
Mayenyi |

"That sounds... almost miraculous!" Mayenyi replies, pleased. "But I haven't heard of any 'Red Gate' on Argosa. All the Gates here are controlled by one of the Coteries, but that's not one of them."

Drancis Mordaron |

"Yes, Mayenyi, it does." Drancis nods as he considers Kaetrix's words. "This Red Gate...you say it was discovered recently? How was it discovered...and by whom? Still, I fear we have no choice but to try attempting this feat. Staying on Argosa just makes it easier for the Hegemony to find us."
Plus, Andretta needs to be returned home. This world is a death sentence for her...

Rikkan Anardi |

"No one at all has returned? Are we sure the gate is functioning properly and not just, you know, killing those who go through? How do we know?". Rikkan didn't like the sound of the assignment.

GM Zed |

Nodding at Mayenyi and Drancis' question about the Red Gate, "Do you mind if we talk telepathically? I find it more... comfortable than vocal communication".
And then a voice, familiar as Relstanna's but far richer in its cadence than when it was mere spoken word, sings in the minds of the friends, "The Red Gate was not known to us until several months ago... It was discovered by people working for a gangster known as Mr. Sarlu, I can't tell you much of this Sarlu other than he is an off-worlder and, from Kaetrix's investigations, has plans to form a new Coterie in Zel-Argose. With the reactivated gate as a powerbase from which to grow his influence, it is only a matter of time before the Peerage will have to take him seriously".
Rikkan's query about the fate of those passing through the gate is a valid concern, "Yes, that was our fear too... that somehow the gate was simply sending travellers into nothingness or disincorporating them entirely. It is true that we have been unable to make contact with the agents that we have sent through the gate... but divination has confirmed that they still live. I cannot lie to you, this possibility of retrieving the Opus Aeterna carries great risk... but the rewards make it worth pursuing".

Mayenyi |

Mayneyi frowns a bit as she thinks through more of the plan. "Potentially being stranded on yet another world is worrying... Everyone needs roots to grow, whether that's literal or metaphorical. The longer we are away from home, the weaker we will all become." She sighs, then shakes her head with finality. "All the more reason to get started quickly, I suppose."

GM Zed |

Continuing to talk telepathically, Relstanna recommends caution whilst dealing with Mr Sarlu, "Any move against a Coterie — upstart or otherwise — could draw attention from the Auditor’s enforcers. They'd likely seize the gate if they thought there was strategic interest in it... and, with that, ruin your chances of using it".
Whilst she 'talks', Relstanna's exposed cranial lobes flutter and oscillate gently, "If you can appeal to Mr Sarlu's vanity or greed, you may stand a better chance of getting somewhere. I have made enquiries and I may have convinced the coterie to host you tomorrow evening... beware though, he will surely demand services of some kind - and it'll be a hard bargain that he drives".

Drancis Mordaron |

Drancis nods slowly as he considers her words carefully. "Raising any attention to ourselves would not be wise. If we are masquerading as a group of mercenaries down on their luck looking for some quick coin, we should be able to escape notice."

Locke Lestrange |

Locke considers all the information given to them by Relstanna so far, "So, it seems to me that our best hope is taking on a possible suicide mission, and we will have to make a deal with gangster to even begin it. Not only that, but we have next to no information as to what we will find on the other side of this Red Gate." He grins widely, "Sounds like just another day in the lives of us, your typical kidnapped offworlders! Let's show this Sarlu that we can strike a mighty fine bargain."

GM Zed |

Relstanna frowns, "I wish that I was able to give you more certainty than I have, I have discussed and debated this with many in the Accord and we are agreed that this represents your single best chance of finding a way home... we are certain that travellers have arrived in Rythes safely however I can tell you no more as to what happened to them after that".
And then, taking each of the friends hands in turn and returning to the spoken word, "May Olalis, shepherd of the younger races and lord of knowledge, guide you". She leaves, accompanied by Kaetrix and Illonna, with a promise to return in two days time...
You have a clear day before you are expected to rendezvous with Mr Sarlu - if there is anything you need to do, now is the time... also, feel free to make a Knowledge (Local) check to research Mr Sarlu and his upstart coterie.

Rikkan Anardi |

Have we found any gold recently or any currency? If so, I've not written it down. I need to get some cash to buy a bunch of alchemist's fire.

GM Zed |

Have we found any gold recently or any currency? If so, I've not written it down. I need to get some cash to buy a bunch of alchemist's fire.
From the exploration of Lomrick's office area: The desk, forcing it open, contains a coffer with 1,200 gp and assorted coins of lesser denomination.

Locke Lestrange |

In the time the others had been facing off against Lomrick, Locke had done his best to gain an information network of sorts, and so he spends the day trying to scrounge up any information on Mr. Sarlu.
Knowledge (local): 1d20 + 8 ⇒ (17) + 8 = 25

GM Zed |

Locke, having had some time to mingle within Zel-Argose, has heard several things about Mr Sarlu... and, heading out into the city after the meeting with Relstanna, he sniffs around for more rumours...
It seems that few people know very much about Mr. Sarlu. He lives in an exotic compound on the northeast side of town and rarely leaves except on important business. When he does, he’s always in a big sealed carriage, causing many to speculate about his appearance. Mr. Sarlu’s compound receives frequent shipments of fresh water and other liquids at all hours of the day... further, and somewhat intriguingly, a local mentions he once heard sloshing sounds coming from the gangster’s carriage as it passed by on the street.
In recent days, probably over the least fortnight or so, Mr. Sarlu has hired several mercenaries, presumably as a build-up of forces to protect his Red Gate from a hostile takeover by more powerful Coteries... and finally, Locke discovers that much, if not all, of Mr. Sarlu’s wealth comes from the drug trade in Zel-Argose.

Rikkan Anardi |

Same here. I'm stocked up on alchemical supplies, so I'm ready.

Locke Lestrange |

"Could this Mr. Sarlu be some type of aquatic creature? Or is he hoarding liquids for 'business' purposes?" Locke wonders out loud.
I am ready as well. For the sake of clarity, Locke does pass all information he gains on to his allies.

GM Zed |

Kasia Wey - There are no floorplans available - research at the auditor's spire gives the general outline of the structure but nothing internal.
Merchants, couriers, and guardsmen initially crowd the streets, but they quickly clear as Argosa’s primary sun sets and its three moons become ascendant, each one in a different phase as they illuminate the night sky. In the light of the three moons, a large structure of pale-pink, molded stone sits incongruously among the broken rubble and burnt-out husks of nearby buildings. Its strange architecture calls seashells to mind, consisting of domed forms 20 feet high that seamlessly meld into one another, backlit by exterior mood lighting that seems to ripple in rhythmic wave-like patterns. Four, narrow spires topped by windowed perches rise high above the compound’s curved bulk, and, other than these towers, no visible windows mar the structure’s surface.

Drancis Mordaron |

Perception: 1d20 + 8 ⇒ (13) + 8 = 21
Drancis utters a low whistle, "That is some impressive architecture! I don't think I have seen the like before!" Adding in an undertone, "I think others are also fans of the architecture...or judging by the way they are watching us, also fans of US!"

Mayenyi |

Perception: 1d20 ⇒ 20
Mayenyi looks around in the gathering dark, trying to decide if reaching for a weapon is wise. "I see them too," she murmurs in reply.

Locke Lestrange |

Perception: 1d20 + 10 ⇒ (15) + 10 = 25
Locke peers through the dark to catch the moving shadows too.
"It's not unexpected, a gangster would certainly not go unguarded or unsecured. We can only hope his curiosity at our open entrance will keep them from attacking." Locke cups a hand about his mouth and calls out into the dark, "We're here to talk to Mr. Sarlu!"

Rikkan Anardi |

Perception 1d20 + 11 ⇒ (16) + 11 = 27
Rikkan's razor sharp eyes catch the others looking at the group as well. He holds his position after Locke calls out their purpose, wanting to see the reaction from those watching them.

GM Zed |

Realising that they have been seen, three men stride out of the darkness... brandishing black leather cudgels rather than blades, they glare at the approaching group, "What business you got with Sarlu? You accomplices of his? ...cos, if you are, Surrat coterie says you ain't getting past".

Mayenyi |

"We're not looking for a fight," Mayenyi replies, as a well-balanced club rises out of the ground and into her right hand. "But we have business in that compound, and we won't brook delay."
Using wooden weapon to make a masterwork club.

Drancis Mordaron |

Drancis palms a knife into his hand, but keeps it lowered. "Like the lady says, we have business with Sarlu. The quicker we see him, then the quicker we will be out of your way."

Rikkan Anardi |

"We certainly wouldn't be confused as friends of Sarlu, but as my group just said, we have to talk to him. It simply can't wait. If you'd like to come and thrash him after we are done, that'd be fine with us as well."

Zoreck the Unclean |

Only thing I wanted to do in the downtime would be to restock my supply of ammunition. I'll scratch off appropriate money and resupply.
Perception: 1d20 + 10 ⇒ (17) + 10 = 27
"Yep. We have company." He casually draws his loaded pistol as the guards approach, keeping it hidden behind his leg.
Zoreck glowers at them as they make their demands.
After his friends speak, he locks his gaze with their leader. "Yeah. Like they said, we don't want any trouble with you... and you don't want any trouble with us, either."
Intimidate: 1d20 + 9 ⇒ (20) + 9 = 29

Locke Lestrange |

Knowledge (local): 1d20 + 8 ⇒ (19) + 8 = 27
"Our business is not with the assassins of the Surrat. As my friends have said, you go your way and we'll go ours'." Locke makes sure to emphasize the word 'assassin' so his allies know the type they are dealing with. "Unless you plan on a fight right here, out in the open? Not really your style as I hear it."

GM Zed |
1 person marked this as a favorite. |

Apologies for slow response, travelling back from France on Friday after a long day of work meant red wine rather than PbP... and then it was super-sunny on the weekend, and there was a 2,000 strong re-enactment of the Battle of Tewkesbury (just up the road from us) on Sunday... quite the spectacle!!!
The apparent leader of the fellows, three in all, coming out of the shadows seems to become quite unsure... Zoreck's assertion that they shouldn't be troubled leaving the trio far less threatening than when they first revealed themselves, "Sarlu stays in business then we don't get made... sorry, it ain't nothing personal but you folks just got to turn around".
...but then, probably more through panic than by intent, one of the group breaks ranks... raising his cudgel and running threateningly towards Zoreck.
Initiative for Party / Enemy
Zoreck the Unclean, Initiative: 1d20 + 5 ⇒ (2) + 5 = 7
Locke, Initiative: 1d20 + 5 ⇒ (17) + 5 = 22
Rikkan, Initiative: 1d20 + 3 ⇒ (7) + 3 = 10
Kasia, Initiative: 1d20 + 3 ⇒ (11) + 3 = 14
Mayenyi, Initiative: 1d20 + 1 ⇒ (4) + 1 = 5
Drancis, Initiative: 1d20 + 1 ⇒ (2) + 1 = 3
Surrat Loyalists (Shaken), Initiative: 1d20 + 1 ⇒ (15) + 1 = 16
Initiative Order
Locke then
Surrat Loyalists then
Kasia, Rikkan, Zoreck, Mayenyi and Drancis
Locke may act now
Apologies, no map for this encounter.

Locke Lestrange |

Locke shakes his head in pity, "you were warned." No longer worried about being silent, he swings his untested Greataxe free from his back as his voice swells into a heroic song. There could be worse things than Sarlu and his men coming across us 'protecting' him from the Surrat.
Locke begins raging song, feel free to accept it. Might as well make use of those 18 rage rounds!

GM Zed |

"You folks shoulda walked the other way... Sarlu ain't worth this!!!" The cloaked figures rush at Zoreck and Locke...
Surrat Loyalist 1, Sap vs Zoreck (Shaken): 1d20 + 7 - 2 ⇒ (5) + 7 - 2 = 10, missing
Surrat Loyalist 2, Sap vs Zoreck (Shaken): 1d20 + 7 - 2 ⇒ (12) + 7 - 2 = 17, hitting for 1d6 + 3 ⇒ (2) + 3 = 5 nonlethal damage
Surrat Loyalist 3, Sap vs Locke (Shaken): 1d20 + 7 - 2 ⇒ (16) + 7 - 2 = 21, hitting for 1d6 + 3 ⇒ (4) + 3 = 7 nonlethal damage
...and, from the building beyond - Sarlu's domain, there is no sign of any reaction to this explosion of violence.
Everyone may act now

Drancis Mordaron |

Drancis sighs softly as he gathers his aetheric power, adding a soft cushion of air to the outside in order to soften the blow...
Move action: Gather Power (1 Burn)
Attack Loyalist #3: Use Telekinetic Blast, modified by Expanded Metakinesis to inflict non-lethal damage. By accepting 1 point of burn, you can alter your kinetic blast as if using the selected metamagic feat (Merciful Spell).
Kinetic Blast, Burn: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
Non-lethal damage: 1d6 + 6 + 2 ⇒ (6) + 6 + 2 = 14
Unfortunately, since Drancis needs to concentrate to use his Kineticist abilities, he will most likely never be able to accept the Raging Song benefits.

Zoreck the Unclean |

As the thugs start beating on Zoreck, they draw his ire. He also draws his shortsword."F**king punks!"
He then clocks one that hit him across the side of the head with the butt of his pistol and the pommel of his sword.
Raging, Powerful Stance, Sword and Gun, nonlethal attacks. Using his own rage rather than Locke's Raging Song so that he can use his Rage powers.
Pistol butt, nonlethal: 1d20 + 8 + 2 - 4 - 2 ⇒ (18) + 8 + 2 - 4 - 2 = 22
nonlethal damage: 1d6 + 3 + 2 + 1 ⇒ (5) + 3 + 2 + 1 = 11
Shortsword, nonlethal: 1d20 + 8 - 4 - 2 ⇒ (6) + 8 - 4 - 2 = 8
nonlethal damage: 1d6 + 2 + 2 + 1 ⇒ (3) + 2 + 2 + 1 = 8
Grit: 2/2
Mythic Power: 5/5
Bullets: 20
Powder: 20
Alchemical cartridges: 10

Mayenyi |

Mayenyi murmurs a brief chant, and the strength of the soil and rock surges through her.
No raging song this round, so I can cast bull's strength. Next round, though...

Locke Lestrange |

Locke swings at the side of the Surrat who attacked him. The moment before his axe cleaves into the Surrat's side he turns it to hit with the flat of the blade. The hit is accented by a rising bellow in his song.
Nonlethal Rage Attack: 1d20 + 9 - 4 ⇒ (19) + 9 - 4 = 24
Nonlethal Damage: 1d12 + 7 ⇒ (6) + 7 = 13
Locke continues his raging song. Do you allow power attack to apply to nonlethal attacks? If yes, then make that 23 on the attack roll and 16 nonlethal damage.

Rikkan Anardi |

Rikkan fires the spur rifle at the closest target.
RTA with PBS and Precose Shot 1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11
Damage 1d4 + 1 ⇒ (3) + 1 = 4
Dont remember how much damage a spur rifle does, so I rolled a d4.

GM Zed |

Dont remember how much damage a spur rifle does, so I rolled a d4.
A Spur Rifle is a 1d6 weapon however it is not Ranged Touch - simply Ranged.
Do you allow power attack to apply to nonlethal attacks?
No reason not to :)
Rikkan's shot goes awry... but Locke, using the flat of his blade rather than the keen edge, is far more effective - his song building in intensity as the weapon strikes hard...
Surrat Loyalist 1, Sap vs Zoreck (Shaken): 1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 7, missing
Surrat Loyalist 2, Sap vs Zoreck (Shaken): 1d20 + 7 - 2 ⇒ (16) + 7 - 2 = 21, hitting for 1d6 + 3 ⇒ (5) + 3 = 8 non-lethal damage
Surrat Loyalist 3, Sap vs Locke (Shaken): 1d20 + 7 - 2 ⇒ (7) + 7 - 2 = 12, missing
Everyone may act now

Mayenyi |

Mayenyi, seeing Zoreck outnumbered, lets the power of Locke's song fill her and bares wooden teeth. Circling to protect the Numerian's flank, she takes a swing at one of the two accosting him, striking to disable, not kill.
Move to get next to Zoreck without provoking - if need be, I will activate the benefit of my campaign trait for the extra 5 ft of movement. Then nonlethal club attack on Loyalist #1: 1d20 + 7 + 2 + 1 - 4 ⇒ (4) + 7 + 2 + 1 - 4 = 10 for 1d6 + 5 ⇒ (4) + 5 = 9 nonlethal.
Nothing doing. AC is 18 thanks to raging song.

Locke Lestrange |

Locke doesn't pause in his assault on the Surrat agent for a moment, already swinging for a second time with the flat of his axe. If I take him out quickly I can help Zoreck all the faster!
Nonlethal Rage Power Attack: 1d20 + 8 - 4 ⇒ (17) + 8 - 4 = 21
Nonlethal Damage: 1d12 + 10 ⇒ (5) + 10 = 15
Continues raging song.

Drancis Mordaron |

Encouraged by the effects of this new-found ability, Drancis continues his assault upon the Surrat agent pestering Locke...
Move action: Gather Power (1 Burn)
Attack Loyalist #3: Use Telekinetic Blast, modified by Expanded Metakinesis (Merciful Spell).
Kinetic Blast, Burn: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9
Non-lethal damage: 1d6 + 6 + 2 ⇒ (2) + 6 + 2 = 10

Zoreck the Unclean |

Changing stances, Zoreck tries to circle around the Surat thug, attempting to flank with Mayenyi. He swings at the thug's head with the butt of his pistol and the pommel of his sword again.
Raging, Accurate Stance, Sword and Gun, nonlethal attacks.
Pistol butt: 1d20 + 8 + 2 + 1 - 4 - 2 ⇒ (10) + 8 + 2 + 1 - 4 - 2 = 15
Nonlethal damage: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6
Shortsword pommel: 1d20 + 8 + 2 + 1 - 4 - 2 ⇒ (16) + 8 + 2 + 1 - 4 - 2 = 21
nonlethal damage: 1d6 + 2 + 2 ⇒ (5) + 2 + 2 = 9
Grit: 2/2
Mythic Power: 5/5
Bullets: 20
Powder: 20
Alchemical cartridges: 10

GM Zed |

Locke, planting his feet, swings his axe and smashes his foe to the floor... crumpled in a heap, the cloaked man - his eyes closed - does not attempt to get back to his feet. Zoreck, combining with Mayenyi, knocks one of the men off-balance... but, as yet, he isn't down...
Waiting on actions from Rikkan and Kasia

Rikkan Anardi |

Rikkan didn't really have a way to deal anything but lethal damage, so he decides to delay and let the others out down the last opponent.

GM Zed |

The two men who are still on their feet continue to smash at Zoreck with their cudgels, but the Numerian is too agile for their brutish efforts...
Surrat Loyalist 1, Sap vs Zoreck: 1d20 + 7 ⇒ (7) + 7 = 14, missing
Surrat Loyalist 2, Sap vs Zoreck: 1d20 + 7 ⇒ (10) + 7 = 17, missing
...something peculiar is happening to the downed man though, the shadows cast by the lights from Sarlu's building seem to be moving... almost as if they had a life of their own. The unconscious man lets out a final gasp of air and then falls utterly limp - as his shadow, full-sized and midnight black, stands erect and steps clear of its body...
Everyone may act now
There are now 2 Surrat Coterie members and 1 Shadow in the fight.

Rikkan Anardi |

Rikkan throws his first bomb of the day at the shadow.
RTA 1d20 + 9 ⇒ (10) + 9 = 19
Damage 3d6 + 4 ⇒ (4, 5, 5) + 4 = 18

Drancis Mordaron |

Drancis stares in horrified fascination at the newfound enemy which has now joined the fight. I hope this works..., he thinks frantically as he sends another concentrated blast of aetheric energy at the shadow.
Move action: Gather Power (1 Burn)
Attack the Shadow: Use Telekinetic Blast, Empowered.
Kinetic Blast, Burn: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
damage: 1d6 + 6 + 2 ⇒ (1) + 6 + 2 = 9 x 1.5 = 13 damage total. Treated as magic for the purpose of bypassing DR.