
terraleon |

Sidney steps up and strikes the man twice with his taloned fists before Sickly puts a hand on his forearm,
"Wait, he might know where the prisoners are. Speak, man."
"Yes," Gruug leans in fiercely,"Where are the Riftwardens?
His eye already beginning to purple and swell over, limp in Sidney's grasp, he stammers,
"I don't know about any Riftwardens, but there are some new stock down in the cells, and Lady Sophini was interrogating one of them in the questioning chamber,"he coughs a spittle of blood on his chin, revealing a recently missing tooth."Down the stairs, straight ahead to the double doors, and through. Just let me go, please! I have a family!"He holds Sidney's gripping claw by the wrist, unable to break its clutch.
The Riftwarden chimes in,"Our intelligence showed the guards here were unaware of their masters' true nature. Just local men, hired to keep their cover."
How do you wish to respond?

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Do we have a name for the Riftwarden? We have the names of other three we've not found, but not sure if we have the name of the one we did =)
"Show us." Sickly mutters, stepping back a bit and prodding him towards the stairs with the haft of his hammer.
Gruug can drag him down the stairs with us! Totally not a human shield and trap detection device.
I'm sure we can find a closet to lock him in once we're down there and we have the lay of the land!

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Round ¿42?
Gruugdúrz motions for the guard to lead them to the cells:
"Kindly lead the way to show us this 'new stock' … PLEASE"
intimidate: 1d20 + 12 ⇒ (9) + 12 = 21
Then he whispers to the others with a knowing wink: "There, you see? Good manners will get you everywhere!"
Just before going down, he also grabs the guard's ledger as an afterthought.
"This may or may not come in handy later."

terraleon |

The guard gulps nervously, and nods, his eye swelling into a plum egg. The group heads down the stairs, the guard leading. The stairs drop a good twenty-five feet down, into a large, groin vaulted chamber. A passage extends off to your right, and another extends straight ahead, each lined with small doors. The lighting is dim, kept by old continual torches, and every third one glows oddly purple. There is a large table in the center of the vaulted room you're entering. A wooden bucket, a set of brushes, and a canvas kit of some kind rest next to an iron ring affixed to the wall and threaded with a set of manacles.
"The slaves are kept down either hall." He gestures to the halls, and then points off ahead, a pair of faintly visible doors. "There's the doors I mentioned. May I go now? Please?" He turns a bit in Sickly's grasp, as if he'd like to just trot off, back up the stairs.
I've posted a new map on the same map page.

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He's indicating the doors way to the north, right?
Sickly looks around dubiously, not liking the implied function of the area.
Perception: 1d20 + 12 ⇒ (12) + 12 = 24
"What's down there?" He asks, pointing to the right.
"And where do they keep the keys?" He adds, quietly.
Seems like the manacles or perhaps one of those little cell-looking rooms might store him for now?

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Diplomacy, take 10: 10 + 12 = 22
"Come, follow me," Miyako says to the guard and takes his hand. She then leads him to the manacles.
"We are here to free people, not to hurt you. However, we can't just let you go. Now we don't want to hurt you any further, so I have another proposal."
Miyako points at the manacles. "I will attach you to those, we do our thing here, and once we're done here i come back to free you."
She shrugs nonchalantly. "It's your best option, really. You won't get hurt any more, and we get to do what we need to. Okay?"

terraleon |

The guard follows Miyako, allowing her to clasp the manacles around his wrists. He seems genuinely surprised at her presence, not having seen her until this moment.
"You look the same age as my younger sister..." He trails off as she finishes securing the manacles, and leans towards her, to speak in confidence. "Do not go through the doors, sister. They are trapped with a terrible magic." He looks at you plaintively, through his one open eye. "I thought it would be fitting revenge for such rough men after the aasimar beat me, in a moment of anger. But I would never be able to look at my sister the same if I sent you blindly into such an awful fate. I saw it once." He shudders and turns his bruised face away, "Purple black spiked tentacles that grabbed and violated the slave who tried to escape, left them vomiting for hours and only alive because Lady Sophini dismissed it. I do not know the magic phrase to deactivate it, only our employers do. The questioning chamber is towards the doors, but down the passage to the right, just before them. I have never been there, as the lords and ladies of this place simply have us leave slaves in these chains and go upstairs while it is done, but we know where it is. But we hear voices, sister. Terrible, terrible voices while they are taken there. In our heads. At first we thought each other mad, but no, we heard them. Be careful when you go there, because while I do not know what is in that room, I would not go there." He keeps his head turned in shame, "I am sorry I nearly killed you, sister. Be safe as you go in the grace of the Laws of Man, and be careful that you travel with such harsh warriors."
I've shifted the people in the room a bit, circled the doors the guard previously indicated. We're at approximately Round 45ish, as she gets him locked in and speaks with him. If you have something you want to do or ask in those moments, sound off. Otherwise, I'll continue?

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1 person marked this as a favorite. |

That sneaky bastard! His descriptions reminds me of the last two frames of this...
Are there prisoners down here?
While Miyako talks to the now manacled guard, Sickly, will take a quick look through the nearest of the smaller doors, to see what (or who) is in there.
Perception: 1d20 + 12 ⇒ (5) + 12 = 17
Still looking for 3 more Riftwardens!
And possibly keys!

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Round 45-ish
"Hmmmmm. Might be tricky dealing with those tentacles."
"I rather suspect Sophini is a wee bit, well, dead. Actually."
"Who else would know that phrase?"
He then asks the guard, in a much less threatening tone:
"And do you have the keys to these cells?"
diplomacy: 1d20 + 2 ⇒ (15) + 2 = 17
⋮
Gruugdúrz will also flip through the journal he grabbed upstairs to see
if there's any useful information about these cells or maybe a clue to
the passwords (although his expectations aren't too high on the password)
perception: 1d20 + 9 ⇒ (2) + 9 = 11 … so much for that!
"Anyone else want to see if there are any useful nuggets of information in this journal?"

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"Perhaps I can disable the trap," Saarai says. "I have made it past worse..."
perception, +1 vs. magical traps: 1d20 + 12 ⇒ (14) + 12 = 26
Can I see how to disable it?

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I'm VERY glad we learned about those tentacles!
Miyako smiles at the guard. "Thank you for telling me, that's kind."
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
She pulls at her healing wand again and taps the man's forehead, curing his face.
"I'm sorry for my colleagues' rough approach," she continues. "Some of us, myself included, had a near death experience upstairs. Also, we don't really like the slaving business. I wish everyone could be free, like you and me. Wouldn't the world be a better place that way?"
As Miyako puts her wand away she turns her head to see what the others are doing and comments, "In case Saarai's approach doesn't work, I can pull down the handle with mage hand while someone else pushes the door open with a polearm?"
She briefly turns her head back to look at the guard. "The keys would be really useful. Do you know where we can find them, or if maybe Sophini had keys on her? I don't think we found any on her..."

terraleon |

A pony can open a door. :) I've seen it done.

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I love how that one horse opens the door to his mate's stable! :P
But GM, did Saarai's Disable Device thingy do anything?

terraleon |

Compiling and continuing
"Hmmmmm. Might be tricky dealing with those tentacles."
"I rather suspect Sophini is a wee bit, well, dead. Actually."
"Who else would know that phrase?"
He then asks the guard, in a much less threatening tone:
"And do you have the keys to these cells?"
Miyako smiles at the guard. "Thank you for telling me, that's kind."
She pulls at her healing wand again and taps the man's forehead, curing his face. The plum egg fades out, and the hint of a new tooth is evident in the missing space.
"I'm sorry for my colleagues' rough approach," she continues. "Some of us, myself included, had a near death experience upstairs. Also, we don't really like the slaving business. I wish everyone could be free, like you and me. Wouldn't the world be a better place that way?" He doesn't respond to this question, but turns his head to look at the floor.
At the guard's comments about the trap, Saarai peers down the hall towards the door. "Perhaps I can disable the trap," Saarai says. "I have made it past worse..."
At this distance, Saarai cannot see the trap, even with the guard's information that the trap exists. She can certainly go down and check it out, if she wants, and look again, but from her current position, she cannot see the trap. If you try again, up close, add a +3 circumstance bonus to the check to find it based on his information.
Miyako puts her wand away she turns her head to see what the others are doing and comments, "In case Saarai's approach doesn't work, I can pull down the handle with mage hand while someone else pushes the door open with a polearm?"
She briefly turns her head back to look at the guard. "The keys would be really useful. Do you know where we can find them, or if maybe Sophini had keys on her? I don't think we found any on her..."
The guard remains downcast, "The Lady Sophini had the keys, I don't know where they would be now. Only she and the other Lords and Ladies of the House knew the phrase, and the others left several days ago, after the break-in."
As the conversation progresses, the Riftwarden hangs back, his hands held claw-like near his sternum. He says nothing, but watches. Sickly goes up to the first small door in the wall, peering through the palm-sized window into the shadowy space inside. He is quickly met by a pair of desperate eyes that open wide.
"Izzata guard? There! Onna wall? You gunna free us?" his voice grows eager, louder. "Please, khazad, lemme out, lemme free!"
The Riftwarden hears the man and speaks, "Wait, there are slaves in those doors? I was kept blindfolded down here." He calls out, "Mikael! Imaga! Jahani! Are you here? Riftwardens, it's me, Gerrard!"
There are a couple of hushed calls to 'be silent,' or 'the guards, you fool!' but there, in the closest southern door, a pair of hands and fingers waggle from the small window, and mangled voice calls back in response. "ERR-ARD! EE-AIL! ERR-ARD! ERE! ERE!"
Gruug looks up from the journal at this. The contents hadn't been very interesting at that point. It appeared to be a visitation or tracking log of some kind, showing numbers, then number-letter groups, and then a person's name and signature or mark. The freed Riftwarden, whom you now know to be 'Gerrard,' heads over to the cell door, twining his fingers with the prisoner's. You can see him wince in pain as he does so.
"It's alright, Mikael. Step back, we'll get you free." He looks over to your group and speaks with an urgency in his voice, "This is my companion, Mikael. Please, free him!"
That puts us at round 46-ish. How do you want to proceed? Likely the sound of smashing a door down here will draw the attention of the other prisoners, which might cause commotion. You may or may not care at this point

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At this point, detect magic might work better at finding the trap than a perception check.
Actually, given their penchant for these things, perhaps we should keep that a standard operating procedure from here on!
Hmm.. given the duration of those things, probably better to try to set it off early then later, so we have time to see what's on the far side?
Sickly jumps back, startled, as the man inside looks back.
Realizing there are people in all of them, he looks around and moans slightly as he counts how many cells there are. Even more if they go around the far corner to the west.
"So many." He mutters, despondently. "Is there time?
He will hurry over to the southern door where Gerrard is, fumbling about in his pack looking through the items he looted from the wizard lady upstairs to see if there were a set of keys like the guard mentioned.
Any idea how hard the locks are to pick?
He looks over Gerrard's shoulder at Mikael. "Do you know where the others are? Jahani and Imaga?"
He'll let Saarai deal with the lock, and will go down the hallway east, looking in each cell and calling the name of the two Riftwardens still missing. Assuming Mikael doesn't point them in a different direction
And see what's around the corner there (guessing more cells!)

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detect magic to find the trap.
perception: 1d20 + 12 ⇒ (1) + 12 = 13 ouch...probably still don't see it? If not, let's go with Mikayo's approach to mage hand the lever and push the door open with a pole arm.
Saarai continues looking for the trap.
"It is incredibly well-concealed...I am having trouble finding it. Perhaps we should activate it some other way and wait out its duration."

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Miyako moves away from the guard, to a position from where she can take a better look at the trapped door up north. She focuses her magic senses to also try to detect the exact location of the trap, and to hopefully learn if it's a trap that will reset itself after being triggered.
Perception: 1d20 + 4 ⇒ (17) + 4 = 21
Spellcraft: 1d20 + 4 ⇒ (4) + 4 = 8
"I starting to sense something, let me try to pinpoint it... Not sure if it's the kind of trap that resets, but that can be tested after attempting a disable."
If Miyako's indeed able to locate where Saarai has to move to disable the trap, without triggering the trap on the way there, Miyako leads Saarai to the designated spot.

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if its another of the tentacly things, a polearm won't help... the radius will be far larger than that, depending on where its centered.
Also, if it is the afore mentioned tentacles, as described by the guard... not sure if it will endanger any prisoners in those nearby cells or on the other side on the door. Might want to try to evacuate them first =)

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We could still go with a summoned pony. Poor thing.

terraleon |

The map is updated, showing what you can see with Sickly's walk, and if I have Saarai walk up with a detect magic (I have adjusted her for this). The doors are good wooden doors with average locks. Scanning to get a precise location of the effect school, strength, and relatively precise location will take three rounds. According to the PRD, the DC to break down a good door is 18. To open an average lock is a Disable Device DC 25. To smash the door around the lock is Hardness 5, 15HP, AC 6.
Mikyako and Saarai attempt to scan for the door, but cannot pin point it beyond the doors themselves. They are certain it is a moderate evocation effect, but where on the doors or how it is activated, they cannot tell.
Sickly looks up and down the hall, each cell appears to contain another slave or prisoner, kept for whatever needs the Blackfire Adepts had deeemed, here in the basement of this guildhouse. You are reminded of Eando Kline's comment in the bathhouse,
"They’re not nice people..."
Up and down the hall, fingers begin poking out of the tiny cell windows. Voices begin weakly, mournfully, calling to you to free them. Gerrard looks at Gruug,
"Can't you smash this open? Get him out of there? They've done something to him, listen to his voice. There's something wrong." Gerrard's voice frays. He's looking at Gruug intensely.
If you want, you can take 20 on the Perception check to find the trap. This will not activate the trap, and will require 2 minutes. To do so without a penalty for distance means walking up to the door. We're at about round 48ish.

terraleon |

Is it time for a bit of chaos?
In 14 rounds, you could smash all of the southern passage doors from the entry room to the questioning chamber. It is 20 rounds to take 20 on the perception check for the trap.

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technically, an active perception check is a move action isn't it? So you could do 2 of them a round? Then taking 20 would only take 1 minute? Not sure.
In my best Name That Tune style: I can smash those doors in 10 rounds George!
Sickly, looks back and forth from door to door, indecision on his face. With a sudden determined look, he wipes his nose, takes a firm grip on his adamantine longhammer and starts swinging with wild abandon at the door locks!
He slowly works his way down the hall, whirling and stepping with dance-like precision.
From current location...
1) smash door to left, smash door to right, 5' northeast.
2) smash door behind, smash door ahead on the right, 5' northwest
3) smash door ahead to left, smash door to right, 5' northeast
4) smash door ahead to right, 5' northwest, smash door ahead to left
5) move, smash last door on the right
6) double move back
7) smash 2 doors
8) smash 2 doors
9) smash 2 doors
10) smash last door with Mikael
Win Prize!
16d20 ⇒ (7, 20, 7, 1, 19, 20, 19, 7, 10, 10, 6, 17, 10, 19, 11, 1) = 184
Doh! Two 1's! So much for my prize, as it takes 11 rounds! Sob!

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Round 48-ish
"Keep trying Saarai. I'll see if I can open Mikael's cell."
Gruugdúrz then motions Gerrard off to one side so he can stand in front of the cell holding Mikael.
He takes hold of his heavy flail.
"Bulkrax here isn't designed for picking locks, but lets' see what I can do."
"Even if I am still feeling ever so weak."
"Stand away from the door Mikael!"
He then swings Brulkax as hard as he can at the lock in the door, trying to break it open.
brulkax (mw heavy flail): 1d20 + 6 ⇒ (18) + 6 = 24
damage: 1d10 + 9 ⇒ (8) + 9 = 17
(power attack, and still fatigued)

terraleon |

technically, an active perception check is a move action isn't it? So you could do 2 of them a round? Then taking 20 would only take 1 minute? Not sure.
From the PRD:
Taking 20: When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, if you roll a d20 enough times, eventually you will get a 20. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.
Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).
"usually 2 minutes" is good enough for this situation to call it two minutes, especially since finding a trap is one of the examples.

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"Clever trap, indeed," Saarai says, still unable to find it.
She takes a closer look.
I have enough confidence in my perception score to think I could roll better than a take 20. Let me at least try a few rounds...If that doesn't work with these rolls, I'll go ahead with the take 20 while Sickly does his door opening.
perception, magical trap: 1d20 + 12 + 1 ⇒ (7) + 12 + 1 = 20
perception: 1d20 + 12 + 1 ⇒ (16) + 12 + 1 = 29
In the alternative to disabling this, does anyone have a summons you could send down the hall to activate it?

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Miyako suddenly hears a voice inside her head mention the awesome idea to start questioning the prisoners in the cells closest to the doors about the catchphrase.
"That's brilliant, random voice!"
Diplomacy, 2nd closest to doors: 1d20 + 12 ⇒ (9) + 12 = 21
Diplomacy, closest to doors: 1d20 + 12 ⇒ (16) + 12 = 28
Just after Sickly smashed off the locks to their cells, Miyako walks over to the prisoners and asks, "Have you heard what the catch phrase is the used to disable the magic on these doors? It'll be a nice present in exchange for the freedom we just gave you."
Perception: 1d20 + 4 ⇒ (12) + 4 = 16
Miyako tries to make sure the freed prisoners leave the guard alone and, after questioning the prisoners, quickly returns to a position from where she can keep an eye on him.
I promised I'd come back to free him later...

terraleon |

Sickly smashed the southern passage, the northern ones are still sealed, unfortunately, but that's just a matter of time, it seems.
Promising them freedom in exchange for the passphrase seems effective, and the one closest to the doors speaks up. The second closest prisoner doesn't seem to trust you yet, with all the noise in the southern passage.
"Yes, Lady. I've heard them. It's 'when the fires grow cold.' I swear it. Please free us. Please, I just want to get back to Andoran.
Miyako's ghostly grandfather whispers in her ear, "You're welcome." She can practically hear him wink in the tone of his comment.
As Miyako learns this, Saarai finally discovers the hidden trap. There, in the seam between the doors, she finds the spelltrap, in the facing edges of the closed doors. When the doors are opened without the phrase, it appears the trap goes off. Based on what she's found, and what Miyako has learned, Saarai believes she could bypass the trap without activating it.
Meanwhile, with Gruug's second blow, Mikael's door lazily swings half-open before the Chelish man quickly exits. Both he and Gerrard embrace for a moment before Gerrard asks, "What happened? Are you alright? What's wrong with your voice?"
Mikael opens his mouth wide and shows the severed stump of his tongue, the end cauterized. Gerrard winces. "Monsters. We'll get you healed, my friend, don't worry." He coughs again, clearing a bit of blood on his sleeve. "Do you know where Imaga or Jahani are?" Mikael shakes his head in the negative. Then he makes a gesture, like swinging a sword, points to himself and Gerrard, and points to the door across the hall.
It is round 52ish. Sickly is proceeding to smash open cells. How do the rest of you want to proceed?

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With the trap discovered and the pass phrase revealed, Saarai believes she can bypass it without activating it.
Using what she knows, she says the phrase and tries the passage to ensure it is safe.
The worst part of my profession...

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"My colleague will be with you shortly," Miyako tells the prisoner who helped her. "He's currently working on busting all the locks in the other hallway, and working his way toward the cells in this hallway. You will be set free soon."
Miyako takes some distance from Saarai, just to be safe. No need for two people to end up in the tentacles if things go awry.
Great-grandfather: Ready to watch some tentacle action?
Miyako: NOOOOOO!!!!!
"You can do it, Saarai!"

terraleon |

The waiting is the worst part.
Saarai pulls open the doors...and nothing happens. No tentacles, no sound, simply nothing. Beyond the threshold lies a 10-foot square landing, and then a short, 5-foot flight of stairs down into a tunnel which appears to run perpendicular to the doors. There is a faint hint of daylight out in tunnel; it seems the area beyond this doorway is no longer a part of the compound, but part of Port Godless' sewer system for storm run-off.
With this, you've cleared a point of exit with plenty of time to free the remaining prisoners and depart through this passage before the guards arrive at the upper gates and begin searching the compound. Do you want me to proceed in montage, or do you want to actually search this place out?

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Ooo... another way out? That'll help!
We're still missing 2 riftwardens aren't we? Or are they in the cells too?
A quick look with detect magic going and a few perception checks seems wise... if only not to miss something obvious.
And I'm sure Saarai is still hoping to see if the blackfire adept lady has a spellbook laying about somewhere!
But I don't see why all of this couldn't be resolved with the afore mentioned montage at this point, if the way out is clear!

terraleon |

A quick look with detect magic going and a few perception checks seems wise... if only not to miss something obvious.
And I'm sure Saarai is still hoping to see if the blackfire adept lady has a spellbook laying about somewhere!
I will, of course, assume you "Greyhawk" the place (to show my age and prior organized play experience) with the remaining time, scooping loot and making the appropriate perception checks. Yes, the other Riftwardens are here. I'd just hate to slowly walk through what would be the last 5ish minutes of the table in person, but take us a couple of days here. With the way clear, the threats have passed, and you're good to press. If folks really want to continue interacting, I'm happy to do that.

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No idea what a grey gyghawk is, but a montage sounds good to me! ;)

terraleon |
2 people marked this as a favorite. |

I've got two votes for proceeding in montage and a dissipated celestial eagle. If you'd like me to proceed in montage and haven't spoken up yet, go ahead and favorite this post. If there is something you want to still go investigate, or go and do, post below. It is round 55ish (although, if you hadn't done much in the last few posts, I've got no issue with you starting that action a few rounds prior). Otherwise, without some dissent, I'll montage us out tonight/tomorrow morning/this afternoon; all depends on the responses.

terraleon |

Ok, that's quorum, so I'll press...
With the stairs into the sewers opened uneventfully, Saarai takes a few steps and looks either way, down the passage. The light of the morning makes a faint glow at manhole vents both east and west, outlining ladders. Another tunnel north-south is evident to the east, likely running under the street in front of the compound.
Sickly continues smashing open the cells, and Gruugdúrz bashes open the door across the hall, revealing the armory, where many of the prisoners enter and arm themselves. Sidney and Miyako keep the guard safe as the former slaves pour past, urged on by your group's warning that the Pure Legion is coming. It seems this particular chain of slaves will not be spending at least tonight in captivity.
Saarai and the two Riftwardens press along the northeastern passage, entering into a troublesome chamber. It is filled with several tables, two bronze braziers filled with red coals, a desk and chair, and metal chests-- one even apparently fashioned from lead. On a table, bound and also missing her tongue, is Jahani. A brief search of the desk uncovers a ring of keys which open the manacles and reveals the chests to be untrapped. It also identifies a spellbook, a tome entitled "Until the Fires Grow Cold," and four green glass jars containing a variety of strange, unsavory fleshy objects. Gerrard seems to recognize the contents of one of them, and throws all four into a satchel hanging from the back of the chair. Jahani is weak, but elated at your rescue.
At a glance, the book appears to be a folio containing detailed information about evil outsiders—a valuable boon to anyone seeking to battle vile creatures. One of the chests is full of powdered silver and incense, research notes and journals. The last chest, the lead-covered one, proves most disturbing, as the drugged, bound form of Imaga is pulled from it. She is a Garundi woman with close-shorn hair. Her hands are both broken like Gerrard’s, and she does not know where her parrot companion is. Gerrard softly tells her they'll "talk later." He smiles wistfully at the four of them gathered together near the chest and looks back at your group.
"Thank you, I thought we'd all die here. Although, I heard you say the Pure Legion was coming? We should be quick, they'll not look favorably on this little action. If you want to take the chest, I think we can manage Imaga and Jahani, and make our escape through the sewers. Shall we?"
Given the option of a quiet departure or a protracted battle with the Watch and Pure Legion through the streets above, the choice is easy. Ensuring the success of your operation, you escort Lady Jodinaj back to her compound, using the dry sewer tunnels to evade the daily foot traffic and emerging that evening near her household. With a quick check of the street above, you ensure the area is clear, and arrive safely inside the walls of Lady Jahani's home. Her servants are elated, and the Riftwardens happily collapse into piles of pillows or retire to separate chambers for baths, sleep or food.
Lady Jahani comes to you, her tongue restored after liberal healing removed all physical signs of her terrible ordeal, "You have my eternal thanks, Pathfinders, and the thanks of my fellow Riftwardens. I hope you'll stay a few days, rest, eat, and prepare to return to your Lodge. I will send messages confirming your heroic efforts to my order and your organization. I am certain we will speed your travels and find an appropriate way to repay you." You nod, knowing Venture-Captain Obo has that process already underway. For now, it looks like the order of business is a good meal, a good sleep, and some well earned rest.
You have successfully completed Port Godless, thank you for allowing me to pick it up from the other GM and shepherd you to the end. I had a delightful time. If you enjoyed it, please leave a review on the product page here. At this point, I just need to know everyone's factions, and then I need to see about signing chronicles to post for you to pull down. If you've got questions about any part of the adventure, we can carry on in the discussion thread. :)

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"You're welcome!" Miyako says in a lighthearted, merry voice.
When Jahani mentions repayment, Miyako points at the socks hanging from her earrings. "You want to buy some sock earrings? I've started up a business selling these, and many other awesome fashion items. It'd really help my business if you'd buy a pair and wear them. It's good marketing if a Riftwarden wears my sock earrings!"
Thanks for helping us finish this game, GM! It was awesome! And thanks fellow players, for sticking around during the delay after our previous GM disappeared! :)

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Sidney struts confidently out as they have succeeded in their mission.
"I will bring my eagles wherever you go Sickly. All of you, keep me in mind for further adventures. We will act less rashly in the future won't we!!"
Sidney seems chastened, but then he remembers he is descended from immortals and dragons, and thinks about getting back in the action.