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390 posts. Alias of Nevynxxx.


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"Well done indeed my friends! This confirms my suspicions tha the wreak is in use by smugglers, and with any luck, those papers will leads us to them. This is great work, and a good day for you all."

"Now, go, rest. You've earned it!"

As you leave, this time, there is no servant waiting. Instead, Janira Gavix races down the hall, her blond hair flying in her excitement. "I just heard you made it back—congratulations! It sounds like everything went, well, about as well as anyone could expect. Come with me, I have something for each of you."

The halfling woman leads the way into a small office and distributes finely crafted wooden boxes. Within each, a gleaming compass lid emblazoned with the Glyph of the Open Road and an engraved name lies upon a cushion of silk. "I’m not sure if you’ve picked up your own wayfinders yet, but when you do, you should have ones that prove that you belong. Now it’s official," she beams. "Welcome to the Pathfinder Society!"

End


"You talked them down? Well done. I suspect an angry mod would have done some real harm had they turned to violence. That showed great skill, it will be remembered. We do have some work to do now, but thanks to your help, she is free once more, and that makes that work all the easier. You have my deepest thanks."

The day is wearing on, and the stress of these interviews is telling. But as you leave an elven footman meets you for the final conversation. He takes you winding around to a meeting room in the bowls of the Lodge.

There you find Gorm Greathammer pouring over maps rolled out on a huge conference table. His gruff voice is welcome as he looks up smiling. "Pathfinders, welcome. I am told you mission was a success. Tell me, what did you find?"


Upon leaving Kline's office there is a gain a servant waiting for you. This one a small, light skinned halfling.

She leads you down, and down to yet another office. This one had windows thrown wide to allow in the breeze, and the Orc Calisro Benarry sits behind a desk, toying with a looking glass.

"Well met my friends. You were successful! This calls for a drink. Would you tell me the tale? Rum, or Whiskey, I'm afraid I have nothing else."


"Yes, her ritual was tied into he shadow realm. A dangerous bit of business as you found. I am quite surprised you all survived. Had I known the extent of the danger I would have sent more experienced Pathfinders. You did well though. That is certain. And Teevar may well become a useful asset of the Society."

I'll get another post up tomorrow. Feel free to chat amongst yourselves or ask any other questions ;)


"No, I expect the demolition will be well underway by now. The secrets the house held will simply die with it I am sure. Thank you, again, for your help with this matter."

With that, it is obvious you are excused. As you exit the room, another footman, this one tall and dark skinned, is waiting. "Pathfinders, Eando Kline awaits you in his study. This way please."

He leads you to a High room, which is sparsely, but pleasantly furnished. Shelves linked with books and trinkets must detail Kline's travels, if you knew how to read them.

He stands as you enter, and nods to the footman. "Thank you for coming so quickly. Now that I have had time to talk to Tevvar I can see that you made a good decision in acting the way you did. Would you be able to tell me a little more about how you found her, and what you saw?"


Boram Keenbranch wrote:
”Come, let’s talk as we walk - so to speak. Today is the last of Desnus in the year 4719. Does that answer your question?”

"Oh, that's, we'll. It's not as long as it could have been." The Pathfinder-Naga stands feet above you on her serpentine body, scales glistening in the sun, her head, resembling an elf with long ears and a wide brimmed hat makes an odd juxtaposition.

Roumatha Esthor wrote:
"By the way, just as we began turning you to flesh, we got attacked by some hideous fiends - would you happen to know anything about why they were here, in the middle of the city?"

"I suppose that when they died they vanished from sight? Creatures not of this realm. There are a number of things they could have been. None of which are chasing me to my knowledge. Perhaps they were released by a disgruntled local?"

She bobs along beside you, obviously taking her time to ensure you are not hurried in her wake. "I simply cannot thank you enough for this you know."

The rest of the journey back to the pathfinder Lodge goes easily, if somewhat oddly. Most crowds part for you in plenty of time. An effect the Naga doesn't seem to realise she is having on the folk around her. She keeps chattering away about her recent expedition, and asking you about your exploits other than saving her.

Once back at the lodge, she thanks you gain, and leaves you to return to her apartments. You are ushered into a waiting room, and a small while later refreshments are brought to you. You can finally sit in peace for a short time. In the cool of the building the world seems far away.

Your solitude though is short lived. A servant enters the room after a short while. "Fola Barun requires your presence right away, Pathfinders." You are taken through the citadel by twisting ways until you find yourself alone in a room with the Venture Captain.

"You found our fellow. It saddens me that we were unable to help in their hour of need. Her body has been dealt with solemnly. What else did you find?"


Well, by my reckoning it's the last day of Desnus in the year 4720. It's safe to assume the nags has been entrapped since the end of Erastus 4719.


I'm not sure you were actually told. But is seems a reasonable question.


Jeepers, that thing never stood a chance.

Roumatha and Boram together step forward and take out the daemon attacking Kra'a. The bodies of both beasts suddenly vanish. Leaving you all painting in the now very empty square.

After a few moments a voice behind you says, "Hello? What day is it? Actually, what year? Is my sentence complete?" Turning around, you see a quite confused looking naga, looking you up and down.


Roumatha:
These are not something you have read about.

GM:

1d20 + 8 ⇒ (12) + 8 = 201d8 + 1d4 ⇒ (1) + (1) = 2
1d20 + 8 ⇒ (1) + 8 = 91d8 + 1d4 ⇒ (2) + (1) = 3

Bram and Roumatha swing into action, between them, quickly dispatching the first creature.

The sudden appearance, catches Kra'a off guard though, and his arrow goes narrowly wide.

The thing dodges in, and bites again this time, it's teeth break through (1HP piercing damage, 1 HP evil damage, and could I please have a fort save). Kra'a could swear it even grins, then it's next attempt at a bite misses.


Boram Keenbranch wrote:
I assume we are in quite close quarters and a map is unnecessary.

Correct. Hopefully that's the end of the natural ones!


GM:
1d20 + 6 ⇒ (16) + 6 = 22
1d20 + 8 ⇒ (9) + 8 = 17
1d8 + 1d4 ⇒ (1) + (1) = 2
1d20 + 8 ⇒ (5) + 8 = 13
1d8 + 1d4 ⇒ (2) + (1) = 3

From out of no where, Kra'a and Roumatha feel the Jaws of some creature on their arm. At the same time, the two creatures flash into visibility. Floating balls of red and black flesh with massive maws, and three eyes a piece. The things bite down hard, fortunately for both of you, your armour takes the brunt of the attack.

Char Init
Daemons 22
Bram 8
Roumatha 8
Kra'a 7

Everyone up.


That will do nicely. I'm not holding a DC20 to help with a DC < 15 roll. It makes no sense. I forget about hero points too. I've not given the extras out I should have really either.

The Smith looks to the three of you and then nods gently. He too turns to the crowd. "It would be a sad thing to make ornament of an innocent, and if they are not innocent, we'll find it out."

The solidarity of the three leaders seems to calm the crowd, and other than a few perfunctory throws (mostly from kids hiding in the crowd, that don't get near you) the crowd moves off civilly.

The Statue you are after doesn't take long to find. The salve you were given is swiftly applied, and the Naga begins to slowly return to life.

At which point I would like you to roll initiative please.


Anyone fancy an aid?


Crafting check vs the Smith looks like your best option here, with Roumatha's +6....


Sorry, my mistake above, you need three successes, i.e. to persuade all three leaders.

The Barrister looks closely at Boram "You have your facts correct young man. At worst we can re-apply the sentence." to the crowd he says "Perhaps we should allow these people to go about their business."

The Smith still stands, hammer in one hand, looking like he doesn't yet agree.


The acalyte nods at Roumatha's words, "My friends, this man may be correct. If this creature is in fact innocent then a grave injustice has been done, and we must right it."

Critical success FTW!, you need another good check against one of the other two, and you have time for everyone to make 2 checks. Roumatha has used up one of those.


Roumatha Esthor wrote:
I don't know what kind of profession Blister is... was it an error of Barrister? Not a native English speaker so not 100% sure.

Yeah, sorry, stupid autocorrect!


Just to be clear, you have around 12 seconds before this gets ugly....

The crowd jeers from behind the three leaders, and you can see that many of them carry garbage, rotten fruit, and what could easily be buckets of excrement.

The old man steps forward. "Good day to you sir. Is this crowd correct? Do you come to take a statue?"


Boram Keenbranch wrote:
Does anyone recognize the one that pointed us out?

None of you know the person, no.


As you discuss your options, a member of the crowd points and shouts "There! I see them, those are the ones. I recognise that Barbarian fiend."

The crowd goes quiet, we'll, quieter, and three members step forward, the first is an elderly man, with white hair and a very nice walking cane. From his attire you would expect he is a blister or some other similar professional.

Second is a smaller, dark haired lady, a little younger, but still middle aged. She wears a simple cloth gown that marks her as an acolyte of Iomade.

Finally, a burly Smith brandishes a hammer in one meaty fist, and a scowl on his face.


Boram:
From your little chats, you learn that somehow, word of your mission has gotten out, and a crowd has gathered to oppose you. They are gathered already in Statue Street.

GM:
1d8 ⇒ 1Barrister => Diplomacy or Legal Lore
1d8 ⇒ 6 Acolyte => Religion or Lore corresponding to a specific deity
1d8 ⇒ 5Smith => Crafting or Guild Lore

Horizon Hunters: The crowd and its leaders are particularly fearful of the naga the PCs are attempting to unleash, due to the creature’s monstrous appearance. The DC of any check to negotiate with the crowd’s leaders is increased by 5. Enemies and hazards in this encounter gain a +2 status bonus to attack rolls, damage rolls, and saves against fear effects.

For several blocks, the quiet lanes of Westgate’s residential neighborhoods feature small houses, low-key cafes and taverns, and the occasional specialty shop. The fragrant scent of tended flower gardens in the warm sunlight blends with the low hum of distant conversation over what would normally be a pleasant boulevard.

But the stone statues—at first appearing only here and there, like odd decorations—now number several per block, and the otherwise plain square ahead is outright cluttered with stone figures.

They take countless forms, from humans and halflings to orcs, lizardfolk, and even stranger, all forever frozen in acts of desperation, defiance, or despair. The quaint, statue-filled square is also filled with people; several dozen townsfolk shout and argue, their voices somehow out of place among the silent statues.


Diplomacy (Gather Information) If you would like to, we'll Gather some Information.....

Westage is quite easy to fine, being, we'll, by the West Gate.... The day is sunny with a light breeze as you make your way there. A pleasant walk through the bustling streets of Absolom.


Will do in the discussion thread. I'll also (prob not today) recap what you've found in each location, so you can do a proper VC debrief if you like.


The creature stays under the stairs and doesn't obstruct you leaving. You need to take care along the deck again, but once outside you realise how warm and oppressive the atmosphere inside the boat was. The wind blows all that away, and the Orc is waiting with her boat, just as amiable and ready to carry you as before.

The trip back to Absolom proper is quick.

Last Section up is the petal District. I will assume you have time to sleep/recover first, but anything you want to get done before heading out on your final assignment?


Anything else you wish to do, or back up to the Orc and the Boat and the rest of the city?


Quantium is the capital of Nex, it would seem to be where the shipments have come from.

The list of names Kra'a is holding would indicate one, or a few officials being bribed. This is almost certainly the evidence the Greathammer would want.


GM:
1d20 + 7 ⇒ (1) + 7 = 81d20 + 6 ⇒ (14) + 6 = 201d20 + 7 ⇒ (2) + 7 = 9

Boram:
At a glance the papers contain shipping details, they get boring really quickly.

Kra'a:
The documents on the table turn up two items of interest: The first is a bundle of writs of inspection approving the cargo crates for export from the Nexian capital of Quantium.

The other is a series of financial records, including notes of sizeable sums paid to the same individual whose name appears on the writs—a clear indication of bribery, and of interest to Gorm Greathammer.


Just so I'm clear, you are looking through the footlockers, but taking nothing, or not opening them at all?

At the far end of the boat, is an entirely different room. This cabin’s floor has been cleared of the algae present everywhere else on the ship, and a simple table has been set up in the center of the room, with a few chairs pulled up around it. The aft wall bears a large carving of a coat of arms, visible even despite the wear of the elements. An antique lantern hangs above the carving, casting a faint light over papers strewn over the table.


There are two more rooms, one at either end of the boat. I'll assume you are going towards the front of the boat first to keep things moving. It's the lowest number reference on the map ;)

The creature moves in what you can only assume is a shrug.

In stark contrast to the rest of the ship, this cabin has been somewhat cleared of algae and cleaned. Six simple beds, complete with fresh linens, are crammed into the space. A few small footlockers are shoved under some of the beds.


There are a few cabins off this section to search if you wish.


GM:
1d20 + 7 ⇒ (15) + 7 = 22

Boram moves to examine the hold, opening the odd create a little and peering inside. Something catches her notice about the first item she examines. So she moves to another create and opens it, and looks inside. Then another, and another.

Soon there are bits of crate all over the shop, and Borma is grinning.

Boram:
Each piece of furniture in the hold has a secret compartment, about book sized. Drawers with false bottoms, hidden pockets in cushions. False table legs. This must be how the smugglers are working, and this the proof that The Greathammer needed!


The creature keeps itself out of the way, seemingly placated.


This is what #I get for not looking at the art, or the thing I rolled on the random table when I get flowery with the description.

The thing moves forward to meet Boram, and takes the rations. As it does so, the stitching through it's lips magically unravels, allowing it to eat. It devours the food, and as the last crumb drops to the floor, the stitching reworks itself, and the thing moves back under the stairs.


The thing moves forward slightly, dripping it's head in a friendly manner and nodding vigorously.


Could I have a diplomacy check please Boram?


Roumatha:
You know that this is a construct, making it immune to many effects that the truly living creatures of this world would suffer. Immunities: bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious

Boram:
You notice that the thing really stopped when Roumatha mentioned food, it would appear that it's, hungry?


Roumatha:
You don't recall anything from your Occult studies, but you can tell this creature is some sort of constructed entity. Try an Arcana or Crafting check please, with your +2 as above.

The creature stops at Roumatha's words, and tilts it's head in understanding. Where it's mouth would be, there is a line of stitching, and it makes no reply. It does not move forward though.

Sense motive check would be good.

Everyone else up.


GM:
1d20 + 6 ⇒ (13) + 6 = 19

Character Init
Roumatha 21
The Thing 19
Kra'a 16
Boram 8

As the creature shambles out from under the stairs, into the light, you can see it more clearly. It resembles a person. But a person made up of parts of many people, hand stitched together leaving seams criss-crossing it's flesh. The finders of it's left hand are long, and resemble small flesh coloured tenticles. It wears no clothes, just a green torn, lion cloth.

It makes no move to attack. Roumatha


Roumatha Esthor wrote:
the map link doesn't work for me...

That's odd. It's not drastically important though

Roumatha Esthor wrote:


Roumatha will investigate the trails, trying to determine the most recently used one.
[Dice=Survival]1d20+5

Wait a moment, let's see what business has been going on here first, he will whisper back to Boram.

As you look around, you hear movement from under the stairs, and some lumbering creature emerges from the darkness.

Could I have some init rolls please?


I'm assuming you move down to the lower deck.

Sharp beams of sunlight light filter down through cracks in the main deck to cast this cargo hold in a dim light.

Though the ship’s original armaments are now little more than rotted ballista mounts, this area shows signs of recent activity, including intact shipping crates, a recently broken crate, a few boxes, and faint trails worn through the slippery vegetation growing over the deck. Wooden doors in finer condition that the rest of the boat stand to the north and south, but the stairs leading further down now lead only into dark, scummy water.

A map

gm:
1d6 ⇒ 4Hunger: Gnawed bones of sea birds lie in a heap in one corner. PCs can distract the creature by offering it a day’s worth of food in any form (such as trail rations, the bodies of other creatures, or fish caught from the deck).


The weathered boards of the ship’s main deck are cracked, warped, and thoroughly covered in a thick, stinking carpet of algae, seaweed, and barnacles. The sodden mess squashes and scrapes underfoot, while squawking gulls circle overhead.

The ship once boasted three masts, but they are now broken off only a few feet above the jagged railings. Whatever other distinguishing features might have once existed on this vessel are either long lost or utterly obscured. Empty doorways lead into cabins to the fore and aft, and a dark opening descends into the lower level.

The deck is *difficult terrain*, so your movement, slowed by Boram's searching, is even slower than normal. You spend an hour or so on the top deck.

GM:
1d6 ⇒ 6

Boram:
You notice scuff marks on the deck, that show the passage of some creature (in addition to some humans), this way and that. Only one creature, and what sort of creature you can't tell. Interestingly the marks seem unimpeded by the slime that makes progress difficult for you.

The two cabinets are largely empty; a few heaps of soggy wood that might have been crates remain in the forward cabin, and the aft cabin contains a few fragments of metal and wood that suggest it might have once been decorated more comfortably.


Yes, you should consider yourself fully healed and rested before each section starts. Full spells/abilities etc etc

[ooc]We are currently in exploration mode, so if you each post an action, I'll sort out. Exploration Actions


Boram:
There are many "Captains" in the docks of Absolom. Bram hasn't heard anything about this one in particular.

With everyone aboard and everything Stowed, the Captain unties the ropes holding the little tug against the shore, pulls in the gang plank, and raises the single sail. It takes skill to manoeuvre amongst the other small boats in the harbour, but soon enough you are out into the mean stream. The day is sunny, and the breeze is gentle; enough to keep you under way, but not strong enough to need shelter.

After an hour or so, of circumnavigating the bay, you round some large rocks, and come across the wreak.

The ship is only partially above the waves. The bottom deck looks completely flooded. The captain lowers the sail, and deftly ropes her tug to the ship.

"Well, folks, this is you. I'll stay tied up here until you are ready to return."


Boram Keenbranch wrote:

Boram laughs, "Well! I didn't expect that! Pleased to make your acquaintance!"

I would like to see if Boram knows anything about the good Captain, even if it's by reputation. He has Lore (Absalom) +4 - would that apply?

Yeah, give me a Lore - Absolom roll.

The orc notices Kra'a's caution and grins? "New to boats? Nothing to worry about today. We are only headed across the bay, no open water, and always in sight of land. I expect a strong lad like yourself could swim back at a push. The wreak's not easy to find, but once you know where it is, it's not a trouble to get there."


Captain Semiri Balogog is a cheerful rainkin half-orc with sun-dark skin and thick braids of black hair adorned With gold rings. She sits in the shade of an umbrella, on a deck chair on the dock beside the gang plank of a small boat.

"The Greathammer said you'd be along before long. Paid me nicely to wait until you came. I already know where we are headed, so if you'd like to get yourselves aboard, we can make way in two shakes of a goblin's ear."


Boram and Rodlas:
Together, Boram and Rodlas wander the docks chating to the labourers and workers. After a few hours they find themselves in a small tavern, drinking watery ale and chatting to a rambunctious halfling who calls himself Lucky "Yeah, I heard about your ship. Came in on the Silent Tide they say, and got wreaked on the reefs. Tide this year have left her clear out of the water. Well, topside. Folks say there's monster aboard. Some half tree, half beast that can root itself to the shop. But then, you know what folks say, right?!"

Titus:
Titus meets some interesting characters around the docks. Mostly labourers obviously trying to pull his leg. But he learns nothing about the wreak.


Gorm Greathammer has asked you to find out what the smugglers he believes are using this ship have been using to get their goods out of Nex. A simple investigation perhaps? He believes the wreak is some sort of staging post, and may have some clues. Your role, is to find them.

The wreak is believed to be part of a fleet that tried to attack Absolom in what became known as the Silent Tide invasion, a decade or two ago. Transport has been arranged and you have been given the details of a half-orc captain, Semiri Balogog.

If you would like to find out more about the wreak you could spend a couple of hours asking around the dockside before you meet her. Diplomacy (Gather information) roll if you do that please!


With you all in agreement, it's an easy task to wake Tevvar and her assistants, and get them moving. They offer no resistance, and indeed, are thankful for your help.

Back at the society, Eando Cline makes space in his day to attend to you, and listens patiently to your story. The look on his face grave.

"It would appear I miss-judged this task, and nearly sent you to your doom. For that I am deeply sorry. You did well though to contain the threat, and I am pleased you came out of the experience unscathed. You are certainly a great addition to the Pathfinder Society. I thank you."

"I will deal with Tevva from here. With luck she can be brought into the society as an initiate."


Everyone in agreement with Titus?

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