Redelia's Wardens of the Reborn Forge (Inactive)

Game Master Redelia

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Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

"Well met, Syckar."
Arcturus holds up a hand in greeting, then continues,
"Obviously we're not here to cause any trouble. Is there any way you could tell your clan of sabosans that we mean no harm and to allow us to pass through their areas unharmed?"

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

Ranalus hangs back and observes. He is not too sure what to make of druids in the Mana Wastes.


Venture Lieutenant, Play by Post (online)

Syckar nods to Arcturus, explaining that he and his followers will be leaving the area right after this conversation, since their job has clearly gone wrong.

He explains that he does not know very much about his employer. His employer is a member of the High Council, but he does not know his name. He does provide you with a note (see slides for the note) and a gun from his employer. know:local check, please, to know more about the gun

He tells you that the nearby facility of Megator Facient is run by a hill giant named Hrugor Gurstweld, who uses guns. He warns you that Hrogar is likely to shoot first and talk later, if anyone survives. Hrogar has an arm that was amputated and replaced by a large gun.

As he explains the project, the Karggat Mine was the source of eidete ore. The Sultur Mill Outpost, where you are now, is where experiments on altering the Brass Guardians were conducted. Megator Facient nearby is where brass guardians were summoned using something called a 'quake cannon,' clearly an artifact of some kind. There, the guardians' programming was altered with the eidete and then they were sent out to cause havoc and destroy Eliza Baratella's credibility.

anything else you discuss or ask?

Sovereign Court

f LG tiefling Paladin 14 | HP 100/100 | AC 24 T 14 FF 20 | CMD 29 | F+16 R+14 W+15| Init +5 | Perc +22 | See in Darkness | LoH 11/11 | Bond 2/3 | Smite 5/5 | Haste 10/10 | Corruption Resistance | Fortification 75%

Local: 1d20 + 20 ⇒ (1) + 20 = 21

Hmm. Arush looks thoughtfully at the gun. I've always preferred bows. I don't know anything about it.

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

Ranalus looks at the gun briefly, but is not very interested in it.

Lacks Knowledge (Local).

"I suppose we must head to this Megator Facient. Which is guarded by this Endermere thing. A construct, it sounds like from the letter. As well as this gun-loving hill giant Hrugor."


Venture Lieutenant, Play by Post (online)

Arush cannot tell anything from the gun. Anyone who looks closely notices that it contains a seal that looks like the one on the letter you found earlier at this outpost.

anyone else can try knowledge:local to see more about the gun, or knowledge:nobility to recognize the seal.

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

"Oh! I've adventured with a gun fighter or two in the past. That's a really neat gun. May I see it?" he asks excitedly.
Is it a rifle or pistol?

Not knowing much about guns, he holds it up into the air and looks into the barrel like it's a telescope to see what's inside.
"Such a marvelous contraption."

Arcturus notices a seal on the gun right before he's about to pull the little trigger-thingy as he waves it around.
"Hey. What's this stamp on here?"
Knowledge: Nobility: 1d20 + 0 ⇒ (13) + 0 = 13
Class skill but no ranks. Heh. Lucky 13.

Sovereign Court

f LG tiefling Paladin 14 | HP 100/100 | AC 24 T 14 FF 20 | CMD 29 | F+16 R+14 W+15| Init +5 | Perc +22 | See in Darkness | LoH 11/11 | Bond 2/3 | Smite 5/5 | Haste 10/10 | Corruption Resistance | Fortification 75%

So, there's also a seal. Let me think about it. These lines, hmm...
Nobility: 1d20 + 20 ⇒ (7) + 20 = 27


Venture Lieutenant, Play by Post (online)

Arush knows the seal is the same as one found and identified earlier.

At this point, you have three pieces of evidence, and are pretty sure that Minister Aredil Sultur is the one behind this mess.

The sabosans leave, and you know you are done exploring Sultur Mill Outpost.

OK, where now, team? Do you go to Megator Facient, or back to Alkenstar to report?

Scarab Sages

HP:129/129 +X temps | AC: 26/26 (17T/19/23FF) | Fort +175, Ref +22, Will +12, +5 resistance vs. enchantment | Initiative: +11 | CMB: 17/19 | CMD: 34/36 | Perception +26, Trap Spotter 10' | Sense Motive +13 Rogue(Scout) 12/Slayer 1/Fighter 1

Can't beat Arusgh's role but might assist it, or get something different with the different skill.

Slash discusses firearm makers marks with his Paladin friend, recalling quite a bit about who makes which weapons.

Knowledge (local), assist: 1d20 + 5 ⇒ (19) + 5 = 24


Venture Lieutenant, Play by Post (online)

Slash knows this gun was crafted at the Gunworks; it's really unusual that a gun made there is in the hands of someone not from Alkenstar) and that it was made for a member of Alkenstar's nobility.

Sovereign Court

f LG tiefling Paladin 14 | HP 100/100 | AC 24 T 14 FF 20 | CMD 29 | F+16 R+14 W+15| Init +5 | Perc +22 | See in Darkness | LoH 11/11 | Bond 2/3 | Smite 5/5 | Haste 10/10 | Corruption Resistance | Fortification 75%

To Megator Facient then. Let's put an end to atrocities at all levels. First we will clean up all this vile manufacture and then we will go after the corrupt minister.


Venture Lieutenant, Play by Post (online)

The adventure assumes you go to Megator Facient, but what's most consistent with your mission is to return to the city. It will work out fine either way. I don't thing the adventure writers thought anyone was likely to make the checks to figure everything out this early.

Sovereign Court

f LG tiefling Paladin 14 | HP 100/100 | AC 24 T 14 FF 20 | CMD 29 | F+16 R+14 W+15| Init +5 | Perc +22 | See in Darkness | LoH 11/11 | Bond 2/3 | Smite 5/5 | Haste 10/10 | Corruption Resistance | Fortification 75%

We have no reason to believe that if we go to the Megator, then this minister will have time to escape or, for example, something very bad will happen, right? If we have time, then go there, if not, then rather to the city to denounce the criminal.


Venture Lieutenant, Play by Post (online)

The minister who gave you the assignment tells you 'time is of the essense. How you interpret that is up to you. I don't want to take away your ability to make a decision here.

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

Hmm. However, if we go back to the minister first, maybe they'll give us some items (magical or otherwise) to aid us in taking out whatever is at the Megator place. Decisions, decisions.

Scarab Sages

male Wizard 9/Lore 5 | HP 87| AC 15/19; Touch 14; FF 14 | F +12; R +9; W +14 | CMB+6; CMD 21 | Speed 20 ft | Init +1 | Perc +2 | Stealth: +1 Wizard 9/Lore 5

sorry I missed we were back. I say go to the minister. Will a craft check give us more on the gun or Know local?

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

Do we get to keep the gun? Is it a rifle or a pistol?


Venture Lieutenant, Play by Post (online)

It's a pistol, and yes, he's letting you take it as evidence.

I'll wait a bit more in case anyone else has thoughts on where to go next. Probably about 12 more hours, because that will have given everyone 48 hours to give an opinion since I asked what next.

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

Ranalus is fine with either option.


Venture Lieutenant, Play by Post (online)

OK, I'm going to push forward and go with what seems to be the slight preference of the group and say you return to Alkenstar.

Returning to Alkenstar, the aids in Minister Baratella's office encourage you to head to the High Parliament, which is in emergency session. Evidently, the mess with the brass guardians is bad enough there's an emergency session just about every evening.

When you approach the High Parliament, the guard at the entrance listens to your request, and immediately allows you to enter because you mentioned Minister Baratella's name and have evidence that you carry as to what is going on.

Once you are inside the Hall of Administration, you find two rows of seats for the ministers surrounding a central stage for whoever is speaking. A rather grizzled old man who now stands on the stage moves aside to make room for you and gruffly tells to either state your case for what is going on with the Brass Guardians or leave.

This is a really important, climactic encounter resolved by a diplomacy check. Please roll your check (or aid), explain what you say, and make clear any evidence that you refer to or display. It is to your benefit to let one character make the check and everyone else aid it.

Sovereign Court

f LG tiefling Paladin 14 | HP 100/100 | AC 24 T 14 FF 20 | CMD 29 | F+16 R+14 W+15| Init +5 | Perc +22 | See in Darkness | LoH 11/11 | Bond 2/3 | Smite 5/5 | Haste 10/10 | Corruption Resistance | Fortification 75%

If "time is of the essence" then of course my character is for a speedy return too. Thanks!

My respects to all those gathered. My colleagues and I were hired to deal with the situation that brought us all to this meeting today. Except for one of us, we are not citizens of this country and I think that's partly why we were brought in to investigate. Our opinion is impartial.

Then Arush describes in detail the places we visited and consistently shows the evidence, not directly pointing to the culprit, but giving members of Parliament to draw conclusions. She points to the emblems found in several places, all the notes and so on. She reproduces the oral testimonies of eyewitnesses (the cultist leader and that druid, for example) and the descriptions they gave.

Diplomacy: 1d20 + 24 ⇒ (20) + 24 = 44

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

With the pistol and letter from Sycar in hand, Arcturus submits his evidence. He asks to see any official handwritten papers that Minister Sultur may have on hand. He asks the council members to compare the handwriting on the note addressed to Sycar with the Minister's personal papers. He explains that Sycar belongs to a race called Sabosan, an intelligent and evil race of batlike humanoids. He then shows them the seal on the gun which is the Minister's seal and explains that this gun was the "gift" mentioned in the letter addressed to Sycar.

"And with that, my good council members, is damning evidence right there!"
I guess we're going with Arush's diplomacy roll as the leader. I get an Auto Aid on Diplomacy.

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

"As you can see from this note we recovered, the malfunctioning of the Brass Guardians was deliberate sabotage. They were reprogrammed by Krauss (now deceased) at the behest of the mastermind of this operation.
Syckar, the Sabosan druid who was leading the mining and processing of the Eidete, explained that the reprogrammed Brass Guardians were sent out to cause havoc and destroy Eliza Baratella's credibility.
Krauss's journal, here, notes the involvement of a Minister. And she drew this seal, corresponding to House Sultur; not coincidentally, the Sultur Mill Outpost is where the experiments were taking place.
We also rescued a prisoner, Arvanor; Minister Eliza Baratella's assistant."

I had offered to bring Arvanor to safety using my many travel options, but Arcturus waved off the idea here. So I don't know what happened to Arvanor. We had a couple of weeks hiatus IRL so I think he got forgotten?

"If Minister Sultur is not here, then I imagine he is at Megator Facient. We are prepared to go there."

Completely Unnecessary Diplomacy to Aid: 1d20 + 6 ⇒ (8) + 6 = 14

Scarab Sages

male Wizard 9/Lore 5 | HP 87| AC 15/19; Touch 14; FF 14 | F +12; R +9; W +14 | CMB+6; CMD 21 | Speed 20 ft | Init +1 | Perc +2 | Stealth: +1 Wizard 9/Lore 5

Rogar adds in. "We can get the assistant if we need too"

aid: 1d20 - 1 ⇒ (20) - 1 = 19

Scarab Sages

HP:129/129 +X temps | AC: 26/26 (17T/19/23FF) | Fort +175, Ref +22, Will +12, +5 resistance vs. enchantment | Initiative: +11 | CMB: 17/19 | CMD: 34/36 | Perception +26, Trap Spotter 10' | Sense Motive +13 Rogue(Scout) 12/Slayer 1/Fighter 1

I too recognized the seal of this city and its maker's mark and noted the strangeness of where we found it and that it would normally not be allowed to be possessed by one such. Slash adds, trying to be diplomatic. Which means he is not actually holding a weapon.

diplomacy aid: 1d20 + 3 ⇒ (6) + 3 = 9

perhaps it was his tusks that deterred from his attempt.


Venture Lieutenant, Play by Post (online)

OK, that's three successful aids. The evidence also gives +6 to the check. I'm also going to give you a +2 circumstance bonus for bringing Arvanor with you. We'll say you left him in a safe place and collected him to bring back with you after the last dungeon crawl.

That gives a total of 58 on a DC 35 check.

As you speak, you see most of the ministers nod in agreement. One of the leaders gestures, and guards quickly escort Aredil Sultur out of the chamber. It is explained to you that he is being kept in the Vault of Secrets while everything is prepared for his trial.

A representative of the justice system politely asks each of you to provide whatever testimony you can again to them, and also asks for any evidence to use at trial.

pausing for a team decision; please see discussion thread

Sovereign Court

1 person marked this as a favorite.
f LG tiefling Paladin 14 | HP 100/100 | AC 24 T 14 FF 20 | CMD 29 | F+16 R+14 W+15| Init +5 | Perc +22 | See in Darkness | LoH 11/11 | Bond 2/3 | Smite 5/5 | Haste 10/10 | Corruption Resistance | Fortification 75%

Corruption in the courts is the greatest corruption of civilization, Arush quietly whispers a quote from her paladin code, after which she agrees to any testimony required from her.


1 person marked this as a favorite.
Venture Lieutenant, Play by Post (online)

Minister Baratella, her position greatly strengthened by the reveal of the plot, quickly sends government forces to finish clearing out the areas you discovered. Because of your testimony, Habblegash is protected and found useful and happy work in the city.

You are elevated to members of Alkenstar’s elite, earning you a fully
furnished living complex in one of the coveted towers that make up Graeson’s Fingers, as well as Minister Baratella's eternal friendship. Using her influence in the city to its fullest, Eliza throws open the doors to the Guild of Brass’s coveted vaults of inventions and allows you to take from them whatever you desire, including clockwork servants
and miraculous devices to aid everyday living. As for the rest of the Clockwork Metropolis, the citizens of Alkenstar are only too happy to have the dilemma with the Brass Guardians resolved, and your renown for solving the situation spreads throughout the city.

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