GM Aerondor |
<glub>
The chains on the last old man must be stronger. Surely all that pulling his weakening them, but they still hold him firm. His eyes are desperate and the flow of bubbles from his mouth is slowing...
Status, bold may post
Nevryn 3 NLD, in the water
Helluddar 4 damage, 2 NLD
Pau 3 damage, 2NLD; in the water.
Evindar 4 damage 3 NLD ; in the water, can
Neru 4 damage
Old men, two rounds under water; 3 on surface.
GM Aerondor |
The last man is broken free, and coughing up sea water is helped to the cliff base. With the help of a rope, the men ascend up an old goat track and are soon at the cliff top again.
The four men each offer their thanks for rescue, telling you their names as they do so. Tashen, Yargos, Ilmn and Samchar.
GM Aerondor |
The old man shivers in his wet clothing. He looks around.
"I know a bar near here... good ale and a fire. Maybe we could talk there."
He pats his pockets.
"Alas, the thugs seem to have taken my purse."
Helluddar |
Sense Motive: 1d20 + 1 ⇒ (18) + 1 = 19
A tankard of ale will warm your bones, as well as loosen the lips and I have the means to make it happen, Helluddar smiles as he shakes his belt pouch. Lead the way, good sir.
Nevryn of Greengold |
sense motive: 1d20 ⇒ 11
Those guys didn't seem to have any coin, either, my friend. A horn of ale is called for after such an ordeal, however. I second a visit to this bar.
diplomacy: 1d20 + 6 ⇒ (10) + 6 = 16
Is everybody ok? I'm a bit sore from the fall, but I suspect some time by a fire should set me straight.
Nevryn noses about the thugs' belongings, more for clues than loot.
perception: 1d20 + 6 ⇒ (18) + 6 = 24
Pau |
Pau was bleeding a bit, so he pulled a shiny new wand from his dripping backpack.
"Pleasure to meet you gentlemen! I just need one of my fellows to heal me up for a bit, and I'll be ready to meet you for a drink or two!". He hands the wand to the bard, asking her if she would be so kind as to heal him.
CLW wand charge one 1d8 + 1 ⇒ (2) + 1 = 3
GM Aerondor |
"Well.." says the old man, stretching out near the fire and sipping his ale.
"I suspect it is due to one Nessian. Some time ago I found an old book, one that described a horrible plan by Taldor to attack Absalom. Which they did, many, many years ago. Obviously they failed. However the book described a group of spies who were tasked with disrupting the city from within. To make it easier to capture."
He pauses and sips his ale. Odd, there must have been a hole in the bottom of the mug as it is now empty.
"They operated in cells, with a signal light telling various operatives what their tasks was to be. A red light would have the Black Echelon poison the grannery. A violet light to destroy the bell towers and so on. Now, the leaders had been identified and taken care of, so no signal came. Unfortunately the echelon had sworn an oath known as The Binding Word. They must fulfil their duties, no matter the cost. It would seem this oath may have forced them into some type of existence beyond even the veil of death. "
He swipes yet another drink, his taste improving as he tries a wine this time. "I found the book describing the planned assault and the codes, and foolishly reproduced them. That was when the attacks happened. The story tells that the invading fleet also swore the same oath, and thus may still await in their watery graves to fulfil it. Anyway, I tried to alert the authorities, but before I could dispose of the book, a young crime lord by the name of Nessian stole it from me and intends to use it to disrupt Absalom and profit from the resulting Chaos."
His eyes glimmer.
"Now, the codebook did also have a master 'abort' sequence in it. Surely that would set everyone to rest... but I can't remember it!"
Status
Nevryn 3 NLD,
Helluddar 4 damage, 2 NLD
Pau
Evindar 4 damage 3 NLD ;
Neru 4 damage
GM Aerondor |
"They are one and the same. My 'copy' is notes that I kept with the original notebook." sighs the scholar.
"If I could get that back, I could enter the master abort code. Who would have thought that such an oath would endure so long?"
GM Aerondor |
"I have no idea where Nessian hangs out..." he slows down his words and looks a little uncertain for a moment.
"But I do know of an information broker..."
Nevryn of Greengold |
An information broker? This is going to get messy. Where do you suppose we could find your man?
Nevryn of Greengold |
Has an hour passed since we all jumped in the water? Nevryn prestidigitates everyone dry, but I'm hoping for the NLD to start wearing off
GM Aerondor |
The day is heavy and darkly overcast. While resting in the inn would be nice, it won't get you any closer to the codebook...or stop Nessian from (either accidently or on purpose) having an undead army invade the city.
But you can wait an hour and recover a point of NLD if you wish, as you get the story out of Yagos.
Pau |
Perception 1d20 + 6 ⇒ (11) + 6 = 17
As Pau gets up and gets another drink, he casually glances out the window. "Look out there! There is a red light flashing in a quite distinctive pattern from the top of a distant building, deep in the city. That must be one of those signs!"
Nevryn of Greengold |
It would appear that we do not have a minute to spare. The broker! Where?
diplomacy: 1d20 + 6 ⇒ (15) + 6 = 21
GM Aerondor |
As the lights are pointed out...
“Nessian!” shouts Yargos. “He’s signaling Black Echelon—the undead! Six flashes of red—I remember that signal… By the gods! That’s the granary! Nessian has sent those monsters to poison the granary! C’mon! I don’t know how, but we’ve got to stop them—we’re the only ones who know what’s happening.”
Nevryn of Greengold |
With a quick, half-panicked look around the table, Nevryn stands to leave. Forget the broker, let's go!
GM Aerondor |
As you approach the granary, you find an eerie cold fog has suddenly descended on the adjoining streets and alley ways.
At the massive granary doors the three guards posted to protect the food depot are already dead and the doors stand open.
GM Aerondor |
BTW, the map has been updated
Helluddar goes into the antechamber. the room is empty.
Pau |
Survival 1d20 + 2 ⇒ (11) + 2 = 13
Pau follows the others, and points out the droplets of blood leading out the open door to the north east. "Something went that way," he whispers, following the trail.
Nevryn of Greengold |
Shhh! Nevryn puts a finger to her lips to indicate that the group should move quietly. She casts message on everyone, then follows Pau.
stealth: 1d20 + 3 ⇒ (16) + 3 = 19
GM Aerondor |
We are not in initiative, so you can move your figures where you want to go on the map (so long as it is revealed)
Assuming you go through the NE door
The blood trail continues, growing fainter as it heads north.
Much of the floor is covered in a sea of grain.
Squares with grain count as difficult terrain. STR check (DC10
) means it is not difficult for you for that one square on that one turn
The ceiling is 10' high, with hatches that presumably deposit grain onto the floor, or into wagons. A agile person, or a person with a long weapon could probably activate one if they wanted to.
Athlethics check, DC10 - but generates an AOO; Weapon would be a strike to hit AC20
Within the room is no sign of the assassins.
GM Aerondor |
Peering through the grain filled room, Evindal spots some ghostly figures moving amongst the deep piles of grain in the room to the north.
Hulludar: 1d20 + 4 ⇒ (12) + 4 = 16
Neru: 1d20 + 3 ⇒ (2) + 3 = 5
Evindar: 1d20 + 3 ⇒ (1) + 3 = 4
Nevryn: 1d20 + 3 ⇒ (3) + 3 = 6
Pau: 1d20 + 2 ⇒ (13) + 2 = 15
baddies: 1d20 + 1 ⇒ (8) + 1 = 9
Status bold may post
Helluddar 4 damage, 1 NLD
Pau
Black Echelon
Nevryn 2 NLD,
Evindar 4 damage 2 NLD ;
Neru 4 damage
Note: Some (many) of you are still injured from the first encounter. If you wanted to have a time stop to heal up, you are welcome to do that, not that you seem to have a whole heap of healing available. Once the first attack is made, the retro-fitted healing option isn't available.
Nevryn of Greengold |
Yikes! Helluddar, Evindal, and Neru could all really use a tap.
Helluddar: 1d8 + 1 ⇒ (6) + 1 = 7
Evindal: 1d8 + 1 ⇒ (3) + 1 = 4
Neru: 1d8 + 1 ⇒ (1) + 1 = 2
Reminder: any healing applies to both lethal and non-lethal damage.
Helluddar |
Helluddar moves about the room, deftly avoiding the piles of grain, and looks towards the figures that Evindal has spotted. "What are those things?
um... Knowledge(dungeoneering)?
Dungeoneering: 1d20 + 4 ⇒ (13) + 4 = 17
GM Aerondor |
It would be knowledge(religion) to know what they are. Odds on they are the Black Echelon that Yagos described.
Status bold may post
Helluddar
Pau
Black Echelon
Nevryn 2 NLD,
Evindar
Neru 2 damage
Helluddar |
It would be knowledge(religion) to know what they are. Odds on they are the Black Echelon that Yagos described.
That is what I figured... was just hoping that I might be able to identify them with the only knowledge that Helluddar has. Helluddar has moved and will ready a Power Attack if they attack.
'Spirits of Black Echelon... be gone! You have no business here.'
Pau |
Pau moves forward into the doorway where the creatures stand. He waits for a response to Helluddar's admonishments. Fearing it won't be positive, he takes a defensive position.
Total defense for +4 to AC for a total of 19 this round.
GM Aerondor |
The figures make no sign of bothering you, rather they seem to be trying to remove something from their rather spectral looking backpacks.
Could that be the poison?
Status bold may post :
Nevryn 2 NLD,
Evindar
Neru 2 damage
Helluddar
Pau
Black Echelon (1 round doing nefarious stuff to the grain)
Pau |
Pau charges the right most undead, executing a flying drop kick as he reached the end of his run.
Attack 1d20 + 4 + 2 ⇒ (2) + 4 + 2 = 8
Damage 1d6 + 4 ⇒ (1) + 4 = 5
Nevryn of Greengold |
I can't move my icon from my phone.
Kn (rel): 1d20 + 6 ⇒ (14) + 6 = 20
Nevryn moves forward, just behind Neru. With no Pathfinders engaged with the hideous figures, she prepares to begin praising Shelyn in Celestial as soon as a Pathfinder attacks a black echelon operative.
I don't know, but they don't look friendly!
Move action: move to the square south of Neru / Standard action: ready action to begin Bardic Performance
Inspire Courage (audible): +1 morale bonus to saves v. fear, +1 competence bonus on attack rolls and damage.