Private: Elemental Evil (Inactive)

Game Master DoubleGold



DungeonMaster

You find yourself inside your cozy new home, when you get a knock at your door requesting service.
"Fellow hero, elements are at wack, cultists are everywhere, elemental beasts are acting up and every since Tiamat has been killed, a new threat has been on the rise. Do you accept and wish to know more?"


"You've come at an appropriate hour. My services are at your disposal. Tell me more of these beasts and the misalignment of elemental."Keldorn grabs his raiment while he speaks, removing off a bit of dust from his goggles before placing them over his eyes. As he listens to the response, he concentrates on his ki, covering his skin with protection (barkskin) and his form shimmers, taking on a more palatable version of his former self dressed in simpler garments(disguise self from western star ioun stone). Disguise 1d20 + 59 + 10 ⇒ (10) + 59 + 10 = 79


DungeonMaster

Are you disguising yourself right in front of him?
What do you hope to accomplish with that disguise?
Well, I don't know why or much, but the first area you want to start with is Red larch. They know lots of rumors, or if rumors don't concern you take to the Dessarin Road
Investigating the rumors will take 1d4 hours with a diplomacy check, dc 15 and one additional rumor for each result 10 above, or you can cut time by one hour, to a minimum of 1 for each result 15 above. 8 Pieces of info uncover


"If I am to walk among the common people, this guise will put them more at ease than my normal visage. I will head to Red Larch, then. It is better to be informed than travel in ignorance." Keldorn offers a cold smile.

Once in Red Larch, he spends some time (1d4 ⇒ 2 hours) questioning the locals. Diplomacy 1d20 + 62 ⇒ (14) + 62 = 76.


DungeonMaster

The Mira delegation was last seen in town of Beliard. You got this info from a carivan guard.
A dozen beautiful old books written in Dwarvish showed up in the cargo of a shady keelboat skipper in Womford. This info came from a shopkeeper.
Four new graves-simple rock cairns, really--have appeared on a windswept hilltop of Sumber Hills, a few miles outside town. This was discovered by a shepherd.
An Amnian merchant heading north on the Long Road stopped in Thorsk Thelorn's workshop for a wagon repair. He knows the direction to Scarlet Moon Hall.
Neshor Fleurdin, proprietor of the Watchful Knight inn, spoke with the delegation leaders and learned these leaders plan to head south on the Dessarin Road. Then to Summit Hall to return the body of a knight slain in the North
A strange monk wearing a golden mask was spotted. He left before the delegation set out and hasn't been back since. He was watching the folks.
5 warriors in sky-blue armor were spotted flying on giant vultures on the Dessarin road. Then they went into the direction the Delegation traveled. You hear this story from a drunk who enjoys telling this story, yet he tells it so well with only a minor slur.


The new graves sound likely to contain clues. Keldom considers. But they are not time-bound as the delegation seems, what with the strangers pursuing them. Since I am unbound by gravity and terrain, perhaps I can catch up.

He takes to the sky to try to catch up to the delegation or at least the pursuers.


DungeonMaster

I'll update this tomorrow evening, Paizo was acting up all day today and I'm busy all afternoon.


Ok


DungeonMaster

Keldom see 3 cultists on 3 vultures
init: 4 + 1d20 ⇒ 4 + (6) = 10 of enemies
Oh, look a lone recuer


"Rescuer? I assume that means you intend harm towards the caravan you pursue. I could allow it, but the one of you who survives will have to convince me."

Initiative 1d20 + 17 ⇒ (4) + 17 = 21

Casts Mass Icy Prison, Targeting all the vultures and their riders individually. DC 38 Reflex or helpless, entangled on failed save, 20 points of cold damage per round either way, 20 minute duration.


DungeonMaster

Keldom casts an icy prison on everything and the all fail, causing cultists to fall off their vultures and vultures to plumet to ground These are low level creatures for warm up, they can't save.
Everything dead and frostbitten on the ground.


Keldom flies down and examines the bodies for any signs of who sent them (their clothing, any papers they might be carrying, etc.) He briefly considers raising one from the dead to question it, but then dismisses the thought.


DungeonMaster

The paizo site has been down for a week, but I'm willing to continue if you are


Yes, let's roll on. Thanks.


DungeonMaster

Keldom see no sign of where they are from, just that they are elemental cultists at large as a group, and he can tell where they were headed, if he wishes to go that way. They were following someone and you stopped it.


DungeonMaster

Paizo continues to crash, game canceled. I just want to get through my SFS and PFS games now.

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