| GM Pablo |
Sekkimm flails about in the Crock's mouth and misses with his dagger
Rolande fire the 1st shot barely hits (+1 from high ground) 10 points
the second shot misses
the third shot hits for 19
Anaba misses
Dusan hits for 12
Buchart - is up! Hit this thing or Sekkimmmmmmm, delicious will have a very bad day!
Dire Crocodile -129 - Still up!
Fernleaf
Cela
Sekkimm -13
Anaba
Rolande
Dusan
| GM Pablo |
Buchart hits with a magic missle (out of your reach with sword (unless you jump on its back) acrobatics.
The magic missile hits home and the croc, Sekkkimm and Fahari drop into the lake. The Gargantuan beast floats for now and allows you to climb on it while you get hauled back onboard the ship.
Captain Walren hops out of the cabin and fires his heavy crossbow
bow: 1d20 + 6 ⇒ (7) + 6 = 131d1 ⇒ 1 The bolt flies over Sekkimm's head - "Opps just missed"
(Out of combat!)
FYI Sekkim just made level 5 - and he has the scars to prove it!
now anyone wants a gator steak and some luggage?
The skin of this monster can possible sell for 200g
| GM Pablo |
The remainder of the journey to Tamran goes by uneventfully
The wind blows cold as the first days of winter are not far off. You reach Tamran’s port and dock the ship. There is quite a scene on the docs when you bring out the Croc carcass and get a full asking 200gp for it. You are greeted warmly by the proprietor of the Gar’s Last Meal and take up residence in your old digs - You can do all your shopping here for crafting materials and sell all the gear you collected. Reginar greets you soon after your arrival, he recognizes Dusan from years ago and listens to your tales of the time on the Isle of Terror and Xin-Grafar. He encourages you all to record everything you member in your journals to be archived in the Grand Lodge in Absalom. He tells you the Black Mist will take on cargo tomorrow so you have a couple of days to shop. You find the temple of Razmir completely destroyed and workers hauling away the debris.
Is everyone OK with selling the elven curve blade +1 1190gp since no one is proficient?
Along the way you had several days to copy spells or make scrolls. There were even a few days of smooth sailing to setup the lab to make some potions.
| GM Pablo |
Everyone has 4702gp after selling the gear and gems you collected (unless you want to divide the goods differently) and repairing Anaba's Con Drain (Normally remove conditions from party treasure before distribution).
Reginar will ask for one piece of the Key to Xin Grafar and ask you accompany him and Dusan to Kassan with the other two then Absalom.
He has arranged for an actual bath for Dusan as well as some new clothes and a shiny new bow (Anaba gets her's back).
| GM Pablo |
After two days of rest and shopping. You board the Black Mist for the journey to Kassen. With your full crew you have no issues
When you return to Kassen, you are greeted by Cygar and welcomed home as great heroes. Cygar gives Cela the armor she ordered for Fahari. The entire town turns out for a feast in their honor, and the next day, The Mayor, town elders, Cygar and Reginar lead you and several of the town’s key citizens back to the Crypt of the Everflame. Reginar instructs you to once more break the two pieces you have of the amulet and place one fragment in Kassen’s tomb and another in Asar’s tomb. Replacing the amulet fragments puts their spirits to rest, and the Crypt of the Everflame can once again be used for rites of passage for the town’s young citizens. Kassen’s spirit appears one final time, thanking you for defeating Iramine and recovering the key. He touches each of your heads, bestowing a boon upon you, before disappearing for good.
Reginar keeps the third amulet fragment and asks you to accompany him and Dusan to Absalom, where he plans to place it in the vaults deep beneath the Pathfinder Grand Lodge, hopefully keeping Tar-Baphon’s deadly City of Golden Death locked to the outside world forever.
Kassen’s Boon
As a reward for completing the Price of Immortality, you receive a final boon from Kassen’s spirit. You each receives one boon, which can be used in one of the following ways. Once used, the boon is gone for good.
• Use the boon to add 1d6 to a single d20 roll. The boon must be used after the roll is made but before the results are revealed.
• Spellcasters can use the boon to recall any one spell they just cast. This functions as a pearl of power, is a free action, and must be used on the round the spell was cast. Spontaneous spellcasters can use the boon to cast one known spell without expending one of their spells per day.
• Use the boon to automatically stabilize if at negative hit points and dying.
One day later, your party, Reginar, Dusan board the Black Mist which takes you south around Lake Encarthan. You stop along the way at Detmer, Kerse, finally disembarking at Marcridi. You enter the amazing Dwarven Sky Citadel of HighHelm exiting the far side of the mountains and. After a week of overland travel you meet the Sellen River at Bellis and travel down to the Inner sea and finally after almost a month of travel, Absalom.
Now didn't you have a deed to a house in Absalom stashed in one of your chests?
Fernleaf Ivy
|
Indeed we have a deed!
"deed to a plot of land and a small manor house just outside Absalom."
{ooc]No internet today. Finally back on. I need to research and make all kinds of stuff and buy things too. VERY IMPORTANT if I am to be of much use.[/ooc]
Did we sell the "Snake Skin from large Snake"?, "pieces of a broken, gold chain that looks to be about 100 years old"?, "Bulette scales and hide"? (weren't we getting armor made with those? - needs investigation).
Cloak of Resistance +1 is up for grabs- Too big for me?
Spell component pouch - Useful for Alchemist?
Buchart
|
The chain is back with Kassen. It holds his piece of the key. I will have practiced my new craft as a jeweler and reattatched them. I will also be cutting the banau spear down to make wands. I also wish now I had saved some dragon teeth and ogre bone!
And thank Gorum for not returning to the big city as a meat puppet!
Note to self: drop by temple of Gorum and make donation.
| GM Pablo |
While you were debriefing in the Grand Lodge - somewhat sequestered until your journals are updated and endless meetings with several Pathfinder scholars from various factions regarding what you found in Xin-Gafar, the Isle of Terror, and the Razmiri faith, Venture-Captain Drandle Dreng arranged for a barrister to clear any legal fees or leans on the property. He also had an agent investigate your property to check what ties it has to the Razmiri cult.
A week and a half into your trip - just as you think you are finished with the infernal paperwork and meetings - Venture-Captain Drandle Dreng summons you.
Venture-Captain Drandle Dreng’s pinched face is hard to see from behind the stack of books that divide the front of his office from the space behind his desk. A shockingly old man with white hair and slightly milky eyes, he is surprised by the appearance of outsiders in his office, and looks up, half startled and half relieved.
“Thank you for coming on such short notice. It seems that time has conspired against us.” Dreng mumbles to himself as he passes out a stack of notes and maps from behind the wall of books.
"Firstly, We are not sure how the deed arrived in the hands of the Razmiri herald. Perhaps foul play, a gambling debt, extortion or robbery. The barrister has validated the deed and the property is rightfully yours. He has sped the bureaucratic process for you to legally take ownership as well... You can expect his fee soon, I'm sure."
“These notes are from an agent I sent to check on your property just on the outskirts of Absalom. It contains some interesting finds, but one of them is now the utmost priority to the Society and I'm sure you have a vested interest in your holdings, as well.”
Dreng lightly taps a bony finger on a map, on which can be seen a section of Absalom with a small corner townhouse circled in deep red. “This is your townhouse, it is also a façade for an underground vault. The vault belonged to an old noble family of Absalom that was expelled a decade ago—the Decklands. The family was forced out when their patriarch—a man known as Orias—was discovered to have written documents detailing the city’s defenses, documents he intended to hand over to hostile forces loyal to Cheliax. The agents's notes indicate that a copy of these documents exist within the vault.
“The Pathfinder looking into the Decklands and their ties in Cheliax was attacked and killed two days ago. The thugs made off with a copy of his notes— fortunately, he’d already sent us another. We have reason to believe it was the work of the Decklands’ oldest child, a young woman named Celeena, and she’s the reason this assignment is now urgent. The fact that Celeena and her forces were willing to kill a Pathfinder for this information shows how desperate they are to retrieve the documents. If she were able to get these documents and return them to Cheliax, it would undermine the defenses of the whole city, as well as cause the Society undue headaches. Find Celeena, find the documents in her, err, now your vault, and prevent this situation from turning into one big mess for the Society. I did not suspect the danger when I sent a lone agent to investigate. Don't let them escape and deliver a..." Dreng pauses for a moment, "message to Celeena and any accomplices for me and the Society.”
| GM Pablo |
We are only aware of the single entrance. Sorry Buchart I don't have an agent available to teleport you and finances are, well, finances...you should be able to handle any thugs she hired and get inside."
FYI - I will close this post down today and switch to a new one
Please start posting here - http://paizo.com/campaigns/v5748p75hokkv/gameplay#2