rigging, and starts dragging it in the direction of the mound of pebbles to the north-east.

Sense Motive DC 20:
This one appears to be enjoying 'racing' the party to the lost items.

The second elemental starts dipping in and out of the ice storm, looking almost as if it were swimming on the surface of a frigid lake.

Sense Motive DC 20:
This one appears to be cheekily taunting the party, although not in a hostile manner.

The third elemental starts sending off an aura of crackling energy from the blue end of the spectrum, and starts drifting towards the ice storm.

Sense Motive DC 20:
This one appears to have given up trying to communicate, and is now sulking.

Zephyr starts hustling after the Magical Astrolabe.

Ember continues to fly as fast as her little wings can carry her in the direction of the Sending Orb.

Round 5:

Octaris (40' NE)
Elemental 1 (600' N), Elemental 2 (600' NE), Elemental 3 (240' E)
Rhyol (On ship)
Zephyr (240' NE)
Food and Water Supplies (On ship)
Sending Orb (600' N) - grabbed by elemental 1
Box of Sky Charts (On ship)
Magical Astrolabe (600' NE) - grabbed by Elemental 2 (at the edge of an ice storm)
Magical Sail (On ship)
Ember (480' E)

Party is up!

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 zooms at full speed towards the astrolabe.


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)

Zephyr joins up with Octaris

Don't know which elementals I can roll Sense Motives for, so GM please roll for me. Also, can we get a description of the elemental with the astrolab?

Sovereign Court

They are all the same - vaguely humanoid, crackling with electricity, surrounded by coloured flames, the colour of which they seem to be able to manipulate.

Feel free to roll whatever sense motives you wish - their 'displays' are not exactly subtle.


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)

Sense motive 1: 1d20 + 5 ⇒ (18) + 5 = 23
Sense motive 2: 1d20 + 5 ⇒ (11) + 5 = 16
Sense motive 3: 1d20 + 5 ⇒ (16) + 5 = 21

Zephyr calls out to the others, "At least two of them do not appear hostile and may be seeking entertainment. Rhyol, perhaps you can try to engage them in a friendly manner?"


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

"Friendly. Yeah, that's me." the Thoqqua states sarcastically, but she heeds her ally's request.

She moves over to the rail of the ship and calls out in Auran "Hey! Air spirits! Wanna see a cool trick?"

Diplomacy: 1d20 + 1 ⇒ (7) + 1 = 8


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)

Zephyr can only hope the elementals don't speak Rhyol's language :-D

Sovereign Court

Round 5:

Octaris continues to zoom forward as fast as his feathery wings can carry him, in the direction of the Magical Astrolabe.

The first elemental starts bowling the Sending Orb around on the surface of the mound of pebbles.

The second elemental ducks in and out of the surface of the ice storm, cheekily waving the Magical Astrolabe at the approaching party members.

The third elemental continues to drift in the direction of the ice storm.

Rhyol calls out something in Auran at the elementals, but they appear to ignore her.

Zephyr hustles after the Magical Astrolabe.

Ember Keeps moving in the direction of the pebble mound, making a bell-line for the Sending Orb.

Round 6:

Octaris (200' NE)
Elemental 1 (600' N), Elemental 2 (600' NE), Elemental 3 (360' E)
Rhyol (On ship)
Zephyr (480' NE)
Food and Water Supplies (On ship)
Sending Orb (600' N) - grabbed by elemental 1 (on the surface of a mound of pebbles)
Box of Sky Charts (On ship)
Magical Astrolabe (600' NE) - grabbed by Elemental 2 (at the edge of an ice storm)
Magical Sail (On ship)
Ember (480' N)

Party is up.

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 continues to fly toward the astolabe and the elemental holding it.

He smiles and winks as he goes.

Sovereign Court

Since I assume that everyone will keep moving...

Round 6:

Octaris keeps hustling towards the Magical Astrolabe.

The first elemental continues to play with the Sending Orb, skipping it along the pebbled surface of the mound.

The second elemental waves the Magical Astrolabe cheekily at the approaching Zephyr, and dives up and down into and out of the ice storm.

The third elemental continues to drift lazily in the direction of the storm.

Rhyol remains on the ship.

Zephyr hustles forward, finally reaching the edge of the ice storm where the elemental has the Magical Astrolabe.

Ember strains her minuscule wings, her tiny little heart beating like wild, and finally reaches the area of the mound where the elemental is playing with the Sending Orb.

Round 7:

Octaris (360' NE)
Elemental 1 (600' N), Elemental 2 (600' NE), Elemental 3 (480' E)
Rhyol (On ship)
Zephyr (600' NE)
Food and Water Supplies (On ship)
Sending Orb (600' N) - grabbed by elemental 1 (on the surface of a mound of pebbles)
Box of Sky Charts (On ship)
Magical Astrolabe (600' NE) - grabbed by Elemental 2 (at the edge of an ice storm)
Magical Sail (On ship)
Ember (600' N)

Party is up.

Zephyr:
You get the impression that the one playing with the Magical Astrolabe might be willing to give up its new toy, if you provide it with something else interesting to play with, instead. Alternately, you could just try to ask for it nicely (with a Diplomacy check) but that would be quite difficult (i.e. high DC)

Ember:
The elemental on the pebble mound watches with interest as you approach, then addresses you softly (in Auran) in a voice that sounds like the crackling of electricity.

"What fun! Play game, yes? You decide what! Shiny ball can be prize!"

Basically, suggest some sort of competition, which requires an opposed skill / ability check. Alternately, you could just ask politely (Diplomacy), but it would be a reasonably high DC.


GM re: Ember:
Delighted at the prospect of a game, Ember smiles broadly. "You're on! What're you good at? Flying? Me too! Let's have a flying competition! You show me your best three moves and I'll match them!"

Ember eagerly watches the elemental's rolls and turns, then gives his own display of aerobatic exuberance.

Fly: 1d20 + 24 ⇒ (18) + 24 = 42
Fly: 1d20 + 24 ⇒ (20) + 24 = 44
Fly: 1d20 + 24 ⇒ (5) + 24 = 29


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)

Zephyr calls to Octaris, "Maybe we can trade it something for the astrolabe. Do you have anything that might work?"

Sovereign Court

Ember:
The creature giggles in delight, and does its best to put on a stunning display of aerial acrobatics, shifting its colours through the full visible spectrum as it does so.

Fly: 1d20 + 17 ⇒ (16) + 17 = 33.
Fly: 1d20 + 17 ⇒ (1) + 17 = 18.
Fly: 1d20 + 17 ⇒ (17) + 17 = 34.

Afterwards, it watches with a great deal of merriment as Ember puts on a truly stunning display, her tiny size allowing her to do some impressive twists and turns.

"Okay! You can have shiny! That was fun!"

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

"I have this rare but fun soft coral tablet! Surely he would prefer to play with it?"

Octaris pulls out some of his writing supplies as he continues in pursuit.

Sovereign Court

Just to keep things moving...

Octaris keeps flapping forward, coral tablet (and engraving knives) in hand, eventually drawing level with Zephyr and the elemental.

The elemental is, at first, unsure what to do with the tablet (after all, coral is not something that normally forms on the Plane of Air), but it enthusiastically starts chiselling away at it, almost as an afterthought lazily tossing the Magical Astrolabe to Octaris

Meanwhile, Ember participates in a dizzying display of aerial acrobatics with the elemental on the pebble mound, eventually pulling off a triple loop-de-loop which impresses that elemental enough that it gives her the Sending Orb.

Having gathered together the remaining lost gear, the party is once more able to congregate on the ship, and continue with its journey.

About an hour later, the party arrives at the tower espied earlier.

Rocking and swaying ahead is a white marble tower adorned with golden reliefs of lightning. The thin ornamental bridge that once led to its double doors has snapped, and there is no sign of whatever once connected to the other side. The tower’s roof is entirely missing, replaced with a menacing mass of black sky shot through with shifting streaks of color. The scintillating mass struggles erratically against some invisible barrier above.

MAP

Let me know where you would like to explore ;-)

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 raises a shroud of water that circles around him, providing some protection against attack. "Shall we enter?"

He follows anyone who proceeds forward into the center room.


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)

Zephry casts barkskin on himself and joins Octaris

Sovereign Court

Moving into the central chamber...

A cyclone rages at the center of this circular atrium. The winds trap the same shifting, colorful mass that emerges from the top of the tower, making passage to (what remains of) the upper floors impossible. The cyclone broadens as it grows higher, from 10 feet wide at the base to around 100 feet wide.

Stone doors lead from the atrium to five different rooms, and two small archways lead to small chambers either side of the main entrance.

Let me know where you would like to go next :-)


"Neat!" says Ember, who quickly flies in a circuit around the room, looking at each door and through each archway.


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)

"Perhaps there is some way to dissipate the cyclone behind one of these doors."

Sovereign Court

Through the two arches...

In one room, the walls depict a city made of ice and djinn bustling around a massive spherical building surrounded by dozens of similar but smaller round buildings. In another relief, a group of mephits emerges from a cloud dragon’s breath. The most striking scene depicts an immense being with the body of a serpent spun from storm clouds, the head of a lion with a mane of lightning, and hundreds of clawed feet. His expression is approving and content as he gazes upon the other creatures.

Knowledge(History, Planes, or Religion) DC 25:
You recognise that the lion-serpent is Ranginori, a benevolent lord of air who was trapped and exiled ages ago.

In the other room, the same immense being appears again, this time wreathed in an aura of lightning with an expression of fury. Djinn, mephits, wysps, and other creatures of air fly by his side, all surrounded by a raging cyclone. Hordes of creatures made of stone rush forward, only to be sent flying as they approach the cyclone.

In each room, a blue crystal roughly the size of Zephyr's head seems to float in the air... but on closer inspection, they seem to be *fixed* in place (somehow), whilst the tower itself is subtly moving.

Knowledge(Arcana or Planes) DC 20:
These are the vestiges of some ancient ward, currently inactive.

The doors to the other rooms are currently closed, but do not appear to be locked.

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