stable i guess or busy dying.
Diplomacy Aid 1d20 - 1 ⇒ (19) - 1 = 18
Cara makes no move to draw her blade though she does shuffle up.
"Would you be interested as an envoy of your tribe to make arrangements with us instead?" she asks.
The blue man is awake. Salvio, you healed him. Leon has tied him up and is watching him at scythe point.
Green is stabile, but nothing has been done with her yet.
"I would need to arrange it, but I could do such a thing. The snakes were supposed to treat with use today in fact, Leska turned our group around. She got a feeling something would happen here. Looks like she was right. My mountain village is 2 days away on Round Mountain." He shows you a map to the location. He makes promises to prepare his tribe for your possible visit, and leaves.
You still can question blue and/or green. You have lots to search, but you have completed enough to earn 2 pp. I will prep a summary post and work on chronicles, Please check your information in the discussion is correct, day job is rolled, etc. I will work on this stuff later today.
With a little intimation, you are able to determine that the blue man is a ninja from Tian Xia, a member of the Golden League—the Gokan crime syndicate that has, since the Ruby Phoenix Tournament, been collaborating with the Consortium to expand these organizations’ operations into
the each other’s sphere of influence. The note you found in the inner sanctum desk gives more information. The man's name is Yasha Momota. He has no real information about the "back door into the Tapestry" but he does confirm the slaves' story that several teams of Aspis agents have passed through here to several of the areas within the tapestry. He estimates 20 or so agents in 4 seperate teams.
Faction missions were as follows. They don't have baring on prestege anymore, but some still like to accomplish them.
liberties edge (was Andoran Faction): Andoran faction PCs who recover the bill of sale for the slaves working in area. This is on the person of the whip guy.
Dark Archives (Cheliax Faction): Cheliax faction PCs who locate and
retrieve the asura statuette in area of the inner sanctum. It was the small statue you all found.
Grand Lodge Faction: Grand Lodge faction PCs need to interrogate Leska or Tzizzan and discover the Aspis Consortium’s plans to ally with the ratfolk of Round Mountain.
Soveriegn court (was Lantern Lodge Faction?): Lantern Lodge faction PCs need to identify and recover the seal of legendary maharajah Sigurdanda Virgandya. This is a seal in the southern shrine located in the camping bedrolls.
Scarab Sages (was Osirion Faction): Osirion faction PCs who recover the Mizravrtta Brahmodya from the cooking fire. The first set of thugs were using this as firewood. Your route would have prevented this from being successful.
Exchange (was Qadira Faction): Qadira faction PCs need to retrieve the Vudran map in area, the one that doubles as a know direction scroll.
Exchange (was Sczarni Faction): Sczarni faction PCs need to obtain three or more Aspis badges—including at least one silver badge. Leska and the scroll lady have silver badges, all the rest but the ninja and Tzizzin (the ratman) have bronze badges.
Dark archives (was Shadow Lodge Faction): Shadow Lodge faction PCs need to locate and recover Cathixia’s (scroll lady) notes on the Aspis Consortium’s burgeoning relationship with the Golden League in area of the inner sanctum (her desk).
Silver Crusade: Silver Crusade faction PCs need to restore the statue of Meenashdu to its rightful place in area, Southern shrine's fire location.
Soveriegn Court (was Taldor Faction): Taldor faction PCs need to retrieve Decian Bardos’s wayfinder in Leska's stuff.
Not sure I got all the factions link to the new ones correctly, good thing these don't matter anymore.
Your groups searches the area and restores what they can. The haunt is caused by a dead nymph. A DC 15 knowlegde religion gives the ritual that will reassure her spirit and put the area back to normal.
Finally you all return to the Grand Lodge in Absolom via your eddies following you. Unfortunately you can't take any of the prisoners or slaves back. You leave the slaves there to nurse the Aspis agents and guard the ninja. Aram Zey goes into reaction mode when he hears all you have discovered. He dispatches several teams of agents to secure and track the Aspis presence. He promises to do what he can to get the stranded folks out of the tapestry and back to Golorian, though that will have to wait until the wizards and Archanists can figure something out. It could all come down to this "back door" you found hints of. Aram thanks you for a job well done. You are dismissed to attend to your own tasks as you see fit.
I will start the chronicles and hope to get the link up in discussion later today.
For Chronicles, I am good for Leon, Malon, and Nate. Salvio, I need your Day job and any purchases. Kuikka, I need the player name as you want it and I need your actual day job roll unless you are taking 10. Cara, I don't think I have anything. Could you provide the below information?
Player Name (as you want it on the chronicle)
Day Job and roll
Purchases and/or sales
Is anyone using slow progression? Please let me know.
Kuikka will try to lay the spirit of the nymph to rest.
Religion: 1d20 + 5 ⇒ (1) + 5 = 6
Player name: Eeeeka
Day Job: Take 10 = 15, 10 gp
|Leon the Brute|
Leon makes sure all the Aspis are disarmed, unarmored, divulged of valuables and tied up before they leave. He leaves behind his winter outfit for them to share and any food and water he currently has on his person.
"We gonna send hep back, don u worreh."
Leaving: Cold Weather Outfit (bought during the scenario), Winter Blanket (already had it), 2 full waterskins, 5 trail rations.
Did we complete this Faction Journal Card mission?
Defeat a known slaver whose Challenge Rating is at least equal to your character level. For the purposes of this goal, a slaver is a creature that owns at least five slaves, is maintaining a compulsion spell or effect to control a creature for at least 1 day, or is explicitly cited as trafficking slaves.
Knowledge (Religion) check: 1d20 + 8 ⇒ (7) + 8 = 15
"Oh! I remember that one! It was part of the crossover class I took, where the fey expert and the theology prof got into a big argument about whether the Eldest could be considered as deities. I learned so much from listening to them go at it! Oops, that's not important. I'll just need some water and a piece of wood. No cold iron, though...I'll have to leave my crossbow bolts outside the room."
One quick ritual later, the nymph's spirit is much calmer.
GM W, Salvio has no day job. He bought a wand of mage armor with 2 PP, a cloak of resistance +1 for 1000 gp, and cold-weather gear for 8 gp.
I almost forgot a very important set of purchases: copying spells! That's 5 gp for the spark cantrip, 10 gp for identify, 10 gp for charm person, 10 gp for magic missile, 10 gp for comprehend languages, and 10 gp for feather fall. Total 55 gp for spells taken from the captured spellbook and scrolls. Malon, it looks like you've got two spells that Salvio doesn't--endure elements and protection from evil. Salvio offers shield and enlarge person, which you don't have (also ray of enfeeblement, but that's a necromancy spell and you may not want it; up to you).
So assuming Malon is on board, Salvio will spend 75 gp copying spells. The copying process takes a DC 16 Spellcraft check, so with +10 Spellcraft, he automatically succeeds at it if he takes 10.
Cara is more then happy to help divest the Aspis Agents of their equipment and ensure that they have being properly subdued.
Heading back though dampens her grin a bit as she does not look forward to the bane of her adventuring life. Paperwork.
Cara has no day job.
@Malon and Salvio, I think I got all the spells on the chronicles for you guys, but let me know if something is not right.
I enjoyed this run through for you guys. I miss spoke above Sanos Abduction is 4-05 and not 4-07. Again the chronicles are above. If there is something you need fixed please let me know.
|Nate of Green Bottoms|