[PFS PbP Gameday V] #7-99 Through Maelstrom Rift (Inactive)

Game Master DM Beckett


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Grand Lodge

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Dot here if you are ready!


RHYOL THE VOLCANO :: HP 42/76 :: AC 19 CMD 22 :: Fort +13 Ref +7 Will +3 :: Perception +11 (Tremor 60; Darkvision 60) :: Conditions: none

RUMBLE CRUNCH DOT


F pyrausta bard 5 | HP: 51/57, fast healing 1 | AC: 22 (T: 20/FF: 17) | F +7, R +12, W +10 | Immune: fire, sleep, paralysis | Weak: cold, heart of flame | CMB +5 | CMD 15 (19 v trip) | Speed: 20 ft., fly 60 ft. (good) | Init +5 | Conditions: None

Dot. Alias and image subject to change.


Inactive

Present!

Grand Lodge

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You are members of the fringe organization called the Concordance of Elements, which promotes cooperation between the forces of air, earth, fire, and water, and holds that the balance among these four powers to be vital.

Before you meet your contact, you receive letters or have a chance to review your key journal entries:

Letter to Jamila:

Dear Jamila,

As the representative of balance, it is right and proper
that you are this mission’s official leader. That does not mean
that it is wise for you to order around your allies—instead,
respect their contributions, seek peace, and encourage
solidarity. The more you can ensure that each element has
its voice and place, the smoother the mission shall be. To
that end, I am providing you with some information I have
discovered in advance about your allies. I hope to be
able to place a few more agents on this mission, but their
identities are still unclear.

Octaris is a water mephit, a skillful wizard, and a master
of arcane lore. I expect that the disturbances you encounter
will be magical in nature, and his expertise should be
invaluable. Do try to look past his arrogance.

Rhyol is a resourceful thoqqua who has developed a brilliant
technique for communicating aloud. Her temper is quick to
rise at times, though she usually channels her fury into battle
against her enemies, making her quite the capable combatant.
Zephyr of the Forgotten Sun speaks to the sky, and the
sky speaks back. I doubt I need to explain how useful his
connection to the Plane of Air and ability to control winds could
be on this mission.

As the leader, it is your responsibility to ensure this mission
is a success. Find the source of the irregularity. If you and
your team can stop it, do so. If you cannot, collect as much
information as possible, then retreat. I will provide further
information in person.

— Ashasar, Liaison to the Seat of Balance

Journal of Octaris:

Should I be surprised? Proud? I think proud is right. They bought it—hook, line, and
sinker! My cousin Octaris is a member of that weird group called the Concordance
of Elements. Their filosof philosof beliefs intrigue me, and now’s my chance to
see them up close. Why? Because the courier who delivered the invitation for this
adventure was happy to hand it to any mephit, so now I am maskeraiding disguised
as Octaris!

I need to remember a few things while pretending to be my cousin. First, he’s a
powerful wizard who specializes in water magic and eldirch mistikal magic lore.
That’s okay because my powers can fake water magic, and I’ve got a bunch of wands
that can fake everything else. Octaris is a kind of a show-off, so the more I can
display my... completely real magical powers and knowledge, the better. Highlight
the successes, downplay the failures, that sort of thing. I know I won’t get away
with this forever, but even if I get caught, I bet they’ll let me join up forever if I
prove useful enough doing whatever they hired Octaris for—oh right, that’s me
now. What’s life without a little adventure? Oh, and the second thing to keep in
mind? He’s a pompous jerk. Best not overdo it, though, or I’ll have as few friends
as he does. A little bit of grouchy seasoning should make the disguise seem more
believable, though.

Ha! He’s going to be so mad when he finds out what he missed! Serves him right.

Thyol's Thoughts:

Most of the time, I like Armun Kelisk. It is a beautiful city
with many travelers. It also has ground to hold on to, which is
important. Everything changes so fast that it is hard to think
sometimes with the bustle, but it is an exciting place. Sometimes
I get very angry, especially when the people here assume that I
am stupid. Many of them call me a simple worm. I must show
them with my words and not with force that I deserve respect.
I must practice speaking for myself. I’ve heard there’s going to
be a mephit on this journey. Mephits are smart, and good at
understanding talking that isn’t with sound too. Maybe he can
help if I run into trouble.

Zephyr of the Forgotten Sun's Journal:

The sky is uneasy. It is not enough to simply stop this disturbance. Stopping it
without understanding how it came to be is leaving open the possibility that it
may simply happen again. Is this yet another imbalance in the elements?
Sometimes, I dream of what it would have been like back in the old days,
when elements had balance within themselves, when good and evil alike
reigned over the skies, seas, flames, and stones. In those days, the Concordance
was not necessary, for the balance was not so delicate. We would all be better off
if the four good elemental lords had never been imprisoned, or could some how
be freed again. If only the others in the Concordance saw matters the way I
did. T heir reticence is understandable, however. Speaking ill of the Duchess of
All Winds’s triumph over the now-imprisoned lady of Earth is far from a
safe proposition.

Is the current situation the result of an attack from the forces of another
plane ? The Plane of Earth, perhaps? I shudder to think that it may be,
but regardless of the cause, we must investigate this situation as thoroughly
as possible.

Ember's Journal:

What wondrous news! This journey promises to be the most
exciting adventure I have experienced in all my years! I will
savor this experience, but I must not forget to preserve it for
posterity. My tales have grown repetitive of late—lost some of
their inspiring luster. I was starting to worry that I would
have to fall back on secondhand storytelling. Tsk, where’s the
fun in telling stories you didn’t see for yourself?

Why, I shall regale my capable companions with tales of
our deeds so that we might all remember our glorious deeds.
Remember, to compose the tale along the way. Otherwise, the
details will slip away as surely as a cloud on a gale.

Kranos' Journal:

Back to the Plane of Air again. I find the vast expanses of empty space unsettling,
so I do not look forward to this mission. Still, it is better that I am here to provide
a counterweight to the flightier members of the Concordance—and to ensure that
this strange occurrence does not foretell a potential threat to Ayrzul’s interests. In
the interest of continuing this dance of checks and balances, I have procured three
more crystals attuned to the Fossilized King’s divinations, allowing his servants to
gaze upon the Plane of Air from afar as if the gems were eyes. My teammates are
unlikely to watch me with suspicion, so long as I am not blatant about my actions.
Others are unlikely to offer me the same courtesy. I should place these stones in
different places where winds or the unsuspecting might carry them to many places—
or where they might overlook something with more enduring significance.

Grand Lodge

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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 dustairship 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?"


F pyrausta bard 5 | HP: 51/57, fast healing 1 | AC: 22 (T: 20/FF: 17) | F +7, R +12, W +10 | Immune: fire, sleep, paralysis | Weak: cold, heart of flame | CMB +5 | CMD 15 (19 v trip) | Speed: 20 ft., fly 60 ft. (good) | Init +5 | Conditions: None

A tiny praying mantis-like dragon buzzes about the room, so small that she's almost invisible. Her small body is a light green and her forehead has two tiny brown horns poking through her scales. Her wings are about the size of her body in span and transcluent in color. Her entire body appears to glow brightly when it passes underneath the shadow of a nearby chair.

Ember flies near the table the group is seated at. As she listens to Ashasar, her eyes widen. She speaks with a small voice, but her excitement is unmistakable. "Sounds like just the type of journey I've been waiting for!!" She flies around in concentric circles, her body shimmering with fire. "And oh how exciting it sounds." She perches above the fire worm nearby, more interested in the travel itself rather than the proposed investigation.


RHYOL THE VOLCANO :: HP 42/76 :: AC 19 CMD 22 :: Fort +13 Ref +7 Will +3 :: Perception +11 (Tremor 60; Darkvision 60) :: Conditions: none

A thick six-and-a-half foot length of magma and barbed stone rests coiled next to the table, radiating heat and a rock-crunching sound as its head—little more than a fiery spike on its front end—follows the aerial flitting of the little fire dragon. Its stone plating has noticeable bands of thickened sections spaced at intervals intermittently along its length, and on some of these bands rest strange accessories. An adventurer’s belt wraps around one about midway down, and an amulet is tied onto another on what is best described as a steel chain choker, this one closer to its “head”.

As Ashasar details the mission, the thoqqa’s head-spike swivels over and nods slowly as it follows along. Without facial expressions, there’s nothing specific to pinpoint it, but there’s a definite air of pained concentration in the following along. After a moment of quiet, it raises up a bit higher, rearing to a 4 foot height, then its plates begin shifting and shuddering, causing air to rush in an interesting way between rocky plates.

”I … “ SHUDDER POP ”CAN NOT FLY.” WHOOF sigh CRUMBLE ”CAN THE CONCORDANCE …” CRUNCH grind ”NOT PROVIDE A BRAVE” rumble POP CRUNCH ”ENOUGH AIRSHIP CAPTAIN?”

Would knowledge (Planes) shed any light on what this strange event could be?
Know (Planes): 1d20 + 3 ⇒ (2) + 3 = 5; swing and a miss!


Inactive

Held aloft on a pair of leathery wings, a small blue-skinned mephit listens carefully to the Liason. Holding himself in a rather regal posture, he nevertheless keeps a smirk on his face. In one hand he clutches a spellbook, and from his waist hangs a spell component pouch and numerous wands.

"Questions? No. This task seems below my impressive arcane talents and knowledge, but I will follow the wishes of the Concordance."


RHYOL THE VOLCANO :: HP 42/76 :: AC 19 CMD 22 :: Fort +13 Ref +7 Will +3 :: Perception +11 (Tremor 60; Darkvision 60) :: Conditions: none

The thoqqa shudders again, preparing for speech. "AND WHERE IS..." crunch RUMBLE "THIS PLACE?"


F pyrausta bard 5 | HP: 51/57, fast healing 1 | AC: 22 (T: 20/FF: 17) | F +7, R +12, W +10 | Immune: fire, sleep, paralysis | Weak: cold, heart of flame | CMB +5 | CMD 15 (19 v trip) | Speed: 20 ft., fly 60 ft. (good) | Init +5 | Conditions: None

Ember flutters her wings with speed to keep afloat as the air rushing from Rhyol's movement knocks her around. She giggles as she makes a game of it, floating from plate to plate as the thoqqa speaks.

She floats back up to eye level with Ashasar, and speaks as loudly as a diminutive dragon can in a crowded place, "La la la... Oh alright, I suppose we do need the details. Can anyone else tell us more about the disappearances? Perhaps some of the airship captains?"


Male Sylph Druid 6 | HP 51/51 | AC 17 Touch 14 FF 14 | Fort +7 Reflex +8 Will +11 (+4 vs air or electricity) | Resist 5 Electricity |

The sylph drifts around the room, refusing to stand still for an instant. In a voice that starts as a whisper but builds like rolling thunder... Disappearances ... irregularities ... imbalance... we must not waste any time! Are there any similarities you can tell us about these occurrences before we go? the Druid asks already moving towards the exit.


Gliko Init +6; Perception +9(low light vision) SP 0/24; HP 11/26; RP 5/6; mk I healing serum(2/3); EAC 15; KAC 16; Fort +1; Ref +8; Will +4 (extra +2 vs mind affecting, paralysis,poison,polymorph,sleep,stunned) evasion

Jamila smiles at the interesting assortment of elemental beings that are gathered together.

"Good day everyone! I like the questions. I'd also like to know how long the ...anomaly... has been in existence for, and anything that may have happened around when it was first reported."


RHYOL THE VOLCANO :: HP 42/76 :: AC 19 CMD 22 :: Fort +13 Ref +7 Will +3 :: Perception +11 (Tremor 60; Darkvision 60) :: Conditions: none

As the thoqqa waits for answers, it lowers its 'head' to the floor, momentarily probing at a sword that was—up until this moment—supposedly something set aside by one of the many, varied people in this place. The thoqqa, however, begins slowly ... absorbing the sword, blade first, with its fiery face. A grinding, metal-sheering sound accompanies the thoqqa eating the sword.

After which it raises back up, still listening to the conversation.


"Derek" Playtest Pregen - Goblin Monk 5 |HP 71/71 |AC 20, TAC 19 | F:+9 R:+9 W:+5 | Perc +4 (darkvision), Stealth +9 | Speed 35 ft.

Krakos stands stoically behind one of the chairs around the table as he listens to the liaison's explanation of their mission. Even with the constant movement of the sylph, the flitting pyrausta, and the peculiar thoqqa, his focus does not leave their contact. "What of the irregularity. Has anything like this happened before? In another place? Perhaps if a similar occurrence has come and gone, we can learn what stopped it the first time and use that knowledge again."

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

dotting

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
NPC d'Eben wrote:
"AND WHERE IS..." crunch RUMBLE "THIS PLACE?"

“While I know the general region, I do not know its exact location. Fortunately, no one knows the skies better than a seasoned airship captain. I’m certain you’ll find one who knows the way.”

Ember, The Chronicler wrote:
"La la la... Oh alright, I suppose we do need the details. Can anyone else tell us more about the disappearances? Perhaps some of the airship captains?"
_Lem wrote:
I'd also like to know how long the ...anomaly... has been in existence for, and anything that may have happened around when it was first reported.[/b]"

“Yes, I do. In fact, I have hundreds of ideas. I’m sure you could come up with hundreds of ideas, too. If you are asking me whether I have any ideas with a shred of evidence, well, now that is a different question. Regardless of the cause, I would expect powerful magic to be at its core.” Ashasar turns to address Octaris. “And that is why I am so pleased that you in particular responded to the summons.”

"As far as Airships and Captains, I'm afraid I must leave that up to you to look into and discover which, that will even take you in the first place, might fit your needs and expectations best."

Can I get a Know Planes check please.

Know Planes DC 05:
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 the PCs as humans, dwarves, or elves would be to a typical PC hailing from Golarion.

Know Planes DC 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.

Know Planes DC 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.

Additionally, can I have a Know Geography roll?

Know Geography DC 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.

Know Geography DC 15:
Thegreatest danger to airship captains and airbreathing 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.


F pyrausta bard 5 | HP: 51/57, fast healing 1 | AC: 22 (T: 20/FF: 17) | F +7, R +12, W +10 | Immune: fire, sleep, paralysis | Weak: cold, heart of flame | CMB +5 | CMD 15 (19 v trip) | Speed: 20 ft., fly 60 ft. (good) | Init +5 | Conditions: None

Knowledge (Planes): 1d20 + 11 ⇒ (17) + 11 = 28

Ember perches on top of a chair and speaks as loudly as pyrausta can, her chest held high. "Come to think of it, I know a thing or two about Armun Kelisk. Let me explain."

"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. None of these races seem odd, given where we are." The little dragon clears her throat.

"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. In the Plane of Air, there is no sun, but the genies who rule the city create an artificial day and night cycle in Armun Kelisk. They also stabilize gravity in the city to facilitate trade with people from other planes."

When she's finished, she bows and smiles. "Now I'm even more excited to go!" She flaps her tiny wings and buzzes around Krakos and Rhyol, giggling the whole while.

How wondrous!

I realize not everyone has checked in yet and apologies if you wanted me to wait until everyone does. Poke me if that's the case.


Gliko Init +6; Perception +9(low light vision) SP 0/24; HP 11/26; RP 5/6; mk I healing serum(2/3); EAC 15; KAC 16; Fort +1; Ref +8; Will +4 (extra +2 vs mind affecting, paralysis,poison,polymorph,sleep,stunned) evasion

Jamila has a think about what she has heard of the region.
know(planes): 1d20 + 12 ⇒ (3) + 12 = 15
"Wow, you know a lot Ember! I am looking forward to being on an airship. I assume they must make gravity themselves somehow as well. But how do they steer - that is - no stars, no gravity for up or down... just the endless void of winds. What a life!"


"Derek" Playtest Pregen - Goblin Monk 5 |HP 71/71 |AC 20, TAC 19 | F:+9 R:+9 W:+5 | Perc +4 (darkvision), Stealth +9 | Speed 35 ft.

Know(planes): 1d20 + 7 ⇒ (10) + 7 = 17

From deep within his chest, Krakos produces a deep grumbling noise like rocks rolling down a slope. "Hmm...they stabilize gravity, eh? Yes...I believe I've heard such as well. I wonder if these irregularities affecting the airships are the result of this manipulation of the plane's natural state. As you say, Jamila, all outside of the city is a void of winds. Perhaps the creation of this bastion of solidity is having an effect like a boulder crashing into a stream. The eddies created by the boulder seem small enough there in the stream, but, further downriver, whole new channels are opened by the altered currents." He pauses in thought for a moment, then goes on, "We will need a brave captain indeed to navigate these new passages in the current...or an insane one. Is anyone familiar with such a person?"

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Ember, The Chronicler wrote:
I realize not everyone has checked in yet and apologies if you wanted me to wait until everyone does. Poke me if that's the case.

No, that's perfectly fine. I do, however, want to wait until we have everyone back (or respond) before really advancing any more, and I'm still waiting on confirmation about how to handle the reporting aspect. So, while we wait, feel free to RP a bit with each other. It would also greatly behoove everyone to reread both their character sheets, backstory, and also the special handouts given up above as they will be important.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I should also point out, the link beneath my name that reads Maelstrom is NOT the map to this game. It's for the other game I'm running, which should be finished soon.


RHYOL THE VOLCANO :: HP 42/76 :: AC 19 CMD 22 :: Fort +13 Ref +7 Will +3 :: Perception +11 (Tremor 60; Darkvision 60) :: Conditions: none

No Geography here, though I'll attempt it untrained.
KNow (Geo), untrained: 1d20 - 1 ⇒ (8) - 1 = 7

The Thoqqua’s head-spike twists and turns to track the conversation. During Ember’s excited monologue, Rhyol’s attention seems to become somehow even more focused, and a recurring shudder turns to be her version of nodding.

”VERY …. INTERESTING” she shudder-crunches. Then turns the head-spike to the Oread, shaking the top-half of her body in a ‘no’. ”MAYBE, WE SHOULD … crunch shudder … GO LOOKING.”


"Derek" Playtest Pregen - Goblin Monk 5 |HP 71/71 |AC 20, TAC 19 | F:+9 R:+9 W:+5 | Perc +4 (darkvision), Stealth +9 | Speed 35 ft.

Oh yeah! Forgot about attempting untrained knowledge checks. Suppose I'll give it a go too.

Know(geography) untrained: 1d20 ⇒ 12

Krakos sees Rhyol's "head shake" and recognizes it as a negative response to his question. "Nor do I, unfortunately," he says, "Though I have picked up that airship captains rely on their knowledge of the Plane’s currents to travel. They rely on the fastest currents to carry them in their travels. With the disturbances in the currents around this anomaly, we're sure to meet a good deal of resistance finding a captain foolish enough to attempt the voyage. So a crazy one may be best after all."


Gliko Init +6; Perception +9(low light vision) SP 0/24; HP 11/26; RP 5/6; mk I healing serum(2/3); EAC 15; KAC 16; Fort +1; Ref +8; Will +4 (extra +2 vs mind affecting, paralysis,poison,polymorph,sleep,stunned) evasion

"Or one who wants to make a name for themselves... or who wants the disturbance gone. Let us hope our patrons know of such a person."


Inactive

"I'm sure that whatever powerful magic is at the core of this problem, my immense knowledge of the arcana will easily discover the solution. I do not have a preference for our mode of travel, my mind is too busy for such petty concerns, so I leave it up to the rest of you."

Knowledge (geography) untrained: 1d20 - 1 ⇒ (1) - 1 = 0


Gliko Init +6; Perception +9(low light vision) SP 0/24; HP 11/26; RP 5/6; mk I healing serum(2/3); EAC 15; KAC 16; Fort +1; Ref +8; Will +4 (extra +2 vs mind affecting, paralysis,poison,polymorph,sleep,stunned) evasion

Jamila has a think about where airship captains might tout for work, or if there are docks they typically put into.

"I'm sure captains must congregate somewhere. People want to make such journeys all the time. Let us leave in search of such a person who will take us close to the irregularity."


F pyrausta bard 5 | HP: 51/57, fast healing 1 | AC: 22 (T: 20/FF: 17) | F +7, R +12, W +10 | Immune: fire, sleep, paralysis | Weak: cold, heart of flame | CMB +5 | CMD 15 (19 v trip) | Speed: 20 ft., fly 60 ft. (good) | Init +5 | Conditions: None

Ember dives down beneath a chair, then rapidly flaps her wings and rises up above the table, hovering gently. "I guess something must have happened with the gravity or the currents? There must be someone who will take us there."

She pulls a tiny journal from her pack and writes. As she's writing, she reads aloud:

"I met four new friends today, and such a smart and deductive group they are. One of them is a giant fiery thoqqua whose voice rumbles and cracks as she speaks. It can be a bit scary, but she sure seems nice enough! We learned of vanishing airships and odd currents in the Plane of Air. We'll be off to have a look as soon as we can find a captain to take us there - hopefully sooner rather than later!"

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

ALL:
While on the Plane of air, there are a few special rules everyone is pretty aware of;
Air-Dominant: Most of the plane is comprised of breathable air. Creatures with the earth subtype are somewhat uncomfortable here because of the lack of natural earth. This discomfort does not confer mechanical penalties.
Enhanced Magic: Spells and spell-like abilities with the air descriptor or that use, manipulate, or create air function as if their caster level were 2 higher than normal.
Impeded Magic: Spells and spell-like abilities with the earth descriptor or that use or create earth are impeded. Such spells fail unless the caster succeeds at a concentration check (DC = 20 + the level of the spell). If the check fails, the spell is lost.
Subjective Directional Gravity: Inhabitants of the plane determine their own “down” direction. Inanimate objects do not move unless an outside force acts upon them.
***
SUBJECTIVE DIRECTIONAL GRAVITY
In most parts of the Plane of Air, each individual chooses the direction of gravity’s pull. When walking on solid surfaces, choosing the direction of the surface to be “down” is relatively intuitive and does not require a skill check. In midair, creatures with natural flight can fly normally. Those without the ability to fly, or those who would prefer to move faster, can attempt to set the direction of gravity.
Once per round as a free action, an individual can attempt a DC 16 Wisdom check to pick a new direction for gravity. If she succeeds, she begins falling in that direction, moving 150 feet in a straight line on the first round and 300 feet on each succeeding round. If she fails, she can attempt the Wisdom check again the following round. The DC decreases to 12 until she succeeds. Once an individual starts falling in a direction, stopping requires a successful DC 16 Wisdom check to set gravity in the exact opposite direction. If she succeeds, she continues falling 150 feet in her original direction for 1 round, then stops.
Because an individual in free fall cannot stop quickly, performing actions during the fall is difficult. However, the PCs may ready actions and perform them during the free fall, such as readying an action to grab an object or to attack a creature while soaring past it. Moving past an opponent in this manner provokes at attack of opportunity.
A PC under the effects of a feather fall spell falls at only 60 feet per round and gains a +2 circumstance bonus on the Wisdom checks to change direction.

With little else to do here, you decide to move out into the city to begin the first step of your journey, finding a way to actually begin that journey.

Known to many as the Endless Sky, this plane is shot through with enormous clouds, floating cities of fantastic design, meandering sheets of ice and crystal, strange spheres of brass and iron, and far more astounding features. Towering cloud walls mark the borders it shares with the Material Plane, and gigantic water bubbles, oceanic ecosystems in their own right, pepper the areas abutting the Plane of Water. Although its population is scant in comparison to those of the other elemental planes, the Plane of Air is still home to a grand djinni society, dozens of mephit kingdoms, and a plentitude of diverse creatures

As you set off to begin exploring Armun Kelisk, looking for a potential Airship Captain for your journey, you see that the city on the Plane of Air is fairly cosmopolitan, though obviously greatly favoring Outsiders with a connection to the element of Air, (or cold or electricity). The locals are not outright hostile towards anyone else, even including those that might be considered opposing elements unless they cause trouble, but unlike most other places you might have visited (with other characters at least), you very rarely see humanoids here, as most mortals find the environment here hostile to the point of uninhabitable, at least for long term.

Further exploration indicated that the city is ruled over by a Genie, Sultan Zafer XXXVIII. This magnificent city stretches across seven enormous platforms of stone, crystal, ice, and silver, each capable of holding a city nearly three times the size of Absalom.

The platforms, really more like floating islands, hover at different elevations and are carved or cast to resemble the undulating terrain of a terrestrial city. Each of the city’s islands offers myriad airship docks and perches for flying mounts, allowing ready access to the city for nonflying visitors held in high esteem by the djinn. Each island also features several plazas with magical portals to transport residents and honored visitors from one city district to another. The plazas are well guarded, and anyone who wishes to take a portal to the High Palaces must be in possession of a special crystal that indicates the sultan’s favor.

The djinn take particular pride in Armun Kelisk’s configuration—more specifically, the genies delight in reminding mortals that the city’s magic allows its layout to change at the sultan’s whim. Traditionally, upon their ascension, new sultans rearrange the city’s structure extensively to suit their tastes. While Sultan Zafer XXXVIII has taken advantage of this opportunity, he has largely left the city’s configuration the same since his ascension centuries ago.

Genie magic also created the city’s cycle of day and night. The Endless Sky has no moon, but when the light dims, the plane’s distant fire orbs look just like stars. This beautiful effect helps visitors from the Material Plane feel more at home. This genie magic also affects the city’s gravity, causing unattended objects to fall toward the ground within Armun Kelisk. This keeps artwork, books, and traded coins from floating off into the plane’s blue emptiness.

As you walk through one of the open market areas, in the center of one of the public squares is a massive jumble of pipes. A large sign in front of the pipes proclaims “For public use” in Auran. Groups of air creatures take turns racing through the pipes to produce music that ranges from delightful to earsplitting, depending on the musician’s talent.

At the same time nearby, they spot a group of miniature whirlwinds working together to heft a huge cloth covered in exotic fruits and vegetables. 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 wysps angrily demand that the mephit pay to replace the fruit she ruined, while the mephit blames them for their precarious setup.

Before anyone is able to really step up to look into either events, suddenly it begins to become very difficult for Ember to maintain her flight, as it seems that the wind suddenly picks up, but only around her, constantly switching it's flow just as she accommodates for it to stay aloft.

Perception DC 15:
On a nearby rooftop, you spot a flock of fan-tailed flying mice known as chuspikis, seemingly utilizing some of their natural talents to play a prank. It's harmless, but might become annoying.


Gliko Init +6; Perception +9(low light vision) SP 0/24; HP 11/26; RP 5/6; mk I healing serum(2/3); EAC 15; KAC 16; Fort +1; Ref +8; Will +4 (extra +2 vs mind affecting, paralysis,poison,polymorph,sleep,stunned) evasion

perception: 1d20 + 11 ⇒ (9) + 11 = 20
"You there!" says Jamila waving her at them

"Could you stop playing with my friend please?"
diplomacy: 1d20 + 12 ⇒ (3) + 12 = 15


"Derek" Playtest Pregen - Goblin Monk 5 |HP 71/71 |AC 20, TAC 19 | F:+9 R:+9 W:+5 | Perc +4 (darkvision), Stealth +9 | Speed 35 ft.

Perception: 1d20 + 12 ⇒ (6) + 12 = 18

Krakos takes a less friendly approach to dissuading the pranksters from their jest. He turns a hard, menacing look on them and simply commands, "Stop."

Intimidate: 1d20 + 6 ⇒ (18) + 6 = 24


F pyrausta bard 5 | HP: 51/57, fast healing 1 | AC: 22 (T: 20/FF: 17) | F +7, R +12, W +10 | Immune: fire, sleep, paralysis | Weak: cold, heart of flame | CMB +5 | CMD 15 (19 v trip) | Speed: 20 ft., fly 60 ft. (good) | Init +5 | Conditions: None

Perception: 1d20 + 10 ⇒ (3) + 10 = 13

Ember is violently buffeted around in the wind as its flow constantly changes. "Oh--" She can barely get a word in before it changes again. She turns her tiny head to look back at whoever Jamila and Krakos have noticed. "You there! STOP IT!" With the size of her vocal chords and the whipping of the wind, her words are barely audible.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

As Jamila points out the small creatures, they respond in a chirping version of Auron, "Who is gonna make us? You? You Oread friend and Thoqqua lover." One of their number, and it's so hard to really tell which squeeks up, "Look. The pile of rocks speaks. . ." in mock amazement, before the small swarm sends an even stronger blast of wind at Ember, nearly blowing the tiny draconic creature away.

Some of you might want to retaliate with a bit more force, but you recall that your mission is to try to unite the elementals, not fight them. Rhyol especially feels her inner rage coming to the front, . . .


Gliko Init +6; Perception +9(low light vision) SP 0/24; HP 11/26; RP 5/6; mk I healing serum(2/3); EAC 15; KAC 16; Fort +1; Ref +8; Will +4 (extra +2 vs mind affecting, paralysis,poison,polymorph,sleep,stunned) evasion

"I'm not going to make you." she calls back.

"But you are disturbing the music the others are making and they might not take nicely to that. Or maybe... you could show us how cleaver you are by making better music than them?"

She continues to try her best to calm them.

diplomacy: 1d20 + 12 ⇒ (14) + 12 = 26


Inactive

Perception: 1d20 + 5 ⇒ (16) + 5 = 21

Octarius stifles a chuckle for whatever reason, then clears his throat and says to the others in a quiet voice, "Chuspikis are known for their pranks. I'm sure they mean no harm really."

He then addresses the creatures, "That's a good one. Thanks for the bit of humor. We'll just be passing along, have a good day."

Diplomacy (aid Jamila): 1d20 + 6 ⇒ (20) + 6 = 26

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I'm trying to give reasonable (for PbP) time for someone to take advantage of their secondary goal. And actually multiple people have different potential opportunities. As I mentioned, please reread your character sheets and the individual handout's spoiled above, as it's easy to forget.


F pyrausta bard 5 | HP: 51/57, fast healing 1 | AC: 22 (T: 20/FF: 17) | F +7, R +12, W +10 | Immune: fire, sleep, paralysis | Weak: cold, heart of flame | CMB +5 | CMD 15 (19 v trip) | Speed: 20 ft., fly 60 ft. (good) | Init +5 | Conditions: None

Ember swoops from side to side, desperately trying not to be blown away. The chaotic flapping of her wings has little effect against the shifting winds, and a look of panic covers her face. She rears up against a strong blast of wind and twists her neck to see the Chuspikis, shouting, "Please... Stop it! We have done nothing to hurt you!"


"Derek" Playtest Pregen - Goblin Monk 5 |HP 71/71 |AC 20, TAC 19 | F:+9 R:+9 W:+5 | Perc +4 (darkvision), Stealth +9 | Speed 35 ft.

Krakos waves a hand in exasperation at the small jest the creatures are playing. Moving over to Ember, he extends an arm for her to cling to in order to escape the winds. "Yes, very amusing. Now move along little ones. We've places to be."

Diplomacy aid: 1d20 - 1 ⇒ (15) - 1 = 14


RHYOL THE VOLCANO :: HP 42/76 :: AC 19 CMD 22 :: Fort +13 Ref +7 Will +3 :: Perception +11 (Tremor 60; Darkvision 60) :: Conditions: none

Crap. Sorry for the absence. Crazy week with a massively-tweaked back muscle. Nothing some heavy duty anti-inflammatories and muscle relaxers can’t handle. Catching up now.


RHYOL THE VOLCANO :: HP 42/76 :: AC 19 CMD 22 :: Fort +13 Ref +7 Will +3 :: Perception +11 (Tremor 60; Darkvision 60) :: Conditions: none

Crap. Sorry for the absence. Crazy week with a massively-tweaked back muscle. Nothing some heavy duty anti-inflammatories and muscle relaxers can’t handle. Catching up now.

Rhyol begins to rise up in anger, but chooses, instead, to cool her magma. She watches the display and begins giving a strange CHUFF-ing laughter.

”A GOOD” rumble crunch ”JOKE, LITTLE AIR” whoosh whistle ”FRIENDS. I WONDER” shudder rumble hiss ”IF YOU CAN MOVE” ripple pop splork ”SOMETHING MORE THAN A SPECK?”

She grinds closer to the creatures. ”A REAL TEST” crack crunch ”CAN YOU MOVE ME?” shudder ”DO IT. AND I’LL TELL THE PLANES” whoosh rustle ”OF THE AIR PRINCES WHO MOVE VOLCANOS!”

Diplomacy: 1d20 + 1 ⇒ (17) + 1 = 18

This is me trying to play this situation smart. It's the best I could come up with. :/

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Crap, I could have sworn I'd already updated this Sunday.

Accepting Rhyol's challenge, one of the Chuspikis' give it it's all, sending a massive focused gust of wind at the Volcano, who doesn't move. It tries again, with much the same result, much to the annoyance of the rest of the group, whose cloths, hair, and loose possessions go flopping and waving about. Now, put on the spot, a second Chuspikis joins in, and yet, the mighty Volcano doesn't budge. Nearly drained, it asks the group for aid, and with all of them drawing on every tiny ounce of will, focus the winds on the Volcano's magmatic frame, and she is pushed back 1 whole inch. They erupt in joy over their victory, though the confrontation seems to have altered their moods, and they look down on the group now as worthy opponents worthy of respect. After a bit of joking and pleasantries, the Chuspikis decide it's time to move on, wishing you all well, and fly off to one of the far over watch towers. Rhyols secondary mission complete for using words of brawn. The tower seems unoccupied at the moment, likely a relic of more war-like times in the past, though it looks like it might offer a very, very good view over the city.

The ruckus between the Air Wysps and the Mephit grow a bit louder as the two nearly begin to shout at each other as to who is to blame and what compensation is in order.
And not far from you, on the far side of the market where the island ends into the great emptiness that is much of the Plane of Air, an airship begins to approach to dock.

Anyone else that might not have anything else to do can also try asking around after potential captains or air ships. This part is a bit open sandboxy, and it's also not assumed that everyone needs to stay together at all times. One person can go do A at the same time than another is going to find B, etc. . . If you want to instead start asking around, please give me a Gather Information check.


"Derek" Playtest Pregen - Goblin Monk 5 |HP 71/71 |AC 20, TAC 19 | F:+9 R:+9 W:+5 | Perc +4 (darkvision), Stealth +9 | Speed 35 ft.

As the chuspikis flit away from the area, Krakos extends his arm again to encourage Ember to take off again. "It looks like you are free from the jests for the time being. I will let you take to the air again." Once Ember takes off, the oread excuses himself from the group. "I see an airship is inbound. Perhaps we can find passage aboard the ship. I will join you at the nearest docks to find our ride, but I must step away for a short while to see to some other business."

Krakos steps away from the group and makes for the tower. He enters into the ancient structure and searches around for a while to make note of anything that might be of interest to Ayrzul before heading to the top of the tower. Once he reaches the top, he finds a ledge or windowsill that seems to have the best view of the city's most important districts and places a small, glowing crystal in a discreet corner of the sill. Look on, Fossilized King, and see from your mighty halls what transpires in this city of winds.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Can I get a Stealth check please.


"Derek" Playtest Pregen - Goblin Monk 5 |HP 71/71 |AC 20, TAC 19 | F:+9 R:+9 W:+5 | Perc +4 (darkvision), Stealth +9 | Speed 35 ft.

Stealthy rock man: 1d20 + 11 ⇒ (10) + 11 = 21


Gliko Init +6; Perception +9(low light vision) SP 0/24; HP 11/26; RP 5/6; mk I healing serum(2/3); EAC 15; KAC 16; Fort +1; Ref +8; Will +4 (extra +2 vs mind affecting, paralysis,poison,polymorph,sleep,stunned) evasion

Jamila starts to ask around about competent, but adventurous airship captains.

"We are looking for someone who can take us far into the depths of the plane. Someone who doesn't mind danger, someone ...experienced."

gather information: 1d20 + 12 ⇒ (16) + 12 = 28


F pyrausta bard 5 | HP: 51/57, fast healing 1 | AC: 22 (T: 20/FF: 17) | F +7, R +12, W +10 | Immune: fire, sleep, paralysis | Weak: cold, heart of flame | CMB +5 | CMD 15 (19 v trip) | Speed: 20 ft., fly 60 ft. (good) | Init +5 | Conditions: None

Ember breathes a sigh of relief as she perches on Krakos' stony arm. "Thank you, Rhyol! You know, active volcanoes are really common amongst my kind. We usually settle upon them as our homes. That's where I came from ... Until it collapsed.." She sighs before taking flight again, fluttering around freely now that the prank is over.


Inactive

Octarius flies over to investigate the ruckus going on between the Air Wysps and other Mephit. He observes for a few moments at first, attempting to get an understanding of the situation.


RHYOL THE VOLCANO :: HP 42/76 :: AC 19 CMD 22 :: Fort +13 Ref +7 Will +3 :: Perception +11 (Tremor 60; Darkvision 60) :: Conditions: none

Hey! Awesome!

After getting nudged back by the air creatures, Rhyol does fives a rhythmic CHUFF-ing laugh. ”WELL DONE,” [i]rumble crunch/i] ”SKY PRINCES!” She gives a dip of her head-spike as a bow as they flit off, then grinds along with the group.

Not wanting to get into a situation where her temper might get the best of her, the thoqqua follows along with Jamila, curious to see what kinds of airship captain options they will find in this curious city.

”YES” she crunch and rumbles, ”A CAPTAIN … WITH THE TOUGHNESS … TO GO WHERE OTHERS FEAR. SURELY THERE IS … SUCH A CAPTAIN HERE.”

Diplo, Aid Another for Jamilla: 1d20 + 1 ⇒ (12) + 1 = 13; success. Jamilla's attempt is up to 30.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

A bit exhausted tonight, so I'll update tomorrow. Sorry for the delay.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Krakos journeys up the tower, moving slowly as his kind are known to do, but as he begins to place one of the objects he was asked to, a pair of adolescents arrive, and spot him. He does a quick job, hoping to cover his intent, and as he begins to leave, he can hear them mention finding a more private area, unsure if his mission is completed or not.
-
Ocarius begins watching the two nearly come to blows as they argue louder and louder, and with a bit more venom over just whose fault the mishap is, and more importantly who will be taking financial responsibility over recovering from the blunder.
-
Afterwards, seeing a few potential ships, you decide to divide up into small teams and look into which of the possibilities would both be best and are even feasible. After an hour or so, you all return to discuss what you have found, weeding out those Captains whose ships may not be up to the task or who are already booked.

Razakim: The wealthy and well-connected airship captain and Djinni, Razakim seems to be good natured and trustworthy enough, though also seems to be a bit whimsical and wiling to take risks. Because he owns his own ship and has several other ships in reserve, he is willing to risk taking them on board if they make a sufficiently strong case.

Sisivel: The eccentric airship captain Sisivel, a female Air Mephit seems that she might be particularly sympathetic to their cause. However, she does not personally own her ship, but is a member of an alliance of merchant-captains called Thousand Wings.

Nix: The daredevil captain of a fixer-upper airship, Nix, an uncommon female gnome dwelling here more or less permanently is much more willing than most captains to take a risky journey. In fact, the prospect likely excites her, as another method for her to stave off the Bleaching, but she it is also well known that she does not abide "dead weight" on her ship.

You also hear rumors of another possibility, a secretive Captain simply called "Whisper" whose services might be bought, though likely as a last resort.

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