Age of Ashes - A Grand Tour of the Inner Sea (Inactive)

Game Master Luke_Parry

MAPS

Loot Sheet

Hero of Breachill - 5% Discount
Friend of the Ekujae
Hero of Kintargo
Honorary Citizen of Kovlar - Free training with a Guild for 10 years
Favored by the Pactmasters of Katapesh


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Sovereign Court

Satla is quite happy to try Shadow Walking, especially since it will be an entirely new experience for her!

-----------

The journey to Katapesh goes smoothly.

Soon after you arrive in the city, Satla leads you to the Inner City’s Golden Oasis, the last of the city’s surviving oases. After a few minutes’ haggling, Satla secures several rooms invites you to rest for whatever lies ahead, while she calls on local friends for intelligence.
ultimately the same.

The following morning...

Satla’s face sags slightly from too little sleep and too much difficult news. “Let’s start with the good news: I’ve learned where Benneb and his associates ended up.” She nods nervously. “All right, that’s all the good news; let’s move on to the bad. The Scarlet Triad abducted them and brought them into Katapesh as slaves. You can’t enslave anyone in the city of Katapesh itself, but anyone enslaved outside and brought in remains a slave by law. Benneb isn’t the only one. The open secret’s that the Scarlet Triad also abducted and enslaved Exavisu Kerndallion, head of Katapesh’s Jewelers’ Guild—sounds like she turned down a morally dubious contract from the Scarlet Triad, and her enslavement is retaliation.”

Satla’s voice shakes with anger, but she visibly deflates before continuing. “Worst of all, the Scarlet Triad’s untouchable. I mean, they operate openly out of the Red Pyramid, but because they function as a legal and legitimate consortium—and have done so for decades—they’ve got the Pactmasters’ protection. Attack the Scarlet Triad, and you’ve basically attacked the city. You’re tough, but that’s not a fight you can win.

But we have options. Every month, there’s a Council of Guilds where all of the major trade organizations gather, vote on new policies, punish misdeeds, and revoke charters. That’s our in—if we can disgrace the Scarlet Triad, get their charter revoked, then anything that happens to them is on their heads and the Pactmasters won’t retaliate. Seems simple, right? The trouble’s that nearly all of the guilds currently support the Scarlet Triad, are under their thumb, or don’t want to risk retaliation from them. If we can convince the guilds to stand against the Scarlet Triad, though? At that point, even the Pactmasters would rescind their protection... or maybe even expel the Scarlet Triad entirely.”


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Jean-Pierre nods.

"Sounds like a plan. How much time do we have until the next Council meeting?"

Sovereign Court

The Gnome smiles.

"Fantastic! Now, the last meeting just happened, so we have a full month to prepare for the next one."

Jean-Pierre: 1d20 + 19 ⇒ (18) + 19 = 37.

Jean-Pierre easily recalls that there are 14 Major Guilds (not including the Scarlet Triad)...

ASPIS CONSORTIUM - Deception, Guild Lore, Intimidation, Mercantile Lore

CARPENTER’S GUILD - Crafting, Guild Lore, Intimidation

FARMERS’ UNION - ?

FLESHMONGER FEDERATION - Diplomacy, Guild Lore, Society

FRATERNAL ORDER OF THE ANVIL - ?

GLADIATORS’ GUILD - ?

GUILD OF BAKERS AND BUTCHERS - Butchering Lore, Cooking Lore, Crafting,
Diplomacy, Guild Lore

GUILD OF STREET SWEEPERS AND DUNG CARTERS - Athletics, Guild Lore, Society

IMPERIAL UNION OF BREEDERS - ?

JEWELERS’ GUILD - (Need to rescue their leader!)

LEAGUE OF PESHMONGERS - ?

LEAGUE OF UPRIGHT BARRISTERS - Deception, Guild Lore, Legal Lore, Society

ORDER OF ALCHEMISTS AND POTION MAKERS - Arcana, Crafting, Guild Lore, Nature

POISON MAKERS’ GUILD - ?

-----------------------

Tasks that you can complete to try and help your situation:

BUILD CONNECTIONS
You dedicate a day to making friends in high places, typically by inviting yourself to parties, performing small favors to be repaid later, and generally projecting an aura of confidence and capability. Attempt a Crafting, Diplomacy, Performance, or appropriate Lore check. The result determines the impact of your efforts.

HOST EVENT
You dedicate a day to planning and hosting a special event, such as a feast, a small festival, or a public performance. Doing so requires an expenditure of 250 gp. Attempt a Diplomacy, Performance, Society, or appropriate Lore check. The result determines the impact of your efforts. You gain a cumulative +1 circumstance bonus to this check (maximum +4) for each additional 250 gp you spend on the event.

INFLUENCE GUILD
You dedicate a day to befriending members of a particular guild, assisting the organization, and convincing the guild members not to support the Scarlet Triad. Attempt a DC 34 skill check tied to one of the organization’s favored skills.

INVESTIGATE THE SCARLET TRIAD
The Scarlet Triad’s influence in Katapesh is deep and potent. As a result, attempts to Gather Information about the Scarlet Triad take much longer than normal, requiring a full day of downtime per attempt.

SEEK UNUSUAL ITEMS
It’s said that everything is available in Katapesh. You can spend a day seeking out a specific Uncommon or Rare item, with Diplomacy, Society, or appropriate Lore check (a critical success is necessary for a Rare item).

Balls in your court!


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Day 1:

Jean-Pierre decides to ask around...

Gather Information: 1d20 + 24 ⇒ (11) + 24 = 35.
Gather Information: 1d20 + 24 ⇒ (20) + 24 = 44.

Sovereign Court

Jean-Pierre learns the following:

The Farmer’s Union has had a distasteful protection racket forced on it by the Scarlet Triad. Farmers carting in their harvests—particularly on Firedays, when the grocer stalls are especially busy— speak in hushed tones about how little profit they’ve made after paying off the Scarlet Triad, and how they doubt the group would even lift a finger if anything
truly threatening attacked. A few even hazard that the only thing keeping the Scarlet Triad from robbing farmers outright is that they’re already doing so legally.

Recently, news also spread of strange and frightening fire-breathing monsters that began attacking farmer caravans to the northwest, further threatening the Farmers’ Union. Despite being paid to protect these shipments, the Scarlet Triad has done nothing, infuriating union leaders.

Consequently, the Farmers' Union might have a Task for you...

Eminent metallurgist Mekrem Oagli recently fell into bankruptcy following poor business and his expulsion from the Fraternal Order of the Anvil. Some believe his downfall was engineered by the Scarlet Triad for nefarious purposes. Mekrem is now living on the streets with his daughter.

Consequently, he may have a Task for you...

Jean-Pierre also learns that the Scarlet Triad is holding a party 16 days from now, at which they plan to auction-off some 'highly specialised slaves, skilled in fine metalwork' (which undoubtedly includes the missing Guild representative).

Once you start investigating that further, there may be additional tasks...


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Day 2:

Jean-Pierre gathers further information...

Gather Information: 1d20 + 24 ⇒ (11) + 24 = 35.
Gather Information: 1d20 + 24 ⇒ (20) + 24 = 44.

Sovereign Court

Jean-Pierre learns the following:

The Gladiators’ Guild is among the Scarlet Triad’s staunchest allies—no wonder, considering the Scarlet Triad engineered the overthrow of the former guildmaster and installation of a new, subservient leader, Bshez “Sand Claws” Shak. She has hosted increasingly deadly battles that distract viewers from the Scarlet Triad’s exploitation and have killed off several rivals within the Gladiators’ Guild. It is possible that a powerful and popular gladiator could challenge and overthrow Bshez, thus taking over the guild. Arena events occur every Toilday and Sunday.

Another 'Task' unlocked!

For more than a year, the Imperial Union of Breeders has tried to capture a magnificent wild camel known as Duneshadow. The guildmaster, Aldane Zulran, is especially interested and might offer a boon to anyone who brings him the beautiful animal alive and unharmed.

Task Unlocked!

A bumper crop of pesh has threatened to flood the market and drive down prices, but the League of Peshmongers has attempted to restrict supply artificially. The Pactmasters seem displeased by this maneuver and have warned of consequences if the League doesn’t abandon this strategy...

Task Unlocked!

Jean-Pierre thinks he has exhausted the 'rumour mill' for the moment.


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Jean-Pierre starts throwing ridiculous parties...

Dropping 1250gp per event.

Day 3:
Diplomacy: 1d20 + 24 + 4 ⇒ (20) + 24 + 4 = 48.
Diplomacy: 1d20 + 24 + 4 ⇒ (8) + 24 + 4 = 36.

Sovereign Court

Jean-Pierre reckons that he has made a good impression!

Pick two Guilds to have influenced. You have a +2 bonus on Influence checks for the next 3 days.


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Barristers and Alchemists.

Day 4:

Jean-Pierre focuses upon the Barristers.

Deception: 1d20 + 25 + 2 ⇒ (12) + 25 + 2 = 39.
Deception: 1d20 + 25 + 2 ⇒ (5) + 25 + 2 = 32.
Deception - Hero Point: 1d20 + 25 + 2 ⇒ (7) + 25 + 2 = 34.

Sovereign Court

Jean-Pierre feels that he has swayed the Guild of Barristers to vote against the Triad!


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Day 5:

Jean-Pierre focuses upon the Alchemists.

Nature: 1d20 + 21 + 2 ⇒ (8) + 21 + 2 = 31.
Nature: 1d20 + 21 + 2 ⇒ (3) + 21 + 2 = 26.

Sovereign Court

Jean-Pierre makes no head-way...


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Frowning, Jean-Pierre tries again...

Day 6:

Jean-Pierre focuses upon the Alchemists.

Nature: 1d20 + 21 + 2 ⇒ (17) + 21 + 2 = 40.
Nature: 1d20 + 21 + 2 ⇒ (1) + 21 + 2 = 24.
Nature - Hero Point: 1d20 + 21 + 2 ⇒ (13) + 21 + 2 = 36.

Sovereign Court

Now having gotten a better feel for the Guild, Jean-Pierre is better able to sway them, but they are still not *quite* convinced.


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Jean-Pierre decides to hold another pair of ridiculous banquets...

Day 7:

Diplomacy: 1d20 + 24 + 4 ⇒ (13) + 24 + 4 = 41.
Diplomacy: 1d20 + 24 + 4 ⇒ (11) + 24 + 4 = 39.

Targeting the Alchemists, and the Street-sweepers.

Sovereign Court

Jean-Pierre feels that he has wooed the Alchemists' to his way of thinking, and has started to make headway on the Street-sweepers.

You also have +1 on your checks for tomorrow.


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Day 8:

Jean-Pierre shifts focus to lobby the Aspis!

Deception: 1d20 + 25 + 1 ⇒ (13) + 25 + 1 = 39.
Deception: 1d20 + 25 + 1 ⇒ (5) + 25 + 1 = 31.
Deception - Hero Point: 1d20 + 25 + 1 ⇒ (18) + 25 + 1 = 44.

Sovereign Court

Although initially a bit reticent, Jean-Pierre feels that he has started to make significant headway with the Consortium, although it is still an uphill battle...

I.e., they still have a *lot* of support...


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

With a sigh, Jean-Pierre holds another round of parties...

Day 9:

Diplomacy: 1d20 + 24 + 4 ⇒ (14) + 24 + 4 = 42.
Diplomacy: 1d20 + 24 + 4 ⇒ (12) + 24 + 4 = 40.

Focusing on the Street-sweepers.

Sovereign Court

The constant round of banquets seems to be having an effect...

Almost there!

Have a +1 on checks for tomorrow.


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Day 10:

Jean-Pierre starts working on the Bakers.

Society: 1d20 + 24 + 1 ⇒ (17) + 24 + 1 = 42.
Society: 1d20 + 24 + 1 ⇒ (4) + 24 + 1 = 29.

Sovereign Court

Jean-Pierre makes some headway.


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Day 11:

Jean-Pierre hosts some more parties!

Diplomacy: 1d20 + 24 + 4 ⇒ (4) + 24 + 4 = 32.
Diplomacy: 1d20 + 24 + 4 ⇒ (15) + 24 + 4 = 43.

Sovereign Court

Jean-Pierre finishes convincing the Street-sweepers, and, capitalising on his connections with the Bakers, continues to sway them.

+1 on your checks tomorrow.


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Day 12:

Jean-Pierre goes in for the kill on the Bakers' Guild!

Diplomacy: 1d20 + 24 + 1 ⇒ (10) + 24 + 1 = 35.
Diplomacy: 1d20 + 24 + 1 ⇒ (14) + 24 + 1 = 39.


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Day 13:

Jean-Pierre goes back to working on the Consortium.

Deception: 1d20 + 25 ⇒ (11) + 25 = 36.
Deception: 1d20 + 25 ⇒ (20) + 25 = 45.

Sovereign Court

Jean-Pierre continues to make significant headway on the subject of convincing the Consortium to abandon the Triad, but they are still not quite convinced...


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Day 14:

Jean-Pierre keeps working on the Aspis!

Deception: 1d20 + 25 ⇒ (1) + 25 = 26.
Deception - Hero Point: 1d20 + 25 ⇒ (7) + 25 = 32.
Deception: 1d20 + 25 ⇒ (10) + 25 = 35.

Sovereign Court

Jean-Pierre makes a little headway...


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Day 15:

Growing a little frustrated with their stubbornness, Jean-Pierre nevertheless keeps at it!

Deception: 1d20 + 25 ⇒ (10) + 25 = 35.
Deception: 1d20 + 25 ⇒ (15) + 25 = 40.

Sovereign Court

Jean-Pierre feels that he has almost finished the job!

At this point, Satla comes up to you, quite agitated.

"The auction is tomorrow; do you have a plan for how to get everyone out?"

You can attempt up to four of these 'leg-work' tasks:

CONTACT STEEL FALCONS - Andoran Lore, Diplomacy, Society

FORGED DOCUMENTS - Society

GATHER INFORMATION - Diplomacy

SECURE DISGUISES - Crafting, Deception, Performance, Society

SECURE INVITATION - Diplomacy, Society

SCOUT THE FACILITY - Perception, Society, Stealth


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Damn...

"Of course! I'll get right on it..."


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Day 16:

Jean-Pierre then does exactly that!

Contact Steel Falcons - Diplomacy: 1d20 + 24 ⇒ (12) + 24 = 36.
Secure Invitation - Diplomacy: 1d20 + 24 ⇒ (20) + 24 = 44.
Secure Disguises - Deception: 1d20 + 25 ⇒ (7) + 25 = 32.
Secure Disguises - Deception (Hero Point): 1d20 + 25 ⇒ (10) + 25 = 35.
Scout the Facility - Stealth: 1d20 + 31 ⇒ (16) + 31 = 47.

Sovereign Court

Jean-Pierre makes contact with the Steel Falcons. They’re eager to combine forces with a powerful operative like Jean-Pierre in the name of liberating the oppressed, and they can provide information about the upcoming auction:

Specifically, that while nobody knows where Exavisu Kerndallion and her enslaved colleagues are, a private auction has been scheduled for the
evening of 16 Neth, to be held at the Bhetshamtal Estate in Katapesh’s Inner City. Invitations are nearly impossible to come by, and the audience is expected to include a large number of extraplanar bidders. Exavisu is among the slaves up for sale. Shipments into and out of the
estate suggest preparations are already underway for the exclusive event, and the slaves are likely being kept off-site until the event begins.

In addition, the Steel Falcons grant you 1 Edge Point, which can be used to turn a failure into a success.

Jean-Pierre also finds an invitation-holder and convinces them to give away the invitation for free.

You gain 1 Edge Point.

Jean-Pierre, after a bit of umming and aahing, manages to come up with a suitable disguise.

You gain 1 Edge Point that you can use for maintaining a cover identity.

Finally, Jean-Pierre spends part of the day observing the Bhetshamtal Estate, recording patrols, noting escape routes, and creating a mental map.

This grants you 1 Edge Point that can be used for sneaking through or navigating.

----------------------------

Finally, it is time for the soiree!

To infiltrate successfully, you need to succeed at two of the following:

BLEND IN - Deception, Society, or Stealth.

BREAKING AND ENTERING - Acrobatics, Athletics, Nature, Stealth, or Thievery

CUNNING DISGUISE - Deception

SMUGGLED - Stealth


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Jean-Pierre attempts to break in...

Thievery: 1d20 + 30 ⇒ (9) + 30 = 39.

...and then attempts to blend in with the other guests.

Stealth: 1d20 + 31 ⇒ (3) + 31 = 34.
Stealth - Hero Point: 1d20 + 31 ⇒ (14) + 31 = 45.

Sovereign Court

Jean-Pierre: 1d20 + 30 ⇒ (2) + 30 = 32.

Jean-Pierre manages to sneak in, without any difficulty.

However, you still need to navigate its interior, find the slaves, and break them free!

The interior has about a dozen guards and servants, all of whom are keeping watch and performing last-minute preparations before the auction occurs.

To reach the prisoners, you need to do the following:

DEADLY TRAPS (2 successes) - Arcana or Thievery

FIND THE CELLS (3 successes) - Architecture Lore, Perception or Survival

LOCKED DOORS (2 successes) - Athletics or Thievery

Following that, you need to:

BREAKING THE CHAINS (2 successes) - Athletics or Thievery

(You can also, at that point, try to:

LOOT THE VAULTS (2 successes) - Arcana, Perception or Thievery)


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

With practiced skill, Jean-Pierre deals with the traps...

Thievery: 1d20 + 30 ⇒ (14) + 30 = 44.
Thievery: 1d20 + 30 ⇒ (13) + 30 = 43.

...then starts looking for the cells...

Perception: 1d20 + 30 ⇒ (1) + 30 = 31.
Perception - Hero Point: 1d20 + 30 ⇒ (11) + 30 = 41.
Perception: 1d20 + 30 ⇒ (2) + 30 = 32.
Perception: 1d20 + 30 ⇒ (2) + 30 = 32.

Spending 2 Edge...

He then tries to deal with the doors...

Thievery: 1d20 + 30 ⇒ (1) + 30 = 31.
Thievery: 1d20 + 30 ⇒ (20) + 30 = 50.

Spending 1 Edge...

...before finally breaking the chains.

Thievery: 1d20 + 30 ⇒ (11) + 30 = 41.
Thievery: 1d20 + 30 ⇒ (13) + 30 = 43.

Deciding that he has already had a lot of trouble, he decides to do the job he came here for, rather than stopping for some petty looting.

Sovereign Court

Unfortunately...

THAT’S NOT EVERYONE - The enslaved members of the Jewelers’ Guild were not all kept in one place! You need to repeat either the Break the Chains or Locked Doors Obstacle a second time...


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Cursing, Jean-Pierre goes to break out the other group.

Thievery: 1d20 + 30 ⇒ (10) + 30 = 40.
Thievery: 1d20 + 30 ⇒ (2) + 30 = 32.
Thievery - Hero Point: 1d20 + 30 ⇒ (13) + 30 = 43.

Sovereign Court

Jean-Pierre eventually manages to open the locked door...

...but just as he is getting ready to flee, he bumps into a staff member!

DO I KNOW YOU? - Deception, Diplomacy, Performance or Stealth


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Jean-Pierre tries to disappear!

Stealth: 1d20 + 31 ⇒ (17) + 31 = 48.

Sovereign Court

Time to flee!

LOCKED DOORS (2 successes) - Athletics or Thievery

BREAKING AND EXITING - Acrobatics, Athletics, Nature, Stealth, or Thievery


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Getting increasingly agitated, Jean-Pierre does his best to evac as quickly as possible!

Thievery: 1d20 + 31 ⇒ (2) + 31 = 33.
Thievery - Hero Point: 1d20 + 31 ⇒ (17) + 31 = 48.
Thievery: 1d20 + 31 ⇒ (18) + 31 = 49.

Thievery: 1d20 + 31 ⇒ (4) + 31 = 35.

Sovereign Court

Once you have escaped Bhetshamtal Estate and made it a safe distance away, Exavisu Kerndallion thanks you, and directs you to nearby friends who can cover their trail and get her back to the Jewelers’ Guild.

By the next day, Exavisu convenes with her relieved guild colleagues and begins a whisper campaign to spread word of the Scarlet Triad’s misdeeds—but quietly enough not to make her a target for further attacks. She contacts you to arrange a meeting as soon as possible. Once you arrive, you are welcomed to a cool meeting room holding refreshments, Exavisu, and four of her senior colleagues. She thanks you for the rescue, rewarding you with several of the guild’s finest gems in felt-lined box: The Thuvian Star, an egg-sized, rose-hued, and otherwise flawless star sapphire worth 5,000 gp, as well as an additional 3,000gp of assorted cut gems. With that resolved, she explains what she experienced in captivity.

“When Uri—Uri Zandivar, head of the Scarlet Triad—came to me wanting my best jewellers to immediately begin work on a secret project off-site that he wouldn’t explain, I refused; I wasn’t subjecting my people to ambiguous work orders. He didn’t take it well, but I considered the matter closed. A week later, family business called me out to Solku. On my way back, I was ambushed by Scarlet Triad agents!

They smuggled me back into the city and took me into the Red Pyramid before bagging my head, but I could tell that we went a fair way underground—further than the public areas of the pyramid we all know about. When they removed the hood, I was in a windowless, high-ceilinged workshop built around a supernatural forge. Along with my captured colleagues, we learned that we were slaves—slaves!—and were forced to toil at rebuilding a strange orb out of shards of golden crystal, as well as fashioning replacements for any missing sections. There were so many concave pieces, I was pretty sure we were making a sphere, roughly head-sized, but the work was frustratingly difficult, as if the shards wanted to stay broken!

Every day, spellcasters would come in to examine our work and provide more instructions. Uri stopped by a few times to gloat but otherwise stayed out of our way. He called our work his ‘little contingency,’ and when I prompted him for anything more, he insisted the world would burn if I failed, and then he laughed and added that otherwise it would burn only at his command. After about two weeks, we were done. The result was indeed a golden sphere, as I predicted—with roughly two-thirds of its original pieces. And with that, I guess our usefulness was done. We were to be sold off... or erased!”

Oddly enough, she promises to side with you at the next Council meeting ;-)

Jean-Pierre: 1d20 + 19 ⇒ (15) + 19 = 34.


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Jean-Pierre nods.

"That is... troubling. I am sure that I will look into it..."

Day 17:

Jean-Pierre keeps working on the Consortium!

Deception: 1d20 + 25 ⇒ (4) + 25 = 29.
Deception: 1d20 + 25 ⇒ (2) + 25 = 27.

Sovereign Court

Jean-Pierre doesn't manage to capitalise upon his growing influence with the Consortium.


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Day 18:

Jean-Pierre tries again!

Deception: 1d20 + 25 ⇒ (9) + 25 = 34.
Deception: 1d20 + 25 ⇒ (6) + 25 = 31.

Sovereign Court

Jean-Pierre finally manages to convince the last hold-outs in the Consortium to sever ties with the Triad.


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Day 19

Jean-Pierre throws another pair of massive parties, this time targeting the Carpenters' Guild!

Diplomacy: 1d20 + 24 + 4 ⇒ (17) + 24 + 4 = 45.
Diplomacy: 1d20 + 24 + 4 ⇒ (14) + 24 + 4 = 42.

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