[AP] Curse of the Crimson Throne by GMs Rutseg, Zek and Snowheart (Inactive)

Game Master Balacertar

COMPLETED

Maps
Info
Bashiel's Loot Table
Commanded creatures


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ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

Total blank on Thousand Bones. I did a search of the gameplay thread and the name never came up. Maybe something that Snowheart decided to skip from an earlier book?

"Kallow Mounds? I'm not familiar with that place... though maybe one of my ancestors are."

Once this meeting is complete, Bashiel takes a seat upon the floor after setting out incense and a set of candles. He seeks deep within himself for any of his ancestors that might have a history of wandering through Varisia and the traditional lands of the Skoan-Quah. (Activating Spirit Ridden to gain 10 ranks to KN Local)

'~I'm as new as a babe when it comes to the Shoanti. Does anyone know of them?~'

His internal voice is answered by a chorus of murmurs as his ancestors converse with one another.

Spirit Ridden -> KN Local: 1d20 + 14 ⇒ (3) + 14 = 17 Dang.


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Maps | Info | Bashiel's Loot Table

Hmm. I definitely thought y’all had met Thousand Bones, but it seems I made it up, or interpolated my reading of the AP with my recollection of the gameplay thread. Snowheart did make reference to a male Shoanti that was being sought, so he may have originally intended to bring in Thousand Bones, but he wasn’t actually introduced. In any case, as Malen mentioned, he is a character in the first book as written. However, since he didn’t come up in our story till now, it’s probably best to go with the assumption that none of you have met him or know him.

With Zamanda’s various recollections, she knows that the Skoan-Quah - the Clan of the Skull - dwell in the easternmost regions of the Cinderlands. The place known as Kallow Mounds is one of their settlements. The Skoan-Quah, like all Shoanti tribes, are a shamanic people, venerating nature and various gods, some commonly known and others quite obscure.

The Skoan-Quah have worked with Korvosa to try to build peace between their peoples, as a result the Skoan-Quah have been increasingly shunned by the other Shoanti. However, Zamanda knows that the Shoanti believe the Skoan-Quah have the closest connection to the land of the dead and guard Shoanti ancestors from evil spirits. As such, the other clans have grudgingly refrained from truly ostracizing the tribe.

Neolandus nods at Zamanda’s assessment of the Kallow Mounds’ location. “Aye. I’ve never personally been there, but it’s apparently a notable settlement of the Shoanti. If you travel east and slightly north of Kaer Maga, you should run into it.”

Bashiel’s ancestors grumble a bit before admitting that they don’t know any more than Zamanda.

I added a map of some of the area to the info slides.


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

Morning is fine with me. We can travel by carriage if you like. I can conjure one. It will carry us all, and lasts about 9 hours, and I can cast it three times a day if needed, so we could even sleep as we travel rather than stopping to make camp... I mean, provided we don't run into trouble, of course.

When we get to Kaer Maga we can stop and get some desert gear. Not sure what we would need though... head scarves or something?


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Human Male Cleric 13 of Pharasma | HP 95/96 | AC 22 T 13 FF 21 | CMB +9 CMD 20| F +14 R +11 W +17 (+19 vs Charm & Compulsion) | Init +5 | Perc + 20 Human (Varisian) Channel Energy 9d6 8/day (6/9 remaining), Healing/Repose Domains, Rebuke Death 12/day, Healer's Blessing, Gentle Rest 12/day 12/12, Ward Against Death 12/day

Malen shrugged again at the mention of equipment for the journey. He'd made it a point to avoid wandering the arid Cinderlands while he traveled alone. "Headscarves and similar things to protect from the sun, I imagine. Also, plenty of water, though I can create it if necessary with Pharasma's grace."

Dark Archive

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Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

Ilsa is anxious but excited to leave Korvosa and see the world. Having never been far from the city, this was a new experience for her.

"Traveling by carriage sounds grand," she says, having never been in one herself. "Make it a luxurious one!" she pleads.

I'll go ahead and buy some warm-weather gear along with my other purchases.


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ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

"I second the luxurious carriage. All this gold flowing through our hands recently... I think we've earned a bit of luxury on the way to continue trying to save Korvosa." He grins, then raises an eyebrow at Kalem "Right Kalem?"

"I've heard stories about Kaer Maga. Er. Well, children's stories really. That it's a civilized city run by monsters. Not sure how true that is, but I think we should be able to resupply there once we understand what the trip to Kallow Mounds would entail."

Hmmm, seems surreal that we're traveling out of Korvosa after so long in the city. Years of real life time!
Anyway, I can't think of any other prep we need to do ahead of time that we can't do once we hit Kaer Maga. Anything you guys can think of?


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

”That is...amazing. I didn’t know you could do that.” Kalem said, evidently impressed. ”That will make the travel much cheaper and easier. Will we all fit inside?”


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

Luxurious? Okay, well describe for me what you mean by that, and I will try to keep that in mind when I conjure it. Extra soft seats and extra pillows? Anything else? Want it to say anything on the side, or have color preferences? I mean, within reason of course. We don't want it to look like the King's carriage or that we are worth robbing.

In response to Kalem she says

Yep, it should fit six comfortably, and we are just 5, so there will even be extra space if needed.


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ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

"Red. I've heard that makes it go faster."


Human Male Cleric 13 of Pharasma | HP 95/96 | AC 22 T 13 FF 21 | CMB +9 CMD 20| F +14 R +11 W +17 (+19 vs Charm & Compulsion) | Init +5 | Perc + 20 Human (Varisian) Channel Energy 9d6 8/day (6/9 remaining), Healing/Repose Domains, Rebuke Death 12/day, Healer's Blessing, Gentle Rest 12/day 12/12, Ward Against Death 12/day

Malen snickered at Bashiel's suggestion, though he also was amazed that the aasimar could conjure such a conveyance. Though the young priest had usually walked on his travels, he wasn't particularly athletic and certainly didn't mind the ride. Perhaps the group could ask the locals in Kaer Maga about the Shoanti and learn a little more about them.


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

If I am jumping ahead too far, just say the word.

After a good night's sleep, Zamanda awakes and conjures a dark red carriage with well-padded seats and extra luxury inside, as well as a covered baggage area in case of inclement weather. On the outside it looks like a normal carriage with two horses, although the coachman is invisible.

Does anyone want to ride up top with the invisible coachman for a while and keep watch, or should we just watch out the windows for trouble?

She loads her stuff aboard, and then gets in, saying farewill to their friends and waiting for everyone to come aboard before signalling the coachman to take them on the road to Kaer Maga.

Dark Archive

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Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

Ilsa claps with excitement at the carriage. "This is amazing!" she emotes. "I feel like a noblewoman!"

She circles the carriage admiringly. "I'm going to ride inside. If someone else wants to, you're welcome to be my driver and sit on top. Oh, and I shall require a pair of footmen."


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[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

”I’ll be with the driver. I’ve never left the city before. This is something I should see. That, and I look the role of a guard more than a wealthy merchant, Id reckon.”


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Human Male Cleric 13 of Pharasma | HP 95/96 | AC 22 T 13 FF 21 | CMB +9 CMD 20| F +14 R +11 W +17 (+19 vs Charm & Compulsion) | Init +5 | Perc + 20 Human (Varisian) Channel Energy 9d6 8/day (6/9 remaining), Healing/Repose Domains, Rebuke Death 12/day, Healer's Blessing, Gentle Rest 12/day 12/12, Ward Against Death 12/day

Malen had been about to volunteer to keep watch with the 'coachman', but Kalem beat him to it. If the priest was honest with himself, he wasn't particularly upset at being able to sit inside the magical conveyance. Chuckling, he bowed slightly to Ilsa and offered the mesmerist his hand to help her inside, before doing the same for Zamanda. Since preparations were set to be made at Kaer Maga, the cleric decided to enjoy the ride and company and relax.

Dark Archive

1 person marked this as a favorite.
Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

Giggling, Ilsa takes Malen's hand and sits tall in the carriage, her nose up and looking down on everyone outside.


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Maps | Info | Bashiel's Loot Table

Sorry again for the delay guys. That’s on me.

GM Roll(s):

1d9 ⇒ 4
1d8 ⇒ 6
1d7 ⇒ 3
1d6 ⇒ 2
1d5 ⇒ 4

1d10 ⇒ 4
1d6 ⇒ 4
1d10 ⇒ 9
1d6 ⇒ 5
1d10 ⇒ 2
1d6 ⇒ 3
1d10 ⇒ 2
1d6 ⇒ 6
1d10 ⇒ 7
1d6 ⇒ 6
1d10 ⇒ 7
1d6 ⇒ 3
1d10 ⇒ 5
1d6 ⇒ 2
1d10 ⇒ 5
1d6 ⇒ 2
1d10 ⇒ 3
1d6 ⇒ 5

Once the carriage is loaded and ready, Vencarlo, Neolandus, Bashiel’s family, Amin, and Jasan and his family all come out to see you off.

Vencarlo speaks for those sending you off, saying, “The Shoanti are a dangerous people, but they could also prove to be some of our greatest allies against the queen. It’s up to you to sway them to our cause. You must get all the tribes to trust you. Only then can you hope to learn what they know of the Midnight’s Teeth and Kazavon.

“The queen’s power only grows with each passing day, so I implore you to act with urgency. Do not squander opportunities with the Shoanti by dillydallying.”

Stepping back to wave alongside the others bidding you goodbye, Vencarlo concludes, “Good luck and farewell. May our next meeting hail a brighter future for Korvosa.”

With that, the small crowd assembled join in saying goodbye, waving as you depart in the carriage till you lose sight of them going down a hill. As they disappear, you also lose sight of everyone and everything you’ve known in the recent past. You’re entering uncharted territory. The Cinderlands and the Shoanti await.

-----

The red carriage moves along at a brisk pace, Zamanda’s magical horses pulling it at a steady rate. The wind passes by Kalem on both sides from his position outside the carriage. His face quickly becomes cold, though it doesn’t seem to bother the tiefling.

While the outside might be modest, inside the carriage, the rest of you sit in comfort, Zamanda’s magic having made an exquisite seating area. The countryside you can see through the carriage’s windows looks much the same as time passes. The plains outside of Korvosa stretch for many miles.

A couple hours after your departure from Harse, Ilsa gets the irresistible urge to pull out Zellara’s harrow deck. It seems the fortune teller’s spirit has another message to impart.

Once the deck is out in the open, a mist trails out before forming into the familiar form of Zellara’s spirit. The fortune teller offers you a warm smile.

After Kalem comes in from outside, Zellara says, “Greetings to you once again. I have been following your progress closely. Korvosa is better off without the Arkonas, though the fate of Old Korvosa remains uncertain.

“It is time for the fourth harrowing - a new fortune for a new phase in your efforts to free Korvosa of the crimson curse.”

Not bothering with a further explanation this time around, Zellara launches straight into the choosing, drawing the appropriate cards effortlessly before stretching them out towards each of you to draw one card apiece.

The Choosing:

Bashiel draws The Cyclone. Zellara stares at the card for a moment before saying, “Chaos swirls in your life. It threatens to overwhelm you if you are not careful. Even for one such as yourself, chaos can be a tool, for good or for ill. It’s up to you to stand tall in the hurricane.”
Ilsa draws The Keep. Zellara says, “Your mind is a fortress, one that you must guard zealously. Evils and fears threaten to overwhelm your defenses, but you must buttress yourself against such things. Though shadows may dance, it is up to you to see that they do not become more than that.”
Kalem draws The Big Sky. Zellara smiles at Kalem and says, “The world has opened up before you. There are many opportunities before you. Opportunities that exist because you are no longer shackled to your former ways. Such chances are not given to everyone and such chances do not last forever. Make the most of the sun before it’s covered by the clouds.”
Malen draws The Beating. Zellara’s smile turns into a frown as she says, “Foes seek to surround you on all sides. They desire to bury you. When such enemies appear, you must not face them alone lest you be overcome by the fangs.”
Zellara seems somewhat surprised by her last statement, but she shakes her head and continues.
Zamanda draws The Paladin. Zellara glances over at Bashiel before looking back at Zamanda and saying, “A paladin stands fast in the middle of adversity, so must you in the trials to come. Though codes and rules may not be your strong suit, discipline will serve you well in the days to come. Do not rely on cunning alone.”

With the choosing complete, Zellara shuffles your cards back into the deck before drawing forth nine more for the Spread.

The Spread:

Zellara flips over the top left card to reveal The Wanderer. She says, “Some of you wandered in the past, but now you have come together. Let your shared purpose keep you from wandering again.”
She turns over the middle left card to reveal The Lost. Zellara speaks quietly as she says, “Many were lost to blood veil. It is up to you to honor their memories and ensure that Korvosa has a bright future. Do not let their deaths go unanswered.”
The bottom left card is shown to be The Brass Dwarf. She says, “Korvosa once seemed immune to suffering. It was a prosperous city. A hopeful city. That invulnerability is firmly in its past.”
In the middle column, Zellara reveals the topmost card to be The Marriage. Zellara nods and says, “Marriage refers not just to the union between lovers, but to the bond shared between those with common ideals. Your group is united in a common goal. Let that motivate you.”
Zellara flips the middle card to reveal The Unicorn. The fortune teller says, “There is a triumph in your future. Not the ultimate triumph, as that is still uncertain, but a victory nonetheless. Take comfort in the small things.”
The bottom middle card is flipped to reveal The Desert. Zellara says, “Though an actual desert lies in your future, you currently face a metaphorical one. You find yourselves on a bleak journey. Do not let yourselves become parched.”
Zellara next reveals the card on the top right. It is The Peacock. She explains, “The Peacock represents sudden change. Sudden change for yourselves? For Korvosa? For someone else? Change will come. It is up to you to adapt.”
The middle right card is flipped to show The Eclipse. Zellara says, “This card is partially misaligned. Korvosa’s darkest times may still lie ahead. And yet… is it a lunar or solar eclipse? There is still time to change Korvosa’s fate.”
Zellara reveals the final card to be The Dance. “This card is fully misaligned. While a dance can sometimes mean staying in harmony with another person or persons, in this case, you must take caution not to keep to the same routine. Acting as you always do is ill-advised.”

Zellara returns the Spread to the rest of her deck, shuffling them quietly for a moment. Then she looks up and makes eye contact with each of you for a few seconds.

Finally, she says, “You have overcome many trials. You have endured much adversity. But I - and all Korvosa - must ask more of you still. Your greatest challenges still lie ahead. I wish you well.”

The fortune teller closes her eyes and fades back into mist before returning to her deck. The cards’ faint glow disappears at the same time as the mists vanish.

Harrow Points:

Your harrow points are now restored (as needed) and returned to a total of 3. You can do the following things with them in this chapter:

Brutal Strike: A PC can spend a Harrow Point to gain a +5 bonus on damage rolls with all melee or natural weapons for the duration of one combat. Alternatively, brutal strike allows the PC to ignore an object’s hardness for 1 round.

Mighty Thews: A PC can spend a Harrow Point to be treated as a creature one size category larger than normal for the purposes of attempting grapple combat maneuver checks, wielding weapons, lifting heavy objects, and determining whether a hungry monster can swallow her whole; this adjustment lasts for one encounter (but no more than 10 minutes).

Strength Rerolls: A PC can spend a Harrow Point to reroll a Strength-based check. She must abide by the new result (although if she has additional Harrow Points remaining, she can use them to attempt additional rerolls).

Harrow Point usages will also be listed under the campaign tab.


ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

Woo, another Harrowing!

Bashiel's farewell to his family is not quite a tearful one, but its certainly close. He gives each of them big hugs, offering a "Stay safe, all of you. We'll sort everything out for Korvosa... we have to one way or another. Osiris wouldn't want all those horrors to continue." He tries to sound confident, and failing that gives what he hopes is an encouraging smile before heading to join the rest of the group in the magical mystery carriage.

He nods to Vencarlo's advice, waves to the small crowd, and heads on inside.
----

As it has in the past, Zellara's summoning and subsequent Harrowing puts Bashiel on edge. Her persistent grip on the Material plane was a dangerous one, as some of his ancestors were keen to remind him. Nevertheless, her Harrowings had always been insightful... and strangely enthralling besides. He listens quietly.

He bows his head appreciatively to Zellara at the conclusion of the Harrowing, then turns to the others. "The Harrowing urged us to keep together, celebrated our ability to work in harmony, but also warned us not to do what we've always done. Not sure what to make of that exactly. But the lesson I took from our struggles in Old Korvosa was that a sharp blade and righteous cause only takes you so far. I couldn't save Scream, and it was only through Malen's magic that we managed to unmask Bahor and Vimanda." He shrugs with discomfort.

"We face people not willing to listen to reason, the Queen on top of that list. Though I'm not going to like it, I think I'll need to rely on your skills, all of your skills-" He looks to Ilsa and gives a slight smile. "- if we're to succeed. Though I hope we can keep the outright deception and control of the undead to a minimum with the Shoanti. The tribe we're encountering first are some kind of death wardens, after all."


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

Definitely not against playing it straight. Deception is just a fall-back position. As you said, many people won't listen to reason.

And, since we're talking about things that we want to keep to a minimum... I think we might be getting a little bit lax about deciding to kill people. I know that the justice system in Korvosa is currently inadequate, and I am the last one to argue for doing everything strictly legally, but I do feel that as a group we're killing too readily when we have other options. Let's make sure that we stick to the side of good, okay?

... I think that is what that Paladin card was supposed to be telling me. It's important to me to be good, and maybe I need to try a little harder.


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

Kalem kept quiet. He didn’t regret killing anyone thus far. As far as he was concerned, they all had deserved what had come to them. But...his drawing was one of hope. And he didn’t want to throw it away due to pessimism, or stubborn pride. So he remained alone with his thoughts as he tried to work it all out.

Dark Archive

Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

The Harrowing reminds Ilsa of where they have been, where they are, and the difficult things ahead.

Though things had seemed light, the darkness started pressing upon her mind again. It was almost like another presence sat in the carriage with them--a menacing terror in their midst.

She often saw and felt things the others didn't, but the hair on her arms stood up, and she wondered if the others could feel anything.

She put the cards away, lost in contemplation.

"We have much work to do," she concedes.


Maps | Info | Bashiel's Loot Table

Going to give Malen longer to reply since I've been absent. I'll move us along Sunday unless he responds sooner, in which case I'll try to move us along sooner. Hopefully we can get back to our usual pace after that.

In the meantime, be thinking about what you want to do, buy, etc. in Kaer Maga.

Also, Zamanda, give me a will save when you have a chance.


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

Will Save: 1d20 + 11 ⇒ (17) + 11 = 28


Maps | Info | Bashiel's Loot Table

Zamanda:
You get the distinct impression that someone or something is trying to observe you, though your strength of will repelled their efforts this time.

Spellcraft if you want to try identifying the specific spell.


Human Male Cleric 13 of Pharasma | HP 95/96 | AC 22 T 13 FF 21 | CMB +9 CMD 20| F +14 R +11 W +17 (+19 vs Charm & Compulsion) | Init +5 | Perc + 20 Human (Varisian) Channel Energy 9d6 8/day (6/9 remaining), Healing/Repose Domains, Rebuke Death 12/day, Healer's Blessing, Gentle Rest 12/day 12/12, Ward Against Death 12/day

Malen sat in silence throughout the Harrowing, clearly uncomfortable with the spirit of Zellara in their midst. Though she was attempting to help the group in its quest to combat the Queen, the priest was hopeful that her spirit would continue its journey to the Boneyard to be judged by Pharasma and venture forth to her soul's final destination. Only after the dead Varisian woman had departed did he grow animate once again, listening to the others talk.

The cleric weighed Bashiel's words, thinking that the paladin's thoughts in many ways mirrored his own. While the undead all deserved a final rest, the priest understood the need for deception at times to promote the greater good. Only in need, though. When Zamanda went further and addressed the group's sometimes penchant for bloodshed, Malen nodded in agreement. Though death was something that came for all, those who grew too enamored of visiting the cold grasp of the grave upon others could prove to be too far gone to be true agents of balance.

When Ilsa spoke, the priest replied, "Indeed. I wish we had more time, so we could integrate with the Shoanti, but I think haste is in order."


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

Spellcraft: 1d20 + 12 ⇒ (12) + 12 = 24

You guys, I just got the sense that someone is trying to observe me, and though I was able to resist it, that doesn't mean I will always be able to in the future. Do you think that the Queen sent someone after us? Or maybe the rakshashas? Couldn't be the Emperor's followers... they weren't that organized or resourceful, right?


Maps | Info | Bashiel's Loot Table

Zamanda recognizes the attempted spell to be Scrying.

Please feel free to discuss Zamanda’s discovery now or as you continue along. Once you continue…

The journey from Harse to Kaer Maga is over two hundred miles. Continuing along the open plains of Varisia, you cross the bridge at Abken to reach the other side of the Yondabakari River. From there, you continue travelling across mostly open plains till the grass becomes yellow before nearly disappearing entirely.

A great plateau looms in the distance. Towering 3,000 feet high in places and never dipping below a thousand, carved with the faces and forms of vanished kings and gods, the Storval Rise neatly bisects the frontier land of Varisia along a massive tectonic fault line, separating the lush lowlands of the coast from the arid and pitiless badlands of the Storval Plateau. Situated next to the Yondabakari river at the edge of the great rocky shelf lies Kaer Maga, City of Strangers.

From a distance, Kaer Maga appears to be an enormous outcropping of gleaming, white stone extending straight up from the cliff ’s edge, its 80-foot-high walls forming a seamless, six-sided ring and its squared-off skyline broken only by a cluster of towers and minarets at the south end. Upon closer inspection, however, the great walls are revealed to be riddled with holes at every level, doors and windows carved by its residents. From these random entrances hang knotted ropes and ladders, cargo
nets and winch-operated dumbwaiters, which residents use to come and go without a second thought—even children swing stories above the ground and scamper carelessly across makeshift landings.

While several gated entrances at ground level are big enough for carts to pass through unhindered, most newcomers enter through the Warren, a vast break in the walls where some unknown force shattered the stone in ages past. Here a highrise of wooden scaffolding and temporary structures towers almost as tall as the walls themselves, and Kaer Maga’s poorest citizens live arboreally on planks and nets in a shantytown of vast proportions.

Just make one check and read the ones you qualify for.

DC 15 Knowledge (local):

You know that Kaer Maga is a bustling trade hub. Though its permanent population is not nearly as large as Korvosa’s, the number of people in the city is sometimes twice its population. The city will likely seem cramped and packed compared to the plague-ridden Korvosa you left.

The only government in Kaer Maga is anarchy and a plethora of races call the city home. Various gangs and organizations vie for control of the city, but no single group has ever controlled more than a tiny fraction of the city’s size.

DC 20 Knowledge (local):

Because of its reputation as the most accommodating and well-stocked trade hub north of the Inner Sea, where anything at all can be bought or sold, Kaer Maga attracts skilled tradespeople eager to hawk their wares to the constant stream of traveling merchants cycling through the Core districts. ‘Anything at all’ is the correct description as people are sold here just as goods and services are.

Kaer Maga is divided into 11 districts. Most of the districts lie inside the massive, hollow stone ring of the city walls, which are honeycombed with different levels and in places open up into cavernous spaces holding entire neighborhoods that never see the sun. These enclosed regions are called the Ring districts. The three districts in the city’s open center, called the Core, are much more defined, and viewed by most of the gangs as neutral territory, lest their squabbling upset the merchants who are the city’s lifeblood.

DC 25 Knowledge (local):

The citizens of Kaer Maga are a widely varied and contradictory lot. While relatively welcoming of strangers (especially those bringing foreign coin into their coffers), they are also private, fiercely independent, and wary of all who would seek to lead them in any but a clearly beneficial business partnership.

While Kaer Maga has few overarching rules, and even fewer people interested in enforcing them if they don’t have to, Ankar-Te is the only district that wholly embraces necromancy and the creation of the undead. These animated corpses—politely known as the Twice-Born but generally referred to by more common names—are a frequent sight within the neighborhood. Necromancy and undead are enough of a presence in the district that it would be most unwise to attempt unmaking the undead.

In truth, there are a myriad of unsavory or just simply evil people within Kaer Maga. Bringing them all down would likely require bringing down the city itself.


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

K Local: 1d20 + 4 ⇒ (10) + 4 = 14

”So this is life outside the city? Huh.” Kalem said, not knowing any more than what could be seen.


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

Knowledge Local: 1d20 + 6 ⇒ (8) + 6 = 14

Once they arrive at the gates, Zamanda has everyone exit the carriage and grab their stuff before she dismisses it. (If anyone forgot and left something in the carriage, it drops to the ground.)

I need to get some desert gear before we head out. I think it would be nice to stop and eat a real meal as well. I think we should at least spend the night and we could maybe see the sights. I'd also be up for a couple of days, and not just for tourist stuff, though I can't say I am averse to that. Perhaps we can find some Shoanti in town who can give us more of an idea about what we are getting into?


ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

"Someone scrying on us? It has to be the Queen or one of her servants. After all, we've made enough of a commotion back in Korvosa that she was forced to provide us a rather generous reward or lose face. She knows who we are and that we were involved in thwarting the spread of the plague. I wouldn't it be too surprised if she knows about Neolandus and us rescuing him as well. With the treasury behind her, a few divinations aren't out of her reach." Bashiel crosses his arms.

"I suppose this was the right time to leave. We were causing too much trouble for her."
-----

KN Local: 1d20 + 2 ⇒ (18) + 2 = 20 Better lucky than good.

"Kaer Maga. One or more of my ancestors must have visited it. I remember the layout vaguely... as well as its well earned reputation for being a hub for trade of all sorts as well as a hub for crime." He continues, explaining what little he knows of the city (see spoilers).

"Desert gear would be good. And I agree we could ask around about the Shoanti, see what we can learn. I suggest we stick to the Core of the city for now. It's likely to be the safest." He leads the way in to the Core.


Human Male Cleric 13 of Pharasma | HP 95/96 | AC 22 T 13 FF 21 | CMB +9 CMD 20| F +14 R +11 W +17 (+19 vs Charm & Compulsion) | Init +5 | Perc + 20 Human (Varisian) Channel Energy 9d6 8/day (6/9 remaining), Healing/Repose Domains, Rebuke Death 12/day, Healer's Blessing, Gentle Rest 12/day 12/12, Ward Against Death 12/day

Malen eyed Zamanda with concern, his brow furrowing as she informed the group of arcane spying. As the others offered explanations, the priest said, "The Queen is the most likely, though our allies might also be checking on our progress, I suppose. Not much we can do about it, at any rate." The cleric shrugged haplessly, though he vowed to be vigilant against any future attempts.

----------------

The priest eyed the poor state of the wall with disdain, wondering what authority would let their city fall into such a state of disrepair. It made more sense when Bashiel told the party about Kaer Maga and its apparent lawlessness, a small part of the young man wanting to advise them to bypass the city altogether and just continue on. Malen pushed that thought aside, the opportunity to gather information and supply themselves before venturing into the wastelands the Shoanti called home too valuable to pass up.

Following along, trusting in the paladin's instincts and ancient knowledge, the priest said, "Desert gear, yes. Perhaps a sight glass of some sort, as well, to try to spot any of our quarry from afar? Spending the remainder of the day here and getting a fresh start tomorrow appeals to me, as well."


Maps | Info | Bashiel's Loot Table

Since it seems like y'all are planning on staying in Kaer Maga for at least a couple days (let me know exactly how long), I added a map of the city to the info slides. The four districts in the middle are the city's 'Core,' so let me know where you plan to go, or at least go first. Also, let me know what the plan is for sleeping while in the city.


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

Zamanda follows Bashiel, keeping a lookout for inns where they might be able to stay as well as any Shoanti that they might be able to talk to.

Dark Archive

Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

As the novelty of traveling in the carriage wears off, Ilsa eventually stops using her sleeves of many garments to keep up the appearance of a noblewoman, and changes into some desert gear.

As the talk turns to someone using magic to watch them, she says "Are there measures we could take to protect ourselves from scrying?"


Human Male Cleric 13 of Pharasma | HP 95/96 | AC 22 T 13 FF 21 | CMB +9 CMD 20| F +14 R +11 W +17 (+19 vs Charm & Compulsion) | Init +5 | Perc + 20 Human (Varisian) Channel Energy 9d6 8/day (6/9 remaining), Healing/Repose Domains, Rebuke Death 12/day, Healer's Blessing, Gentle Rest 12/day 12/12, Ward Against Death 12/day

Malen turned to Ilsa, thoughtful for a moment before answering. "I've heard of such spells before, but they do not fall under the umbrella of the divine." The priest wasn't any happier about it than the others, but all he could do was put it in Pharasma's hands and keep moving along.

The cleric followed Bashiel along with the others, keeping a look out on their surroundings. While the Core might be 'safer' than the rest of the city, it was still a very subjective term, and as newcomers with obvious wealth they could become prime targets for theft or worse.

Perception: 1d20 + 16 ⇒ (9) + 16 = 25

As for sleeping, is anyone opposed to a nice Inn?


ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

Bashiel joins Malen in keeping a wary eye out for trouble as he leads the party in through the rift in the wall and all the way through to the Downmarket district. His ancestral memory of what might actually lie in each district is foggy, but as he looks around, he keeps spotting things that look sort of familiar. Nevertheless, he also eyes each of the alcoves and alleyways for danger.

Perception: 1d20 + 14 ⇒ (19) + 14 = 33

Once in the Downmarket, he sets about finding an inn and reasonable places to purchase gear for heading out into the arid lands.

Diplomacy (gather info about inns/shops): 1d20 + 16 ⇒ (3) + 16 = 19
Looks like we're headed for a fine tavern, known for its excellent shankings.


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Maps | Info | Bashiel's Loot Table

You pass through the wide main thoroughfare of the Warren without issue. Whatever ancient calamity shattered the city’s northwestern wall provided a clear path for people to easily enter the otherwise completely walled city. The Warren seems to be one of Kaer Maga’s poorest districts as you see numerous beggars along the main street as you pass through. The district vaguely reminds you of Pilts’s former territory in Old Korvosa.

From the Warren, you pass into the city’s Core and make your way to the Downmarket district. It seems most of the people entering the city made their way here as well as the streets are packed with people of all shapes and sizes and races. The crowded stalls and wagons house a plethora of goods for sale. The selection of goods is even greater than the diversity of the people in the streets.

Most of the structures here are transient - carts, tents, wagons, and awnings. On one particular street corner, a large block of stone houses what appears to be an auction, an auction of people. An auctioneer stands to one side overseeing the operation, while shackled and manacled slaves in various states of health stand to one side, waiting to be sold.

Bashiel is certain that there is quite a bit of danger as he looks around, spotting at least a couple pickpockets in his brief observation. The thieves dart away from their victims and disappear into the seething masses before anyone has a chance to catch them. Bashiel’s gaze seems to deter would-be pickpockets from nearing the group, at least for now.

When Bashiel inquires about inns, most of Downmarket’s denizens ignore him, deeming him unworthy of their time. He’s not selling anything, so they’re not interested. However, after some effort, Bashiel manages to hold the attention of a young street urchin.

The young lad has matted hair and is dressed in a ripped shirt, shorts, and sandals. He fidgets back and forth as Bashiel speaks to him. As the paladin asks about inns, the boy says, “Lots of inns, none in the Downs, though. You’re looking for Hospice. Or if you’re snooty, the Stacks. Lots of nice inns in Hospice, though. There’s The Sorry Excuse - be sure to tell Harmon I sent you if you go. There’s also the Canary House if you have a pretty penny.

“There’s The Strapping Lad, but those two couldn’t go,” the boy say, pointing at Ilsa and Zamanda. Shrugging, he finishes, “Bloodbrothers is my personal recommendation, know a couple folks who work there. But I don’t know if you’re up for it. Rough and tumble sorta place.”

As for shops, the boy says, “Too many to name. A lot don’t have names. You’ll have to be more pacific.”

The young lad seems to be getting antsy, his desire to talk apparently waning.


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

Are any of the people being sold Shoanti? I don't know how much slaves go for, but buying one and returning him to his homeland might gain us friends and allies... as well as being a really nice thing to do. :)

Zamanda smiles and flips the boy a silver.

Is there a place that sells magical items? We also need desert gear.

Diplomacy: 1d20 + 21 ⇒ (16) + 21 = 37

Anyone know of specific magic items that prevent scrying? If we can find something in our budget, we might want to pick something up.


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

”Don’t think it matters much. She has a city’s coffers behind her. And we’d go broke six times over trying to stop her. Our best defense is probably distance, and her having other problems.” Kalem said, taking the sights in. ”Disappointing. Even when leaving home the squalor stays the same. Guess this is just how the world is.”


Human Male Cleric 13 of Pharasma | HP 95/96 | AC 22 T 13 FF 21 | CMB +9 CMD 20| F +14 R +11 W +17 (+19 vs Charm & Compulsion) | Init +5 | Perc + 20 Human (Varisian) Channel Energy 9d6 8/day (6/9 remaining), Healing/Repose Domains, Rebuke Death 12/day, Healer's Blessing, Gentle Rest 12/day 12/12, Ward Against Death 12/day

Malen eyed the slave auction with distaste, the cruelties people visited upon one another never ceasing to amaze the priest. He was quite glad when the young boy pulled his attention away from the proceedings as he named some inns and then asked for further clarification for shops.

When he saw Zamanda fish out a coin, the cleric stepped to where he would block as many eyes as possible from seeing the coin being tossed to the young lad. He arched an eyebrow at the attractive aasimar but otherwise turned his attention to the young man, being in the market for desert gear himself.

Detect Scrying seems like the best bet, at this level. You auto-detect scrying, and if you beat their caster level check, you know the relative location and get an image in your brain of who's looking at you. It's arcane, though, so not on the cleric list. :(


ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

Detect scrying lets you know what's up, but doesn't block it. Mind Blank is the best protection, but its also WAY outside our price range. Nondetection doesn't stop a persistent scryer, unfortunately. Easiest way to block is to stay inside a lead lined container at all times :P

Bashiel almost steps forward to try to break up the slave trading, but realizes that making an enemy of a majority of the city might not be the way to start on the right foot.

He passes a silver to the urchin as well, offering a "Thanks, we'll look out for them."

(Sounds like Downmarket for goods, Hospice for a place to stay? Lets get that desert gear sorted out first. I'm guessing we might be due for an alleyway shanking as well :P)


Maps | Info | Bashiel's Loot Table

The boy’s eyes widen as Zamanda and Bashiel toss him a couple silver coins. He says, “Thanks ma’am and mister. Uh, if you’re looking for magical items, you’ll get less for them in Downmarket. It’s the Promenade you want. That’s where locals go. Lots of magical stuff there. Big Carth in The Flame That Binds likes out-of-towners. If you want the best - and don’t mind paying for it - you want The Wheel Unbroken. Lots of fancy magical doohickeys there. Desert gear you can get here, but there are tailors in the Promenade, too. Usually cheaper there, if you don’t get run out first.”

The urchin starts to turn away, but apparently changes his mind about something. He turns back towards you briefly to say, “Oh and, uh, probably avoid The Sorry Excuse and Bloodbrothers.”

With that, the boy disappears into the ever moving crowd.

Dark Archive

Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

"I have already bought my desert gear," Ilsa says. "Of all the places he mentioned, the Hospice sounded best for a base of operations. But if anyone needs to buy anything first, I don't mind going there first."


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

How about the Shoanti question? Are there Shoanti slaves for sale?

Not sure we should take anything he said in that first rush as gospel. He was trying to set us up. Probably a runner for the local Thieves Guild. But yeah, we should check out the Hospice, but also the Stacks if you want to live it up like rich folk who ride in carriages.

She grins.

I also want to check out this Promenade.

She looks distracted though, and not ready to go yet. She keeps glancing over at the slaves.


Maps | Info | Bashiel's Loot Table

Sorry, Zamanda. Since I don't think you've actually seen a Shoanti yet, I'll say you need to make a Knowledge (local) check to try identifying the various slaves' ethnicities. Most of them appear to be human.


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[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

K Local: 1d20 + 4 ⇒ (18) + 4 = 22

”That one. That one looks like a Shoanti. At least based on the stories told by those drunkards who like to show off that they traveled.”


ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

Bashiel notices Zamanda's reticence to leave the site of the slave auction and asks "Thinking of doing some liberating? It didn't sit well with me either. But I can't imagine it'll make it easy for us to ask questions if we break up their business."

Can't get better than Kalem on the KN Local. I didn't even think about the fact that we might not recognize a Shoanti on sight!


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Human Male Cleric 13 of Pharasma | HP 95/96 | AC 22 T 13 FF 21 | CMB +9 CMD 20| F +14 R +11 W +17 (+19 vs Charm & Compulsion) | Init +5 | Perc + 20 Human (Varisian) Channel Energy 9d6 8/day (6/9 remaining), Healing/Repose Domains, Rebuke Death 12/day, Healer's Blessing, Gentle Rest 12/day 12/12, Ward Against Death 12/day

Malen smirked good-naturedly as the boy amended his previous words about the city's vendors. He watched the boy run off for a moment, hoping he kept safe, before he turned back to the conversation about Kaer Maga. When the discussion turned to a place to stay, the priest said, "The Stacks seems reasonable for a place to stay. While the boy insinuated that it's a more wealthy area, the businesses there likely ensure the safety and security of their guests, as well, or they wouldn't enjoy much patronage. Besides getting gear more suited to an arid climate, I'm not really looking for anything in particular, though I will happily commit funds to something you all think we might need."

That being said, the cleric looked curiously at Zamanda as she continued to eye the spectacle of the slavers' market. While in his brief experience with the lovely woman he had found her to be impulsive and sometimes reckless, she surely couldn't be considering purchasing a slave? Maybe she had designs to free them all. He remained silent, though prepared to interject should she propose such an action, though Bashiel of all people seemed to try to advise against it.


Maps | Info | Bashiel's Loot Table

Kalem points out the human that appears to be a Shoanti. His skin is darker than that of most Korvosans, though not nearly as dark as Kalem’s. The Shoanti man appears to be in his forties or fifties and has certainly seen better days based on how gaunt he looks. He wears a pair of shorts and nothing else but shackles and manacles.

It looks like bidding on the Shoanti is about to start...


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

Oh no problem. I was kind of thinking that one of my tutors must have been Shoanti since I learned the language, but it is just as likely that I learned it from a second-language speaker. This works.

Zamanda says, in a voice just meant for the group and not to carry

We need goodwill with the Shoanti, and a guide would also be helpful since we have never been in that land, and I am itching for something good to do. I want to save that Shoanti man and take him back to his homeland. Maybe he will help us voluntarily, but even if he doesn't, I am going to buy him and free him... I mean, if I can afford it. I have no idea how much slaves cost.

Keeping a tight hold on her coinpurse since she knows there are thieves around, she goes closer to make sure she can take part in the bidding if the price isn't too much for her.


ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

Bashiel lowers his voice as well, looking a little disappointed "Oh, you meant buy one of them. I'd happily contribute. Whether or not we earn his good will in the process, it'll be worth every gold piece." Assuming we have enough.

Bashiel listens in to hear how much the slaves are going for.
Perception: 1d20 + 14 ⇒ (17) + 14 = 31

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