MiniGM's Legacy of Fire (Inactive)

Game Master Vuvu

Legacy of Fire, beginning on Book 4. A group of mercenaries hired by the Pathfinder Society to retrieve the Scroll of Kakishon from their missing agents.

Kakison Map

Battle Map


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Unnamed

who flies back slightly and first launches magic missiles which slam into the swordsman

Betray me will you, then you can die with them! 4d4 + 4 ⇒ (2, 2, 3, 4) + 4 = 15 The human falls unconscience to the ground.

then sends an arrow of acid at the bat 1d20 ⇒ 14 2d4 + 2 ⇒ (1, 4) + 2 = 7

The acid arrow slams into the Bat and pumps acid into it.

[ooc] not sure how the damage is supposed to round, so 4 to it ad 3 to you Zephyr.

The Human with the Falchion turns invisible.

Go


The familiar has acid resistance 5.

Let me guess: I should have that in my character header? =P


Unnamed

if you want me to know about it in combat, then yes you should. Some things I will remember some things I will not,. Feel free to make a profile for your familiar. I do not like to retcon. And the only time I will is if it is there in the header and I STILL miss it.


Male Suli Ragathiel's Warrior | HP 87/98 , AC 24, T 12, FF 23, Fort +15,Ref +9, Will +11, Resist: acid 5, cold 5, electricity 5, fie 5, Init +3, Per +12

Bow: 1d20 + 12 ⇒ (3) + 12 = 151d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d8 + 6 ⇒ (7) + 6 = 131d8 + 6 ⇒ (8) + 6 = 14

"Just come down before we gut you!"


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

Does the invisible swordsman gain any bonus from being invisible to Kizxik? I mean, I am blind.


There’s still room in my header apparently. I added a blurb for my familiar.

You retconned for Seif’s resistance, shall I assume you’re doing the same here? After the resistance it’d be 1 for Zephyr and 1 for the familiar.


Unnamed

well I would say it is a wash. she doesn't get any EXTRA bonus, but you have an EXTRA minus.

Arthur's second arrow shatters, on the stony skin, but draws some blood.


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

-4 vs +20 is a big wash is all. Also, did any of them remain/enter the cloud to get near Arthur? If so they need to keep making Fort saves on my turn, thanks to magical knack the cloud persists for 5 rounds. In the meantime...

Kizxik refuses to allow his intellect be stymied simply by the lack of sensory input.

Perception: 1d20 + 14 ⇒ (7) + 14 = 21

If he can pinpoint the invisible swordsman:

Stink Bomb: 1d20 + 13 ⇒ (16) + 13 = 29

If he can't pinpoint the invisible swordsman:

Spellcraft: 1d20 + 19 ⇒ (4) + 19 = 23 To figure out how he was blinded

Really starting to hate rolling on this character.


Unnamed

stink bomb goes away after one round. gotta read the fine print on that one. You do not pinpoint the swords woman

You are aware where the caster was though want to toss at distance at her?

Kix:
blindness/deafness


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

So...we meet again, fine print.

Frustrated by the continued elusiveness of the swordsman who no doubt caused his blindness, Kixzik will throw his bomb at the caster.

If I miss, with Splash Weapon Mastery I'll adjust the grid away from my allies by 1. Again, excepting where Arthu, Chorley and Seif were.


Unnamed

no one left there, I will direct it at the flier 1d100 ⇒ 95 direct hit on the flying evil doer. Roll damage![/ooc]

1d20 ⇒ 9 and she is nauseated. This fight is over, even if the bomb doesn't kill her

The Evil cleric was in the process of fleeing,


Unnamed

After doing a thorough search of the crates and the back cave you find 4 bodies matching the description of the missing pathfinders, 3 of them have been dead for a while, the other seems to have recently died, under torture.

It would seem that these were a group of bandits, and they fell on the pathfinders, and judging by all the loot, many others as well. Mixed in with the Sorcerer's things you find a journal written in orcish.

Here is the loot:

potion of cure serious wounds, wand of acid arro w
(15 charges); Other Gear masterwork greataxe, amulet of natural
armor + 1,
ring of protection + 1, diamond dust (worth 500 gp),
825 gp

alchemist's fire (2); Other Gear +1 studded leather, +1 keen rapier, light
crossbow with 20 bolts, ring of protection +1, masterwork
thieves' tools, 480 gp

+1 elf-bane bullets (5), potion of buff's
strength, potion of cure moderate wounds, potion
of heroism, potion of invisibility; Other Gear
breastplate, +1 halfling sling staff with 20 bullets,
short sword, belt of incredible dexterity +2, brooch of
shielding (35 points of damage remaining), bit and bridle,
masterwork studded leather barding, military saddle, riding
dog, saddlebags, 161 gp

potions of cure serious wounds (2), alchemist's fire (2);
Other Gear +1 hoff-plate, +1 greatoxe, javelins (5), amulet of
natural armor +1, wooden holy symbol of gorum, 184 gp

potions of cure light wounds (2), potion of
protection from arrows, potion of shield of faith, alchemical
silver arrows (10), alchemist's fire (2), cold iron arrows (10),
drow poison (3), tanglefoot bag; Other Gear +1 mithrol chain
shirt, +1 buckler, +1 composite longbow (+3 Str) with 60 arrows,
masterwork scimitar, climber's kit, 300 gp

elixir of fire breath, potions of eagle's splendor (2),
potions at mage armor (2); Other Gear + 1 blowgun,
ring of protection +1, 343 gp

pearl of p o wer (1st), potion of cure moderate
wounds, potion of lesser restoration, scroll of black tentacles
scrols of invisibility (2), scrolIs of lightning bolt (2), scroll of
mirror image (2), scroll of protection from energy; Other Gear
dagger, quarterstaff, ring of protection + 1,
spellbook (all level 0 spells, all evocation level 1 spells + Vanish, Identify, Mage Armor Expeditious retreat, color spray and feather fall; all level 2 evocation spells + Darkvision, Mirror Image, Protection from Arrows, Resist Energy; all level 3 evocation spells +shout and protection from energy, Black Tentacles) 186 g p

Arcane Scroll, Cone of cold:
Potion of Bear's endurance
Masterwork Half-Plate
Potion of Gaseous form:
Masterwork Sling
Potion of Neutralize poison :
Potion of Jump :
Potion of Protection from evil
Potion of Cure moderate wounds
Masterwork Kukri
2 Scrols of Remove Blindness/Deafness
2 Scrolls of Lesser Restoration
2 Wands of CLW (total of 25 Charges (one with 13 the other with 12)
4 Wayfinders
1 Clear Spindle Ioun Stone
1 Pearly White Ioun Stone
1 Oil of Daylight

Gems and Jewels Breakdown
Black pearl 113gp, Aquamarine 135gp, Tourmaline 63gp, Necklace 115gp, Ring 13gp, Peridot 38gp, Smoky quartz 18gp, Chrysoprase 47gp, Malachite 3gp

And an extra special piece of loot=Unidentified Comp Longbow, You need to use an identify spell on this


Between channeling her goddess's might and the healing wand, Zephyr mends the party's wounds.

Channel: 5d6 ⇒ (3, 4, 2, 4, 5) = 18
Channel: 5d6 ⇒ (4, 4, 2, 1, 3) = 14

CLW x 9 for Churley: 9d8 + 9 ⇒ (4, 5, 3, 2, 1, 8, 8, 6, 8) + 9 = 54

CLW x 4 for Seif: 3d8 + 3 ⇒ (5, 7, 5) + 3 = 20

CLW x 4 for Arthur: 4d8 + 4 ⇒ (2, 3, 1, 3) + 4 = 13

Wand is at 32/50 charges.

Afterward she whispers a spell to read the bow's enchantment. Identify.


Unnamed

Zephyr:

This is the legendary weapon Tempest. Once wielded by the genie Vardishal, mortal enemy of Jhavul an efreeti. Most of the history of Vardishal has been lost to time, but what is important about this weapon is that it grows in power as the wielder grows in power.

Tempest
operates as a +1 weapon of the appropriate type. From
5th to 7th level, it becomes a +1 frost weapon. The bow
becomes a +2 frost weapon when wielded by a character
of 8th to 9th level, a +2 fire outsider bane frost weapon
at 10th to 11th level, and a +2 fire outsider bane icy burst
weapon at 12th level and higher


Zephyr's eyes widen in shock as her spell reveals the weapon's legacy and powers to her. "Goddess... this is Tempest, legendary bow once wielded the genie Vardishal."

She goes on to explain the bow's powers in detail. Churley go ahead and click the spoiler block.


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

Once Kixzik rubs his eyes and blinks repeatedly to get used to seeing again, he cheerfully responds to Zephyr's exclamation.

While I do not doubt your identification of the powers of the bow, the idea that it was actually wielded by an ancient genie must be regarded with the appropriate skepticism. It's more likely that this a superior duplication of the weapon as described in myth, since the chance the weapon existed is remote itself given the distortion of historical events over time.

He then begins to sort through the equipment to see what is what.


HP 300, AC 55, FF 49, T 22, CMD 60 (80 vs. Grapple or dirty trick)F +25, R +32, W +24, Percep +29, Init +14

"Ooh, pretty Genie bow. Me like. "


I'll take one of the +1 ring of protections.

"In any event we should check out what else is down here. I can only imagine what such villains were guarding."


Unnamed

All there is left is the journal written in orcish and the swordsman


I leave the interrogation up to our persuasive paladin.

Zephyr closes her eyes, prays for guidance, and then opens the journal to read its contents.

Comprehend Languages.


Unnamed

Zephy:

A lot of day to day stuff, but the important things are these are confirmed to have been bandits. The sorcerer and the cleric that fled were the ring leaders. About two weeks ago they came upon the pathfinders, and led them back to their lair where they killed 3 of them and captured the fourth. The fourth died before giving out much information. They sent the mysterious scroll they found back to Katapesh to be dealt with and it gives a location.. Also, it appears that two of their number perished to the pathfinders and the elf that was killed and the swordsmen were recent mercenary hires. There also seems to be a really good recipe for nachos.


Unnamed

Anyone that reads orcish can read the spoiler as well


HP 300, AC 55, FF 49, T 22, CMD 60 (80 vs. Grapple or dirty trick)F +25, R +32, W +24, Percep +29, Init +14

"Umm, good Nacho recipe. Oh yeah, and scroll now in Katapesh. Can get cheese and chips while there. "


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

Kixzik stops digging through the various items after a while.

Do the nachoes have those delightful pickled peppers on them? Well, never mind. That's all well and good, but do we know where we are in relation to the city?

He ponders for a moment.

And how are we going to get all this to the city if there's only one riding dog?


HP 300, AC 55, FF 49, T 22, CMD 60 (80 vs. Grapple or dirty trick)F +25, R +32, W +24, Percep +29, Init +14

"Your feet broken little one? You can no walk? And yes, recipe has pickled peppers. A peck worth. "


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

I am imminently capable of walking, Churley. However there is a difference between traversing a city street in the appropriate clothing and trekking across a desert to a nearby town carrying a surfeit of equipment. Some of that plate weighs more than I do!


Zephyr relays the contents of the book to the party before her spell lapses.

"We must get to the city and recover the scroll or these Pathfinders will have died in vain."


Unnamed

I assume folks rest the night, and in the morning head to Khatapesh? The journal talks about a meeting with a fence, in the afternoon of the next day. The half-orc was to collect the fee for the scroll.


Male Suli Ragathiel's Warrior | HP 87/98 , AC 24, T 12, FF 23, Fort +15,Ref +9, Will +11, Resist: acid 5, cold 5, electricity 5, fie 5, Init +3, Per +12

Was the surrendering swordsman evil? If so, Arthur would execute him. If not, he would bring him back in chains to face justice.


Unnamed

he was not evil. so just bring him back in chains and turn him over? If so do you bring him around or drop him like a sack of potatoes.


Male Suli Ragathiel's Warrior | HP 87/98 , AC 24, T 12, FF 23, Fort +15,Ref +9, Will +11, Resist: acid 5, cold 5, electricity 5, fie 5, Init +3, Per +12

Arthur brings him to the local authorities, describes that he attacked a group of travelers unprovoked, but puts in a good word that the man surrendered. For the record Arthur also has shackles of compliance so he's really good at taking prisoners.


Unnamed

ok, it will be a while before he comes to.

Upon arrival the guard, looks at you skeptically. You sure you aren't the bandits? Well when he wakes up we will get his story, and I assume the magistrate will want to get involved. he says wearily.

There are some forms to sign, let us know where you are staying in town so you can give you version to the magistrate when the time comes.

He seems like he has already forgotten you are there, as he puts a form on the desk and takes the man to the cells.


Male Suli Ragathiel's Warrior | HP 87/98 , AC 24, T 12, FF 23, Fort +15,Ref +9, Will +11, Resist: acid 5, cold 5, electricity 5, fie 5, Init +3, Per +12

Hmm. Typical. Arthur silently fills out the paperwork, not bothering to banter words with a man who doesn't seem to take his job seriously.


Zephyr waits quietly while Arthur fulfills his bureaucratic duties. Once they’ve left, she chimes in.

”Katapesh is a place where the law only serves to further the goals of those in power or those with coin. You will get little help from the city guard in the pursuit of justice I’m afraid.”


Male Suli Ragathiel's Warrior | HP 87/98 , AC 24, T 12, FF 23, Fort +15,Ref +9, Will +11, Resist: acid 5, cold 5, electricity 5, fie 5, Init +3, Per +12

"Apparently. I wasn't aware of the corrupt nature of the town. I won't bother wish such means next time."


Unnamed

I assume you just plan to go to the meeting with the fence, and say GIMME THE SCROLL!! RAWWWR!" or something like that?


She frowns and nods sympathetically. ”On the other hand, such an arrangement makes it easier for organizations such as the Pathfinder Society to operate with much more ‘freedom’.”

Yup, meeting.


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

Concur.


Unnamed

The heroes make their way to the meeting point, where they expect to meet a fence, or some other shady character, but in fact they wind up at a legal office, that is renowned to defend those that do not have the means to do so.

You are asked to wait in the sitting room for a while, as Da'Lise is in with a client. After 20 minutes or so an attractive half-elf leads an orc out.

Don't worry, this sounds like one big misunderstanding, we will get it taken care of. Try not to fret, and try to keep a low profile until it is sorted.

She turns and looks at everyone. Ah, I take it you are the ones who delivered that fascinating scroll! Come in, come in! She invites everyone in and has the secretary bring in another chair or two so everyone can be accommodated.


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

Kixzik will sit on the chair brought for him, produce his notebook and charcoal pencil and clear his throat.

Yes, well we have come regarding said scroll. While we agree that it is fascinating unfortunately we've come to retrieve it - unfortunately we won't be able sell it as originally agreed.

There! Technically all true, even if a bit misleading.


Unnamed

But why? I have a signed contract with Drendle Draeng of the Pathfinder Society. I am to have license to study this scroll for 3 months, as long as a copy of all my notes are remanded to the society in triplicate.

She seems confused, but she shuffles about and pulls out a long contract.


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

Did we get the names of the explorers? Or can I roll something for legalese?


Unnamed

which ones? The pathfinders you were sent to find or the bandits? You got the names of the Pathfinders, in fact Seif has a programmed image that will show them and their names again. You did not get the names of the bandits.


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

Kixzik took notes, went back and looked - I was thinking about the ones we were sent to rescue.

Knowledge (Local): 1d20 + 14 ⇒ (9) + 14 = 23 To recognize Drendle

May I review the contract?

Can I take 20 to review the contract?


Unnamed

Sure you can, what skill?


Zephyr actually has ranks in lawyering. =P


Unnamed

What would you like to know about the contract you may take 20


Specifically what it includes, who the involved parties are, are there are any mentioned null clauses, etc.


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

Knowledge (Local) is the skill for laws right? If so, 34 is my result.

I'd want to know when the document was signed as compared to when the dubious adventurers killed the pathfinders we were sent to uncover if we can narrow that down from the journal.

Who witnessed the document being signed and where it's registered.

What provisions are there to have the scroll turned over to the Pathfinder Society, particularly the Grand Lodge if they exist, in case of emergency.

How to void the contract if possible, or to reclaim the scroll to return it to Absalom, under Katapesh's laws.

If there's a forfeit fee we can pay to obtain the scroll, and if so how much.

How well written the contract is, and what was used to establish that Drendle did sign and not one of our murderous adventurers.


Unnamed
Kixzik wrote:

Knowledge (Local) is the skill for laws right? If so, 34 is my result.

To know the laws but w zephyr you can do it

I'd want to know when the document was signed as compared to when the dubious adventurers killed the pathfinders we were sent to uncover if we can narrow that down from the journal.

Several weeks prior. It mentions that the contract goes into effect when the scroll is recovered

Who witnessed the document being signed and where it's registered.

One Vuvu Zuela venture captain, and Duhwoo X Mckeener venture captain. Registered in Katapesh

What provisions are there to have the scroll turned over to the Pathfinder Society, particularly the Grand Lodge if they exist, in case of emergency.

The society will send a venture captain to recover it from the safe given to Da'Lise for this purpose

How to void the contract if possible, or to reclaim the scroll to return it to Absalom, under Katapesh's laws.

Have to deal with a magister, but Barring negligence on her part you would lose

If there's a forfeit fee we can pay to obtain the scroll, and if so how much.

No. Not without a VC

How well written the contract is, and what was used to establish that Drendle did sign and not one of our murderous adventurers.

Very well. Nothing beyond the additional signatures of the other VCs

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