GM Niles Iron Gods (Inactive)

Game Master nilesr

Hajoth Hakados
Numeria
The Scar of the Spider
5 Kuthona 4714 (Day 100)
Hero Points
Seven.teen 2
Jarreck 1
Guaire 2
Mort 2


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Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

While the others discuss the practicalities of a long and arduous journey, Seventeen has one thing on her mind, "We have unfinished businesses with Trett. He must answer for his crimes. Therefore we must travel to this Hajoth Hakados."


Current Map

@Omo It's Scrapwall.


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

Mort looks at the map's drawings and when Khonnir points out things they should pay attention to.

"So we have a choice between horses and heading down the river. If we want to deal with Trett we'll have to use the river, correct?"


Current Map

Khonnir points out It'll take two days to get to Hajoth Hakados, so IF he is still there....and I'm not sure his gameplan. Why would he move AWAY from Starfall? Getting to Hajoth Hakados is the easy part...heading North from there through Blood Gar territory...you might want to pay for passage. Khonnir pauses and says You could always go overland to Hajoth Hakados, it's a 3 day ride. Overland from there to Scrapwall is at least five days...mayhap more.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

"This information tracks with the calculations I did concerning where the energy from the reactor was being sent. There is something foul in Scrapwall. However, I agree with Seventeen. If Trett has been seen in Hajoth Hakados, then we will look for him there. From there we will strike for Scrapwall. I like the river passage, but only because I do not know how to ride."


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

"I agree with Omo on the same reasons. I can't ride a horse or pony at all. I might be able to fly or swim though if things get tricky. Those bandits might be more to my tastes of things I can handle, less metal men the better."

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

"I don't have much experience with horses myself either; having taken coaches or just plain walking where I've need to go. I'll vote river passage as well."


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Seventeen asks, "Does anyone have skill with a boat or do we need to buy passage? Of course thar means placing ourselves at the mercy of others."


Current Map

Dolga speaks up I can arrange for one of Sarantha's bargemen to bring you as far as Hajoth Hakados. From there...we don't have much influence.

Once that seems settled Khonnir says We have decided what to do about the Torch...we will study it and attempt to use it to defend our Town. We won't have long, maybe a month until League agents arrive...I'd like that coupler that you had repaired.

Joram says In the interim, if you can deal with Sanvril Trett, and find out who his Captain is...we would be most appreciative. We know that not all of you are from Torch, and have no allegiance to this place so we are prepared to pay for your services if needs be.

Bazlundi Otterbie moves closer to the group Now that the Torch is restored, we can made a tidy profit renting its fires to smiths. With that coin we have decided to begin hiring our own "militia". We won't be able to resist the League for long...but now we have no choice.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

"I think I speak for most of us as friends and residents of Torch that it is not about the money. But any money you can spare is helpful. We spent a good portion of our reward purchasing weapons to be able to harm these robots, improving our spells and formulae, and creating things for the struggle to come. I desperately want to defend my family here, but having the capacity to do so takes resources. For the trip to come we will need money to secure passage and meet our needs. It is not mercenary, but a sad necessity, if you could apportion some modest sums from renting the fire to help us defend the town it would be much appreciated."

I think it is settled, we go by river!


Current Map

Dolga says That's the plan little Omo. I'll have Sarantha's people ready by tomorrow morning. Finish whatever you need to finish and be at the river tomorrow at noon.

Finish any changes to character sheets or equipment. I'll move us ahead this afternoon.


Current Map

Any actions in Torch need to be spoilered
The party spends its last night in Torch and then set off on the three mile hike to where the Barge is docked. The Bargemaster, a gruff Kellid named Ranoc, says This here is my barge! You listen to me and obey what I say. Or I'll kick your butts off! I'm takin ya as far as Hajoth Hakados and no further, don't ask. We'll be stopping at Blackpipe for trading for one day, you can get drunk, but I ain't waiting for ya one minute past sunup. Agreed?

Assuming no one objects

The trip to Blackpipe 1d100 ⇒ 42 is uneventful, the Numerian plains stretch for miles and hours go without sighting anyone else. But the river isn't empty and is a fairly busy trade route so you pass other rivermen.

Blackpipe is a small community of simple farmers and herders and is named for an adamantine cylinder that juts from the area's fertile soil.

Ranoc sells his metal wares and loads agricultural goods from Blackpipe on the way to sell them at Hajoth Hakados' markets.

Put any actions in Blackpipe in spoilers if you want

The trip to Hajoth Hakados 1d100 ⇒ 28 is also uneventful, but filled with river traffic. Just a few riverine vessels soon turns into dozens and then hundreds before you see the city of Hajoth Hakados. Slightly larger than Torch, Hajoth Hakados is known as a very liberal and openminded city especially regarding the use of magic ands its shunning of the Technic League.

Kn:Geography DC 10:

Rising with majesty from the confluence of the Seven Tears and Sellen Rivers, the grand, engraved stone walls of Hajoth Hakados protect this bastion of trade and acceptance known by crusaders
traveling to Mendev as "the velvet caress of the north."
Hajoth Hakados prospers from its reputation for tolerance
and neutrality toward disparate groups, such as the
Pathfinder Society (who maintain a covert lodge here), the
Aspis Consortium, numerous churches, Kellid barbarian
tribes, and mercenary groups like the Steel Phalanx.
Violence between rival factions is kept in check through
economic means. Groups who eschew Hajoth Hakados's
political neutrality swiftly find themselves charged
exorbitant fees for even the most mundane supplies, or
cut off from trade altogether. While not barred from the
city, members of the Technic League are not welcome
inside the walls of Hajoth Hakados, and the city guard
closely watches any visiting Technic League members.

Kn:Local DC 15:

Haj oth Hakados and its residents take pride in their
open and friendly city. The government keeps taxes
low-as the Technic League prefers that travelers to
Chesed arrive with a full purse-which results in plenty
of business for the city. Citizens pride themselves on
providing quality goods and services at a fair price.
Currently, there is no thieves' guild in Haj oth Hakados.
The Catspaw Marauders were tolerated for a time, but
recently their predations proved too severe, and the
community banded together to run them out of town. The
series of connected buildings that served as their secret
headquarters sits abandoned but still laden with traps.

Kn:Local DC 20:

Many who come to Hajoth Hakados do so to visit the
witchwyrd Cythrul, an alchemist, scholar, and skymetal
expert. Cythrul's knowledge of alien technology is so great
that it rivals many experts in the Technic League-indeed,
the League itself is somewhat in awe ofCythrul's lore, and
it is out of respect (and perhaps fear) of her that they allow
Hajoth Hakados to function without much interference.
Cythrul is one of the few aliens to live openly as such in
Numeria, and she is something of a hero for outcasts,
as she exemplifies how to coexist with Golarion natives
without persecution or experimentation.

Map of Hajoth Hakados is up in campaign profile


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Seventeen has +12 Geography so auto knows that.
Kn:Local: 1d20 + 10 ⇒ (5) + 10 = 15

As they approach the town Seventeen says, "According to what Councillor Baine told me, Hajoth Hakados is well run and tolerant. They will not appreciate battles in the street, but on the other hand they are not friends of the league. If we capture him, I suspect Trett will see justice."

A little later she adds, "One other thing father told me was that supposedly they recently managed to run the local thieves guild out of town. Apparently the old headquarters lies empty, that's just the kind of place I'd expect Trett to be lurking."


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

"Then their tolerance is a plus. If they're so open minded, there's a good chance you'll find androids here too. Probably hidden over out in the open, but nonetheless."


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

May I take 10 on those checks? Because, if so I auto-succeed


Current Map

Roll it anyway...you might get something better.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

Yes, sir!

Knowledge: Local: 1d20 + 11 ⇒ (14) + 11 = 25


Current Map

See, 25 gets you more!

Omo:
Hajoth Hakados is run by Lady Altouna, believed by nearly
every citizen to be a half.el£ Few outside of Lady Altouna's
inner circle know the truth about their ruler's actual race.
Like her close friend, Cythrul, the origin of her people lies
on a distant world, and as such she found herself hunted
by the Technic League, who wished to experiment on her
like they do so many creatures from other planets. Cythrul
and Altouna originally formed an alliance for mutual
protection, but it quickly became one of companionship,
and by the time the two arrived at Hajoth Hakados, they
had become unlikely friends. It took little time for Altouna
to adopt a disguise and rise through the political ranks of
Hajoth Hakados to become the city's ruler. She has held her
position without major competition to this day.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Kn:Local: 1d20 + 6 ⇒ (9) + 6 = 15

Jarreck adjust the straps on his gear getting everything settled in, occasionally he'll be spotted rolling his wrist and adjusting the straps of something under each of his sleeves. Looking around the docks area for anyone paying their arrival more attention than was due to strangers being in town.

perception: 1d20 + 9 ⇒ (1) + 9 = 10
sense motive: 1d20 + 4 ⇒ (18) + 4 = 22

"After our last run in with Trett, we should take care to approach him carefully. We do not need a repeat of our last meeting. That was not good.

Guaire, might you have any contacts with local authorities in this town? Perhaps someone who has moved over the years. Might not be a bad idea to let them know what we are here in town about. In a liberal town like this not sure praying for forgiveness afterwards would be the right thing to do. Maybe let them know a new rat has moved into town and we'd like the opportunity to rid them of it. "


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

"I have heard whispers of an alchemist so powerful that the Technic League treads lightly where it concerns Hajoth Hakados. I have also heard that she and the ruler of the city are not of this world."

Omo relays eager to share a tidbit of gossip.

What check should I make to learn about witchwyrd?


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

Perception: 1d20 + 14 ⇒ (3) + 14 = 17

Mort wears the helmet Jarreck gave him, but looks ill at ease when nearing the city of Hajoth Hakados.

"We've got Lucky with no pirates already on these waters, we should be careful about bandits or thieves in the Streets. Don't push our luck."


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

"Not of this world huh? Well i can imagine 'a' sort of people not from this world. Have you ever heard of 'the children of the stars'?"

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

"I haven't, tell me more please."

Jarreck ask somewhat awkwardly. A strange look on his face, thinking back to things lost and a strange fragment he still carries. He'd albut forgotten it over the years.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

"The Tattooed Children of the Stars. It is a common legend among the kellid clans. From the times of the Great Fall, as some of our elders describe it, there have been appearances of unique individuals. They always look young, early twenties in human terms. They have unique colored patterns on their skin and a hints of metallic pigment in their eyes, heh, like Meyanda did. They seem to have no recollection of origin. A grandfather of one of my clan's elders had came across a woman such as that, she didn't age in 40 years. Aside from those superficial things, they look very much like a human. She had just asked him who he was, without a hint of surprise or hostility. She seemed apathic, the ones encountered on rare occasions after that as well. The Technic league however would use them as experimental guinneypigs, dissecting and the such."


Current Map

Kn:Arcana for Wychwyrd but the DC is really high.

Ranoc deposits you on the docks and goes about his business.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

How high, 20 or 25 high?


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Mort's warning to be cautious sounds like good advice so Seventeen keeps her eyes peeled, scanning the docks for anything unusual.
Perception: 1d20 + 6 ⇒ (10) + 6 = 16

She half listens into Guaire's speech. Something about his talk of alien creatures stirrs some kind of deep memory. She feels like she ought to know something on the subject, but its elusive...
Kn:Arcarna, +2 to identify alien monsters' abilities and weaknesses: 1d20 + 12 ⇒ (18) + 12 = 30


Current Map

More like in the 30's since Cythrul is the ONLY one in Numeria. And wow...Seven makes it.

Seven:
Alien merchants that travel between planets and planes, witchwyrds stand 7 feet tall, weigh 300 pounds, and are covered in hairless blue-gray skin. Witchwyrds new to a market or eager to avoid identification during an important business deal fold their second sets of flexible arms behind their backs and dress in robes, the better to pass as a less-infamous humanoid race. Witchwyrds tend to prefer the driest, warmest regions of the areas they visit—perhaps an indicator of their mysterious home world.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Seventeen sifts through thousands of unrelated data points, and suddenly it's there, the knowledge of what a witchwyrd is. Impulsively she tells the others, "Cythrul is more than she seems. A witchwyrd is a traveller between the stars and the planes. Their natural form has two sets of arms, is taller than Guaire and they are covered in hairless blue-grey skin. They are skilled at passing as other than themselves."

Greatly disturbed Seventeen pauses and frowns. She glances at her friends and asks in a serious tone, 'Wait. How do I know that?! I have no recollection at all..." She seems to be quite upset by this.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

"Good question, but you got the knowledge from somewhere."

Guaire hadn't shared anything yet of the tales of the rumored 'forges'.

I wouldn't be surprised if [.....] were a possibility.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

Knowledge: Arcana: 1d20 + 17 ⇒ (10) + 17 = 27

Omo couldn't verify Seventeen's knowledge. "Father taught us that there are many worlds floating amongst the stars. It seems foolish to think that our world is the only inhabitable one."


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Quietly Seventeen suggests, "Perhaps we should seek an audience with Cythrul? To my mind there are three reasons for doing so: One because of Trett; Two I think Omo would find it educational, she is another alchemist after all; And finally because I need to understand how I can possibly know anything about her in the first place..."


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

"That sounds like a good place to start. She might find it fascinating to learn that an agent of the Technic League is or was within these walls. And if she has something she is willing to teach me, then I'm eager to learn" Omo says brightly.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

"Sounds like a plan, Guaire thank you for the story of the Star People."


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

"You're welcome, i'm actually curious if we'll see any others of them soon, if at all."

Inconspicuously Guaire looks at 7 to see if she shows any response to his tale, as his hunch was more than likely confirmed by Meyanda's calling 7 'sister'. Still, he didn't press into it further.

She might take it less positive than expected, since she's getting more socially adept. Then again that itself is a good thing.


Current Map

The party of neophyte adventurers heads into Hajoth Hakados and after a little while and a few questions they find an impressive looking shop simply labeled Skymetals

A strange looking creature is behind a counter in a shop that is crammed with all manner of skymetal objects some mundane, some very exotic shaped and sized.

An assistant, a young kellid, scurries up to the group

Yes, may I assist you?


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Seventeen tries very hard not to stare at the one who must be Cythrul, and fails miserably. Distractedly she replies, "Yes possibly. We'd be interested to see what is for sale here and we seek an audience with Cythrul."

Seventeen feels as if, 'There is a void in my mind, the memories that I have come to understand as real only go back so far. I have the strangest feeling that I have been here before, but that is impossible. I've never been outside Torch before. Perhaps there is something wrong with me, maybe this alchemist has a cure...'


Current Map

The young Kellid blinks a few times at Seven Master Cythrul is very busy, perhaps there is something I can assist you with instead?

The shop sells Skymetal artifacts, some of them weapons and armor crafted in Torch itself, some of them odd peices like sculpture harvested from Numerian Ruins. Some are simply beyond explanation...a few have some hidden usage.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

"We have some questions about the Technic League and their activity within this city. Can you assist us with that?" Omo pans earnestly.


Current Map

The young man stammers I. I. Wwe. and then a deep voice says behind him, What Technic League? Those fumblers from Silver Mount? Pshaw a 7 foot tall being dressed in deep purple robes only two arms show, the other two are folded behind its back steps forward and beckons you forward I am Cythrul the Merchant, you wish to speak with me? I will grand you an audience, but my knowledge comes at a price. What is your gift to me?

Kn:Local DC 15 OR Int DC 15 OR Kn:Arcana DC 25:
From the items displayed around, and from local gossip as well as what Seven knows about the race known as Witchwyrd, you surmise that the best offering would be something made from skymetal. Otherwise any technological item might suffice. Cythrul is known for his canny bargaining ability and he enjoys giving and receiving gifts.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Kn:Local: 1d20 + 10 ⇒ (17) + 10 = 27

I don't want to just hand something over without discussing it first :)

Earlier:
Still puzzled that she knows such things, Seventeen tells the party that, "Cythrul will expect a gift, ideally something made from skymetal. Otherwise any technological item should suffice. Maybe we could offer that old stun gun? While I think we should keep it, the Remote Viewer should help us make our case that Trett is with the League, or at last aspiring to be."


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Earlier:

"A good suggestion, and we might find more in our own ventures if we're lucky."

Guaire isn't showing it, but he does size up this 'Cythrul'.
Hm, no kidding, he's a good foot taller than i am.


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

Earlier:
"Offering the stun gun, sounds reasonable. If he so desires proof, we could always let him see the Remote Viewer. Let us hope he can help us."

Mort looks up at Cythrul and his imposing appearance.
At least he looks the same colour as I do, that's at least something.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

Omo supports Seventeen's choice.

Omo bows respectfully to Cythrul when his gambit with the store clerk pays off.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Jarreck, assuming you agree, can you please step in and offer the stun gun? Seventeen is kind of lost for words right now :)

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

"Master Cythrul, we thank you for granting us some of you valuable time, perhaps this item we found while in the area around Torch, will be a suitable gift. Pardon as we are somewhat unfamiliar with your customs and mean no disrespect.
We have made our way here following the trail of one Sanvril Trett. He is aspiring to be in the League or he is a part of the League."

lunch came today an hour before time to go home. Go figure :-/


Current Map

Diplomacy: 1d20 + 5 ⇒ (16) + 5 = 21

Cythrul seems pleased at your gift. Ah, a fascinating example of advanced weaponry from the ruins. I accept your gift. Please come and rest in my study. the alien's deep voice booms. He claps his hands once and two older men appear with refreshments and escort you all into an expansive study.

Once you all enter he gestures to the refreshments (chilled wine and several selections of sliced meats and cheeses). I know this Sanvril Trett, a merchant of some small account, a traveling peddler. Just the sort that the League would send as a spy. Why do you think he means harm to my beloved city?


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

"Because he has tried to harm ours -- we are from Torch -- and is in possession of a piece of technology that transmits energy. He is either looking for something to perform some mischief or is performing some mischief here."


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

"My guess is he's on the 'performing' already. He's a saboteur and underhanded type. With the Technic League so darn interested in gadgets, Trett would just love to get his hands on as many as he can, regardless of the lives of others."

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Digging around in his pack for a moment, Jarreck produces Trett's journal, handing it over to Master Cythrul.

"We found this in Trett's hideout in Torch, he had been using his mechanical spiders to spy on numerous individuals around town. As well as working with an android called Meyanda. They tried to sabotage the town's namesake. we think so that he could make a name for himself in the League."

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