#7–99: Through Maelstrom Rift - GM Nowruz (Inactive)

Game Master noral

MAPS and handouts


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Background:

Even the limitless Plane of Air is at risk of eldritch instability, and a cult dedicated to the planes' integrity has sensed an imminent calamity brewing deep within a primal storm.

In this special adventure, the players portray a diverse coalition of elemental guardians that must embark on perilous journey into the maelstrom’s heart and avert a disaster that threatens the Inner Sphere.

~

Location:

This scenario takes place on the Plane of Air, near the thriving metropolis of Armun Kelisk.


Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none

.


All of you know: The Concordance of Elements :
The Concordance is an extraplanar operation that seeks out elemental imbalances, planar breaches, and extraordinary natural phenomena to close breaches, re-establish natural order, and study the multiverse in all its splendour.

To fail in this is to allow rampant growth to choke out all life, stand by as one plane's power snuffs out the life of another, or watch as the cosmos spins out of alignment.

The Concordance is an ancient and diverse organization whose membership spans multiple planes, with a particular focus on the elemental planes. Its members take great interest in the interplay among the primal forces of air, earth, fire, and water. They believe that the stability of the multiverse ultimately depends upon these forces—and many others—remaining in balance.

Each member has her own ideas about how to maintain this equilibrium. Some of them set upon a perilous quest for understanding in places where elemental forces are at their strongest, from howling blizzards to ferocious thunderstorms to active volcanoes. Others seek to refine the balance within, mastering magical forces or fighting styles that evoke multiple elements. Still others search for yawning planar rifts and other massive disturbances to study or seal away.

As an organization, the Concordance believes that each individual member's personal journey of discovery is important. Its leaders, collectively known as the Cycle of Five, spend much of their time in meditation and reflection, leaving its agents free to act with relative autonomy. Of course, agents who contribute more to the Concordance's collective knowledge and overarching goals gain deeper access to its ancient reservoirs of elemental knowledge and power. Such ambitious agents would do well to seek out opportunities to make a name for themselves. The Concordance has an emissary to the Cycle of Five. He is the faction leader: Ashasar, Liaison to the Seat of Balance, a suli druid with an airship-shaped air elemental companion, as well as three other elemental companions.

~ ~ ~ ~

The Plane of Air - Armun Kelisk

Orange-and-violet skies streaked with clouds surround the expansive city of Armun Kelisk, the largest settlement on the Plane of Air. Armun Kelisk’s six other districts float far above upon platforms of ice and stone. The pull of gravity - unlikely everywhere else on the plane - is strong here: even objects that are not secured rest firmly upon the ground rather than floating into the air. Hundreds of thousands of genies and other beings of air fly through the streets of this bustling metropolis.

Ashasar, Liaison to the Seat of Balance, sits perched on the low roof of a building labeled the Four Winds. Although he represents the most powerful member of the Concordance’s ruling council, his manner is whimsical. A cloud of dust in the shape of an airship flies around his head, bobbing, weaving, and making whooshing noises.

As the six of you approach, Ashasar turn and smiles at you. "Good. I am glad to see all of you here. Step inside, please.” He hops gracefully off the roof and enters the building. The dust-airship follows closely behind him. Inside the building, travelers gather around low tables, enjoying the establishment’s renowned cooking. An air elemental carries a trio of plates to a new table, each bearing some sort of pie with a halo of bubbles floating above it. “It simply would not do to set a team without the proper balance on a task as important as this one—we must combat what may be a grave threat, and we have the chance to gain respect from those who dismiss us as a radically idealistic organization. But I’ve gotten ahead of myself again, haven’t I? Your task is simple in the telling, meaning that it promises to be anything but simple in the doing. That is always the way of things, is it not?"

Please describe and introduce your characters.


The Avalanche | Male Oread Inquisitor 6 | AC 18 (T 13, FF 16) CMD: 22 | HP: 51/51 | F +7, R +5, W +9 (Resist Acid 5) | Init +5 | Perception +12 | Darkvision 60' | Speed 20' | Bane 6 rounds/day, Judgement 2/day, Magic Stone 1/day

Standing before you is a tall male Oread wearing shiny chain shirt underneath his cloak. He caries two morningstars, a long bow, as well as a few other minor weapons. Around his neck is a amulet displaying the holy symbol of Ayrzul.


Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none

The sylph seems more at home than others on this plane. He wears loose-fitting robs and his very hair seems wispy in a way that blends with the air around them.

I am Zephyr, of the Forgotten Sun. I can be your guide in this place.


"Some of you are the silent type but you will surely warm up?!" he says with a smile.

Ashasar pulls up a chair at an empty table in the corner and sits. He gesutres for you to do the same.

"Please, take a seat. And order whatever you would like. The Four Winds has a remarkable selection."

He locks eyes with Zephyr.

"The task at hand then. Airship captains have reported a region of disturbed currents where the flows of air upon which they rely have become erratic. Several ships have disappeared entirely, and all travel through the area has ceased. As far as I’ve been able to discern, no one has had the crucial combination of courage and dedication to journey to the heart of the irregularities and uncover the sources of the imbalance."

He looks at all of you.

"No one yet - I'm sure you can see your mission then."

He smiles, "Find this source of disturbance and put a stop to it if you can. It’s far enough away that you’ll need an airship for at least part of the journey. How close you’ll be able to get, well, that I cannot say. It depends upon the bravery of the captains and the silver on your tongues, I suppose." Ashasar chuckles.

"So, while we enjoy our breakfast, do you have any questions for me?"


Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none

Zephyr frowns at the tragic account delivered by Ashasar.

That is most troubling. Have there been material losses due to these erratic winds? Damaged ships? Injury? Or only plain disappearances?

After getting the answer he will continue.

That we do, but I think it will take more than courage and dedication. It will take smarts to not throw our lives to the violent winds! Nothing in the multi-verse is more powerful than winds.

He turns and winks to his other-elemental teammates.


A passing air elemental serves you all. "Our daily special is a bubble-halo pie I would highly recommend. The bubble create a magnificent symphony of aroma."

-------

Ashasar turns to Zephyr. "I have hundreds of ideas regarding your questions. I’m sure you could come up with hundreds of ideas, too.
If you are asking me whether I have any ideas with a shred of evidence, well, now that is a different question. Regardless of the cause, I would expect powerful magic to be at its core.”

Ashasar turns to address Octaris. “And that is why I am so pleased that you in particular responded to the summons!" he says smiling.

"Well, much of the air currents on the plane are fairly stable and known, but some of the 'tradewinds' so to speak shift and move over time. But not so erratically as is being reported here. Whatever this irregularity is it seems to be quite strong. Unfortunately, while I know the general region of the disturbances, I do not know its exact location. Fortunately, no one knows the skies better than a seasoned airship captain. I’m certain you’ll find one who knows the way."

The Suli reaches in to his robes and pulls out a solid parchment scripted in neat Auran.

"This letter of credit should be sufficient for your airship fare, assuming you can find a captain willing to take you. Travel to the docks and start asking around. You’ll need someone brave enough to head o into dangerous weather and unstable currents. Besides that, in my experience, airship captains can get a bit touchy around fire, so you might need to reassure them that you are safe passengers."

At this he cranes his neck and frowns.

"The disturbance seems to be located several days out."

Giving the others just a moment more time to jump in. You may recall things you know about both this plane (Knowledge Planes) or airship travel (Geography)

Knowledge Planes DC 5+:

The metropolis of Armun Kelisk is the largest settlement on the Plane of Air, boasting over six million residents. The most common inhabitants of Armun Kelisk are the air genies, known as djinni, followed by whimsical air mephits. After mephits rank the spherical elemental servitors known as wysps, air elementals, and sylphs. All of these races are as familiar to you as humans, dwarves, or elves would be to a typical inhabitant of Golarion.

Knowledge Planes DC 10+:

Travel in the Plane of Air takes many forms. Those who are traveling a relatively short distance rely upon their own natural abilities to fly. For faster transportation, travelers use ying mounts or rent an airship.

Knowledge Planes DC 15+:

In the Plane of Air, there is no sun, but the genies who rule the city create an artificial day/night cycle in Armun Kelisk. They also stabilize gravity in the city to facilitate trade with people from other planes.

~

Knowledge Geography DC 10+:

Airship captains rely on their knowledge of the Plane of Air’s currents to travel. Reliable and fast currents form the plane’s primary transportation network.

Knowledge Geography DC 15+:

The greatest danger to airship captains and air- breathing travelers alike is pockets of dead air, where the air becomes extraordinarily heavy and dense. In such places, airships stall, and the air becomes unbreathable.

~

"Hmm, there was more engagement expected from you agents! And some of the others are running a bit late."


Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none

Find a foolhardy captain, got it. Zephyr sighs audibly after confirming the task before them.

Yes yes, the others will certainly be on their way any moment now. ANY moment.

Zephyr turns in his chair and looks behind him nervously.

Geography: 1d20 + 9 ⇒ (13) + 9 = 22
Planes: 1d20 + 1 ⇒ (13) + 1 = 14

After the others arrive Zephyr prattles at length about the metropolis, being the largest settlement on the Plane of Air. He makes a fine point of the dominant species: djinni, air mephits, and other denizens.

But we sylphs present a non-trivial contingent as well! Anyway, as we're going a healthy distance we should indeed opt for airship travel. Air Plane citizens sometimes use their own natural means of flight for shorter distances, or ying mounts.

Now as for airship captains, the value of a good one is in their knowledge of air currents to travel on. There's a whole network of them on this plane. What they really know to watch out for is dead-air pockets that are impossible to breath in.

He grimaces for effect.

Open the first two planes spoilers, and all geography spoilers.


The Avalanche | Male Oread Inquisitor 6 | AC 18 (T 13, FF 16) CMD: 22 | HP: 51/51 | F +7, R +5, W +9 (Resist Acid 5) | Init +5 | Perception +12 | Darkvision 60' | Speed 20' | Bane 6 rounds/day, Judgement 2/day, Magic Stone 1/day

Knowledge (Planes): 1d20 + 4 ⇒ (4) + 4 = 8

Not able to add anything else to his knowledge of planes, he nods wisely at Zephyr info.


Female Janni aristocrat 1 | HP: 60/60| AC: 24( 13Tch, 21 Fl) | CMB: +11, CMD: 24 | F: +8, R: +8, W: +6; Resist Fir 10 | Init: +6 | Perc: +13, SM: +1 | Speed 20ft, Fly 15ft(perfect) | [ooc][/ooc] |Active conditions: none

Sitting quietly in the back of room, Jamila listens to both the Liaison's goals and orders as well as the sylph's continued exposition on the plane. A janni, she's dressed for travel and battle both, with sword and sheild leaning against the wall nearby. She tends a bit to her hawk, as bits of lightning cracking along his wings. "Do we have any idea how large this area is?" she finally asks. "or is the area nebulous and free floating enough that defining that is a mite too difficult?"


Female Advanced Pyrausta Bard 5 | HP 57/57 | fast healing 1| AC 27 / 21 T / 21FF | Fort +9, Reflex +15, Will +12 (+16 vs bardic performance, language-dependent, and sonic)| CMD 15 (19 vs trip) | Init +5 | Perc +10 | SM +16 | darkvision 60', low light vision | Speed 40', fly 90' (good) | Immune fire, paralysis, sleep | vulnerable to cold | Spells 1st 5/6, 2nd 4/4 | Active Conditions: Mage Armor, Inspire Courage, Good Hope, Haste

Part way through the conversation a tiny green insectoid dragon suddenly pops up from below the table. ”Oh, sorry, I got a little sidetracked….Hello everyone, I’m Ember…It’s nice to meet you…” she says with a smile. ”This certainly sounds like a worrying situation, but I’m certain this is just the right group to get to the bottom of it all. “

Knowledge (geography): 1d20 + 2 ⇒ (2) + 2 = 4
Knowledge (planes): 1d20 + 11 ⇒ (7) + 11 = 18


Lini (Pre-Gen)|Druid 4|Buffs: Light, Longstrider, Anti-Toxin..
Bot Me:
In combat send in Droo to attack. Lini will hang back and cast Flaming Sphere and Produce Flame.If the creature is resistant to fire then summon.
| HP 35/35 | AC 16 T 13 FF 15|BAB: +3 CMB +0 CMD 12|F +8 R +3 W +8 , +5 vs Poison,+4 vs Fey,+2 vs Illusions,+1 Will if Droogami is within 30'|INIT +1| PER +12 low light vision SM+3|Speed 30'|
Resources:
Shirt Re-roll 0/1,Speak with Animals 1/1,Dancing Lights 1/1,Ghost Sound 1/1,Prestidigitation 1/1,Wild Shape 1/1,Spells 1st 1/4, 2nd 0/3

A vaguely humanoid creature composed of solidified water with strange avian looking wings flies into the room at a great speed. He lands near the tiny looking dragon with a huge smile on his face and a look of mischief in his eyes.

He looks around at the motley crew. A collection of diverse species and interests indeed.

"This looks like a lively bunch. I am known as the Torrent. Master of aquatic magic and traveller of the elemental planes."

"I am certain that we will have a great deal of fun adventuring together."

K-Planes: 1d20 + 3 ⇒ (2) + 3 = 5

This poor mephit cannot make heads or tails about the mission briefing as he is not the sharpest tool in the shed, not by a long shot. This does not stop him from adding some necessary color to the conversation.

"They say it is a custom and good luck to fill up with as much spirits as possible before going on one of these air ships. Of course it is extremely bad manners to release any liquids over the side of the ship so do be careful if you cannot hold your liquor!"

Bluff: 1d20 + 13 ⇒ (14) + 13 = 27


Female Advanced Pyrausta Bard 5 | HP 57/57 | fast healing 1| AC 27 / 21 T / 21FF | Fort +9, Reflex +15, Will +12 (+16 vs bardic performance, language-dependent, and sonic)| CMD 15 (19 vs trip) | Init +5 | Perc +10 | SM +16 | darkvision 60', low light vision | Speed 40', fly 90' (good) | Immune fire, paralysis, sleep | vulnerable to cold | Spells 1st 5/6, 2nd 4/4 | Active Conditions: Mage Armor, Inspire Courage, Good Hope, Haste

”Its good to meet you.” says the little dragon to the mephit ”I’m so looking forward to adventuring with everyone, I’m sure it will make a grand tale.”. She then flys up and gives the dusty airship a quizzical look followed by a smile. ”Tell me Ashasar, what stories did those captains who encountered this disturbance and survived bring back? Would it be worth our time to seek them out to hear their tales?”


female Barbarian 3, HP 64, AC/T/FF 21/12/19, F/R/W +11/+7/+3, +2 vs spells, Init +2, Perc +11, darkvision 60, tremorsense 60

A thoqqua hisses and simmers as the others talk.

I am Rhyol. I'm late...sorry. Also, forgive any mistake I make when speaking...not used to it all quite yet... she says.

And be forewarned...I have a temper...but I am usually in control of it....usually... she warns as she snacks on a hearty breakfast.

[b]And I can hold my liquor quite well...if not, I'll just boil it off...[b] she says with a snort of laughter that is like a small gust of htot air.

know planes: 1d20 + 3 ⇒ (7) + 3 = 10


Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none

Hmm, I'm from this plane and I've never heard that custom.

He eyes Torrent for a moment. sense motive isn't high enough to overcome that, but he would very likely know that isn't true

I... think somebody lied to you. I can help you with the local customs.


Lini (Pre-Gen)|Druid 4|Buffs: Light, Longstrider, Anti-Toxin..
Bot Me:
In combat send in Droo to attack. Lini will hang back and cast Flaming Sphere and Produce Flame.If the creature is resistant to fire then summon.
| HP 35/35 | AC 16 T 13 FF 15|BAB: +3 CMB +0 CMD 12|F +8 R +3 W +8 , +5 vs Poison,+4 vs Fey,+2 vs Illusions,+1 Will if Droogami is within 30'|INIT +1| PER +12 low light vision SM+3|Speed 30'|
Resources:
Shirt Re-roll 0/1,Speak with Animals 1/1,Dancing Lights 1/1,Ghost Sound 1/1,Prestidigitation 1/1,Wild Shape 1/1,Spells 1st 1/4, 2nd 0/3

"It is a big plane and one person cannot reasonably expect to hear of every custom."

This is hardly a stretch. I would even say that it should probably be happening at least some of the time. :)

The mephit smiles. His eyes darting back and forth with a mischievous look.

"It sounds like a fun idea anyway and a custom begins with the first person to try something new."


The waiter returns with a wide selection of drinks for you.

"Ahh, we are finally complete!" Ashasar says with relief.

"Well, I do not know what the area of disturbance looks like. So you have to find out for yourself! And regarding our draconic friend's questions ... you better ask the captains yourself!" Ashasar says with a smile.

He stands up and wishes you all the best for your mission.

~ ~

When you finally have your fill of the food and drink, and depart the restaurant (with some of you perhaps a bit looser than when you entered), you walk once more in the bustling city of Armun Kelisk. It is an amazin place!

While the solid streets are packed with citizens and visitors alike, the air above is just as busy as elementals, mephits, and countless other creatures of air fly around.

Your path through the docks wind through a busy series of bazaars and back-streets. Close by the Four Winds, you spy a group of air elementals holding fliers advertising today’s special, bubble halo pie. The elementals spin, and the posters fly off in all directions yet miraculously affix perfectly to nearby walls right-side up.

Further down, you pass a square whose center is occupied by a massive jumble of pipes. A large sign in front of the pipes proclaims in Auran “For public use”. Groups of aerial creatures take turns racing through the pipes, and as they do it produces music that ranges from delightful to ear- splitting, depending on the racer's speed and skill.


To look for an airship captain as you work, you can make a Gather Information check.


Female Advanced Pyrausta Bard 5 | HP 57/57 | fast healing 1| AC 27 / 21 T / 21FF | Fort +9, Reflex +15, Will +12 (+16 vs bardic performance, language-dependent, and sonic)| CMD 15 (19 vs trip) | Init +5 | Perc +10 | SM +16 | darkvision 60', low light vision | Speed 40', fly 90' (good) | Immune fire, paralysis, sleep | vulnerable to cold | Spells 1st 5/6, 2nd 4/4 | Active Conditions: Mage Armor, Inspire Courage, Good Hope, Haste

Ember starts asking around about airship captains who know about the disturbance and may be willing to take the group to investigate it.

Diplomacy: 1d20 + 16 ⇒ (15) + 16 = 31


female Barbarian 3, HP 64, AC/T/FF 21/12/19, F/R/W +11/+7/+3, +2 vs spells, Init +2, Perc +11, darkvision 60, tremorsense 60

You pay beings to ferry you around? How very odd... Rhyol says as she looks about.can't beat that roll...


Lini (Pre-Gen)|Druid 4|Buffs: Light, Longstrider, Anti-Toxin..
Bot Me:
In combat send in Droo to attack. Lini will hang back and cast Flaming Sphere and Produce Flame.If the creature is resistant to fire then summon.
| HP 35/35 | AC 16 T 13 FF 15|BAB: +3 CMB +0 CMD 12|F +8 R +3 W +8 , +5 vs Poison,+4 vs Fey,+2 vs Illusions,+1 Will if Droogami is within 30'|INIT +1| PER +12 low light vision SM+3|Speed 30'|
Resources:
Shirt Re-roll 0/1,Speak with Animals 1/1,Dancing Lights 1/1,Ghost Sound 1/1,Prestidigitation 1/1,Wild Shape 1/1,Spells 1st 1/4, 2nd 0/3

Aurathius sticks with the little dragon as he enjoys her plucky attitude. He asks supporting questions hoping to find out a little bit more about the air ship captains.

Aid,Diplomacy DC 10: 1d20 + 6 ⇒ (7) + 6 = 13

There is no need to beat the roll. That is what aids are for. :)


The Avalanche | Male Oread Inquisitor 6 | AC 18 (T 13, FF 16) CMD: 22 | HP: 51/51 | F +7, R +5, W +9 (Resist Acid 5) | Init +5 | Perception +12 | Darkvision 60' | Speed 20' | Bane 6 rounds/day, Judgement 2/day, Magic Stone 1/day

Avalanche tries to help with the gathering of info, but his social skills are as maneuverable as rock.

Aid, Diplomacy DC10: 1d20 - 1 ⇒ (2) - 1 = 1


Female Janni aristocrat 1 | HP: 60/60| AC: 24( 13Tch, 21 Fl) | CMB: +11, CMD: 24 | F: +8, R: +8, W: +6; Resist Fir 10 | Init: +6 | Perc: +13, SM: +1 | Speed 20ft, Fly 15ft(perfect) | [ooc][/ooc] |Active conditions: none

Jamila also assists in the process, primarily by pruning poor leads from the pool of information quickly.

I have a +12 to Diplomacy, I Auto-aid


Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none

Well Ember, you certainly have a way with people! The sylphs voice seems to carry softly in the wind when the party is out in the open.

Diplomacy, aid: 1d20 ⇒ 10


Krakos only:

They are not on your inventory sheet for some reason, you have received 3 crystals that should allow the Fossilized King (or his agents) to be able to have a more...direct ability to keep tabs on this plane. The city is quite crowded - which means more eyes at any given moment - but should you choose this may be an opportunity to break off and subtly plant a sensor. Would require a Stealth check to avoid notice.

Rhyol :
If Rhyol has the desire to seek out opportunities to prove herself then tell me please.

Ember realizes with the whole group that finding an airship in Armun Kelisk is not normally a difficult matter. Unfortunately for you, the mission takes you near a location that has become too dangerous for travel. In addition to incurring the risks of heading toward this unpredictable region, a captain who takes you must be willing to contend with the fact that your destination is now no longer a stop on the route to any location.

The group diversifies their search, Ember begins asking about around the city.

~

Armun Kelisk is certainly not without a wide crop of airship captains: the skies and docks are filled with vessels constantly arriving and departing.

As you talk with them and bring up your destination however, the majority of these captains change their tone. It seems rumors have spread fast, and most pilots are unwilling to give up their standard trade routes to risk their ship ferrying an unknown group to such a site.

With a bit of searching and cajoling however, your party does eventually hear of three individuals who may be able to aid you with transport however, though they would likely take some convincing.

~

Sisivel is an air mephit who is part of Ashasar and your group - the Concordance of Elements - and thus should be sympathetic to you.

Nix, a gnome form the Material Plane world of Golarion has a bit of a rep as a daredevil, and would liekly be up to the challenge with her...unusual boat the Vast Assemblege.

Finally, the djinni Razakim has a magnificent airship the Razakim VI in the city at the moment: and while the wealthy and connected captain generally transports more prestigious cargo he is known to have the occasional eccentric choice of passenger.


Lini (Pre-Gen)|Druid 4|Buffs: Light, Longstrider, Anti-Toxin..
Bot Me:
In combat send in Droo to attack. Lini will hang back and cast Flaming Sphere and Produce Flame.If the creature is resistant to fire then summon.
| HP 35/35 | AC 16 T 13 FF 15|BAB: +3 CMB +0 CMD 12|F +8 R +3 W +8 , +5 vs Poison,+4 vs Fey,+2 vs Illusions,+1 Will if Droogami is within 30'|INIT +1| PER +12 low light vision SM+3|Speed 30'|
Resources:
Shirt Re-roll 0/1,Speak with Animals 1/1,Dancing Lights 1/1,Ghost Sound 1/1,Prestidigitation 1/1,Wild Shape 1/1,Spells 1st 1/4, 2nd 0/3

The water mephit looks at the others like the choice is a no-brainer.

"We should probably speak to Sisivel first. She is part of our group and well ... a mephit as well so she seems like the obvious choice."


female Barbarian 3, HP 64, AC/T/FF 21/12/19, F/R/W +11/+7/+3, +2 vs spells, Init +2, Perc +11, darkvision 60, tremorsense 60

Aye....mephits are smart...usually...ha! she says as she looks at the water mephit alongside her and barks out a laugh that warms the air.

That was a joke...


The Avalanche | Male Oread Inquisitor 6 | AC 18 (T 13, FF 16) CMD: 22 | HP: 51/51 | F +7, R +5, W +9 (Resist Acid 5) | Init +5 | Perception +12 | Darkvision 60' | Speed 20' | Bane 6 rounds/day, Judgement 2/day, Magic Stone 1/day

GM:
Krakos attempts to slip off while the party is talking and place one of the crystals on a barrel or stool, where it might be easily picked up by a passerby. If it appears he has been noticed, he will forgo leaving a crystal for now.

Stealth: 1d20 + 11 ⇒ (7) + 11 = 18
Perception: 1d20 + 12 ⇒ (4) + 12 = 16


Female Advanced Pyrausta Bard 5 | HP 57/57 | fast healing 1| AC 27 / 21 T / 21FF | Fort +9, Reflex +15, Will +12 (+16 vs bardic performance, language-dependent, and sonic)| CMD 15 (19 vs trip) | Init +5 | Perc +10 | SM +16 | darkvision 60', low light vision | Speed 40', fly 90' (good) | Immune fire, paralysis, sleep | vulnerable to cold | Spells 1st 5/6, 2nd 4/4 | Active Conditions: Mage Armor, Inspire Courage, Good Hope, Haste

”Oh, so many excellent choices.” says Ember as she flits around the group. ”Sisivel certainly sounds like a very solid choice, although travelling with Nix could well make for a wild tale of daring do, while Razakim could have some splendid stories of high society intrigue. I guess we’d better seek each of them out and find out what they have to say.”

”While we’re at it, I’d also like to see if I can pick up some additional writing materials. It looks like we’re going to be going on the most amazing adventure and I want to make sure none of it is lost. If it’s ok with everyone I’ll be trying out some of the prose on you before I commit it to parchment along the way.”

Ember will look for an opportunity to buy a scriveners kit and parchment before we leave town.


Lini (Pre-Gen)|Druid 4|Buffs: Light, Longstrider, Anti-Toxin..
Bot Me:
In combat send in Droo to attack. Lini will hang back and cast Flaming Sphere and Produce Flame.If the creature is resistant to fire then summon.
| HP 35/35 | AC 16 T 13 FF 15|BAB: +3 CMB +0 CMD 12|F +8 R +3 W +8 , +5 vs Poison,+4 vs Fey,+2 vs Illusions,+1 Will if Droogami is within 30'|INIT +1| PER +12 low light vision SM+3|Speed 30'|
Resources:
Shirt Re-roll 0/1,Speak with Animals 1/1,Dancing Lights 1/1,Ghost Sound 1/1,Prestidigitation 1/1,Wild Shape 1/1,Spells 1st 1/4, 2nd 0/3

The Torrent simply rolls his eyes at Rhyoi's inane comments.

He turns his attention to the budding chronicler and smiles at the miniature dragon.

"It might be a challenge to find a set that is sized for you to use. You are welcome to use my coral tablets if you like?"

"They are water proof and fire resistant I imagine."


Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none

Not just a mephit, an air mephit! Zephyr perks up.

But I agree, as a member of the Concordance they are more likely to be sympathetic to our goal.


Ember can buy her scribing equipment easily.

Krakos :
You unfortunately are almost caught in the act and therefore decide to not plant a sensor!

Not successful so far. DC higher.

~ ~

You seek out the mephit!

The eccentric airship captain Sisivel is an air mephit that you find easily.

“Ahh, I have actually heard of the Concordance of Elements, and am particularly sympathetic to their cause. However, I do not personally own a ship! Didn’t you know that?
I am a member of an alliance of merchant-captains called Thousand Wings. Members of the alliance freely share airships and provide each other with favorable business deals. Got it?!?“
the blue air mephit says flying wildly.

“Honestly, my desire to help you conflicts sharply with my fear of losing my lucrative position if I risks a vessel on such a dangerous mission! So no!“ she says adamantly.

The first skill to convince Sisivel to take you on board requires either an Appraise check to demonstrate mercantile savvy, a Knowledge (planes) check to appear knowledgeable enough not to cause trouble, or a Diplomacy check to smooth over any of the captain’s concerns. If the approach does not fit with one of these skill checks, I allow an alternative skill check at higher DCs as appropriate.

You can see that Sisivel’s ship is a slim and maneuverable vessel of dark blue crystal with highly adjustable sails and a cloud dragon figurehead.


The Avalanche | Male Oread Inquisitor 6 | AC 18 (T 13, FF 16) CMD: 22 | HP: 51/51 | F +7, R +5, W +9 (Resist Acid 5) | Init +5 | Perception +12 | Darkvision 60' | Speed 20' | Bane 6 rounds/day, Judgement 2/day, Magic Stone 1/day

Knowledge (Planes): 1d20 + 7 ⇒ (11) + 7 = 18

"Do not worry. I'm sure most of us are able to keep a low profile as to not cause you trouble on our travels."


The air mephit is exceptionally suspicious when she hears Krakos speak as earth is really a hated element.

She tests him to see if he’s able to answer some questions about the planes and Krakos gets everything right!

”Ok, ok! You know a lot! But still …. Aaaah! Ok! Let’s do it!! But this volcano thing is dangerous!!!“ she says unconvinced.

~ ~

With the second skill check, you must convince the captain that Rhyol is a safe passenger with a Diplomacy check (if Rhyol herself rolls the check, she gains a bonus).


female Barbarian 3, HP 64, AC/T/FF 21/12/19, F/R/W +11/+7/+3, +2 vs spells, Init +2, Perc +11, darkvision 60, tremorsense 60

I am only dangerous when I am angry or provoked. As long as that doesn't happen, we'll get along like fire and smoke... she says.

That means together...because smoke and fire go together...ah! I'll be fine... Rhyol says as she tries to ease the mephit's mind.

diplomacy: 1d20 + 1 ⇒ (15) + 1 = 16hope the bonus is good...


+5 and you need DC 20. ;-) Krakos also needed exactly DC 18.

“Ok, ok!! But be careful!! This ship is sensitive!!“ the air mephit says accusingly.

“Now go and get ready!! We depart in 4 hours!“ she says and starts to prepare her crew.


Female Advanced Pyrausta Bard 5 | HP 57/57 | fast healing 1| AC 27 / 21 T / 21FF | Fort +9, Reflex +15, Will +12 (+16 vs bardic performance, language-dependent, and sonic)| CMD 15 (19 vs trip) | Init +5 | Perc +10 | SM +16 | darkvision 60', low light vision | Speed 40', fly 90' (good) | Immune fire, paralysis, sleep | vulnerable to cold | Spells 1st 5/6, 2nd 4/4 | Active Conditions: Mage Armor, Inspire Courage, Good Hope, Haste

As the party are negotiating with Sisivel Ember is furiously scribbling away in her new notebook.

"...and so through Krakos' impressive knowledge of the planes and Rhyol's cleaver way with words the wonderful Captain Sisivel was finally recruited to our hero's cause despite her earlier skepticism. Having finally secured an airship the party were now all set to embark on their great adventure..." she mutters, half to herself an half to the group, as they head away from the meeting.

"Hopefully that works. I'll tighten up the wording a bit when I get time to review my notes later."


Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none

As they walk away Zephyr remarks Oh! Good work team. I thought he was going to be harder to convince. It's almost as if he wanted to be convinced. Probably because the team has a fellow denizen of the winds...


Any final preparations or purchases?


Lini (Pre-Gen)|Druid 4|Buffs: Light, Longstrider, Anti-Toxin..
Bot Me:
In combat send in Droo to attack. Lini will hang back and cast Flaming Sphere and Produce Flame.If the creature is resistant to fire then summon.
| HP 35/35 | AC 16 T 13 FF 15|BAB: +3 CMB +0 CMD 12|F +8 R +3 W +8 , +5 vs Poison,+4 vs Fey,+2 vs Illusions,+1 Will if Droogami is within 30'|INIT +1| PER +12 low light vision SM+3|Speed 30'|
Resources:
Shirt Re-roll 0/1,Speak with Animals 1/1,Dancing Lights 1/1,Ghost Sound 1/1,Prestidigitation 1/1,Wild Shape 1/1,Spells 1st 1/4, 2nd 0/3

The Torrent laughs at Zephyr's comment. He rolls his eyes knowing full well that Krakos and Rhyol deserve all the credit.

"She was clearly looking for another mephit or a slyph. That must have done the trick."

"Yeah, right."

The Torrent will purchase some assorted spirits for the party for the voyage ahead. If possible he tries to hire a butler as well to stay with the ship and serve up drinks.

"We might as well travel in style if we can."


female Barbarian 3, HP 64, AC/T/FF 21/12/19, F/R/W +11/+7/+3, +2 vs spells, Init +2, Perc +11, darkvision 60, tremorsense 60

He was concerned...I want to be mad at him, but I csn understand. My appearance leads others to tash thoughts. It angers me...I must fight the urge to show them what they expect.

Rhyol says, some steam escaping from her plates with a hiss.
Some spirits is a good idea...I'll take a couple barrels of the cheap stuff...just in case...


I assume no further purchases.

DEPARTURE

The airship’s journey into the open skies proceeds without incident for several days.

The air mephit captain and crew skillfully maneuver the ship from one high-speed current to another, accelerating it to speeds faster than dragon flight. While some ships provide smoother rides than others the ship finds its way.

Past the borders of Armun Kelisk, the city’s artificial cycle of day and night gives way to eternal midday. The ship’s crew uses landmarks such as crystal formations, distant bright spots in the sky, and eternal storms that rage countless leagues away to chart their passage.

On the fourth day, a member of the crew worriedly grabs the captain’s attention. The navigator reports that she has detected substantial irregularities in the currents ahead.

The captain nods and orders the ship to halt, ”Well, it is no longer safe for a ship of this size to progress further, as we cannot turn quickly enough to avoid unpredictable gusts, and our wide sails are particularly vulnerable!!“ she says to you all.

The captain announces that the site you seek is still over a day away by airship, which would make traveling there by natural flight extremely onerous and lengthy.

”If you entertain the idea of traveling without a ship, I can only point out that unless you all are extraordinarily skilled fliers, you will almost certainly get separated. As a solution to this problem, I can offer to lend you a smaller, more resilient vessel to make the rest of the journey. I promises to wait near this spot for your return!! You can trust me! I won’t let Zephyr here alone!!“ she says whistling.

She shows you the vessel shortly after. Sisivel’s smaller vessel is an extraordinarily sophisticated hang glider with dozens of separate sail flaps and a large, relatively flat platform for resting and storage.

”The method that I give you for contacting me is a sealed bottle containing a pungent plant. Remember that the plant’s odor draws nearby sky serpents, and sky serpents are notorious gossips that frequently deal with members of the Thousand Wings. While I cannot give you a useful item in particular, the hang glider’s platform bears the cloud dragon figurehead of my mercantile organization, which may come in handy. Take care of it!!“ she shouts.

The small vessel contains a week’s supply of food and water, a crate filled with sky charts, and an aerial astrolabe capable of detecting air currents in a wide radius.


Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none

Never fear, I will return!

Zephyr eyes the glider.

So we're all going to fit on this thing? And it will handle better in a sudden gust than this ship? It's hard to believe... but I'm willing to give it a shot. fly +12. I presume we designate one of us to control it?


Remember: SUBJECTIVE DIRECTIONAL GRAVITY:

In most parts of the Plane of Air, each individual chooses the direction of gravity’s pull. When walking on solid surfaces, choosing the direction of the surface to be “down” is relatively intuitive and does not require a skill check. In midair, creatures with natural flight can fly normally. Those without the ability to fly, or those who would prefer to move faster, can attempt to set the direction of gravity.
Once per round as a free action, an individual can attempt a DC 16 Wisdom check to pick a new direction for gravity. If she succeeds, she begins falling in that direction, moving 150 feet in a straight line on the first round and 300 feet on each succeeding round. If she fails, she can attempt the Wisdom check again the following round. The DC decreases to 12 until she succeeds. Once an individual starts falling in a direction, stopping requires a successful DC 16 Wisdom check to set gravity in the exact opposite direction. If she succeeds, she continues falling 150 feet in her original direction for 1 round, then stops.
Because an individual in free fall cannot stop quickly, performing actions during the fall is difficult. However, the PCs may ready actions and perform them during the free fall, such as readying an action to grab an object or to attack a creature while soaring past it. Moving past an opponent in this manner provokes at attack of opportunity.
A PC under the effects of a feather fall spell falls at only 60 feet per round and gains a +2 circumstance bonus on the Wisdom checks to change direction.


The captain points to a miles-wide cloud bank in the distance, and a spire of yellow quartzite emerging from the near side of the bank.

”Yes!! You’ll all fit! The sky charts show you which currents to use. Pass through the clouds up ahead, then seek out a cloud of purple gas. Keep the cloud on the port side, and don’t go into it—it’s quite poisonous. Once you’ve passed the cloud, keep an eye out for a sea of boulders that ebbs and flows like water. The dangerous skies surround that sea. And remember, take care of the ship and supplies I’m lending you. I’ll be charging more on your letter of credit if I don’t get them back. The food and water are yours to keep, of course. When you leave the area, use the quartzite mountain as a landmark. Set off the signal near the mountain, and we’ll come back to this spot to pick you up. You’ll be able to see us from there!!“ the air mephit says.


female Barbarian 3, HP 64, AC/T/FF 21/12/19, F/R/W +11/+7/+3, +2 vs spells, Init +2, Perc +11, darkvision 60, tremorsense 60

Did you write that down? Rhyol asks the chronicler. I do not want to get confused with the directions... she says, a bit frustrated with the circumstances, steam coming out of her plates indicating her concern.

if possible, i'd like to buy 2 air crystals...the pregen doesn't have any gold..unsure of procedure there...if not, no big deal...


Female Advanced Pyrausta Bard 5 | HP 57/57 | fast healing 1| AC 27 / 21 T / 21FF | Fort +9, Reflex +15, Will +12 (+16 vs bardic performance, language-dependent, and sonic)| CMD 15 (19 vs trip) | Init +5 | Perc +10 | SM +16 | darkvision 60', low light vision | Speed 40', fly 90' (good) | Immune fire, paralysis, sleep | vulnerable to cold | Spells 1st 5/6, 2nd 4/4 | Active Conditions: Mage Armor, Inspire Courage, Good Hope, Haste

"Oh yes, I've written that down, that's the sort of detail we need to remember." says Ember as she finishes updating her notes with the captains instructions.

"Ok, so here's the next bit of the story...Our gallant team set sail from Armun Kelisk towards our destination. As we whizzed along on the airy currents, the crew skillfully navigated us past many wondrous sights found within the Plane of Air, great storms and towering crystal structures."

"Eventually the captain could take us no further, we had reached the point from where we must carry on alone! Thankfully we were kindly granted use of a smaller 'air boat?', this extraordinary little contraption was to be our transport for the next leg of our journey towards the heart of the anomaly..."


The Avalanche | Male Oread Inquisitor 6 | AC 18 (T 13, FF 16) CMD: 22 | HP: 51/51 | F +7, R +5, W +9 (Resist Acid 5) | Init +5 | Perception +12 | Darkvision 60' | Speed 20' | Bane 6 rounds/day, Judgement 2/day, Magic Stone 1/day

"Lets get a move on." Krakos moves down to the smaller boat.


Female Advanced Pyrausta Bard 5 | HP 57/57 | fast healing 1| AC 27 / 21 T / 21FF | Fort +9, Reflex +15, Will +12 (+16 vs bardic performance, language-dependent, and sonic)| CMD 15 (19 vs trip) | Init +5 | Perc +10 | SM +16 | darkvision 60', low light vision | Speed 40', fly 90' (good) | Immune fire, paralysis, sleep | vulnerable to cold | Spells 1st 5/6, 2nd 4/4 | Active Conditions: Mage Armor, Inspire Courage, Good Hope, Haste

Ember follows Krakos in boarding the flying contraption.


Please make your perform oratory check Chronicler! Anybody else eager to do something while still on the air ship?

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