[Table Fez] ScorchedOne's Insane 5-6 Run

Game Master Nathan Hartshorn

Map

Drandle Dreng

Ambrus Valsin


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Silver Crusade

Female Max HP: 21 | AC: 19; T: 14; FF: 15 | Init: +5 | Fort: +3; Ref: +6; Will: +3 Current Damage: -0

Stupid Nausea....


"I'm surprised you were able to take that blast. Maybe next time you'll think twice before attacking me again, eh?! If you want the pain to end all you have to do is give me those documents!"

Order 7th Round
Aura [Active next round], Fethril
Mannequin -4
Kelris, James [3 round down river, 2 remain]
Na'alu -21
Sabert

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

"It's the documents you are after? What a fool you are. If you incinerate us then you will never find them. Or had you not considered that. Humans, always looking for the power with none of the wisdom required to wield it. Such a shame." With that, the cleric calls upon his faith for healing before moving away from Sabert.

channel: 1d6 ⇒ 4


The mannequin continues swinging its arms around.

Slam (A)!: 1d20 + 6 ⇒ (8) + 6 = 14
Slam (K)!: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d4 + 4 ⇒ (1) + 4 = 5

It manages to catch Kelris unaware and leave a bruise on the large man.

Order 7th Round
Aura [Active next round], Fethril
Mannequin -4
Kelris, James [4 round down river, 1 remain]
Na'alu -21
Sabert

Liberty's Edge

HP 38 AC 18, T 11, FF 17 /CMD 19/F+7/Ref+3/Will+3 (+1vs Fear)/Ini+5/Perc+5
Mythic:
HP 53 AC 18, T 11, FF 17 l CMD 20 l F 7 R 3 W 3(+1 vs fear) l Ini +11 l Perc +5

Kelris reels from the blow a bit, taking a step back then a step forward Kelris puts more momentum into the swing.

halberd+PA: 1d20 + 8 - 1 ⇒ (18) + 8 - 1 = 251d10 + 7 ⇒ (3) + 7 = 10

Current:

18/29


Yes! The damage begins to be real!

Na'alu points his finger at Sabert, chanting and firing a ray of fire from it, "Stop helping him. How else will he learn?"

Fire!: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 4d6 ⇒ (4, 3, 1, 5) = 13

Order 7th Round
Aura [Active next round], Fethril
Mannequin -9
Kelris, James [4 round down river, 1 remain]
Na'alu -21
Sabert

Grand Lodge

|CORE| Male Human Bard 3 14/22hp] [AC: 17 T: 12 FF: 15] Perform: 17/17 [Perc +7] [F+2/R+5/W+4 (+4 vs sonic, language based, performance)] [CMB +3] [CMD 15] [SP 30 FT] [INIT +6]

Sabert charges after Fethril, keeping his eyes on the woman and the joyous song of triumph on his lips as he steps onto the bridge and lifts his crossbow only to miss once more.

Attack: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8


Aura's guts finally settle as Na'alu and his robot start looking more nervous.

Order 8th Round
Aura, Fethril
Mannequin -9
Kelris, James [4 round down river, 1 remain]
Na'alu -21
Sabert

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

The Nethyn again discharges a bolt of magic at his arcane nemesis.

MM: 1d4 + 1 ⇒ (3) + 1 = 4

Silver Crusade

Female Max HP: 21 | AC: 19; T: 14; FF: 15 | Init: +5 | Fort: +3; Ref: +6; Will: +3 Current Damage: -0

As the Wretching subsides, Aura finally makes her move, moving and stabbing the enemy spellcaster.

Attack Roll: 1d20 + 6 ⇒ (12) + 6 = 18
Damage Roll: 1d4 + 2 ⇒ (2) + 2 = 4


Both of the elves attacks hit Na'alu, who begins looking more and more nervous. The mannequin abandons its fight with Kelris when Aura slips away to attack Na'alu, swinging at her with its arms.

Slam!: 1d20 + 6 ⇒ (3) + 6 = 9

A ways away James reaches the mouth of the river and the suggestion drops from his mind. Approximate distance from party 300 feet away

Order 8th Round
Aura, Fethril
Mannequin -9
(AoO Kelris)
Kelris, James
[5 round down river]
Na'alu -29
Sabert

Liberty's Edge

HP 38 AC 18, T 11, FF 17 /CMD 19/F+7/Ref+3/Will+3 (+1vs Fear)/Ini+5/Perc+5
Mythic:
HP 53 AC 18, T 11, FF 17 l CMD 20 l F 7 R 3 W 3(+1 vs fear) l Ini +11 l Perc +5

AoO: 1d20 + 8 - 1 ⇒ (5) + 8 - 1 = 121d10 + 7 ⇒ (9) + 7 = 16

Kelris swings as the thing he his fighting attempts to go to defend its master, Kelris follows behind it trying to keep Aura Safe.

Smash: 1d20 + 8 - 1 ⇒ (20) + 8 - 1 = 271d10 + 7 ⇒ (2) + 7 = 9
Confirm: 1d20 + 8 - 1 ⇒ (18) + 8 - 1 = 252d10 + 14 ⇒ (2, 1) + 14 = 17

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

"About time Kelris! I'm glad to see you started to take things a bit more seriously."

Great hit!

Grand Lodge

Male Human
Raging:
HP 74/89 AC/Touch/Flat 21/11/19| Fort/Ref/Will +5/+5/+8 +2 vs. charm and compulsion
Barbarian 6| AC 23 T 13 FF 21 | HP 62/77 | F +9 R +5 W +6 +2 vs. charm and compulsion| Init +8 | Perc +10

James howls in rage and climb out of the river and runs back toward the fight. Running for a full round would be 320 feet. I'm not sure how much climbing out of the river and forest are going to slow me down though.


Kelris indeed takes the fight seriously as he destroys the mannequin with one massive hit, rupturing its torso and sending mechanical components across the river! James, back to his senses rushes back to the main combat, staring angrily down at Na'alu.

The wizard realizes just how badly the situation has changed and reaches for a potion on his belt, drinking it while risking James' wrath. AC 18, 18 hp left

Assuming James doesn't kill him...Na'alu disappears from sight...[/ooc]

Order 8th Round
Aura, Fethril
Mannequin -9
Kelris, James
Na'alu -29
(AoO James)
Sabert

Grand Lodge

Male Human
Raging:
HP 74/89 AC/Touch/Flat 21/11/19| Fort/Ref/Will +5/+5/+8 +2 vs. charm and compulsion
Barbarian 6| AC 23 T 13 FF 21 | HP 62/77 | F +9 R +5 W +6 +2 vs. charm and compulsion| Init +8 | Perc +10

James take a swing at the mage as he swallows the potion and misses.

Scythe: 1d20 + 7 ⇒ (9) + 7 = 16 Damage: 2d4 + 6 ⇒ (1, 3) + 6 = 10

Grand Lodge

|CORE| Male Human Bard 3 14/22hp] [AC: 17 T: 12 FF: 15] Perform: 17/17 [Perc +7] [F+2/R+5/W+4 (+4 vs sonic, language based, performance)] [CMB +3] [CMD 15] [SP 30 FT] [INIT +6]

Sabert rushes along the bridge, his song taking more of a victorious tone as the construct explodes under James heavy blow and Na'alu falls back from the battle. He lifts his crossbow once more and sends another bolt flying.

Attack: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25
Confirm: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25

Dmg: 2d8 + 1 ⇒ (3, 5) + 1 = 9

WHAT!!!! Hell yea. Could have been better used earlier, but I will take it!!


Invis?: 1d100 ⇒ 68

Sabert's shot is just to the left of where Na'alu once was when his bolt stops in mid-air, a spray of blood coming from the tip. It reveals that while Na'alu is invisible he hasn't managed to move anywhere quite yet.

Order 9th Round
Aura, Fethril, Kelris, James
Na'alu -38
Sabert

Silver Crusade

Female Max HP: 21 | AC: 19; T: 14; FF: 15 | Init: +5 | Fort: +3; Ref: +6; Will: +3 Current Damage: -0

Taking a chance, Aura moves next to the Wizard, provoking as she goes I'm going to move multiple squares around him, just to give him the chance to swing at me, but I'll end up where I moved her.

After finishing her move, Aura will attempt to knock down the Wizard.

Trip Attempt, Provoking as well: 1d20 + 5 ⇒ (5) + 5 = 10


Aura's leg swings through empty air, missing the wizard entirely.

Order 9th Round
Aura, Fethril, Kelris, James
Na'alu -38
Sabert

Liberty's Edge

HP 38 AC 18, T 11, FF 17 /CMD 19/F+7/Ref+3/Will+3 (+1vs Fear)/Ini+5/Perc+5
Mythic:
HP 53 AC 18, T 11, FF 17 l CMD 20 l F 7 R 3 W 3(+1 vs fear) l Ini +11 l Perc +5

Kelris takes a swing at where he thought the wizard was moments before.

Halberd: 1d20 + 8 ⇒ (8) + 8 = 161d10 + 4 ⇒ (10) + 4 = 14
miss chance: 1d100 ⇒ 14

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

Fearing another attack is nigh, the wizard takes a moment to center himself. He relies on his keen elven hearing. After a few heartbeats, a smug grin dances across his lips. "Gotcha!" The Nethyn quickly casts a spell, and the ground near the wizard becomes coves in a viscous fluid.

Perception: 1d20 + 13 ⇒ (18) + 13 = 31

10' square around the bad guy (based on my roll). I will cast the spell so some of the area goes into the river to keep the team on stable footing.


Reflex!: 1d20 + 5 ⇒ (11) + 5 = 16

As Fethril's spell causes the ground to turn slick everyone can see the crossbow bolt, still presumably stuck somewhere in the wizard, wobble a bit, but move nowhere else.

Order 9th Round
Aura, Fethril, Kelris, James
Na'alu -38
Sabert

Grand Lodge

Male Human
Raging:
HP 74/89 AC/Touch/Flat 21/11/19| Fort/Ref/Will +5/+5/+8 +2 vs. charm and compulsion
Barbarian 6| AC 23 T 13 FF 21 | HP 62/77 | F +9 R +5 W +6 +2 vs. charm and compulsion| Init +8 | Perc +10

Keeping his eyes on the arrow James takes a swing at the invisible magic user.

Scythe: 1d20 + 7 ⇒ (17) + 7 = 24 Damage: 2d4 + 6 ⇒ (3, 4) + 6 = 13


Invis!: 1d100 ⇒ 91

James' attack slashes through the empty air where the wizard is supposed to be. A spray of red later and Na'alu reappears face down and bleeding out. Combat over!

Liberty's Edge

HP 38 AC 18, T 11, FF 17 /CMD 19/F+7/Ref+3/Will+3 (+1vs Fear)/Ini+5/Perc+5
Mythic:
HP 53 AC 18, T 11, FF 17 l CMD 20 l F 7 R 3 W 3(+1 vs fear) l Ini +11 l Perc +5

"Well now that he is dead what are we going to do? Return these documents and head home?" Kelris says

Grand Lodge

Male Human
Raging:
HP 74/89 AC/Touch/Flat 21/11/19| Fort/Ref/Will +5/+5/+8 +2 vs. charm and compulsion
Barbarian 6| AC 23 T 13 FF 21 | HP 62/77 | F +9 R +5 W +6 +2 vs. charm and compulsion| Init +8 | Perc +10

James moves over to the body and says "First we are going to search him for any documents on him and then we'll submit ours."

Silver Crusade

Female Max HP: 21 | AC: 19; T: 14; FF: 15 | Init: +5 | Fort: +3; Ref: +6; Will: +3 Current Damage: -0

While Kelris and James discuss the situation, Aura quietly begins looting his body, not just for any documentation or intelligence of note, but also for anything that is likely a magic item, all of which she makes on two piles: documents go on his cloak, and potential magic items on his shirt.


Na'alu has several documents on him, though they seem to be heavily encrypted, talking about the price of fish and various merchants. DC 21 Linguistics check to decode

Na'alu has a spellbook and many pieces of magic gear. He has one potion left, a magic cloak, a magic ring, and a small bag of diamond dust on him.

Spellbook:
3rd - fireball, slow, stinking cloud,
suggestion

2nd - bull’s strength, glitterdust, scorching ray
1st - charm person, expeditious retreat, mage armor, magic missile, mount

After retrieving all you can you continue on your way back to the Lodge, luckily nothing else stopping you from finishing the journey. Malika Fenn’s report confirms Aya’s suspicions that the Aspis expedition is planning to investigate the same area that Venture-Captain Sharrowsmith was researching before his party’s disappearance. The intelligence also reveals that the consortium is sending a lot of manpower along with the expedition, including several veteran field agents with grim reputations. With this information in hand—and possibly knowledge that the Technic League is also monitoring these expeditions—Aya thanks you wholeheartedly as she steels herself for the daunting task of preparing the Society’s response to the impending conflict. Because of your successful sabotage of the expedition, Aya tells you that the Society has been given a precious few days to plan their response—a commendable advantage.

Aya congratulates them excitedly on your successful deal with Novaria. She explains that having reliable transport of supplies and personnel through Bloodcove greatly strengthens the Society’s position in the upcoming conflict, and a capable ally in Bloodcove is to the Society’s long-term advantage.

Adventure complete! I'll get chronicles up as soon as I can, may be a difficult weekend to do so. For purchases and such you will be receiving 1258gp and 2PP.

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

Great work everybody. That was a tough fight. Nicely done Fez.

Liberty's Edge

HP 38 AC 18, T 11, FF 17 /CMD 19/F+7/Ref+3/Will+3 (+1vs Fear)/Ini+5/Perc+5
Mythic:
HP 53 AC 18, T 11, FF 17 l CMD 20 l F 7 R 3 W 3(+1 vs fear) l Ini +11 l Perc +5

Yes rolling low on dmg and DR 5 was hurting hah


Worse than DR, it was hardness. I'd suggest the melee people to pick up an adamantine weapon some time soon as there are more Season 6 scenarios (with constructs) ahead.

Silver Crusade

Female Max HP: 21 | AC: 19; T: 14; FF: 15 | Init: +5 | Fort: +3; Ref: +6; Will: +3 Current Damage: -0

It's on my list of things to get. Eventually I will have an Adamantine, Bane (Constructs) dagger, to really slam it home.

Grand Lodge

|CORE| Male Human Bard 3 14/22hp] [AC: 17 T: 12 FF: 15] Perform: 17/17 [Perc +7] [F+2/R+5/W+4 (+4 vs sonic, language based, performance)] [CMB +3] [CMD 15] [SP 30 FT] [INIT +6]

Great Job Everyone!!


Venture Captain Ambrus Valsin meets you in his office in the Grand Lodge. As a clock chimes the hour, Ambrus Valsin opens the door to admit his guests then resumes his seat next to a grey-eyed woman wearing the robes of an academic. “Please seat yourselves quickly so we can begin. This is Lady Darchana Madinani, archdean of Absalom’s premier school of the arcane, the Arcanamirium. She’s has come to the Pathfinder Society on delicate business.”

Lady Darchana is just as you remember, eyes taking in everything in time, though they are a stormy gray rather than the striking gray you saw before. She greets you all by name, a small smile slipping across her face as she does so. "Kelris, Aura, James, Fethril, Sabert. You are all looking well, I hope your travels haven't been too hazardous to your health. Though, we can talk later, on to business.

"“As Second Spell Lord of Absalom, I continually investigate magical attempts to attack our home. The Pathfinder Society recently aided one of my investigations by capturing a disguised Okeno slave ship used for several months to transport various unfortunates to Absalom for sale as slaves to the city’s noble families. Normally this would be legal, yet it seems someone has marked each of these slaves for use as divination foci. I can’t ignore the threat posed by such an insidious spy network. With the capture of that ship, we’re now in an excellent position to strike back at the hidden mastermind behind the slave-scrying.

“Know that I do not come to the Pathfinder Society lightly. I am taking on a calculated political risk by asking you to handle this investigation for me. But my long friendship with your master of spells Aram Zey has given me confidence in the abilities—and discretion—of Pathfinder agents.

“Using my own spells, I acquired an image of the slaver: a humanoid woman wearing a heavy veil and peering into a mirror. Her clothing is common in Kelish fashion, and I could sense her location was somewhere underground on Stonespine Island.

“Although we could pursue conventional means of tracking down the slavers, I have taken measures to ensure our quarry does not see you coming, and I would appreciate a similar effort from you. I propose disguising yourselves either as slaves for sale or possibly the slavers selling them. If successful, you need only allow our enemy’s agents to escort you to their hidden stronghold. Once inside, it should be a modest challenge for you to escape and take their leader by surprise.” Lady Darchana pauses for emphasis. “Your goals are to capture the veiled spymaster and to bring the scrying mirror I observed back to Absalom for further study. If the spymaster dies before she is brought here, that would be regrettable but also understandable.”

“Before you get too concerned,” Ambrus adds quickly, “it isn’t the Society’s practice to sell our field agents into slavery. We’re sending you with a reliable cover story and a magical edge we can discuss in a moment. This isn’t just because it’s a dangerous assignment; we also found the name ‘Muhlia’ associated with the captured Okeno ship. It’s not a common name, but if haven’t kept up with recent history, I can understand why you may not remember her. Pasha Muhlia al’Jakri was an associate of ours who represented Qadira’s interests to the Pathfinder Society. Three years ago, she departed following very ugly circumstances in Taldor and hasn’t been seen since. If it’s true that she’s building a spy network in Absalom, we need to head off the threat she poses to the society before she can strike.”

Liberty's Edge

HP 38 AC 18, T 11, FF 17 /CMD 19/F+7/Ref+3/Will+3 (+1vs Fear)/Ini+5/Perc+5
Mythic:
HP 53 AC 18, T 11, FF 17 l CMD 20 l F 7 R 3 W 3(+1 vs fear) l Ini +11 l Perc +5

Kelris listens to the conversation calmly, his inside burning at the though of people being sold in to slavery. "Freedom is not a choice but a right to everyone"

Kelris stands for a moment to pace a bit to burn off some of the excess energy that is not pulsing through his body. "Slavery is something I cannot condone, my family were all but slaves in Galt, killed in a coup that they had nothing to do with. I can do in as a slave but not as a slaver, it is against my morals. This woman you want her alive? We can stop her from using magic with special manacles right?" Kelris asks with fire in his eyes

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

Fethril listens as Kelris eagerly volunteers to be a 'slave'. Well, at the very least, he has a good idea of his place in the world. Good for him. The mage then speaks his next words as if they were an obvious foregone conclusion to everyone. "As an elf would not easily kowtow to anyone, I will serve in the role as a slaver. Besides, a slave would not be allowed spellbooks. I could hold on to a weapon from one of the others in our band and say it is my magic foci. It's a cumbersome task, but I will take that burden on for this team."


Lady Darchana shrugs, "Even if none of you were to volunteer as slavers we could certainly use other members of the Society to pose as such and get you in place. Though all members of your group will need to disguise themselves, lest your rising fame and notoriety betray you."

Venture Captain Valsin looks unexpectedly eager after Fethril's comment, stating, "That may not be necessary Fethril. I’ve brought one of our experiments out of development for a field test,” he explains while planting a boot on an unremarkable cedar chest. “This is a magic chest warded in much the same way as our craftspeople sometimes enchant small pouches. From the outside, it’s nonmagical and holds whatever you put in it as expected. However, if you speak the right command word before it’s opened, it instead accesses a secret, extradimensional space that can hold several hundred pounds of gear. It’s yours to use on this trip and should help smuggle most of your gear through Okeno. The forged paperwork we’re sending with you notes the chest is part of the shipment.” Valsin demonstrates the chest’s use and command word. “Anything else you want to bring needs to be something you can hide on your person and keep hidden.”

Lady Darchana nods her approval and adds, “I can also shrink one essential tool or weapon for each of you. It should provide you enough of an edge in breaking out and recovering the rest of your gear.”

Silver Crusade

Female Max HP: 21 | AC: 19; T: 14; FF: 15 | Init: +5 | Fort: +3; Ref: +6; Will: +3 Current Damage: -0

"I can pose as a slave, and I should be able to hide some weapons on me, though I will gladly take your magic to hide my Thieve's tools, just in case." says Aura, as she begins thinking about how best to walk as a slave.

Unfortunately I don't have any ranks in Disguise (next level though!). That being said:

Aura removed all of her gear and stores it in the trunk, then begins hiding her daggers and shrunken thieve's tools on her person.

Going to take 10, which gets me a 19 on my tools and a 21 on all of my daggers, thanks to daggers.

Once she has all of her gear taken care of, she turns to Kelris and says "I need you to rough me up some. Nothing permanent, mind, but I need a cut somewhere on my face and some bruises on my arms and legs."

Grand Lodge

Male Human
Raging:
HP 74/89 AC/Touch/Flat 21/11/19| Fort/Ref/Will +5/+5/+8 +2 vs. charm and compulsion
Barbarian 6| AC 23 T 13 FF 21 | HP 62/77 | F +9 R +5 W +6 +2 vs. charm and compulsion| Init +8 | Perc +10

James sits silently brooding for a while and the says, "I imagine that the slavers need some muscle I'll be that muscle for my "boss" Fethril here if you think that works."


The Venture Captain nods. "I wouldn't suggest any more for the part of the slavers. It would look strange if there were too many people looking to follow their cargo to its intended destination."

Liberty's Edge

HP 38 AC 18, T 11, FF 17 /CMD 19/F+7/Ref+3/Will+3 (+1vs Fear)/Ini+5/Perc+5
Mythic:
HP 53 AC 18, T 11, FF 17 l CMD 20 l F 7 R 3 W 3(+1 vs fear) l Ini +11 l Perc +5

Kelris looks at Aura and see that she is Serious.

"Not here we can go to the training area and "spar" there." Kelris and Aura head down to the training arena, the "sparing is extra rough as aura doesn't defend herself and Kelris beats on her making it look like she has been abused her whole life. "This is just for the mission, to stop the slavers to free those who are being wronged. Aura I am sorry"

Silver Crusade

Female Max HP: 21 | AC: 19; T: 14; FF: 15 | Init: +5 | Fort: +3; Ref: +6; Will: +3 Current Damage: -0

"Don't worry. I trust you enough not to break anything permanently, and you're the only one of them that would feel bad about my request."

Grand Lodge

|CORE| Male Human Bard 3 14/22hp] [AC: 17 T: 12 FF: 15] Perform: 17/17 [Perc +7] [F+2/R+5/W+4 (+4 vs sonic, language based, performance)] [CMB +3] [CMD 15] [SP 30 FT] [INIT +6]

Sabert listens closely to the briefing, concerned. "I have no concerns about posing as slaver or slave.. its all a performance anyway. My concern is this slave trade. What are your instructions for the rest of this network? I would love to dismantle as much of it as possible in the time that we have."

He moves over to the chest, looking in as the Venture Captain demonstrates it use. "This could solve all the problems posed by pretending to be slaves.. as long as they keep the chest accessible to us. Do we have any contacts on the island, or will we be on our own?"


Venture Captain Valsin shakes his head, "Sorry to say lad, the network is an integral part of the lives of everyone in Katapesh. It'll take a larger organization than ours or a group of world class movers and shakers to change that city, and that country at large.

"As for contacts, you will be all on your own. With Fethril and James posing the roll of slavers, and keeping their gear on them for the most part, you should be able to escape your bonds and make it to the chest. Several other teams have asked to be a part of this mission, but your group has the most experience and a past history with this particular target. I trust you will all complete the mission and get back to us safely."

Ready to move on? Everyone who wants one has one of their items shrunk?

Liberty's Edge

HP 38 AC 18, T 11, FF 17 /CMD 19/F+7/Ref+3/Will+3 (+1vs Fear)/Ini+5/Perc+5
Mythic:
HP 53 AC 18, T 11, FF 17 l CMD 20 l F 7 R 3 W 3(+1 vs fear) l Ini +11 l Perc +5

Kelris wants his halber shrunk. and Yes he is ready to move on

Silver Crusade

Female Max HP: 21 | AC: 19; T: 14; FF: 15 | Init: +5 | Fort: +3; Ref: +6; Will: +3 Current Damage: -0

I am indeed.

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

Ready to go.

Grand Lodge

|CORE| Male Human Bard 3 14/22hp] [AC: 17 T: 12 FF: 15] Perform: 17/17 [Perc +7] [F+2/R+5/W+4 (+4 vs sonic, language based, performance)] [CMB +3] [CMD 15] [SP 30 FT] [INIT +6]

Ready to go. Sabert will toss in his rapier


Kelris:
As you are preparing for the mission you are approached by Major Colson Maldris, head of the Liberty's Edge. He is carrying a loose bundle of maps which he quickly puts down to have a free hand to salute you.

"I have heard about your participation in Darchana’s plan, and I’m proud to know that you’re involved. Daring acts like these strike terror in the hearts of slavers and give hope to the subjugated. I know you’re unlikely to have—or leave—many witnesses, but if you can strike fear into the hearts of this villainous operation’s leadership, strike down the more dangerous and oppressive slavers in a dramatic way, or just be seen battling in the defense of the oppressed, we can share your exploits and inspire a new wave of freedom fighters." He considers his advice for a moment and adds, "But don’t throw your life away trying to burn Okeno to the ground. Pick your fights carefully, and return a hero." Give me a Perception check behind a spoiler tag to potentially learn some more.

Knowledge you may know about Gnolls and their habits.

DC 6 Kn. (Local):
Gnolls are humanoids with hyena-like features. They are cruel and tend to keep packs of hyenas as pets.

DC 11 Kn. (Local):
Gnolls love hunting but try to make slaves do everything else for them.

DC 16 Kn. (Local):
Gnolls are primarily nocturnal, typically worship Lamashtu, and are known to kill and eat sentient creatures. Some exceptionally aggressive, strong, and clever gnolls are known as flinds, and they typically rise quickly to the top of their pack hierarchies. They’re known for using flail-like weapons called flindbars.

As Aura, Kelris, and Sabert remove their gear and have their items shrunk they are handed tattered clothing and one accessory in particular, a slave collar. The metal band is outfitted with a keyed lock and looks strong enough to resist being easily broken. With some finagling one might be able to jam the lock in such a way that the collar can be pulled off by hand. DC 25 Disable Device

Once the you are ready, a Pathfinder agent leads you into the Coins district, where you see a recognized face. A nervous Kelishite slave trader named Mahjub Mahdi, whom you left to the tender mercies of his creditors. He glares, but writes up the appropriate paperwork to identify you as slaves bound for Stonespine Island. He then transports them to the impounded Okeno slave ship, which is already outfitted with a new crew loyal to Lady Darchana and additional cargo bound for southern coasts. The voyage south is fairly uneventful.

Sharks casually feed on cast-off corpses that float like buoys marking the channel into Yellow Harbor. This close to Okeno, the rocky mountain range that gives Stonespine Island its name is a blur against the sky, hidden by the city’s haze of smoke and dust. Each pier is crowded with yellow-sailed slave galleys, pirate clippers, and the occasional, heavily armed merchant ship. Past a row of taverns, the slave markets are smelly and crowded, packed with auction blocks and pens.

Your group is met at the pier by one of the harbormasters, and given directions to a specific pen in the Fleshfair. There a harbormaster consults a logbook and tells Fethril and James that they’re right on time, should expect their client to arrive for pickup later that day, and can place the merchandise in one of the pens until then. As if on cue, a pair of gnolls ambles toward you and inquires about their shipment. The harbormaster grins, identifies Aura, Kelris, and Sabert as the cargo in question, and calls over several assistants to finalize the transaction.

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