Xuan Fung
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Fung looks somewhat confused but approaches the two creatures, and replies in Auran.
Fung then stands in line, waiting for the two creatures to complete their checks on Nemis and Toctep to complete before stepping forward.
GM Batpony
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Felicitas wakes up a little late from the others but soon catches up to what has happen. She recognizes the creatures as Comozant Wyrds. Comozant wyrds are most often encountered in the hearts of the greatest storms. They are incredibly rare, and almost always solitary; no sightings on land have ever been reported.
Because they are so rare and their natural environment makes detached study improbable, few creatures even know of comozant wyrds, let alone understand their nature. Citing their command of storms, some speculate that the wyrds are infant forms of an unknown breed of storm elementals, but others say they are fey spirits, born in the moment they appear and existing only for the brief time they shine.
The flames that illuminate others are a form of communication, it allows the creatures to empathically connect to the creature, transcending the language barrier.
They are incorporeal, and made of plasma, immune to cold and electricity. Not to mention they are forms of elementals. Elemental traits.
lightning lash: 1d20 + 8 ⇒ (12) + 8 = 202d8 ⇒ (4, 5) = 9 Non Lethal Electricity dmg
After a short conversation, Nemis is realeased from the fire without harm. The conversation with Toctep on the other hand, seems to turn not so well. In the silence, suddenly you a see a lightning lash swipe, Toctep dealing him electrical damage. It seems to hurt him a little but does not look fatal.
The lightning lash mechanically is considered an attack.
Toctep -9 Non lethal dmg
Not sure how you would react to that, but if Fung likes to still step up to the creature and submit, you may read the spoiler, else you may ignore it.
The fires engulf you but do you no harm, it creates an emphatic link with you. You communicate in feelings that transcend the need for common language. They creature imposes a feeling of guilt and shame on you. They attempt to establish dominance over you in their interaction.
Xuan Fung
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As soon as Nemis is released, Fung steps up humbly without hesitation. Just when his senses are overwhelmed by the creature, however, he seems to notice some struggle that Toctep is having. All his attention, however, is soon focused internally.
Belinda Bluefoot
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"Why are you shooting lightning into him?" asks Belinda, wary now of the strange creatures.
She turns to the captain. "Why did they do that?"
Toctep
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"Pfah! Toctep is stronger than that!"
Despite the lightning arcing around his head Toctep stands strong, feet planted firmly on the deck.
GM Batpony
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Nix looks concerned and somewhat alarmed, in reply to Belinda, she tells her. "I've not seen that before, they typically don't stir up much trouble if complied with."
A few moments later, Fung steps out of the fire, similar with Nemis unscathed. But the other side, the Wyrd seems to grow increasingly frustrated at Toctep stubbornness. To a point that everyone is able to realise that hostilities will likely ensue.
We're going into combat!
XF,N,T,K,B,F,CW: 7d20 ⇒ (2, 13, 17, 8, 8, 1, 3) = 52
Combat Round 1
Nemis, Toctep -4, Khalib, Belinda
Wyrds
Felicitas, Xuan Fung
Belinda Bluefoot
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With a sigh, Belinda advances on the creature and drives her rapier into its back.
Lets hope it doesn't sting
attack, flank: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19
damage(pierce,magic): 1d4 + 12 ⇒ (1) + 12 = 13
"Stop zapping my friends."
Nemis
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Nemis too sighs, "I didn't want this." Looking to conserve power, he opts for his wand. MM v. the same as Belinda: 1d4 + 1 ⇒ (3) + 1 = 4 "Please stop this. We're not worth it!"
Toctep
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sorry
Toctep growls, and again you see his nails elongate until they are claws. He does not grow large, but his claws tingle with arcane energy
Spending swift for arcane strike, not using demonic bulk. Targetting blue first
Attack: 1d20 + 13 ⇒ (14) + 13 = 27
Magical Damage (B,S): 1d8 + 14 + 1 ⇒ (6) + 14 + 1 = 21
Attack: 1d20 + 13 ⇒ (12) + 13 = 25
Magical Damage (B,S): 1d8 + 14 + 1 ⇒ (1) + 14 + 1 = 16
GM Batpony
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Fun to see how things play out! So no apology for me needed. Heh.
The pathfinders pounce right on the threat before it escalates. Belinda and Nemis injure the Wyrd enough for Toctep to deal a devastating blow, maybe from the rage after being subdued by it.
Combat Round 1
Nemis, Toctep -4, Khalib, Belinda
Wyrds B -30 (unconscious) R
Felicitas, Xuan Fung
Khalib the Accursed
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Apologies! The exams have kept me away from keyboard and paizo.
Khalib grunts as he beholds his friends being attacked by the strange wyrds. Once more he brandishes his wand and blesses his companions.
Casting bless from the wand.
GM Batpony
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No worries! It's all good.
As the first Wyrd falls, Nix yells and cheers you on! "Get em! Those ruffians deserve it!"
The Wyrd ensures to continue unleash deadly lightning lashes to nearby outsiders. This time it focuses on Belinda.
dmg: 2d8 ⇒ (8, 1) = 9 Lightning dmg. Fort DC16 or be stunned
Combat Round 1
Conditions:Bless
Nemis, Toctep -4NL, Khalib, Belinda -9 (Fort DC16 or stunned)
Wyrds B -30 (unconscious) R
Felicitas, Xuan Fung
If you turn them all unconscious, what will you do with them?
Belinda Bluefoot
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fort: 1d20 + 4 ⇒ (19) + 4 = 23
Any save to reduce the lightning damage? Or is it automatic?
Resisting the oncoming storm she drives her rapier into the creature.
"Ouch!
attack: 1d20 + 12 ⇒ (19) + 12 = 31
damage: 1d4 + 12 ⇒ (1) + 12 = 13
Crit?: 1d20 + 12 ⇒ (8) + 12 = 20
damage: 1d4 + 12 ⇒ (1) + 12 = 13
Her rapier slides into the creature smoothly.
Nemis
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Nemis knows the situation in the planes is fragile. If given the option, he'd leave them behind. A trail of bodies wouldn't really help the overall cause.
"Leave! Tend to your friend!" If he doesn't stand down, Nemis will blast him with a bolt again, MM: 1d4 + 1 ⇒ (4) + 1 = 5
GM Batpony
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Whoops, I missed the attack roll for lightning lash.
lightning lash: 1d20 + 8 ⇒ (12) + 8 = 20
Immune to crits, as with elemental traits normally brings.
Felicitas and Belinda both continue to strike the hostile elemental. Striking it with precision, but it still stands strong. Nemis holds an attack, waiting to see how the creature reacts.
Combat Round 1/2
Conditions:Bless
Nemis (Ready MM), Toctep -4NL, Khalib, Belinda -9
Wyrds B -30 (unconscious) R -11
Felicitas, Xuan Fung
Toctep
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"Stop that!" Toctep growls while he strikes the other elemental
Spending swift for arcane strike again, now targeting yellow. If the first attack drops it I won't follow up with second.
Attack: 1d20 + 13 ⇒ (5) + 13 = 18
Magical Damage (B,S): 1d8 + 14 + 1 ⇒ (3) + 14 + 1 = 18
Attack: 1d20 + 13 ⇒ (20) + 13 = 33
Magical Damage (B,S): 1d8 + 14 + 1 ⇒ (4) + 14 + 1 = 19
Xuan Fung
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Oops, sorry for late post.
Fung steps out of the cool fire, only to suddenly see a fight break out Uncertain what has happened, Fung stands nonplussed, unsure how to act. Finally, he grabs his dagger, steps closer to the creature to flank it with Toctep. He then slashes at it, not with the intent to injure but to distract it sufficiently to give some aid to Toctep.
aid another, Toctep: 1d20 + 2 ⇒ (5) + 2 = 7 Sigh, never mind.
I really need to buy a crossbow or something.
Belinda Bluefoot
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Belinda does four points less damage per hit against these guys then, sorry I missed that. Precise strike is precision damage and immunity to sneak attacks stops that.
GM Batpony
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Noted Belinda!
Xuan Fung attempts to help out Torcet by creating a distraction of sorts, however the creature heeds no attention to Fung as it has a much more scarier threat in front of it. Toctep, never backs down! And again in his stubbornness shows the funny looking creature's who is boss. He brings in two strong and clean strikes. The creature barely looks like it is able to stand on it's own anymore. It clearly made a mistake attempting to subdue Toctep through it's mindless bullying.
Combat Round 1/2
Conditions:Bless
Nemis (Ready MM), Toctep -4NL, Khalib, Belinda -9
Wyrds B -30 (unconscious) R -25
Felicitas, Xuan Fung
GM Batpony
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I'm going to assume Khalib is a peaceful guy, and that Nemis holds his attack as the creature retreats. But if I'm wrong, feel free to retcon, I'll accept it before my next update.
Realizing that he is clearly on the lower end of things. The wyrd hastily retreats itself diving off the flying ship, leaving his fallen comrade behind at the pathfinder's mercy.
Nix walks around from the captain's wheel, seemingly relieved and impressed. "Well, what dya know, good job ending that. It could have got messy if they killed you." As a thank you for sorting out the mess, she retrieves from her quarters a Scroll of dimension door and Wand of glide (5 charges) as a token of appreciation. "Guess the sky's not that save, we better make it to port in double time." She suggest with concern.
Belinda Bluefoot
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"I suspect nowhere is really safe at the moment." sighs Belinda.
"I just hope it didn't go to get some friends. I wonder what they were looking for?"
Nemis
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"Indeed, let us make haste. Is everyone okay?" Nemis is eager to get to the destination.
Xuan Fung
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Fung sighs a sigh of relief when the wyrd fled. "I'm fine. Toctep seems hurt though."
Toctep
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"Oh, that is just a scratch that will be closed in an hour" Toctep shrugs "Captain, do you know of a way to get rid of the unconscious one without killing it?
It is nonlethal damage, which heals at a rate of 1hp per character level per hour.
GM Batpony
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Nix walks up to the creature and nudges it with her feet. "Throw it off the ship! Kill it or not, don't really care, as long as it's off my ship. We can't have it when we arrive at the port."
Captain Nix heads back to her station and hit a bunch of switches, causing the ship sail along with the currents faster than it was previously.
After two days’ travel to Port Eclipse, the airship arrives at a gigantic island adrift in the elemental currents. The windswept voyage across the Plane of Air ends at a large island adrift in the endless void. This barren rock doesn't bear any different resemblances than all the other rocks that you've past along the way. Nix pilots her airship around the island several times before steering her ship into one of the larger caverns. The journey inside takes about a half-hour, about 10 minutes through, you lose all sense of direction as the ship loops, turns, and does all sorts of fancy manoeuvres in the caverns.
Nix’s airship coasts into a world turned inside-out. What must be Port Eclipse clings to the inside wall of a great, hollowed-out stone sphere, its buildings dotting the outer edges like unnatural growths. The cavern housing the settlement is nearly a quarter of a mile in diameter. Airships jut out at all angles of the spherical city, connected to a latticework of docks resembling a spider web.
"Well, here we are! I'll be right in, in exactly 7 days. Keep a low profile folks, Port Eclipse is a rough town, and anyone who can’t defend themselves is likely to end up beaten, enslaved, robbed, or dead. " She says as she drops you off. She hastily makes preparations to leave again, as her ship drifts off she points you towards a squat building half a hemisphere away. "It's a good starting point!" She shouts over the roaring winds.
Statuses: Belinda -9
Khalib the Accursed
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You guessed perfectly well, Khalib is a peaceful scholar indeed!
Gazing at the magnificent city and architectural wonder that is Port Eclipse, Khalib can't help but fall into a daze. When he finally snaps out of it: "Amazing! By Nethys, this city is impressive! Let's ask around to find out if we can pick up clues on Jamila's whereabouts."
Khalib then wanders around Port Eclipse, trying to get answers.
Diplomacy (gather information on Jamila): 1d20 + 9 ⇒ (13) + 9 = 22
Belinda Bluefoot
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"Yes, and my thanks for the healing" says Belinda.
"I think keeping together here would be a smart move. This is a den of pirates if ever I've seen one."
She assists with asking around.
dip(aid): 1d20 + 6 ⇒ (16) + 6 = 22
GM Batpony
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For gathering information, clue hunting, we will be taking you through a series of characters. Most of the time it will be diplomacy checks, but there might be situational bonuses or skills you may have accomplish to collect the clue.
As Khalib leads and wanders through the city in search for answers, the first curious building you run into is a little map shop. Inside a female elf seems to be working on some, with no surprise, map routes. She sells air current charts and djinn shipping route map. When you attempt to speak to her in common, it may seem she shakes her head as she no longer speaks the language, but she is perfectly fluent in Auran. She explains she's been so long here, she might as well be a native now, her skin even has a tinge of light blue oddly enough. With enough convincing from Khalib and Belinda, she seems to remember something.
“Hshurha’s agents arrived 5 days ago, looking for a janni. The whole port saw them blow into town. They came riding in like a little storm—air and lightning elementals, whirling around and making as much noise as possible. Must have been at least a dozen of them. They were flying all over the place, shouting about some janni woman who the Duchess wanted.” She mentions in reference to Jamila. You thank her for the information and bid her farewell.
From here on out, I'm going to assume everyone converses in Auran to strangers, unless you tell me otherwise.
The next curious building you run into is known as Port Eclipse's finest gambling den, the Sweet Tooth. You run into a man dealing cards, Cookie, a sylph card dealer. "Oh, so you be wanting information on a Janni? Can't say I remember, but tell you what, if you play my game and win, my memory will surely come back. What do you say? Wager is only 10gp."
Nemis
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Sorry, unexpectedly busy weekend, and I'm covering for a F2F GM tomorrow. Back in full Monday.
Nemis will always use Auran (unless there's a reason not to.)
"I'm interested in the game, but not committed. Please, tell me more of the game and the rules."
GM Batpony
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"No can do lady, the rules are the rules, 10gp, if you win, I'll reveal to you more than you know about this Janni, a lot of ears in this ere parts you know. Game's simple, it's called Poka, I deal a set of cards, we get to exchange a few cards, who has the best set at the end wins."
Mechanically it is Bluff or profession (gambler) check to play the game, alternatively if anyone is considering cheating, it's a sleight of hand check.
Xuan Fung
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GM, is the city large enough for us to come across a weapon shop? Fung would like to buy a light crossbow and some bolts. :P
Fung follows along, his jaws inadvertently dropping as he takes in the sights and as they drop in from place to place. Although he leaves the main talking to those more charismatic in the party, he at least makes himself useful by translating from Auran for the rest of the party.
Can the rest assist?
Toctep
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Toctep listens to Fung's translation and is looking for any pickpockets that might use the distraction of the game to their benefit.
Perception: 1d20 + 8 ⇒ (11) + 8 = 19
GM Batpony
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I'm sure there would be weapon shops around here! Stricly no aiding for this check but it looks like you don't need it.
Toctep guards the game carefully, but it seems that the game is clean. Felicitas pulls out some cards and shows her mad card playing skills.
"Well well, lucky we have a winner then. I'll tell you what I know. But you didn't hear it from me. They’ve been shaking down businesses and watering holes. After that grand entrance they pulled, the Duchess’s minions started roughing people up looking for information. They probably hit-up every bar in town before they started shaking down businesses. Whoever they were looking for must be real important to risk causing this much trouble.”
The next persons of interest after enquiring around, is a female sylph dockworker by the name of Klarh. Klarh is a wiry old sylph with a slight hunch to her back. Her exposed skin, including a bald head, is covered in faded, swirling blue tattoos. Klarh makes a living loading and unloading the many airships passing through Port Eclipse. Locally referred to as “chuckers,” Klarh and the other dockworkers are all former airship sailors. As you first approach her, she starts telling you a long winded story. Klarh claims she spent weeks adrift in the great expanse after her ship was smashed in a storm that appeared out of thin air. As she tells it, the storm took her crew over 2 months to break free from. She’s quick to mention how much she misses the companions she lost to that storm. It might be 20 minutes and her story has still not passed.
Nemis
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"This is an intriguing tale to be sure, but I must admit to being a poor audience. We're in a bit of a rush you see..."
Belinda Bluefoot
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Before leaving the gambling den, Belinda asks.
"Are the Dutchess's minions still about? Who would be good people to avoid, to stop having our questions getting back to her or them..."
-=-=-=-=-=-
At Klarh Belinda gently helps with prodding for information.
"I don't suppose one of your crew was a Jaini? We were hoping to find one here.. one in particular..."
diplo aid: 1d20 + 7 ⇒ (3) + 7 = 10
GM Batpony
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Back at the den.
"The lot of folk here aren't so keen on the Dutchess, that's why this place is so hard to find. But that don't mean they don't want no trouble in this here parts either. You play your cards right, and everyone's an ally, play it wrong. You might be screwing yourself over, you know what I'm saying?" The dealer provides some advice.
Scenario wise, I will lead you through a bunch of characters that you judge to be not affiliated with the Dutchess and is able to provide some clues. No one can be trusted whole heartedly but you at this moment have no choice as you have no one to turn to. You just follow your gut and trust these people.
At the docks
Klarh stops his story meets Nemis with a cantankerous glare, "I see." he replies somewhat coldly. But then turns to the Belinda, he thinks about what she just asked.
Diplomacy roll :)
Toctep
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Toctep was already crunching his knuckles in annoyment at the long-winded story when Felicitas made her timely intervention. He still glares at the sylph, but waits to see what Felicitas can get out of her.
GM Batpony
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Although the dockworker finds herself with some bad first impressions, Felicitas manages to calm the mood down with her sweet talking, she shares what he knows about the Janni.
“The Duchess’s thugs were in town for two days before they put out a 50,000 gp bounty on the janni they were after. Made a big stink of bringing them the janni-woman alive, too. Bad time to be a janni living in the city, if you ask me. This town likes to keep its secrets, but with a price like that, people were dragging any janni they could get their hands on. Bounty was barely out a few hours before word got around that someone claimed it.”
Which hopefully answers Belinda's earlier question that I did not get to. The Duchess minions as far as they locals know has left.
The next person of interest is Maren, a female undine. She works at a little potion store, word has it that she left the Plane of Water to hunt rare ingredients and knowledge for potion crafting in the Plane of Air. However, some of Armun Kelisk's strict laws forbids sale of some types of potions, especially excotics ones. Her coloration is a similar tint to the many sylphs around the settlement, but her webbed feet and green hair give away her aquatic heritage. She greets you in a fairly friendly manner. "So, you are looking for information on a Janni? That's very dangerous questions you ask there. Hmm. I'd be incline to share if you have something interesting to offer me."
The description of her persons should give you a clue to what you can "offer" her. You cannot persuade her with Diplomacy.
Nemis
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I'm guessing we need to give her a potion, and Nemis has none. Have we "collected" any? Otherwise we'll have to give one up I think.
GM Batpony
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Strictly speaking, it's any potion that you've brought from the Material Plane.
Toctep
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I have a potion of fly, but if someone else has a lvl 1 potion that would be cheaper. Looking through the sheets that seems the only potion we have...
"Here" Toctep puts his potion of fly in the hands of the undine