DMB's PbP GD5 "Through Maelstrom Rift" (Inactive)

Game Master Beckett

A Pathfinder Society Special designed for 6th-level pregenerated characters.

Even the limitless Plane of Air is at risk of eldritch instability, and a cult dedicated to the planes’ integrity has sensed an imminent calamity brewing deep within a primal storm. In this special adventure, the players portray a diverse coalition of elemental guardians that must embark on perilous journey into the maelstrom’s heart and avert a disaster that threatens the Inner Sphere.

Init:

[spoiler=Init Rolls]
[dice=Ember the Chronicler]1d20+5[/dice]
[dice=Jamila the Genie]1d20+6[/dice]
[dice=Krakos the Avalanche]1d20+5[/dice]
[dice=Octaris the Torrent]1d20+10[/dice]
[dice=Rhyol the Volcano]1d20+2[/dice]
[dice=Zypher the Storm]1d20+3[/dice]
...
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

MAP


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Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Open for dotting. Game will not begin until Oct 12th.

Dark Archive

Tide of Morning The Confirmation Table The Confirmation Table 2

would like either druid or kineticisist


Dotting here. I have no strong preferences here on who to play here :)

Dark Archive

Goblins|| ...||Heresy

My first choice would be the kineticist since I plan on making one soon


Dotty McDotterson!

No real preferences on a character at this point so I'm happy to let other folks pick first when it's time :)


| HP 9/14 SP 12/12 | RP 3/5 | EAC 14; KAC 15 | Fort +0; Ref +5; Will +3 | Init: +2 | Perc: +5, SM: +5; low-light vision | Speed 30ft | charge cloak 1/1 | Active conditions: None. Gender: "Gazigaz" Male CG skittermander xenoseeker envoy 2

Dotting.


Kiliuk, M Half-orc Barbarian/1 AC 17 | HP 17/17 | F +6 R +1 W +0 | Init +1|Perception +4

John Woodford's alias, dotting.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Through Maelstrom Rift

Before we begin, please take a moment to read both the spoiler directed at you, but also to reread the small history portion of your character. Each of your characters are members of a group called the Concordance of Elements, a fringe group that seeks to keep the Elements, and the Elemental Planes of Air, Earth, Fire, and Water in balance and at least some harmony, maintaining that balance between them is vital. It is not a very popular or famous group, and you all have different reasons for joining.

Jamila (Genie):
Dear Jamila,
As the representative of balance, it is right and proper that you are this mission’s official leader. That does not mean that it is wise for you to order around your allies—instead, respect their contributions, seek peace, and encourage solidarity. The more you can ensure that each element has its voice and place, the smoother the mission shall be. To that end, I am providing you with some information I have discovered in advance about your allies. I hope to be able to place a few more agents on this mission, but their identities are still unclear.
-
Octaris is a water mephit, a skillful wizard, and a master of arcane lore. I expect that the disturbances you encounter will be magical in nature, and his expertise should be invaluable. Do try to look past his arrogance.
-
Rhyol is a resourceful thoqqua who has developed a brilliant technique for communicating aloud. Her temper is quick to rise at times, though she usually channels her fury into battle against her enemies, making her quite the capable combatant. Zephyr of the Forgotten Sun speaks to the sky, and the sky speaks back. I doubt I need to explain how useful his connection to the Plane of Air and ability to control winds could
be on this mission.
-
As the leader, it is your responsibility to ensure this mission is a success. Find the source of the irregularity. If you and your team can stop it, do so. If you cannot, collect as much information as possible, then retreat. I will provide further information in person.
—Ashasar, Liaison to the Seat of Balance

Octaris (Torrent):
<From your journal> Should I be surprised? Proud? I think proud is right. They bought it; hook, line, and sinker! My cousin Octaris is a member of that weird group called the Concordance of Elements. Their filosof philosof beliefs intrigue me, and now’s my chance to see them up close. Why? Because the courier who delivered the invitation for this adventure was happy to hand it to any mephit, so now I am maskeraiding disguised as Octaris!
-
I need to remember a few things while pretending to be my cousin. First, he’s a powerful wizard who specializes in water magic and eldirch mistikal magic lore. That’s okay because my powers can fake water magic, and I’ve got a bunch of wands that can fake everything else. Octaris is a kind of a show-off, so the more I can display my... completely real magical powers and knowledge, the better. Highlight the successes, downplay the failures, that sort of thing. I know I won’t get away with this forever, but even if I get caught, I bet they’ll let me join up forever if I prove useful enough doing whatever they hired Octaris for—oh right, that’s me now. What’s life without a little adventure? Oh, and the second thing to keep in mind? He’s a pompous jerk. Best not overdo it, though, or I’ll have as few friends as he does. A little bit of grouchy seasoning should make the disguise seem more believable, though.
-
Ha! He’s going to be so mad when he finds out what he missed! Serves him right.

Krakos (Avalanche):
<From your journal> Back to the Plane of Air again. I find the vast expanses of empty space unsettling, so I do not look forward to this mission. Still, it is better that I am here to provide a counterweight to the flightier members of the Concordance—and to ensure that this strange occurrence does not foretell a potential threat to Ayrzul’s interests. In the interest of continuing this dance of checks and balances, I have procured three more crystals attuned to the Fossilized King’s divinations, allowing his servants to gaze upon the Plane of Air from afar as if the gems were eyes. My teammates are unlikely to watch me with suspicion, so long as I am not blatant about my actions.
-
Others are unlikely to offer me the same courtesy. I should place these stones in different places where winds or the unsuspecting might carry them to many places. . . or where they might overlook something with more enduring significance.

Rhyol (Volcano):
<From your journal> Most of the time, I like Armun Kelisk. It is a beautiful city with many travelers. It also has ground to hold on to, which is important. Everything changes so fast that it is hard to think sometimes with the bustle, but it is an exciting place. Sometimes I get very angry, especially when the people here assume that I am stupid. Many of them call me a simple worm. I must show them with my words and not with force that I deserve respect. I must practice speaking for myself. I’ve heard there’s going to be a mephit on this journey. Mephits are smart, and good at understanding talking that isn’t with sound too. Maybe he can help if I run into trouble.

Ember (Chronicler):
<From your Journal> What wondrous news! This journey promises to be the most exciting adventure I have experienced in all my years! I will savor this experience, but I must not forget to preserve it for posterity. My tales have grown repetitive of late—lost some of their inspiring luster. I was starting to worry that I would have to fall back on secondhand storytelling. Tsk, where’s the fun in telling stories you didn’t see for yourself? Why, I shall regale my capable companions with tales of our deeds so that we might all remember our glorious deeds. Remember, to compose the tale along the way. Otherwise, the details will slip away as surely as a cloud on a gale.

Zephyr (Storm):
<From your journal> The sky is uneasy. It is not enough to simply stop this disturbance. Stopping it without understanding how it came to be is leaving open the possibility that it may simply happen again. Is this yet another imbalance in the elements?
-
Sometimes, I dream of what it would have been like back in the old days, when elements had balance within themselves, when good and evil alike reigned over the skies, seas, flames, and stones. In those days, the Concordance was not necessary, for the balance was not so delicate. We would all be better off if the four good elemental lords had never been imprisoned, or could some how be freed again. If only the others in the Concordance saw matters the way I did. Their reticence is understandable, however. Speaking ill of the Duchess of All Winds’s triumph over the now-imprisoned lady of Earth is far from a safe proposition. Is the current situation the result of an attack from the forces of another plane?
-
The Plane of Earth, perhaps? I shudder to think that it may be, but regardless of the cause, we must investigate this situation as thoroughly as possible.

Now that you have had a chance to look over your character, read up on their background, and get a little more info on their motives and goals, we can begin, with all of you having been summoned by an agent of the Concordance for a special mission. With the exception of Jamila and her pet hawk Targos, and much like a typical Pathfinder Society early morning wakeup call, you each arrive individually.

Orange-and-violet skies streaked with clouds surround the expansive city of Armun Kelisk, the largest settlement on the Plane of Air. Armun Kelisk’s six other districts float far above upon platforms of ice and stone. The pull of gravity is strong here, even objects that are not secured rest firmly upon the ground rather than floating into the air. Hundreds of thousands of genies and other beings of air fly through the streets of this bustling metropolis.

Ashasar, Liaison to the Seat of Balance, sits perched on the low roof of a building labeled the Four Winds. Although he represents the most powerful member of the Concordance’s ruling council, his manner is whimsical. A cloud of dust in the shape of an airship flies around his head, bobbing, weaving, and making whooshing noises.
“I am glad to see all of you here. Step inside, please.” He hops gracefully off the roof and enters the building. The dust-airship follows closely behind him. Inside the building, travelers gather around low tables, enjoying the establishment’s renowned cooking. An air elemental carries a trio of plates to a new table, each bearing some sort of pie with a halo of bubbles floating above it. “It simply would not do to set a team without the proper balance on a task as important as this one—we must combat what may be a grave threat, and we have the chance to gain respect from those who dismiss us as a radically idealistic organization. But I’ve gotten ahead of myself again, haven’t I? Your task is simple in the telling, meaning that it promises to be anything but simple in the doing. That is always the way of things, is it not?"

“Airship captains have reported a region of disturbed currents where the flows of air upon which they rely have become erratic. Several ships have disappeared entirely, and all travel through the area has ceased. As far as I’ve been able to discern, no one has had the crucial combination of courage and dedication to journey to the heart of the irregularities and uncover the sources of the imbalance. Find this source and put a stop to it if you can. It’s far enough away that you’ll need an airship for at least part of the journey. How close you’ll be able to get, well, that I cannot say. It depends upon the bravery of the captains and the silver on your tongues, I suppose,” Ashasar chuckles. “Any questions for me?”

Grand Lodge

64/64 HP, AC: 21, T: 12, FF: 19, CMD: 22, F: +11 , R: +7, W: 3, Init +2, Pereption +11, CN Female Elemental Barbarian, Slam:+10, (1d8+6, x2)

dot

-Posted with Wayfinder


Jamila al-Shafah HP 50/60 || AC: 24 ,T: 13, FF: 21 , CMD: 24 || Fort:+8 , Refl: +8 , Will: +6 (Resist fire 10) || Initiative +6 ,Perception +11, darkvision 60 ft. || N Female Janni Aristocrat 1 || Melee +1 longsword +12/+7 (1d8+6/19–20)

Jamila waits silently as Ashasar delivers his briefing, paying attention not only to his words but also the reactions of her teammates. Once he has finished the briefing she attempts to recall if she had heard tales of such currents occuring naturally.

Knowledge Planes, naturally occuring?: 1d20 + 12 ⇒ (12) + 12 = 24

She recalls the words in the letter provided her earlier and decides to allow one of the others to take the lead here with their questions. Once the others have contributed their insights, she nods to Ashasar. "I understand the urgency of this mission and I would like to get underway as quickly as possible. Where would you begin looking for a...reckless ship captain?"

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


AC 22, T 20, FF 17: HP 57/57 fast healing 1 | Fort +7, Ref +12, Will +10; +4 vs. bardic performance, languagedependent, and sonic Ember CG Female advanced pyrausta bard 5 \\ mwk longspear +8 1d3-1 Init +5; darkvision 60 ft., low-light vision; Perception +10; BAB +4; CMB +5; CMD 15 (19 vs. trip)

Ember hovers just high enough to be eye level, as she listens to Amun Kelisk. "If you tell a story in the best light, there is nothing simple in the telling. A chance to keep the balance and float on the currents while collecting stories? What an opportunity. How long has this been going on? How many ships have gone completely missing? Are the currents like a river? Do they have a point where they begin or do they just appear?"

Know Planes: 1d20 + 11 ⇒ (7) + 11 = 18

Grand Lodge

64/64 HP, AC: 21, T: 12, FF: 19, CMD: 22, F: +11 , R: +7, W: 3, Init +2, Pereption +11, CN Female Elemental Barbarian, Slam:+10, (1d8+6, x2)

Entering the room is a large worm looking creature. As she approaches the others you hear and see steam coming from in-between her plates after a moment the steam begins to form words.

"Hello friend. I Rhyol. I learn myself to spek. I hope to becum better at it as we travl alon. As for the location of our venture I know nothing."

After she is done speaking, the steam stops as she curls up into a ring to elevate her front and be more head level for everyone.

-Posted with Wayfinder


Inactive

Krakos sits quietly during the briefing, though he occasionally glances over at each of his companions as if assessing their strengths and weaknesses. Tall and broad-shouldered he would have made for an impressive sight for that alone, but even more striking are his gray skin and spiky hair - hair that almost looks to be crystalline upon closer inspection. And yet even he was far from the strangest.

A diverse group we are. As it should be.

"Krakos," he offers, nodding at the steam-worm before turning his attention back to Ashasar. "How long ago did these disturbances begin? Have there been any other unusual occurrences as of late?"


Kiliuk, M Half-orc Barbarian/1 AC 17 | HP 17/17 | F +6 R +1 W +0 | Init +1|Perception +4

A tall, slender humanoid in leather armor, Zephyr listens pensively to the briefing, an attitude belied by his fidgeting with a ring he wears. "I am Zephyr." His accent is odd, aspirating some vowel sounds and drawing others out more than is normal. "This bears all the hallmarks of a profound elemental imbalance, so your choice of a balanced group is of great importance. I approve." He listens for the answers to the others' questions.


Octaris ||HP 71/71 || AC: 20 [26], T: 17, FF 14 [20], CMD:22 || INIT: +10, Perc: +5 || 30ft, Fly 40ft, Swim 30ft || Fort: +10, Refl: +15, Will: +5 || CN Male Mephit || Water Blast +14 (3d6+8)

"Do not worry, Octaris the powerful wizard is here! I will no doubt be able to figure out this mystery with the help of my fellow, ummm, beings here. Not that I would need there help, since I am such an eldritch master!" he pauses as he looks around the room, trying to make out just who and what everyone is. "Well, off we go then!" The mephit begins to fly out of the room without any further questions, til he realizes the others are asking for more information. "Yes, good idea! Gather more information, make yourselves useful!"

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Know Planes DC 05:
The metropolis of Armun Kelisk is the largest settlement on the Plane of Air, boasting over six million residents. The most common inhabitants of Armun Kelisk are the air genies, known as djinni, followed by whimsical air mephits. After mephits rank the spherical elemental servitors known as air wysps, air elementals, and sylphs. All of these races are as familiar to the PCs as humans, dwarves, or elves would be to a typical PC hailing from Golarion.

Know Planes DC 10:
Travel in the Plane of Air takes many forms. Those who are traveling a relatively short distance rely upon their own natural abilities to fly. For faster transportation, travelers use flying mounts or rent an airship.

Know Planes DC 15:
In the Plane of Air, there is no sun, but the genies who rule the city create an artificial day/night cycle in Armun Kelisk. They also stabilize gravity in the city to facilitate trade with people from other planes.

. . .

Know Geography DC 10:
Airship captains rely on their knowledge of the Plane of Air’s currents to travel. Reliable and fast currents form the plane’s primary transportation network.

Know Geography DC 15:
The greatest danger to airship captains and air breathing travelers alike is pockets of dead air, where the air becomes extraordinarily heavy and dense. In such places, airships stall, and the air becomes unbreathable.

Jamila "The Genie" - Pregen wrote:
"I understand the urgency of this mission and I would like to get underway as quickly as possible. Where would you begin looking for a...reckless ship captain?"

"Travel to the docks and start asking around. You’ll need someone brave enough to head off into dangerous weather and unstable currents. Besides that, in my experience, airship captains can get a bit touchy around fire, so you might need to reassure them that you are safe passengers."

Ashasar provides them with a letter of credit for their airship fare. He says, “This letter should be sufficient to pay passage, so long as you can find a captain willing to take you in the first place.”

Cari - Chronicler Pregen wrote:
" How long has this been going on? How many ships have gone completely missing? Are the currents like a river? Do they have a point where they begin or do they just appear?"
Krakos - The Avalanche wrote:
"How long ago did these disturbances begin? Have there been any other unusual occurrences as of late?"

"While I know the general region, I do not know its exact location. Fortunately, no one knows the skies better than a seasoned airship captain. I’m certain you’ll find one who knows the way.”

"It has only begun recently, as far as we know, and as far as how they work, or even what might be causing it, I have an idea. In fact, I have hundreds of ideas. I’m sure you could come up with hundreds of ideas, too. If you are asking me whether I have any ideas with a shred of evidence, well, now that is a different question. Regardless of the cause, I would expect powerful magic to be at its core.” Ashasar turns to address Octaris. “And that is why I am so pleased that you in particular responded to the summons.”


Jamila al-Shafah HP 50/60 || AC: 24 ,T: 13, FF: 21 , CMD: 24 || Fort:+8 , Refl: +8 , Will: +6 (Resist fire 10) || Initiative +6 ,Perception +11, darkvision 60 ft. || N Female Janni Aristocrat 1 || Melee +1 longsword +12/+7 (1d8+6/19–20)

Jamila accepts the letter from Ashasar with a nod of thanks. "Thank you. This will be one less thing to concern ourselves over." Knowing there may still be some questions her teammates may still wish to pose, she keeps silent until the others have indicated they have no further questions.


Inactive

Kn. Planes: 1d20 + 7 ⇒ (5) + 7 = 12

"Well...besides airships there's also the option of renting flying steeds," Krakos rumbles. "At least for those of us that have no means of flying," he adds with a side glance at the talkative mephit and the sylph. "But I imagine finding an airship would be the easiest and safest option."

At least the sylph seems to see things the same way I do. Maybe this won't be quite as much of an ordeal as I feared!


Kiliuk, M Half-orc Barbarian/1 AC 17 | HP 17/17 | F +6 R +1 W +0 | Init +1|Perception +4

Knowledge (Planes) check: 1d20 + 1 ⇒ (13) + 1 = 14

"The airship also comes with a skilled captain, who may be a source of useful information--far more than I would be likely to coax out of a flying steed."


AC 22, T 20, FF 17: HP 57/57 fast healing 1 | Fort +7, Ref +12, Will +10; +4 vs. bardic performance, languagedependent, and sonic Ember CG Female advanced pyrausta bard 5 \\ mwk longspear +8 1d3-1 Init +5; darkvision 60 ft., low-light vision; Perception +10; BAB +4; CMB +5; CMD 15 (19 vs. trip)

Know Planes: 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32
Know Geography: 1d20 + 2 ⇒ (5) + 2 = 7

"Perhaps it's genie magic or a lack of genie magic. They control they day night cycle and stabilize gravity on this plane. The might be affecting the currents. I'm sure we can find a brave and wise ships captain. We just need to listen for the stories to lead our way." Ember flits around the room as she speaks.


Kiliuk, M Half-orc Barbarian/1 AC 17 | HP 17/17 | F +6 R +1 W +0 | Init +1|Perception +4

Knowledge (Geography) check: 1d20 + 9 ⇒ (9) + 9 = 18

The sylph nods gravely. "A good captain will know the stable currents, and can avoid dead air. Beware of that--where the flow of air in the plane goes out of balance, it can stagnate. A ship that encounters dead air cannot move, and the air becomes unbreathable."


Jamila al-Shafah HP 50/60 || AC: 24 ,T: 13, FF: 21 , CMD: 24 || Fort:+8 , Refl: +8 , Will: +6 (Resist fire 10) || Initiative +6 ,Perception +11, darkvision 60 ft. || N Female Janni Aristocrat 1 || Melee +1 longsword +12/+7 (1d8+6/19–20)

Jamila nods to each of her teammates as they offer their own brand of expertise and advice. "Thank you all for your insights. I am sure we will all work together as we undertake this mission. However, time is wasting so if no one has any other questions then our next destination is the Docks."

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

All:
While on the Plane of air, there are a few special rules everyone is pretty aware of;
    Air-Dominant: Most of the plane is comprised of breathable air. Creatures with the earth subtype are somewhat uncomfortable here because of the lack of natural earth. This discomfort does not confer mechanical penalties.
    Enhanced Magic: Spells and spell-like abilities with the air descriptor or that use, manipulate, or create air function as if their caster level were 2 higher than normal.
    Impeded Magic: Spells and spell-like abilities with the earth descriptor or that use or create earth are impeded. Such spells fail unless the caster succeeds at a concentration check (DC = 20 + the level of the spell). If the check fails, the spell is lost.
    Subjective Directional Gravity: Inhabitants of the plane determine their own “down” direction. Inanimate objects do not move unless an outside force acts upon them.
    ***
    SUBJECTIVE DIRECTIONAL GRAVITY
    In most parts of the Plane of Air, each individual chooses the direction of gravity’s pull. When walking on solid surfaces, choosing the direction of the surface to be “down” is relatively intuitive and does not require a skill check. In midair, creatures with natural flight can fly normally. Those without the ability to fly, or those who would prefer to move faster, can attempt to set the direction of gravity.
    Once per round as a free action, an individual can attempt a DC 16 Wisdom check to pick a new direction for gravity. If she succeeds, she begins falling in that direction, moving 150 feet in a straight line on the first round and 300 feet on each succeeding round. If she fails, she can attempt the Wisdom check again the following round. The DC decreases to 12 until she succeeds. Once an individual starts falling in a direction, stopping requires a successful DC 16 Wisdom check to set gravity in the exact opposite direction. If she succeeds, she continues falling 150 feet in her original direction for 1 round, then stops.
    Because an individual in free fall cannot stop quickly, performing actions during the fall is difficult. However, the PCs may ready actions and perform them during the free fall, such as readying an action to grab an object or to attack a creature while soaring past it. Moving past an opponent in this manner provokes at attack of opportunity.
    A PC under the effects of a feather fall spell falls at only 60 feet per round and gains a +2 circumstance bonus on the Wisdom checks to change direction.

Editing post. More on the way.

Known to many as the Endless Sky, this plane is shot through with enormous clouds, floating cities of fantastic design, meandering sheets of ice and crystal, strange spheres of brass and iron, and far more astounding features. Towering cloud walls mark the borders it shares with the Material Plane, and gigantic water bubbles, oceanic ecosystems in their own right, pepper the areas abutting the Plane of Water. Although its population is scant in comparison to those of the other elemental planes, the Plane of Air is still home to a grand djinni society, dozens of mephit kingdoms, and a plentitude of diverse creatures

As you set off to begin exploring Armun Kelisk, looking for a potential Airship Captain for your journey, you see that the city on the Plane of Air is fairly cosmopolitan, though obviously greatly favoring Outsiders with a connection to the element of Air, (or cold or electricity). The locals are not outright hostile towards anyone else, even including those that might be considered opposing elements unless they cause trouble, but unlike most other places you might have visited (with other characters at least), you very rarely see humanoids here, as most mortals find the environment here hostile to the point of uninhabitable, at least for long term.

Further exploration indicated that the city is ruled over by a Genie, Sultan Zafer XXXVIII. This magnificent city stretches across seven enormous platforms of stone, crystal, ice, and silver, each capable of holding a city nearly three times the size of Absalom.

The platforms, really more like floating islands, hover at different elevations and are carved or cast to resemble the undulating terrain of a terrestrial city. Each of the city’s islands offers myriad airship docks and perches for flying mounts, allowing ready access to the city for nonflying visitors held in high esteem by the djinn. Each island also features several plazas with magical portals to transport residents and honored visitors from one city district to another. The plazas are well guarded, and anyone who wishes to take a portal to the High Palaces must be in possession of a special crystal that indicates the sultan’s favor.

The djinn take particular pride in Armun Kelisk’s configuration—more specifically, the genies delight in reminding mortals that the city’s magic allows its layout to change at the sultan’s whim. Traditionally, upon their ascension, new sultans rearrange the city’s structure extensively to suit their tastes. While Sultan Zafer XXXVIII has taken advantage of this opportunity, he has largely left the city’s configuration the same since his ascension centuries ago.

Genie magic also created the city’s cycle of day and night. The Endless Sky has no moon, but when the light dims, the plane’s distant fire orbs look just like stars. This beautiful effect helps visitors from the Material Plane feel more at home. This genie magic also affects the city’s gravity, causing unattended objects to fall toward the ground within Armun Kelisk. This keeps artwork, books, and traded coins from floating off into the plane’s blue emptiness.

As you walk through one of the open market areas, in the center of one of the public squares is a massive jumble of pipes. A large sign in front of the pipes proclaims “For public use” in Auran. Groups of air creatures take turns racing through the pipes to produce music that ranges from delightful to earsplitting, depending on the musician’s talent.

At the same time nearby, they spot a group of miniature whirlwinds working together to heft a huge cloth covered in exotic fruits and vegetables. These creatures are air wysps—elemental servitors that are one of the most common inhabitants of Armun Kelisk.

A passing air mephit who is not watching where she is going slams into the edge of the cloth, setting off its precarious balance and causing dozens of fruits to tumble to the ground. The wysps angrily demand that the mephit pay to replace the fruit she ruined, while the mephit blames them for their precarious setup.

Before anyone is able to really step up to look into either events, suddenly it begins to become very difficult for Ember to maintain her flight, as it seems that the wind suddenly picks up, but only around her, constantly switching it's flow just as she accommodates for it to stay aloft.

Perception DC 15:
On a nearby rooftop, you spot a flock of fan-tailed flying mice known as chuspikis, seemingly utilizing some of their natural talents to play a prank. It's harmless, but might become annoying.


Jamila al-Shafah HP 50/60 || AC: 24 ,T: 13, FF: 21 , CMD: 24 || Fort:+8 , Refl: +8 , Will: +6 (Resist fire 10) || Initiative +6 ,Perception +11, darkvision 60 ft. || N Female Janni Aristocrat 1 || Melee +1 longsword +12/+7 (1d8+6/19–20)

Perception: 1d20 + 11 ⇒ (6) + 11 = 17

Jamila glances up at the rooftop and notes the cause of the problems Ember is having. "It seems as if something is having some fun at our expense." She looks over to where her hawk circles above the others.

Telepathy to Targos:
"Targos, please chase the chuspikis away and try not to gorge yourself!"


Kiliuk, M Half-orc Barbarian/1 AC 17 | HP 17/17 | F +6 R +1 W +0 | Init +1|Perception +4

Perception check: 1d20 + 9 ⇒ (5) + 9 = 14

Zephyr looks blankly. "What do you see?"


Inactive

Perception: 1d20 + 12 ⇒ (11) + 12 = 23

Krakos scans around and quickly spots the same thing that Jamila had apparently spotted. "Little chus-spee-kees having some fun," he says, having some trouble getting his tongue around the word. "Up there," he points. "Annoying, but harmless."


Octaris ||HP 71/71 || AC: 20 [26], T: 17, FF 14 [20], CMD:22 || INIT: +10, Perc: +5 || 30ft, Fly 40ft, Swim 30ft || Fort: +10, Refl: +15, Will: +5 || CN Male Mephit || Water Blast +14 (3d6+8)

"Just a minor magic trick. Amateurish really, if you ask me. They are certainly not a true mage like myself of course."

-Posted with Wayfinder


AC 22, T 20, FF 17: HP 57/57 fast healing 1 | Fort +7, Ref +12, Will +10; +4 vs. bardic performance, languagedependent, and sonic Ember CG Female advanced pyrausta bard 5 \\ mwk longspear +8 1d3-1 Init +5; darkvision 60 ft., low-light vision; Perception +10; BAB +4; CMB +5; CMD 15 (19 vs. trip)

Ember huffs as she fights to stay aloft, "It might be harmless, but it's making flying difficult. That's no fun to the one on the receiving end. She overcompensates for a particularity hard gust and goes flying end over end for a moment.


Kiliuk, M Half-orc Barbarian/1 AC 17 | HP 17/17 | F +6 R +1 W +0 | Init +1|Perception +4

This would not be happening in a more balanced place. Zephyr offers his arm for the diminutive bard to perch on. "Come, let us get away from this annoyance."


Inactive

Taking pity on his tiny companion, Krakos looks up at the mischievous mice and makes a 'shooing' motion with his hands. "You have had your fun but I believe my companion has had enough for one day," he calls out.


AC 22, T 20, FF 17: HP 57/57 fast healing 1 | Fort +7, Ref +12, Will +10; +4 vs. bardic performance, languagedependent, and sonic Ember CG Female advanced pyrausta bard 5 \\ mwk longspear +8 1d3-1 Init +5; darkvision 60 ft., low-light vision; Perception +10; BAB +4; CMB +5; CMD 15 (19 vs. trip)

Ember carefully flies over to Zephyr, and attempts to lightly land on his arm. "Thank you. I like to fly, but sometimes the conditions make it difficult." she says while glaring out the mice.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Sorry, super busy day yesterday. I'll update right after I get off and have dinner. Also, please take a moment to look over your special notes.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

The chuspikis' don't push their luck once Krakos shoo's them off, leaving you in he middle of the market to explore a bit more. Not far from you is a large open tower, with a multitude of crystals that seem to be growing from one side of the rounded wall as vined plant's might in the material plane, offering a very good vantage point to which one could easily seen not only the market place, but a great deal of Armun Kelisk itself.

The ruckus between the Air Wysps and the Mephit grow a bit louder as the two nearly begin to shout at each other as to who is to blame and what compensation is in order.

And not far from you, on the far side of the market where the island ends into the great emptiness that is much of the Plane of Air, an airship begins to approach to dock.


Inactive

"There, that should take care of that," Krakos responds as the chuspikis move on. As they look around the market and surrounding areas, his eyes fall on the open tower.

Hmm...the architects are no fools. A fine vantage point for citizens and visitors like myself but also a fine vantage point should anything unfortunate occur within the city.

"If you will indulge me for a minute I wish to take in the view before we move on," he says, nodding towards the tower. "Even someone like myself can appreciate such a sight," he adds wryly. It was true; though the very essence of this place was uncomfortable it was thankfully a sort of 'low' discomfort, like a very minor ache in his bones - one that could be gotten used to and largely ignored. And how often did he get the chance to visit a place such as Armun Kelisk?

GM:

Assuming there's a suitable place for it on the tower, Krakos is going to try do the thing while he's up there. Will make rolls as needed depending on who/what else is up there and if anyone else in the group tags along.


Jamila al-Shafah HP 50/60 || AC: 24 ,T: 13, FF: 21 , CMD: 24 || Fort:+8 , Refl: +8 , Will: +6 (Resist fire 10) || Initiative +6 ,Perception +11, darkvision 60 ft. || N Female Janni Aristocrat 1 || Melee +1 longsword +12/+7 (1d8+6/19–20)

As Targos returns to her she gives the hawk a small smile. ooc]Well done Targos. Do not worry you will get a chance to hunt soon.[/ooc]

As the oread moves off towards the tower, her eyes narrow briefly before she gives Krakos a smile. "Of course Krakos. Please do not tarry overlong. I do not expect it to take long to find an airship." She points out to where the distant airship is approaching the dock.

The noise of the argument between the market denizens draws a frown. "Perhaps we should investigate this further. I suspect the cause of the dispute has already been handled so we just need to smooth the currents here." She motions for the others to follow her as she approaches the air wysps, calling out in the Auran tongue,

"Ho there! We could not help but overhear your dispute here. We did find the cause of the accident here, some chuspikis were playing a prank as is their wont. Perhaps we can come to an accomadation here?"

Diplomacy: 1d20 + 12 ⇒ (3) + 12 = 15

Feel free to give Jamila some Aid Another rolls here :)


Kiliuk, M Half-orc Barbarian/1 AC 17 | HP 17/17 | F +6 R +1 W +0 | Init +1|Perception +4

Diplomacy Aid Another: 1d20 ⇒ 11

Zephyr points at where the chuspikis were last seen. "There. They have tried to discomfit the pyrausta, here."


AC 22, T 20, FF 17: HP 57/57 fast healing 1 | Fort +7, Ref +12, Will +10; +4 vs. bardic performance, languagedependent, and sonic Ember CG Female advanced pyrausta bard 5 \\ mwk longspear +8 1d3-1 Init +5; darkvision 60 ft., low-light vision; Perception +10; BAB +4; CMB +5; CMD 15 (19 vs. trip)

Ember flies over to where the dispute is taking place. "I'm sure it was the chuspikis that cause this not anything else."

Diplomacy to Aid: 1d20 + 7 ⇒ (7) + 7 = 14

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Krakos, can I have a Stealth roll please.

[spoiler=All]I just wanted to point out, I'm kind of neutral on if everyone wants to share their "special side missions" with everyone else I an Out-of-Character sense. On one hand, it is something a little special and personalized, but on the other it might give the table a little bit of a better understanding of what all is truly going on. And please understand, I am specifically talking about Out-of-Character, Metagame knowledge, (which matters for some of them, but not all). So, I'll leave that up to you all to decide. If you want to share and ask for help doing something, it's really up to you just how much you want to let the other PLAYERS (not characters) know.[/ooc]

As Krakos takes his leave for a moment, Jamila calls everyone else closer to the minor argument, trying to be diplomatic to negotiate a peaceful solution, only to seemed to stumble into a "No, you need to watch where you are going" vs a "You need to be more careful where you put your stuff" ordeal. Jamila, and others that lend their help seem to at least calm everyone's nerves a little bit, but it might take a little more effort and helpful suggestions to both parties before it's settled once and for all.


Jamila al-Shafah HP 50/60 || AC: 24 ,T: 13, FF: 21 , CMD: 24 || Fort:+8 , Refl: +8 , Will: +6 (Resist fire 10) || Initiative +6 ,Perception +11, darkvision 60 ft. || N Female Janni Aristocrat 1 || Melee +1 longsword +12/+7 (1d8+6/19–20)

Jamila raises her arms up to get the attention of the two arguing parties. "Perhaps I can take these fruits off your hands. I and my companions are taking a long voyage and some fruit would certainly be welcome on our journey. I would be willing to pay full price for the transaction, naturally."


Octaris ||HP 71/71 || AC: 20 [26], T: 17, FF 14 [20], CMD:22 || INIT: +10, Perc: +5 || 30ft, Fly 40ft, Swim 30ft || Fort: +10, Refl: +15, Will: +5 || CN Male Mephit || Water Blast +14 (3d6+8)

GM:
I'm at a bit of a loss what Octaris's mission actually is. Just keeping his true identity hidden?

Octaris approaches the air mephit, hoping to use their shared heritage to connect with it "Nothing to fret about at all, cousin. Just some minor magic tricks being played. I am a master of the arcane arts and can assure you this whispy gentleman was not at fault."

Diplomacy: 1d20 + 6 ⇒ (16) + 6 = 22


Inactive

"Of course Jamila," Krakos replies with a respectful nod. "I will only be a moment." With that he hurries off towards the tower, momentarily oblivious to his companions' attempt to play peacemaker.

Stealth: 1d20 + 11 ⇒ (2) + 11 = 13

Grand Lodge

64/64 HP, AC: 21, T: 12, FF: 19, CMD: 22, F: +11 , R: +7, W: 3, Init +2, Pereption +11, CN Female Elemental Barbarian, Slam:+10, (1d8+6, x2)

and I thought we fought alot

Rhyol thinks as she slithers across the ground

-Posted with Wayfinder


AC 22, T 20, FF 17: HP 57/57 fast healing 1 | Fort +7, Ref +12, Will +10; +4 vs. bardic performance, languagedependent, and sonic Ember CG Female advanced pyrausta bard 5 \\ mwk longspear +8 1d3-1 Init +5; darkvision 60 ft., low-light vision; Perception +10; BAB +4; CMB +5; CMD 15 (19 vs. trip)

Ember in a attempt to distract the beings arguing she moves a few feet away, and begins to tell a story about small air elementals choosing to work together.

Perform Oratory: 1d20 + 16 ⇒ (2) + 16 = 18

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Octaris:
Your mission isn't very well explained, but generally speaking you need to mimic your cousin's (the real Octaris) great magical power and arcane mastery, so you can show the Concordance you are worthy of working for them too.

After a few calming words and you are able to get both sides to calm down a bit, and admit that they had some fault in the ordeal, and it really isn't worth fighting over. Rhyol sees that words can be just affective as might, and finds some encouragement in his own task.

Krakos journeys up the tower, moving slowly as his kind are known to do, but as he begins to place one of the objects he was asked to, a few adolescents arrive, and spot him. He does a quick job, hoping to cover his intent, but as he begins to leave, he can hear them remove the small magical item and begin using it as a plaything. He will need to find a better place next time, but is pretty sure there will be plenty of opportunities to do so.

Afterwards, seeing a few potential ships, you decide to divide up into small teams and look into which of the possibilities would both be best and are even feasible. After an hour or so, you all return to discuss what you have found, weeding out those Captains whose ships may not be up to the task or who are already booked.

Razakim: The wealthy and well-connected airship captain and Djinni, Razakim seems to be good natured and trustworthy enough, though also seems to be a bit whimsical and wiling to take risks. Because he owns his own ship and has several other ships in reserve, he is willing to risk taking them on board if they make a sufficiently strong case.

Sisivel: The eccentric airship captain Sisivel, a female Air Mephit seems that she might be particularly sympathetic to their cause. However, she does not personally own her ship, but is a member of an alliance of merchant-captains called Thousand Wings.

Nix: The daredevil captain of a fixer-upper airship, Nix, an uncommon female gnome dwelling here more or less permanently is much more willing than most captains to take a risky journey. In fact, the prospect likely excites her, as another method for her to stave off the Bleaching, but she it is also well known that she does not abide "dead weight" on her ship.

You also hear rumors of another possibility, a secretive Captain simply called "Whisper" whose services might be bought, though likely as a last resort.

So, essentially you have a few options here, and the idea is you haven't actually tried to negotiate with any of them yet, just asking around to find possibilities. The next step is to decide which you would like to attempt to hire, and then each has different skill checks to prove yourselves or help overcome some of the issues they have that might be preventing them from helping out, (such as not actually having an air ship in one case). So, what would the party like to do?

Grand Lodge

64/64 HP, AC: 21, T: 12, FF: 19, CMD: 22, F: +11 , R: +7, W: 3, Init +2, Pereption +11, CN Female Elemental Barbarian, Slam:+10, (1d8+6, x2)

do we get the skill checks before we begin

-Posted with Wayfinder


Jamila al-Shafah HP 50/60 || AC: 24 ,T: 13, FF: 21 , CMD: 24 || Fort:+8 , Refl: +8 , Will: +6 (Resist fire 10) || Initiative +6 ,Perception +11, darkvision 60 ft. || N Female Janni Aristocrat 1 || Melee +1 longsword +12/+7 (1d8+6/19–20)

While Jamila has her own ideas on who the best option for their transport, she does elect to open the discussion to the others. "While I have a good notion on who would be best suited to the task of transporting us where we need to be, I am interested in your thoughts as well. This mission will require all of us working as one in order for us to succeed."

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

No, not really. It's all really revolving around trying to see if any of the Captains are willing/able to take you, and part of the problem is finding out things as you interact with them. In a face to face game, it would be a lot quicker to have these sort of little RP back and forth encounters, which just don't really translate too well to PbP. But, I can't really think of a good way to handle it that isn't essentially giving all the information up front.


Kiliuk, M Half-orc Barbarian/1 AC 17 | HP 17/17 | F +6 R +1 W +0 | Init +1|Perception +4

I just noticed that Zephyr only speaks Auran, Druidic, and something that isn't Common. Can we all understand each other?

"I recommend the gnome, to start with. I like her attitude, and all of us have our talents."


Inactive

Krakos understands Auran, Ignan, and Terran.

Krakos silently curses his poor fortune as he heads back down to join the others, a wonderful opportunity gone to waste.

Must be the energies of this place affecting my abilities. I will have to adjust for this in the future...

But then he brightens. They were set to book passage on an airship - and he could think of few other places that a crystal should be placed than there. By the time he rejoins the others there's even a small spring in his step.

"A fantastical view, just as I'd imagined," He smiles.

*************************

"Hmm...I would cast my vote either for Captain Sisivel or Captain Nix," Krakos muses when the group reconvenes to compare notes. "We need someone reliable and who has more stake in taking such a risk than someone simply looking for coin," he reasons.


Octaris ||HP 71/71 || AC: 20 [26], T: 17, FF 14 [20], CMD:22 || INIT: +10, Perc: +5 || 30ft, Fly 40ft, Swim 30ft || Fort: +10, Refl: +15, Will: +5 || CN Male Mephit || Water Blast +14 (3d6+8)

The thought of having to put in work on an airship doesn't seem to appealing to Octaris. "I propose we try to work a deal with Sisivel. I'm sure we can rely on a fellow mephit."

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