
Fjuri |

"Sorry, I don't know where Nessian is now. There is a man, Grandmaster Torch he is called, who knows about everything goes around in the city. Maybe we could check if he knows about Nessian?"
He looks at Larksong,
"The book was hidden in plain sight, as so many are, lost in the many libraries of the rich men here in the city, who can barely read themselves."

Fjuri |

My friday post got eaten it seems
Nessian is a petty crime lord, no big name in the city. He acts bigger then he really is, but can cause harm none-the less.
Letting drop the name Master Torch in the puddle district in a favorable fashion that you want to meat him will get you an audience.
You spot a red light flashing in a distinctive pattern from the top of a distant building, deep in the city.

![]() |

Bardic Knowledge: 1d20 + 1 - 1 ⇒ (2) + 1 - 1 = 2
Perception: 1d20 + 0 ⇒ (8) + 0 = 8
"I have no clue on where to find the man, I hope one of you does"
Thran mentions as he rubs his tired eyes, unable to focus on anything

![]() |

Osborn recalls something from his days in the seedier parts of Absolom. He speaks to the others as he follows Thran.
Nessian is a small time crime lord. That being said he can make you life hard if he chooses. We should be able to speak to him if we speak well of Mater Torch in the Puddle District

![]() |

Perception take 10: 10 = 10
Andrezi shrugs and follows his companions to the puddle district. Glancing upward he squints seeing red lights in the city. Turning to the man they rescued, "Say Yargos, do those red flashing lights mean anything that you know of?"

Fjuri |

As Larksong makes his comment about a lamplighter, Yargos looks up. "Don't mention that to him, you'll see soon enough why he has that name."
----
"Nessian!" shouts Yargos. "He’s signaling Black Echelon—the undead! Six flashes of red—I remember that signal… By the gods! That’s the granary! Nessian has sent those monsters to poison the granary! C’mon! I don’t know how, but we’ve got to stop them—we’re the only ones who know what’s happening.
Yargos continues to explain that Black Echelon intends to lace the city’s reserve grain supply with a foul and forgotten poison called Gut Wither. In the event of a siege, Absalom would be left without its granary and the city could face the threat of mass starvation in the coming months.
to the granary or to the puddle district?

![]() |

Andrezi grows concerned with Yargos' proclamation. "Perhaps it is best if we head to the granary, who knows what could happen if the city suddenly went through a famine."

![]() |

Andrezi hangs toward the middle of the group, ready to move to the front or rear as the situation calls for it. "The guards are dead, this cannot be good."

![]() |

I think there's 4 of us now right? 2 wizards, a bard and a rogue? I suggest the rogue first..since sending wizards in first doesn't seem like a good idea..and I'm the only one that can heal. Also Osborn has the highest AC/CMD. So Osborn, Thran, Andrezi, Larkson? What does everyone else think?

![]() |

I think there's 4 of us now right? 2 wizards, a bard and a rogue? I suggest the rogue first..since sending wizards in first doesn't seem like a good idea..and I'm the only one that can heal. Also Osborn has the highest AC/CMD. So Osborn, Thran, Andrezi, Larkson? What does everyone else think?
"Perhaps I ought to follow Osborn in," says Longspear. "The Inheritor does grant me healing, infrequently, but you can knit wounds, too, Thran. The long dusty trail has hardened me for fights."

![]() |

I am assuming that it would be silly to check this door for traps at this point. The guards are dead and I figure that the granary wouldn't have trapped doors anyway.
Is the door open or closed? I would like to sneak in, but it is hard to sneak in if you have to open and close doors
Osborn sneaks through the door and looks at the room on the other side.
Stealth: 1d20 + 12 ⇒ (19) + 12 = 31
Perception of room inside: 1d20 + 7 ⇒ (7) + 7 = 14

Fjuri |

The outer doors stand open, and Osborn enters the granaries Antechamber. It is empty, but the right doors are also opened enough to enter through without any further problem.
There is a faint trail of blood leading from the antechamber to the North-East chamber. The blood trail was inadvertently left by hostile operatives, but the blood itself belongs to the dead guardsmen outside.
If you peak ahead you can see the following a large grain storage chamber. You surmise from the exterior of the building that the lower lever contains four such chambers.
All four of the silos contain the following features:
Grain Swamp: Much of the floor is covered in a sea of grain; treat each square marked with grain as difficult terrain.
However, if a PC can succeed on a DC 10 Str check, they may move across a single square as though it were normal terrain (permit one check per square).
Flow Hatches: The 10-foot-high ceiling is covered with flow hatches (marked on the map as white squares). When opened, grain from the upper levels pours down to refill the grain supply on the lower level. Leaping up to spring a hatch requires a DC10 Jump check and will draw an attack of opportunity from adjacent opponents. Alternatively, a hatch release can be triggered with a reach weapon or a ranged weapon with a successful attack roll against AC 20.
If a hatch is opened, anyone in the space below risks being struck by a cascade of grain. A successful DC 12 Reflex save enables the potential victim to immediately dive into an adjacent square and avoid the spilling wheat. Anyone failing is struck, taking 2d4 points of damage and getting held in place. On their turn they can attempt to pull themselves free (DC 10 Strength check) as a move action, otherwise they take another 2d4 points of damage.

![]() |

Survival: 1d20 + 1 ⇒ (5) + 1 = 6
Seeing no danger Osborn sneaks through the open doors.
Stealth: 1d20 + 12 ⇒ (8) + 12 = 20
Perception in new room: 1d20 + 7 ⇒ (10) + 7 = 17
I cannot move myself on my tablet. Can someone move me inside please

Fjuri |

Init BE Operatives: 1d20 + 1 ⇒ (17) + 1 = 18
Init Azar: 1d20 + 0 ⇒ (15) + 0 = 15
Init Andrazi: 1d20 + 1 ⇒ (19) + 1 = 20
Init Larksong: 1d20 + 3 ⇒ (1) + 3 = 4
Init Osborn: 1d20 + 4 ⇒ (10) + 4 = 14
Init Thran: 1d20 + 2 ⇒ (11) + 2 = 13
You see two Black Echelon Operatives standing guard at the entrance to the next silo, while you see in the back someone standing over an ancient rusted chest. They have noticed you and seem to want to attack you.
Andrazi is fast enough to act before they get to you.
Combat!
-------
Andrazi
BE Operatives
Azar, Larksong, Osborn, Thran

![]() |

Andrezi sees the enemies step through the door and does the first thing that springs to mind, moving in front of his companions and unleashing a stream of fire from his wand.
"እጅ ማቃጠል!"
Realizing what he's done he winces, anticipating the consequences. Large streams of fire in a granary... Hope I don't blast us all to smithereens...
Damage DC 17 Ref for half: 1d4 + 1 ⇒ (4) + 1 = 5
Genuinely forgot about that danger until after the action

Fjuri |

A large mushroom cloud now covers the space where once stood the city block around the Absolom granary.
Joking aside, there are no rules for combustible environment I am aware off
Ref Blue: 1d20 + 1 ⇒ (15) + 1 = 16
Ref Red: 1d20 + 1 ⇒ (3) + 1 = 4
The blue caped Black Echelon Operative comes closer to Andrezi and tries cutting him with his sickle.
Attack Blue: 1d20 - 1 ⇒ (1) - 1 = 0
Although the creature misses, Andrezi and Osborn seem no longer to hear anything anymore and they have a feeling they are moving in slow motion.
The red eyed Black Echelon Operative stands still, but an unnatural mist surrounds him and the mists grows bigger and thicker. You can no longer see the other Operative.

![]() |

"What are you?" cries Azar.
Knowledge (religion): 1d20 + 4 ⇒ (1) + 4 = 5
Not knowing for sure what these things are, Azar decides to call upon the healing power of purity, knowing that it will hurt any undead.
Channel Will DC13: 1d6 ⇒ 4

![]() |

...an unnatural mist surrounds him and the mists grows bigger and thicker. You can no longer see the other Operative.
What is this, Plants vs. Zombies?

![]() |

Just to be clear..we can't see any enemy at the moment? Even the one right in front of us, or do we just get a miss chance?
Thran tries to attack an enemy he remembers standing right in front of and attacking Andrezie after he takes a step closer
attack To hit AC: 1d20 + 4 ⇒ (11) + 4 = 15
Slashing damage if hit: 2d4 + 6 ⇒ (3, 4) + 6 = 13
Miss chance, low is bad: 1d100 ⇒ 73 assuming the normal 50% miss chance for attacking blindly

Fjuri |

Note to self: Post the rules they need. In this case:
Enshrouding Mist (Su) As a full-round action, a Black Echelon
operative may expand the fog that swirls around its body. This
creates a pea-soup fog which extends around the operative in
a 30-foot radius, centered on its body as it moves. The mist
replicates natural fog conditions (DMG 94): anyone attacking
a target inside the mist receives a 20% miss chance. Attackers
inside the mist who are adjacent to their opponents, however,
do not suffer a miss chance. The mist affects both normal and
dark vision alike, and the operative has no special ability to
attack through its own mist. It suffers the same penalty should
it attempt a ranged attack.
Silent Aura (Su) Black Echelon operatives are perfectly silent.
Their silence dampens all noise in their own square as well as
all adjacent squares, just as a silence spell. In addition, although
it has no game effect, anyone caught within the silent aura has
the creepy sensation that he is moving in slow motion. Treat
an operative’s silent aura as caster level 5 for the purpose of
dispelling attempts.
will gre: 1d20 + 2 ⇒ (20) + 2 = 22 Actually out of range
will blu: 1d20 + 2 ⇒ (1) + 2 = 3
will red: 1d20 + 2 ⇒ (1) + 2 = 3
Azar's channel destroys the two already hurt Black Echelon Operatives, and the mist immediately dissipates.
Combat!
-------
Andrazi, Larksong, Osborn, Thran (Azar's action nullified Thran and Osborn's)
BE Operatives
Azar

![]() |

With my movement I could make it to the one in the other room, so (barring something else happening) I would move there and try to attack that one. So using the attack made already, that would be AC 15 for 13 slashing damage

![]() |

Andrezi points his wand waiting for an enemy to show itself through the door.
Andrezi shouts "አስገድድ ሚሳይል" as another blue bolt shoots from his wand.
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

![]() |

Osborn looks at the chest. He wants to determine if there may be any traps or similar.
Perception to find Traps: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20
No one open this until we know it is safe. Can someone please check and make sure there isn't some kind of old dark magic here?

![]() |

Osborn looks around at the others in the party.
Should we take these bottles to prevent others coming after from using them?
Depending on what the decision is Osborn will take the bottles or not.
Content that the granary is secure, at least for now, Osborn begins to head for the door on the way to the Puddle District.