Pirate Rob's Emerald Spire Campaign (Inactive)

Game Master Pirate Rob

Emerald Spire - PFS "Campaign Style"
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Silver Crusade

Male Ifrit Divine Hunter Paladin 3/Fighter (Archer) 2/Evangelist (Erastil) 2 hp 43/51 | AC 21 | FF 15 | T 16 | CMD 21 | Fort +14 | Ref +15 | Will +7 | Init +10 | Perception +14 | Sense Motive -3 | Movement 30ft | Darkvision 60ft | Suggested = melee, poison = 1 str dmg
Tracked Resources:
Wand of Cure Lt. 67/50, LoHs 3/6, S.C LoH (CL 4) 1/1, Burning Hands 1/1, Smite 2/2, Fire in the Blood 7/7, Reroll 1/1, Spells: 1/1

Uh but isn't naming ourselves lying, I mean leaving off the Paracountess's name I can see might be helpful, though she's Chelaxian, too. I don't I'm confused. I think I'd feel more comfortable if we just left it at adventurers or explorers - that's true and a good reason I think.

If anyone tries to convince Nar otherwise:

Sense Motive #1: 1d20 - 3 ⇒ (19) - 3 = 16
Sense Motive #2: 1d20 - 3 ⇒ (5) - 3 = 2
Sense Motive #3: 1d20 - 3 ⇒ (16) - 3 = 13

Otherwise I am quite content to make our way to this Helmed Lady so long as we can also be on time to meet the Paralictor. My dad always used to say early was on time, and on time was late, so I guess I mean early.

Nah not worried about the distance, just don't want to get distracted, and Nar has a bit of a thing about getting places "on time"


Aspenthar

GM Dice:

1d100 ⇒ 28
1d12 ⇒ 5

As a note you guys are welcome to peek in my GM dice spoilers, they aren't very interesting as I generally don't label them, mostly I spoiler them to help keep from cluttering up my posts.

Passing through the market you are able to catch bits and pieces of conversation, people definitely aren't silent, just quiet.

From several comments you are able to overhear about yourselves you suspect people think you're here to join the 'Goldenfire Order.' But since you're piecing this together from snippets of overheard conversation, its hard to be sure.

Since Fort Inevitable in only about 500 feet long, I wouldn't be worried about travel time between locations in the city.

Grand Lodge

Human (Tian-Min) Hydrokineticist 7 | AC 28 (t 16 ff 24) (Fortification 15%) CMD 18 | F+11 R+9 W+3 | Init +8 Perc +6 | HP 87 -21 burn/87 (Burn: 3; ×7 non-lethal)

"We still have nearly three hours until our appointment. Even if we were to arrive quite early, there are still two more hours until we should present ourselves. It may be wise to dress the part, out of respect for the Knights, but even such preparations should not take too long."

Sabi closes on a jewelry merchant (if one is avialable), and browses pendants and rings, seeking to strike up a conversation. "News travels quickly in a small town. It seems there are rumors of us already! What do they say about us?" (etc., etc.)
Diplomacy: 1d20 + 0 ⇒ (2) + 0 = 2 (cough, cough)

Also, do we see any beggars or urchins around? As clean and strict at this town is, I suspect not...


Aspenthar

No beggars or urchins around.

No jewelry at the market here, somebody was very strict regarding their farmers market rules.

Despite Sabi's pleasant demeanor a young Dwarven woman named Weka suggests that "If you're looking for something nice, the Abdarians in the Temple of the Golden Key have some jewelry for sale." 33

She then winks at Sabi "If you're not sure about her though, or just want something a bit more plain, I'd be more inclined to see what Hurmarsk has for sale at the Serragon Ironworks just south of town." 6

Grand Lodge

Human (Tian-Min) Hydrokineticist 7 | AC 28 (t 16 ff 24) (Fortification 15%) CMD 18 | F+11 R+9 W+3 | Init +8 Perc +6 | HP 87 -21 burn/87 (Burn: 3; ×7 non-lethal)

Sabi responds with his winningest (although so far, unsuccessful) smile, and thanks the dwarf for her courtesy. "And what brings you to the market today, Weka?" He tried his best to be friendly, non-threatening, and eventually lead in to questions about the people's impression of the party.


Aspenthar

She waves her hand across the sheep and chickens in a small fenced enclosure behind her stall.

Liberty's Edge

Stuff:
Rod of Elemental Spell (Acid) 3/3; Wand of Bless 40; Wand of Cure Light Wounds 29; Holy Staff (scenario) 6; Aura of Heroism: 1 round left.
Male Human Cleric (Ecclesitheurge) 8 - HP 51/59 - Init +1 - AC (17) 14 | touch 11 | FF 13 (16) - CMD 16 - Fort +10 | Ref +6 | Will +16 - Perception +11 - Channel (3d6) 3/5 - Restorative Touch 10/10 - Touch of Glory 8/10
Sabi wrote:
I have spent much time traveling, but only recently did the Society offer their invitation. What of you, Tico? Surely you've had grand adventures and vast rewards? Those who spoke to me of the Society promised such things.

"Well, this is my first incursion outside the walls of the Skyreach, but yes, I can say that I traveled through some places, but not as an explorer itself. I feel something strange in this city, but don't know what...", he clearly tries to change the business, when asked about his past life.

Sabi wrote:
The Knights have a more stringent definition of 'order' than other cities, it seems.

After Sabi ends his last word, Tico says: "The problem, my friend, is the cost of this "order". I believe that isn't good for anyone a life ruled by the fear.", the cleric seems troubled with the behavior of the people around them, as if searching for something or someone.

Tico is analyzing people around them, looking for something that is peculiar of slaves and slavers, mainly their reactions when the Pathfinders arrives.

Sense Motive: 1d20 + 8 ⇒ (13) + 8 = 21

Nar wrote:
Uh but isn't naming ourselves lying, I mean leaving off the Paracountess's name I can see might be helpful, though she's Chelaxian, too. I don't I'm confused. I think I'd feel more comfortable if we just left it at adventurers or explorers - that's true and a good reason I think.

"I agree with you, my friend. If asked, we can just tell that we are here in the name of the Pathfinder Society. I can't see any problem with that. Let's check out 'The Helmed Lady', let's go, I need to eat something, all that was in my stomach was laid out.", he turns to Valya, "wow, sorry for the words, milady."


Aspenthar

Heading to the Helmed Lady is no trouble. You do pass by a Hellknight patrol, but nobody seems to pay them any mind, almost certainty a normal event here.

The Helmed Lady is quite a bit more festive inside than the town has been so far. It's got a colorful chalk menu with interestingly named drinks and snacks. Although each does have a fine print listing underneath with ingredients and price.

Around the walls are pictures of a pair of Dwarven adventures along with various trophies like Troll tusks or an Owlbear head.

Their names seem to be Khondlar & Taldek.

The taphouse has a fairly large staff of serving maids, mostly human although a few dwarves and halflings as well and you are quickly seated by a halfling woman who introduces herself "Greetings and welcome. My name is Sally and I'll be your server today. Menu is on the wall, can I get you started with any drinks?"

None of the clientele seem obviously like Hellknights, looks like mostly average citizens taking a break .

Liberty's Edge

Stuff:
Rod of Elemental Spell (Acid) 3/3; Wand of Bless 40; Wand of Cure Light Wounds 29; Holy Staff (scenario) 6; Aura of Heroism: 1 round left.
Male Human Cleric (Ecclesitheurge) 8 - HP 51/59 - Init +1 - AC (17) 14 | touch 11 | FF 13 (16) - CMD 16 - Fort +10 | Ref +6 | Will +16 - Perception +11 - Channel (3d6) 3/5 - Restorative Touch 10/10 - Touch of Glory 8/10

Tico didn't saw any traces of slavery in the city with his Sense Motive check?


Aspenthar
Tico Marvillos wrote:
Tico didn't saw any traces of slavery in the city with his Sense Motive check?

Opps, sorry to have missed that.

It's a little odd, there aren't any signs of a slave trade/market, nobody is bound in chains but there are a few laborers helping out with various booths that have that empty look in their eyes as though their spirits have been broken.

Nobody seems especially concerned or worried about your presence though.

Liberty's Edge

Stuff:
Rod of Elemental Spell (Acid) 3/3; Wand of Bless 40; Wand of Cure Light Wounds 29; Holy Staff (scenario) 6; Aura of Heroism: 1 round left.
Male Human Cleric (Ecclesitheurge) 8 - HP 51/59 - Init +1 - AC (17) 14 | touch 11 | FF 13 (16) - CMD 16 - Fort +10 | Ref +6 | Will +16 - Perception +11 - Channel (3d6) 3/5 - Restorative Touch 10/10 - Touch of Glory 8/10

Tico really knows what was that sensation, the empty look in their eyes as though their spirits have been broken. "I promise that I'll change it", he thinks just before have a deja vu about his hard life in the past, and he stays a bit sad in that moment.

Sovereign Court

Female Tiefling Ranger 7, hp 60/60, AC 29(30)|T 12|FF 27, F +7|R +7|W +5, Init +2, Perception +13 Darkvision 60 ft
skills:
disable device +12, knowledge (dungeoneering) +10, knowledge (local) +10, perception +13, stealth +12, survival +13

Valya shrugs as the others make jibes

As I said I am not bothered, simply thought it may add colour to our story. At the very least my suggestion appears to have raised some levity from you so it wasn't all bad at least!

She smiles, showing sharp teeth.

As the group move through the town she silently compares the community to that of Daggermark, the differences couldn't be more obvious, sounds, sights, smells, they were so different.

As the group reaches the Helmed Lady, Valya looks over the clientele. Better behaved but the same as any other taproom, people wanting to take a break for a while. No threats here at least for now. The tiefling drops her and Tico's packs by a table and sits down, careful not to knock anyone with the large sword still sheathed across her back. She responds to the serving woman

Greetings Sally, I think it best we all take tea and water for now if they are on your menu? We would also be interested in renting a room for a while if you could make the arrangements?


Aspenthar

Sally nods at the order.

"At night we move the tables to the side, and lay down a set of fresh straw. It's only 5 silver a head, comes with a hot breakfast and we keep the fire warm. Popular with farmers who don't want to head home after dark."

Pausing to notice the heavy bags. "Footlockers are included as well, you're responsible for the lock though."

You are all encouraged to make up amusing sounding snacks/drinks. If you want to stay here you will have to pay the 5 silver a night, baring other arangements but feel free to order colorful food/drinks without worrying about their cost.

Knowledge Local 12:
You recognize the pair of Dwarves featured on the wall as the 'Alemaster brothers' a pair of Dwarves who are adventurers of some note in the River Kingdoms

Silver Crusade

Male Ifrit Divine Hunter Paladin 3/Fighter (Archer) 2/Evangelist (Erastil) 2 hp 43/51 | AC 21 | FF 15 | T 16 | CMD 21 | Fort +14 | Ref +15 | Will +7 | Init +10 | Perception +14 | Sense Motive -3 | Movement 30ft | Darkvision 60ft | Suggested = melee, poison = 1 str dmg
Tracked Resources:
Wand of Cure Lt. 67/50, LoHs 3/6, S.C LoH (CL 4) 1/1, Burning Hands 1/1, Smite 2/2, Fire in the Blood 7/7, Reroll 1/1, Spells: 1/1

That sounds fine, thank you Sally. I'm Nar and it smells like you have a stew going, if I could also get a bowl of that and some water that would be much appreciated.

I'm happy to sit in the tavern and people watch/listen, while we wait for our meeting or explore town

Grand Lodge

Human (Tian-Min) Hydrokineticist 7 | AC 28 (t 16 ff 24) (Fortification 15%) CMD 18 | F+11 R+9 W+3 | Init +8 Perc +6 | HP 87 -21 burn/87 (Burn: 3; ×7 non-lethal)

Well, if nothing else, it sounds like we needs locks. Maybe the "better" inn would be more suited to boarders?

"We're looking for sleeping arrangements for an extended period, Sally. If we were to pay in advance for a week, might there be a room available?" The downside of a common room, Sabi muses, is that one must wait until the place closes before resting every night. Maybe we *should* consider the other inn, after tonight.

Sabi glances over the menu. Rat. Rat on a stick. Rat with ketchup. Rat pâté. Clearly this establishment maintains the finest of dwarvish traditions. Reading further, he is pleasantly surprised to see options more suited to his palate. "If I can impose," Sabi says to Sally, "I wouldn't mind trying your fish option. Let's see ... ‘fresh trout stuffed with apples and sweet onions in a bed of river kelp.’ That sounds wonderful. A cup of barley tea, if you have it; water is fine, if you don't."

"I see the troll tusks on the wall, and other trophies. Did the proprietor collect all of those? The 'hard way,' I mean?"

Sabi scans the room. Often these establishments offer games of chance, which is a great way to get to know people. The paladin might not wish participate, but to Sabi it sounds like fun. Better leave the games until after their appointment, though.


Aspenthar

A young man returns with the initial drinks and Sally returns to take the order for the fish option, along with anything else the party orders.

She giggles at the trophy question "Heavens no. Kagnin didn't earn those, her kids, real Dwarven heroes they are, got them adventuring all over the River Kingdoms. Every time they finish an adventure they send a trophy home to mom, ain't they sweet."

In response to the room question "Would love to take your business but we don't physically have any rooms for rent, all the extra space is taken up with the brewery. Does make Emerald Ale though, hard to find anywhere else, and currently on sale."

Lowering her voice and leaning in a bit "I think the only reason we do the lodging at all is for tax reasons, that said the I think the breakfast makes it a good deal."

Standing back up Sally continues "The Julie is where to go for comfortable rooms, otherwise you could camp outside of town, just don't try it in the walls, the Hellknights are pretty strict about their curfew, 2 bells past sundown in case you didn't know."

No signs of gambling here

Sovereign Court

Female Tiefling Ranger 7, hp 60/60, AC 29(30)|T 12|FF 27, F +7|R +7|W +5, Init +2, Perception +13 Darkvision 60 ft
skills:
disable device +12, knowledge (dungeoneering) +10, knowledge (local) +10, perception +13, stealth +12, survival +13

Valya nods her thanks to Sally.

Well if we are to stay here at least it has footlockers, but I saw naught but foodstuffs available in that market. There must be a smithy or alchemist around that can sell us locks surely?

The tiefling orders some of the stew, with some black bread to mop it up with, and sticks to her tea rather than ordering ale.

Take 10 on know(local)

She points at the painting of the dwarves

If I'm not mistaken those are the 'Alemaster brothers', celebrity adventurers of a sort, known around the River Kingdoms. I wonder if they come from somewhere nearby or if there's a family connection?

After finishing her food, Valya stands ready to go look for a lock to buy on the way to the Paralictor's residence.


Aspenthar

Sally nods "Yup, the Alemaster Brothers, Kagnin Alemaster's kids. Quite the hansom young dwarves."

In response to other questions "Braddon's General Store is probably the best place around for sundries" 26

"As for alchemy supplies Sefurd’s Potions and Reagents will have those along with any sort of spell components you might need. Mr. Sefurd isn't too pleasant though." 24

"If your looking for a real smithy though, Rillin's Armory 25 is the best around but if you don't care about the looks the Serragon Ironworks 6 just outa town makes descent, but uninspired stuff.

Grand Lodge

Human (Tian-Min) Hydrokineticist 7 | AC 28 (t 16 ff 24) (Fortification 15%) CMD 18 | F+11 R+9 W+3 | Init +8 Perc +6 | HP 87 -21 burn/87 (Burn: 3; ×7 non-lethal)

Sabi tries his winningest—although thus far unsuccessful—smile. "Breakfast sounds nice, if there's someone to share it with."

"If there are no private rooms here, is there a bathhouse nearby? We have an appointment later, and wish to clean some of the dust from traveling."


Aspenthar

Sally responds "No public baths, but if you're staying here we've got some flowing water set up out back."

Grand Lodge

Human (Tian-Min) Hydrokineticist 7 | AC 28 (t 16 ff 24) (Fortification 15%) CMD 18 | F+11 R+9 W+3 | Init +8 Perc +6 | HP 87 -21 burn/87 (Burn: 3; ×7 non-lethal)

In the interest of moving things along, I don't need any gear, and until we're legitimatized in the town by meeting Paralictor Drovust, we'll have it hanging over our heads. IS everyone okay with jumping ahead to the meeting?

Sabi finishes his fine meal, making sure his compliments are sent to the kitchen. He cleans himslef up as best he can from the pump in the back, and otherwise readies himself to meet the Paralictor when the party is ready.

(Eventually, he'll purchase a lock, too.)

Sovereign Court

Female Tiefling Ranger 7, hp 60/60, AC 29(30)|T 12|FF 27, F +7|R +7|W +5, Init +2, Perception +13 Darkvision 60 ft
skills:
disable device +12, knowledge (dungeoneering) +10, knowledge (local) +10, perception +13, stealth +12, survival +13

Fine by me Masao :)

Valya makes sure she looks reasonably presentable, but there's only so much she can do to dress up. Instead she settles on looking professional rather than scruffy.

Silver Crusade

Male Ifrit Divine Hunter Paladin 3/Fighter (Archer) 2/Evangelist (Erastil) 2 hp 43/51 | AC 21 | FF 15 | T 16 | CMD 21 | Fort +14 | Ref +15 | Will +7 | Init +10 | Perception +14 | Sense Motive -3 | Movement 30ft | Darkvision 60ft | Suggested = melee, poison = 1 str dmg
Tracked Resources:
Wand of Cure Lt. 67/50, LoHs 3/6, S.C LoH (CL 4) 1/1, Burning Hands 1/1, Smite 2/2, Fire in the Blood 7/7, Reroll 1/1, Spells: 1/1

Sounds good to me, I could also use a lock, but realistically everything I own comes with me to adventure at this point

After a fine bowl of stew, Nar knocks the dust and grime of as best he can, making sure to wash his face and hands thoroughly. After which he is set to leave.

Liberty's Edge

Stuff:
Rod of Elemental Spell (Acid) 3/3; Wand of Bless 40; Wand of Cure Light Wounds 29; Holy Staff (scenario) 6; Aura of Heroism: 1 round left.
Male Human Cleric (Ecclesitheurge) 8 - HP 51/59 - Init +1 - AC (17) 14 | touch 11 | FF 13 (16) - CMD 16 - Fort +10 | Ref +6 | Will +16 - Perception +11 - Channel (3d6) 3/5 - Restorative Touch 10/10 - Touch of Glory 8/10

"Thank you again for carry my pack, Valya."

While his fellows are talking with the inn's manager, Tico tries to fit in any whispers spreaded there, maybe talking with some pleasant person inside there.

Tico is looking for some relevant information about the Paralictor, the Emerald Spire and a possible obscure slave market. He will use Blessing of the Faithful (+2 on skill check) and Touch of Glory (+1 to a CHA-based skill) in himself to do that.

Diplomacy (Gather Information): 1d20 + 2 + 2 + 1 ⇒ (13) + 2 + 2 + 1 = 18

After that, as the others, the cleric will just buy a lock and store some of his gear in the inn's footlocker and, certainly, take a shower too.

Tico will drop these items in the footlocker: bedroll, hemp rope (50 ft.), torch (10), trail rations (5), waterskin. I'm ready to meet the Paralictor.

Liberty's Edge

Stuff:
Rod of Elemental Spell (Acid) 3/3; Wand of Bless 40; Wand of Cure Light Wounds 29; Holy Staff (scenario) 6; Aura of Heroism: 1 round left.
Male Human Cleric (Ecclesitheurge) 8 - HP 51/59 - Init +1 - AC (17) 14 | touch 11 | FF 13 (16) - CMD 16 - Fort +10 | Ref +6 | Will +16 - Perception +11 - Channel (3d6) 3/5 - Restorative Touch 10/10 - Touch of Glory 8/10

How much are the lock and the footlocker and shower services?

Grand Lodge

Human (Tian-Min) Hydrokineticist 7 | AC 28 (t 16 ff 24) (Fortification 15%) CMD 18 | F+11 R+9 W+3 | Init +8 Perc +6 | HP 87 -21 burn/87 (Burn: 3; ×7 non-lethal)

Masao leaves some items in the footlocker as well, sharing space with Tico, if he's amenable.

Items as noted on inventory tracking sheet. Most notable is his pack.

Liberty's Edge

Stuff:
Rod of Elemental Spell (Acid) 3/3; Wand of Bless 40; Wand of Cure Light Wounds 29; Holy Staff (scenario) 6; Aura of Heroism: 1 round left.
Male Human Cleric (Ecclesitheurge) 8 - HP 51/59 - Init +1 - AC (17) 14 | touch 11 | FF 13 (16) - CMD 16 - Fort +10 | Ref +6 | Will +16 - Perception +11 - Channel (3d6) 3/5 - Restorative Touch 10/10 - Touch of Glory 8/10

No problem in share the footlocker with Sabi. :)


Aspenthar

Footlocker and shower come with the common room rental so 5sp a night, don't worry about the cost yet though, we've got 1 more twist/turn in your way first.

Speeding things up a bit, i think i was getting a little carried away with town...

Taking a look at the footlockers, they are quite large, and would easily store all 4 of your packs. You suspect they are more often used by farmers purchasing bulk goods such as bolts of cloth.

Braddon's General store is run by an affable man named Thom Braddon. He's fair and friendly with well labeled goods/prices. Plenty of mundane goods of all sorts.

He chats with you a bit, seeing that you're new mentions a few things of note to you, some of which you've already heard but new info includes the Hellknight rules on Slavery/indentured servitude.

The Hellknights believe that freedom is a privilege, not a right. Debtors, criminals, and vagrants are all subject to enslavement under Hellknight law. Debtors normally become indentured to the holders of their debt after a hearing in the Citadel. Monthly auctions allow the purchase of criminals and vagrants sentenced to slavery.

Slaveholders have to treat their slaves reasonably, Cruelty and mistreatment are serious crimes, and slaves have to be acquired legally.

Sense Motive 15:
He seems to be gauging your feelings about Hellknights in general, rather than the specific issue of slavery.

~~~ To the meeting!

The single strongest fortification in the Crusader Road region, the Commander’s Citadel is a roomy, octagonal tower more than 90 feet tall. Round turrets at the corners of the main structure provide excellent fields of fire both inside and outside the city wall. The main door opens on the bailey inside the walls.

Inside you have a brief meeting with a half-orc Hellknight named Karn Kerromick, who is Castellan of the Citadel. Fortunately your names are already in his book to see the commander, so you have no trouble getting in to see her after almost a 45 minute wait.

Lady Audara Drovust

You are introduced to Lady Commander Audara Drovust, Paralictor of the Order of the Pike.

She is not the only Hellknight present. In addition to several guards in Hellkinght Plate you are also introduced to

Dandru Wolfheim, Maralictor of the Order of the Nail
and Signifer Oritian Hast, Order of the Gate.

The Lady Commander speaks first.
"I understand you are are seeking to explore the Emerald Spire, as you are unknown to us Signifer Hast will help ensure that you truthful with us."

Hast then speaks "I am casting Zone of Truth, it has been shown to cause no long term harm, it will merely help... discourage falsehoods in the presence of the Lady Commander."

Zone of Truth Will, DC 15.

The Lady Commander continues,
"Tell me, what interest do you have in the Emerald Spire, and who is sponsoring this expedition?"

Grand Lodge

Human (Tian-Min) Hydrokineticist 7 | AC 28 (t 16 ff 24) (Fortification 15%) CMD 18 | F+11 R+9 W+3 | Init +8 Perc +6 | HP 87 -21 burn/87 (Burn: 3; ×7 non-lethal)

Sense Motive: 1d20 + 0 ⇒ (14) + 0 = 14

Sabi thanks Braddon for his helpful introduction. "So, how long are criminals enslaved? And are we talking jaywalking and 'accidentally' 'borrowing' an apple from a fruit cart, or is slavery reserved for more serious crimes like murder and talking back?" There seems to be a general lack of *fun* here at the Fort.

Sabi's seen slaves before. So long as they're treated well it doesn't bother him too much. Choosing indentured servitude is one thing, as is punishment for criminals, but the stories he's heard of slavers suggests their methods of acquisition are not always above board.

The town has been fun, and the description and role-play as well. (I hope we get interludes of this again) I just wanted to move things along, that's all.)

Will: 1d20 + 1 ⇒ (3) + 1 = 4

Sabi knows he's been caught by the zone of truth, so there is much he will not say.

"It's a marvel, that's for sure. Some things just need to be explored! We understand that despite its proximity, few know much about it. We understand you offer a license for its exploration."


Aspenthar

Back at Brandon's:

"The hellknights have a strong sense of justice, slavery is only for more serious crimes, petty theft and the like would be a fine or maybe a short stint in the jail. Worse for repeat offenders."

Lady Commander Audara Drovust responds "Violence must be applied judiciously and with order. My scouts report that the Spire is currently overrun with goblins. They have enough sense to not venture closer to town so we see little reward in exploring it."

Liberty's Edge

Stuff:
Rod of Elemental Spell (Acid) 3/3; Wand of Bless 40; Wand of Cure Light Wounds 29; Holy Staff (scenario) 6; Aura of Heroism: 1 round left.
Male Human Cleric (Ecclesitheurge) 8 - HP 51/59 - Init +1 - AC (17) 14 | touch 11 | FF 13 (16) - CMD 16 - Fort +10 | Ref +6 | Will +16 - Perception +11 - Channel (3d6) 3/5 - Restorative Touch 10/10 - Touch of Glory 8/10

Sense Motive: 1d20 + 8 ⇒ (7) + 8 = 15
Will: 1d20 + 6 ⇒ (6) + 6 = 12

Back at Brandon's part 2:
"So, by your words, seems that those knights are good guys...or am I wrong? The people here likes them? Or fear them?, before the man answers him, he asks, "and if one of your children unfortunately does a wrong thing and becomes a slave, how would you feel about that? I'm asking this just for curiosity, for sure."

I really like the RP and can play PFS in this way that we are playing really makes me very happy! Ah, and the Audara Drovust's picture isn't opening.


Aspenthar

Lady Commander 2.0

Brandon's:
"Ha! Good is not a word I'd use to describe any group with Hell in their name. Orderly sure, but not good. In a perfect world slavery wouldn't be a thing."

The Lady Commander awaits further explanations from your group.

Grand Lodge

Human (Tian-Min) Hydrokineticist 7 | AC 28 (t 16 ff 24) (Fortification 15%) CMD 18 | F+11 R+9 W+3 | Init +8 Perc +6 | HP 87 -21 burn/87 (Burn: 3; ×7 non-lethal)

To the Lady Commander: "With your permission, we would be willing to confront and battle the goblins, for the safety both of the Fort and for all who travel through its surrounding area. Surely, safer roads mean better trade and more prosperity for your people? In this way, your resources might be conserved and your knights directed to other important matters, yet you still reap the benefits."

"And should we fail in this, you have not suffered loss, but indeed gained additional intelligence as to the strength of the goblins."

EDIT: I'm hopeful our 'face' will step in, but I'm working toward an "aid" Diplomacy.
Diplomacy(aa): 1d20 + 0 ⇒ (20) + 0 = 20

Silver Crusade

Male Ifrit Divine Hunter Paladin 3/Fighter (Archer) 2/Evangelist (Erastil) 2 hp 43/51 | AC 21 | FF 15 | T 16 | CMD 21 | Fort +14 | Ref +15 | Will +7 | Init +10 | Perception +14 | Sense Motive -3 | Movement 30ft | Darkvision 60ft | Suggested = melee, poison = 1 str dmg
Tracked Resources:
Wand of Cure Lt. 67/50, LoHs 3/6, S.C LoH (CL 4) 1/1, Burning Hands 1/1, Smite 2/2, Fire in the Blood 7/7, Reroll 1/1, Spells: 1/1

Sense Motive: 1d20 - 3 ⇒ (16) - 3 = 13

Braddon's:

Nar seems interested in the conversation, but has nothing really to add. While he believes Slavery to be a generally evil practice this indentured servitude and order imposed by the Hellknights seems to be at least somewhat less cruel. It certainly is a topic for thought, but without a firm position is not one he feels overly comfortable discussing with strangers

Will: 1d20 + 4 ⇒ (2) + 4 = 6
As Nar was only planning on telling the truth anyway, he is unconcerned with the spell being cast.

I was afraid of this, we've been directly asked about who sent us, do I say Zarta Dralneen or the Pathfinder Society? I know we discussed not dropping names, but I don't seem to have a way not to do so. I guess at least Zarta is also a Chelaxian with a title. "Thank you for meeting us Paralictor Drovust as well as you both Maralictor Drovust and Signifier Hast. I am Nar Ibn Saif and these are my companions Masao Sabaumi, Tico Marvillos, and Valya Sunrider. Yes, we have come to explore the Emerald Spire and have heard of it's defenses, we are hopeful that we will be able to contend with those defenses both increasing the safety of the region and our own ability to explore the Spire. We were sent here by the Chelaxian Ambassador in Absalom, Zarta Dralneen. To that end we were sent with some monies for the purchase of a license."

Diplomacy: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18 Includes the +2 from Sabi

I've also enjoyed the RP.


Aspenthar

Setting notes that might effect your approach: Zarta is no longer the Chelixian ambassador in Absalom nor associated with the Chelixian government. See spoiler below for more details, I've made it as spoiler light at possible.

Zarta's Story:
Zarta has many enemies, including certain other Chelixian nobles. One of them made a move to have Zarta eliminated, framing her for treason and having her imprisoned somewhere especially not nice.

Venture Captain Ambrus Valsin spent a lot of effort having Zarta rescued. With Zarta feeling betrayed by her own people she agreed to take a position with the Pathfinder Society running the Dark Archive. A place where the society catalogs and manages some of its more dangerous or diabolic artifacts.

Grand Lodge

Human (Tian-Min) Hydrokineticist 7 | AC 28 (t 16 ff 24) (Fortification 15%) CMD 18 | F+11 R+9 W+3 | Init +8 Perc +6 | HP 87 -21 burn/87 (Burn: 3; ×7 non-lethal)

The spell requires one to tell the truth. It does *not* require one to actually answer the question... Masao has been doing a great deal of avoiding, leading the conversation away from the very specific questions.

So, Nar, leave off that last sentence, and see if she notices.

Sabi pretends not to notice when Nar mispronounces his name, completely changing its meaning. It is a hard thing for foreigners.

Sovereign Court

Female Tiefling Ranger 7, hp 60/60, AC 29(30)|T 12|FF 27, F +7|R +7|W +5, Init +2, Perception +13 Darkvision 60 ft
skills:
disable device +12, knowledge (dungeoneering) +10, knowledge (local) +10, perception +13, stealth +12, survival +13

Brandon's :
It is a difficult thing to balance, this concept we talk about. Slavery versus indentured servitude. If the Hellknights were slave takers by force that would be one thing, but they seem to have law close to their philosophy, only condemning those that seem to deserve it. Is it not better for criminals to pay society back somehow with their labour rather than sit rotting and doing nothing in a jail cell with their food and lodgings paid for by society?

Valya debates openly and without malice or fervor, she is simply exploring the idea and seeing how the others think.

will v truth: 1d20 + 3 ⇒ (3) + 3 = 6

Thank you for granting us an audience Paralictor Drovust

She bows with respect

We come, as I'm sure many have before, to see if we can salvage anything of worth and value from the ancient site. As my friend indicates, we understand your rules about booty of value and adhering to the requirements of the writ of permission you might grant us

She indicates the small group

We hope to make our fortunes here, and any effort we do make to have an impact on the less law-abiding denizens of the surrounding area will indeed hopefully assist your own efforts

diplomacy(aa): 1d20 ⇒ 15

Silver Crusade

Male Ifrit Divine Hunter Paladin 3/Fighter (Archer) 2/Evangelist (Erastil) 2 hp 43/51 | AC 21 | FF 15 | T 16 | CMD 21 | Fort +14 | Ref +15 | Will +7 | Init +10 | Perception +14 | Sense Motive -3 | Movement 30ft | Darkvision 60ft | Suggested = melee, poison = 1 str dmg
Tracked Resources:
Wand of Cure Lt. 67/50, LoHs 3/6, S.C LoH (CL 4) 1/1, Burning Hands 1/1, Smite 2/2, Fire in the Blood 7/7, Reroll 1/1, Spells: 1/1

Ah, I see where the setting is coming in to her story. Cool. Also, to that end I made some edits to my prior post, but did not include Valya's aid, which bring the total to 20.


Aspenthar

The lady Commander responds

"Here is the thing, even if I am not sending my soldiers, you may rile up deeper dangers, ones that would threaten my town. Also what if you were fleeing a danger and approached town. I would of course send my soldiers out to defend you."

She sighs for a moment before continuing

"That said, Maralictor Dandru Wolfhelm wishes to use more of our resources to eliminate threats such as the Goblins of the Spire and Signifer Oritian Hast has been asking me to approve a mission for months. So to that end I am willing to offer you a letter of warrant for the purpose of exploring in and around the Emerald Spire and eliminating what threats to civilization lie there."

At this point Signifier Hast pulls out a contract for you to read.

Contract Summary:

A letter of warrant is a license from the lord commander authorizing the bearer and his company to “act in the interest of good order and keep the lady commander’s laws.”

That is generally construed as doing most of the things adventuring parties typically do—attacking outlaws, hunting monsters, surveying dangerous ruins, and investigating mysteries.

In return for a 1 year license you are expected to pay a 50gp fee, turn over 30% of recovered goods and report on actions taken.

The contact appears to be printed and non-negotiable.
The 50gp has been provided by Zarta and the 30% fee will not affect your PFS rewards

The Lady Commander and Maralictor Dandru Wolfhelm will take their leave having other business but Signifer Oritian Hast chat further.

He seems a bit more casual now that the Maralictor and Paralictor are gone. "I am glad you have come along, as a priest of Mephisopheles I am incredibly interested in the Spire, but have been unable before today to convince the Lady Commander to authorize an expedition, and I am getting a bit on my years to lead an expedition myself."

He smiles and continues
"While most people just see the goblins in old green ruins I strongly suspect that the bit above the surface is merely the top of an ancient Azlanti spire of immense power."

Silver Crusade

Male Ifrit Divine Hunter Paladin 3/Fighter (Archer) 2/Evangelist (Erastil) 2 hp 43/51 | AC 21 | FF 15 | T 16 | CMD 21 | Fort +14 | Ref +15 | Will +7 | Init +10 | Perception +14 | Sense Motive -3 | Movement 30ft | Darkvision 60ft | Suggested = melee, poison = 1 str dmg
Tracked Resources:
Wand of Cure Lt. 67/50, LoHs 3/6, S.C LoH (CL 4) 1/1, Burning Hands 1/1, Smite 2/2, Fire in the Blood 7/7, Reroll 1/1, Spells: 1/1

Sense Motive: 1d20 - 3 ⇒ (1) - 3 = -2

Kn. (religion): 1d20 + 4 ⇒ (7) + 4 = 11

Well, for a priest of the Crimson Son he seems like a pretty nice guy. "Thanks, we too are interested to see more of the Spire, but if you'll excuse us I think we need to get back to the inn before curfew."

I assumed I'd at least know the nickname for Mephistopheles with a DC 10, if there is anything else I might remember that would be awesome.

If other people want to RP with the Signifier, I'm not at all trying to prevent that, just getting in this comment for the end in case things go crazy for me for the next couple days.

Grand Lodge

Human (Tian-Min) Hydrokineticist 7 | AC 28 (t 16 ff 24) (Fortification 15%) CMD 18 | F+11 R+9 W+3 | Init +8 Perc +6 | HP 87 -21 burn/87 (Burn: 3; ×7 non-lethal)

Alas, ponders Masao, I should have expected that fates would give with one hand and take with the other. I have heard these Pathfinders and machinators of power would leave no room for some simple arbitrage. (In other words, of course the fee would be exactly what was provided. Heaven forbid Pathfinders actually get paid for their work.

"I thought the standard fee was 10%," Sabi mutters softly to no one in particular.

"So, Signifier," Sabi says, "Tell us more of these Azlanti. (And is there a library or other resource than can provide further knowledge?**) I've been told I have a good head for languages, and would very much like to learn more."

**I intend to take future ranks in Linguistics and learn Azlanti, so I'd better start studying.

"Also, what can you tell us of these goblins and their activities?"


Aspenthar

I think it's religion 15 to know tenants, 10 is enough to recognize the holy symbol and know the nickname. You do also happen to remember that he includes knowledge in his portfolio though.

Brandon:
He artfully steers the conversation back towards goods and services and other less charged subjects rather than get bogged down discussing the merits of slavery.

In regards to the Azlanti he recites some basic information "The Azlanti are now little more than a memory: an ancient, near mythical progenitor of all human civilization. The last true, pure-blooded Azlanti was one of the most famous humans of all time: the god Aroden. He dragged the Starstone from the depths of the Inner Sea at the beginning of the Age of Enthronement, and later became the patron deity of the greatest human empire in the Inner Sea region: Cheliax."

31 "I run the Chancery, center of magical knowledge, although the fees for non-Hellknights are steep, I would gladly open some doors for you, were you able to provide interesting information about the spire from within."

Goblins: "They are well organized, and some have been seen to ride oversized rodents. They seem unusually organized for goblins, so it wouldn't surprise me if some foul monster is commanding them."

As for the curfew "Ahh, one of the Lady Commander's little schemes. She has well armed new-comers scheduled for a late meeting. Too late to safely leave afterwards. I understand that rooms have already been set aside for you though. Considering her predecessor was assassinated, the paranoia is not entirely unfounded."

Signifier Hast will chat a bit longer, but will need to excuse himself shortly.

Accommodations are spartan but clean with each of you in a small room with a firm bed, a chamber pot and a wash basin.

Grand Lodge

Human (Tian-Min) Hydrokineticist 7 | AC 28 (t 16 ff 24) (Fortification 15%) CMD 18 | F+11 R+9 W+3 | Init +8 Perc +6 | HP 87 -21 burn/87 (Burn: 3; ×7 non-lethal)

"Well, a free room is a free room. Certainly no worry of stuff being stolen here."

Are there windows in the rooms? I'd like to get some idea of the number and frequency of patrols. Just because.


Aspenthar

The Citadel.

Although I suspect the artist missed the over 90 feet tall note.

Rooms have small windows facing the inner courtyard.

After spending an uneventful night, you are awoken at dawn by the sounds of practicing, marching and other military stuffs, coming the wide green field in front of The Citadel 30

You are however given a hearty, yet boring breakfast of goat stew (Quite heavy on the goat but fairly bland) for breakfast on long tables with other Hellknights.

They are not particularly chatty but are not especially unpleasant either.

It's easy enough to glance at a patrol schedule on the wall and make some educated guesses...
2-4 small squads patrolling the city at any given time with additional guards stationed here at the Citadel as well as the city gates. Exact frequency is harder to figure out but with at least 2 squads on patrol, it's going to be pretty frequent.

About 40 total Hellknights making their home here in the Citadel.

From the amount of influence Fort Inevitable has on the surrounding lands there must be more hellknights under Wolfheim and/or Hast's command that are not housed here.

None of the 3 higher ranking Hellknights are available, you guys are welcome to poke your noses around town some more or head off to the Emerald Spire.

Sovereign Court

Female Tiefling Ranger 7, hp 60/60, AC 29(30)|T 12|FF 27, F +7|R +7|W +5, Init +2, Perception +13 Darkvision 60 ft
skills:
disable device +12, knowledge (dungeoneering) +10, knowledge (local) +10, perception +13, stealth +12, survival +13

Valya runs an appreciative warrior's eye over the defences and layout of the citadel, and the professionalism of the forces that man it. She makes pleasant conversation with those Hellknights sitting near the party, asking after what any of them may have encountered whilst on patrol in the woods near the Spire.

As the party leave the citadel she speaks up

Well, we've been given the official stamp of approval, and there's no time like the present. I think we should drop our gear at the Helmed Lady and make a move to the Spire unless anyone has anything else they desperately want to be doing?

The ranger ensures her sword is loose in its scabbard and her shield is within reach, then heads off to the gate, ready to move out.

Grand Lodge

Human (Tian-Min) Hydrokineticist 7 | AC 28 (t 16 ff 24) (Fortification 15%) CMD 18 | F+11 R+9 W+3 | Init +8 Perc +6 | HP 87 -21 burn/87 (Burn: 3; ×7 non-lethal)

Sabi agrees with Valya. "We may as well be about it. I may come to wish for a clean town and fresh bed again soon, but there's something just a bit off here. It'll be good to get away.

Silver Crusade

Male Ifrit Divine Hunter Paladin 3/Fighter (Archer) 2/Evangelist (Erastil) 2 hp 43/51 | AC 21 | FF 15 | T 16 | CMD 21 | Fort +14 | Ref +15 | Will +7 | Init +10 | Perception +14 | Sense Motive -3 | Movement 30ft | Darkvision 60ft | Suggested = melee, poison = 1 str dmg
Tracked Resources:
Wand of Cure Lt. 67/50, LoHs 3/6, S.C LoH (CL 4) 1/1, Burning Hands 1/1, Smite 2/2, Fire in the Blood 7/7, Reroll 1/1, Spells: 1/1

Ready whenever you guys are. It's always good to be on the move

Liberty's Edge

Stuff:
Rod of Elemental Spell (Acid) 3/3; Wand of Bless 40; Wand of Cure Light Wounds 29; Holy Staff (scenario) 6; Aura of Heroism: 1 round left.
Male Human Cleric (Ecclesitheurge) 8 - HP 51/59 - Init +1 - AC (17) 14 | touch 11 | FF 13 (16) - CMD 16 - Fort +10 | Ref +6 | Will +16 - Perception +11 - Channel (3d6) 3/5 - Restorative Touch 10/10 - Touch of Glory 8/10

Back at Brandon's part 3:
Satisfied with Brandon's answer, Tico bids farewell from the good man and goes to the Lady Commander's refuge.

The cleric didn't told so much when they encountered with the Paralictor and her puppets, he just paid attention in their words, their gear and especially in the contract. Nothing more to add, he went to bed offered by the Hellknights.

In the day after, he woke and prepared himself to meet the others. "Alright, it's time to some action, buddies", he says indicating that he is ready to go to the Emerald Spire.

It seems that the encounter with the Lady Commander went too fast for me, but all being said and I had nothing to add.


Aspenthar

GM Dice:

3d100 ⇒ (23, 54, 91) = 168

Hopefully you've have more time to talk with her later as I suspect she'll be curious regarding at least some of your reports. If you ever want a bit more conversation with an NPC despite the game moving forward, feel free to use spoilers and we can potentially keep a couple threads going at once.

You head out of town through the Juliver Gate. 42 It seems similar in size and structure to the Mosswater gate that you entered yesterday.

You quickly turn north off of the 70 mile SE road to Juliver and pass by a particularly foul smelling building. 3

It quickly becomes apparent to you that this is a tannery. One fortunately built downwind from Fort Inevitable. Attached to the tannery is some pasture in which half a dozen laborers in poor condition appear to be tending to various sheep and goats.

It does not take much to tell that the laborer's here are slaves, and are not treated well.

Stopping by will merely get you sent away, apparently Drurn is in town today selling his wares and isn't expected to be back until late afternoon.

I have to go out for a few hours. I'll assume you guys continue on to your destination when I get back unless I hear otherwise.

Sovereign Court

Female Tiefling Ranger 7, hp 60/60, AC 29(30)|T 12|FF 27, F +7|R +7|W +5, Init +2, Perception +13 Darkvision 60 ft
skills:
disable device +12, knowledge (dungeoneering) +10, knowledge (local) +10, perception +13, stealth +12, survival +13

Glancing over the tannery and the people working there, Valya shrugs.

We can report their condition to the authorities, but we cannot take action ourselves. I especially recommend that whilst we are relatively untrusted newcomers we do nothing to rock the boat.

As the party nears the woods, Valya unstraps her shield and makes sure her pack and other gear is secured. She insists the others do the same and that each person is checked by at least one other.

Now is not the time to be complacent, five minutes spent now checking that your healing potion really is in your belt pouch could save your life in a few hours she gives by way of explanation.

Once everyone is ready, she leads the way towards the Spire.

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