Bullseye

A Fistful of Koban's page

167 posts. Alias of Pixel Cube.


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Sorrounded by armed and dangerous people and with his leg hurting for a bullet, the man drops the shotgun and reaches for the sky. Alright, alright, just, don't kill me, ok? There is a path leading downwards the Canyon, through that opening in the rocky wall. You will find Slate and the rest down there. He then slowly backs up towards the pathway you came in, with a worried look on his face as he moves close to the elven tribesmen.


Upon more careful examination, the rope reveals to be the trigger for some sort of trap, though you can't make out what would happen if it goes off.


There was another one left! It's a shotgun armed gunslinger, the one that Korren just hit. It's right in the middle of the campfire. Sorry if that wasn't clear

The man reloads the gun, but doesn't fire this time. What do you want!? What the f%+* do you want?!!


No problem, during holidays I have much less free time too, go figure.


Needless to say, fear got the poor Pissbucket to his final demise. The lizard screams as the knife sticks into his back, and then drops to the ground, motionless.

It's very difficult to estimate the distance of the gunshots: the Whispering Canyons are famous for their constant winds that make almost impossible to discern from where a noise comes from. That said, the gunshots seem to be pretty distant: there are probably quite a lot of solid rock walls between you and there. And now there is someone yelling, too.

Thel, as you move inside one of the rocky openings of the canyon walls, towards the path that Pete pointed at, you can see something in the sand... Probably some sort of rope, though you can't see what it's attached to.


At the sight of Grymblade slitting Pete's throat, Pissbucket freaks out, at tries to burst the ropes that are holding him. 1d20 + 5 ⇒ (20) + 5 = 25.
He manages to snatch the bindings and, while screaming, tries to escape up the pathway, in the opposite direction of Slate's camp.
Everyone has a surprise round action, then it's initiative.


Judging by how easily you want to slit throats, I hardy believe that you care for the lives of the innocents, elf. Besides, I know no more than what I've already told you. I don't know where those shots came from either.

Meanwhile, another gunshot resonates in the night air.


Rolling concealment...
5d100 ⇒ (60, 97, 1, 43, 85) = 286

Shosuro, you see a man going out of the could, that receives an arrow in the knee from Katz-ne-ate. Your sword slash is enough to finish him.

Korren, despite the dust and the darkness, is able to make out a shadow within the camp area that is reloading a weapon, and hits him with a bullet. The man screams, and moments later another shot is being fired haphazardly at your general direction, missing you. You also see that the elven warriors are now charging at the camp, screaming about their enemies' demise in their native tongue.

Jin, a buckshot grazes you: the man with the gun is very close. Although you missed while he was reloading, your second attack literally decapitates him.
1d20 + 5 ⇒ (20) + 5 = 25
1d20 + 5 ⇒ (14) + 5 = 191d8 ⇒ 1 Jin take 1 point of damage

The dust finally settles.


Oh, s#&&... I knew this was going to happen... Pete gets up slowly, still dizzy for the sleep poison. Look, just let me go, alright? I'm just here for the money... Not unlike you. The camp's right there... he points at one of openings in the rocks. Follow the pathway, you can't miss it. Good luck with his men, there's 30 at least. He then looks around, seeing all the other guards dead. Poor sods, but I don't want to end like them. A revolution's just not worth it.

All of a sudden, everyone can hear a distant gushot, though you can't make out from where did it come from. Seconds later there's another one.


A bandit does come outside the cloud, and gets Katz's arrow right in the knee. The other two instead stay inside, waiting for it to settle. You can only hear the sound of firearms being reloaded.

Everyone post your next action, I'll take care of the order.


I'm having connection issues, sorry for the lack of posting. An upcoming major event will speed up posts for sure.


Dats right! Ask Pete! He knowss! Me knowss only 'bout these guards! says Pissbucket.
Meanwhile, Pete is slowly waking up. Wh-what? Ouch, my chest...


Connection issues, sorry about the late post.


Pissbucket kept his mouth shut for the whole duration of your ambush, but as Ember drags him down, near the fire, he starts hissing and biting the ropes. Lemme go now, pleasse! They gonna kill me if they saw! Me bring you here, now lemme go!

Thelnyss finds very few sets of footprints, mostly going from the camp to one of the openings in the sandstone walls.


Sorry, was very busy
Korren rides halfway down the path, overtaking the elven warriors.
Meanwhile, you can hear the guards stumbling to get outside the cloud of dust, and the cocking of a firearm. Then a powerful shot
Shosuro gets out of the way just as an handful of pellets flies past him: the attacker just didn't see him.
1d20 + 5 ⇒ (7) + 5 = 12

The axe guars tries to chop the head of the charging Jin, but misses. The samurai instead strikes true despite the darkness, killing him.
1d100 ⇒ 671d100 ⇒ 65
1d20 + 7 ⇒ (2) + 7 = 9

To clarify: everything inside the cloud has total concealment (50% miss chance) while outside it's just (20%), assuming nobody sets up a light source.

Katze is up.


Sorry for the delay, was really busy

Between Boss' blade and Mord's powerful kick, the guard drops on his knees and then ceases to move. Except for Pete, who is snoring, everyone on the site is dead.

A quick examination of the camp and the bodies reveals the following things:

2 banded mail armors
2 studded leather armors
2 masterwork longswords
1 fully loaded volcanic pistol (use the same stats of a revolver, but has a capacity of 10 rounds)
7 metal cartridges
an handful of rations

and a small barrel, about 2 feet long and 1 wide, which appears to be completely loaded with gunpowder.

Before you, the path interrupts, and there are several crevaces in the Canyons. Wind and dust pass through. The way to Slate's camp is probably one of these, but which one?


Grym's knife passes through the man's body as if he was made of butter, and the pointy end sticks from the other side. A desperate look appear on the guard's face.
You don't understand... he mumbles while spitting blood.
Boss is up.


Yep. A full attack actions need a full round action.
From outside the dust, that is slowly setting, you can hear a man screaming in pain, and more people coughing: the sleeping guards are now waking up and rising. Nobody ventures out of the dust so far.
1d20 + 6 ⇒ (7) + 6 = 131d20 + 6 ⇒ (1) + 6 = 71d20 + 6 ⇒ (8) + 6 = 14
Korren and Shosuro, you are up now. Korren is still pretty distant, and Shosuro is in the dust too. Korren, you notice that the Elven Warrior are slowly getting down the path.

Updated Initiative:
Katze-ne-ate
Guard 1
Guard 2
Korren
Axe Guard
Guard 3
Shosuro
Jin-Darus


Korren Blake wrote:
Do I hear the men making noise?

Yep.

Both guards are caught by surprise by Jin and Shosuro's attacks. The one with the axe survives Jin's arrow, but the same cannot be said for the other guard, that falls to the ground in a puddle of blood.

Meanwhile, Katze's escavation gambit works: the bullhorn disappears into the ground, and between the ground lowering and the dust rising, the campfire is soon swallowed too. Darkness falls in the area: you can only hear the sound of the remaining guards, coughing due to the dust. Shosuro, you are in this area too.

Guards' initiative 1d20 + 1 ⇒ (1) + 1 = 21d20 + 1 ⇒ (9) + 1 = 101d20 + 3 ⇒ (15) + 3 = 181d20 + 3 ⇒ (9) + 3 = 12

Initiative order
Katze-ne-ate
Guard 1
Guard 2
Axe Guard
Guard 3
Jin-Darus

Missing rolls: Shosuro, Korren


What footprints? These are just ours.

Yeah, right, maybe I'm just being paran- says Pete, but it's interrupted by Thelnyss arrow that gets him in the stomach. He makes a surprised face, and an instant later he falls face down in the sand. His hat goes into the fire, starting to burn. Fort Save 1d20 + 2 ⇒ (7) + 2 = 9

Meanwhile, Grym's sudden appearance and Boss'charge put the sleeping guards out of their misery.

The remaining guard, very confused, quickly unsheaths his sword, facing towards Boss and thus turning his back to Grymblade. Damn you! Initiative: 1d20 + 1 ⇒ (2) + 1 = 3

Initiative
Boss
Grym
Thel
Ember
Guard


The hammer is indeed an earthbreaker.
1d20 + 5 ⇒ (8) + 5 = 131d20 + 5 ⇒ (19) + 5 = 24

... the sphere is our chance for victory, and a bloodless one at that. Too many people have died already.

Whatever, I just my share, that's all says Pete. You don't need to convince... Hold on, whose footprints are these? Pete spotted Grymblade's tracks in the sand, but doesn't see him or the missing horn.

You all have the surprise round to act, then roll for Initiative in case you want to attack them.


1d20 + 7 ⇒ (16) + 7 = 23
There are 2 awake and 3 asleep. The two are armed with axes and swords, and wear mail armors, while the sleeping ones seems to be carrying firearms.

Who's there! Is that you Logan? says one while turning towards the place where Shosuro made some noise.

There is someone here... says the other one, while going for the the horn beside the fire.

Unless Shosuro wants to change his action, do your readied actions now, then roll for Initiative.


1d20 + 5 ⇒ (13) + 5 = 18
The horn is now inside Grymblade's bag, and nobody seemed to notice that. The two guards keep discussing.

Why do you joined him, anyway? You aren't in this for the money, I know that asks Pete to the man in armor.

You wouldn't understand it. Slate is not a bandit. He fights for a just cause, against an unfair king. And we might be this close to put an end to this sensless war.

Sounds to me that he just stepped on the wrong set of toes, and now is playing the "fighter of the freedom" role just to save his ass.

Why don't you tell that to his face? replies the other bluntly. I'd love to see that.

For what? You know you can't touch him now, not with that wierd sphere of his...

Grym, you are very close to them, no more than 15 ft, and just beside one of the sleeping men. The other one is on the opposite side of the camp fire.


1d20 + 5 ⇒ (12) + 5 = 17
You go ahead whispers Four Winds, as he and the other warriors crawl slowly down the path. You try to take them out without much havoc, and if necessary we will run down to kill them if they try to alert Slate.
While Korren stays behind to cover, the rest of the group is able to sneak down the path silently. Everyone can see five people sitting close to a campfire. Three of them are sleeping, while the other two, a man with a scale metal armor and sword and and another wielding a waraxe, are awake. They listlessly scan their surroundings, while talking with each other.

...five of them I tell you. They didn't come back. Either they betrayed the Chief, or got themselves killed, which is bad news anyway.

Bad news? Good riddance to bad rubbish, I say. We don't need more scumbags around. replies the other one.

We need more men. We are never going to be able to get the town by losing men at this rate. Chief should stop leaving them for dead in the desert.

We've been over this. That Jaxus killed three unarmed... wait, what was that?

While Katze and Jin were positioning themselves behind a group of rocks to the west of the fire, (Shosuro was ableo to flank the patrol on the opposite side), some rubble fell to the ground, and the armored man is looking that way. You are now circling them, just outside the light cast by the fire, at about 60 ft of distance. Between you and them, it's open ground.

@Katze: low light vision does apply to this case. If fact, you are also able to see that there is a large bull horn beside the fire, and a small barrel with a red X painted over it.

State your actions. You are in a circle, at 60 ft from them, while Korren is still on the path at 200 ft. The Awakened Moon tribes men are halway between you and Korren.


1d20 + 5 ⇒ (10) + 5 = 15
While Ember and Pissbucket follow more slowly and not so silently, the rest of the group is able to sneak down the path unnoticed. Everyone except Ember is able to see four people sitting close to a campfire. Two of them are sleeping, while the other two, a short figure wearing a cowboy hat and a man with a scale metal armor and sword, are awake. The short one is cutting a piece of wood with a small knife while talking to the armored one.

...darned coyotes, that's what they are. I don't get why the chief would surround himself with thieves and bandits.

Oh, like you aren't one, right? replies the other one.

What! I take offense to that, did't they teach you manners in the Capital? Pete the Giant never killed or robbed anyone.

Sure, sure, so the Marshal is just put a bounty on you for what, your charming conversations?

That AND because of all the families I ruined. Married ladies just can't get enough of ol'Pete here.

Taking advantage of their distraction, Thel and Boss position themselves behind a group of rocks to the west of the fire, while Mord and Grym flank the patrol on the opposite side. You are now circling them, just outside the light cast by the fire, at about 60 ft of distance. Between you and them, it's open ground.

@Thelnyss: this isn't really desert terrain, but mountain terrain, so the bonuses can't apply while you are in this part of the canyon.

Grymblade:
The lizard looked scared by your menace, maybe TOO scared. You suspect that he might flee at the first opportunity.
You also notice, while approaching the patrol, that there is a large bull horn beside the fire, and a small barrel with a red X painted over it.

State your actions. You are in a circle, at 60 ft from them, while Ember is still on the path at 120 ft.


Katze-ne-ate:
You have seen similar warpaint on someone at the Elven Mission back in town. He was on a member of the Awakened Moon Clan too, and you also remember talking to him about their tribe. These elves are ruthless in battle, and, more importantly, not entirely humanoid. It is said that they commute with the Spirit so much, that they can actually turn into animal as well.

Good. Then we must go. May the Moon bless our path. As you start riding towards the Whispering Canyons after your brief rest, the elves follow you at short distance on their own feet. You see that the run much, much faster than the average person, and don't seem to be tired as much as you would expect. You also all notice that they look much more feral now, almost as if they were slowly losing their fair elven features.

It's 3 hours before dawn when you arrive at the Canyons. The half moon illuminates massive walls of sandstone, eroded by millennia of constant winds that blow on the area. The wind passes through clefts and cracks, creating eerie sounds. The desert elves use to say that it's the spirits of the dead that whisper, and certainly the Canyons have seen many deaths.

This way says Four Winds in a very low voice. You should leave your horses here, they won't be of any use where we're going.
He then starts to lead you towards a crevice to the West of the Canyon, and then down a rocky pathway that descends towards the bottom of the canyon. Suddenly he stops, sniffing the air, and whispers Someone's aheadpointing at a place where the pathway makes a curve. You can see a distant fire in that direction, at about 200 ft.

Do a Perception check, and Stealth if you want to approach unnoticed.


The night falls on the desert, and you keep riding towards the Whispering Canyons. It's 3 hours before dawn when you arrive there. The half moon illuminates massive walls of sandstone, eroded by millennia of constant winds that blow on the area. The wind passes through clefts and cracks, creating eerie sounds. The desert elves say that it's the spirits of the dead that whisper, and certainly the Canyons have seen many deaths.

Thiss way says Pissbucket in a very low voice and getting off his mount. We need leave horse now. They ain't good on rocks.
He then starts to lead you towards a crevice to the East of the Canyon, and then down a rocky pathway that descends towards the bottom of the canyon. Suddenly he stops, and whispers Firsst patrol there pointing at a place where the pathway makes a curve. You can see a distant fire in that direction, at about 200 ft.

Do a Perception check, and Stealth if you want to approach unnoticed.


Sorry I forgot

Good. Then we walk the earth tonight. We will need just a few moments to rest, then we can attack their first patrol, the one on the east side of the Canyons. Four Winds pulls out an handful of bright yellow sand from his purse, and starts to put it on his companions' faces.

Knowledge (local or nature) check everyone please, also I still need a confirmation from another player before going to the camp.


Jade is in mines. Sslate wants Jade too.
Is anybody still there? Is everyone ok to move things on?


Korren Blake wrote:
I simply sit and watch the conversation.

They are also speaking in common, so you pretty much know what they are saying.

Waiting for at least another player to confirm the above decision.


Good. The visions can show you what's about to happen, but only by accepting the Spirit you can commute with the flow of things. says Four Winds. We can keep on resting, or try to reach the Canyons before dawn. We warriors are not tired, and can run fast. What do you say, travellers?


Embrianna presses the barrel of his rifle to Jarrus'temple. May ye all rot in Hell, cowards, he utters, but you can catch a glimpse of terror in his eyes moments before Embrianna pulls the trigger and splatters his brain on the dust. The vultures are startled by the shot, and bandit's head ceases to move. The puddle of blood is quickly absorbed by the thirsty sand.

The sun is setting on the Salt Flats.

You can either camp now, or explore the nearby mines. If you want to proceed to the Canyons instead or do something else entirely just tell me. Also, Happy Thanksgiving to whoever's American.


The elven warriors light up a fire and prepare food for everyone. The warriors greet everyone of you personally, and introduce themselves in akwardly spoken Common if you don't know elven. Their names are Four Winds (the leader), Fang of the Fox, Red Vulture, Radiant Raimbow and Summer Blossom (the only female of the group).
Our people is slowly disappearing. We know that the Awakened Moon tribe will soon be forgotten by this land, but we won't allowed to be humiliated by bandits and evil people. This is why we want to get our revenge on Slate.

Nothing is in sight, and the night slowly falls on the desert. The food is delicious and plenty. The warriors don't eat much, and seem to be very focused on what's about to happen. While you are eating, the leader traces lines on the sand, drawing a rough map of the Whispering Canyon zone. The easiest way to go there is through this opening here, halway through the main canyon. We know that Slate has at least one group patrolling the area. If we want our attack to be successful, we must get rid of them first.

SOUNDTRACK

While Four Winds draws the map, two warriors start beating on their small drums and begin to dance a propitiatory dance. Soon enough, Radiant Rainbow pulls out a pipe from his pouch, and after puffing for a while, he passes it to the person to his left, and eventually the pipe comes to you. This is the Herb of the Spirit. It will show you what's whitin. It's good to know more about yourself before going into battle.

Everyone who wants to smoke, RP a vision of your choice. If you want to know more about the Herb or the Awakened Moon tribe, do a Knowledge (local or nature) check.


Jerras looks at Pissbucket. That smelly thing over there? That's your guide? Good luck with that! 've seen him at the camp once, and I bet he couldn't find his own tail in broad daylight. If ye want to sneak into Slate's tent, I'm your man.

Then he replies to Grymblade and Embrianna. You ain't hanging no body. If you want me dead, then kill me now and be done with it, you bunch of cowards. Because if you bring me behind bars and I escape, something I did before, I'll make sure I pay a nice visit to each and every one of you.

Unless you really want a guide that doesn't alert everyone in miles with that smell. Whaddya say?

Thelnyss: the Undeath Vultures have been roaming this desert for centuries, and the one that flew was just scared of the noises of your horses.


We will gladly share a fire and some fresh food with you, shaman he says the one in the middle, showing a dead sand rabbit on his back. The night is not for travel, but for battle and contemplation. The others start to set up a camp fire.

The youngest warrior, a tall and slender elf with dark skin carrying a short spear, answers to Jin-Darus.
Good thing you met us then, your encounter is already favoured by the spirits. Slate has done many harm to our tribe, though he didn't attack our camp, he stole food and supplies from us, and many warriors tried in vain to stop him. Talking Bones said that we must wait for better times, but we want to stop Slate once and for all, that's why we are going to his camp too. We can show you were it is. We saw two groups of riders on our way, but we don't know where they were going.

Then the oldest one, obviously the leader, speaks again.
Normally we wouldn't desrepect an order from our shaman. But the Moon is forgiving and the spirits of our deads claim for vengeance. Shall you join us on our way to the Whispering Canyons?


The man looks at all of you with a very stern gaze. S~*%. Bounty hunters, aren't you? Trust my wrinky ass to be saved by a bunch of marshall wannabes. He then replies to your questions.

To Thelnyss: Slate, that ol'bastard, put me in this cozy hole, may he rot in hell. We assaulted this g~*%!~ned caravan and I figure out: heck, might as well get rid of those merchants too. But he said no, we don't kill civilians. Civilians! You should have seen him, acting like a g#&$$!n general, just because of that blasted sphere of his and all that mambo-jumbo. So he put me here to punish me, and told the others to watch and learn that he don't want his men to kill civilians. That f*@%er left me here to rot, one straight day watchin' the Vultures turn the merchants into bloody walking dead, with nothing to do until they started to crawl here to eat my own face. That's when I saw you comin'.

To Grymblade: I can help you alright, just get me some water, an horse and I'll bring to Slate's camp.

To Embriana: What the f**% is your problem, lady. I ain't going to no jail. You might as well let me die here, cause I'm not gonna get myself killed by ropes and lawyers. The only trial I know is the trial by gun, so you either give me one now or bugger off somewhere else. He spits to the ground near him. Dunno why you know my name, but if you're looking for a knife-trowing man, that backstabbing scumbag killed one of my men and disfigured my idiot brother before giving me the courtesy to die. A courtesy I would be happy to receive from you as well.


Sorry, was out of town for the weekend
SOUNDTRACK
The group proceeds through the desert at a good pace. You don't encounter anything else along your way, apart from a distant wagon you see going towards the town at noon.

Shortly thereafter, you reach the Choke Hills, one of the few lankmarks in the whole Flats: a zone of rocky mounds and hills with sporadic shrubs and small trees. The zone is famous for two things: there are a few ponds of muds here that survive despite the insanely hot weather, and many bandits choose to hide the bodies of their victims in the aforementioned ponds, ence the name Choke Hills. Here, among the shrubs, Katz-ne-ate notices erratic horse and boot tracks, among with a few small puddles of already dried blood and a long trail in the sand. A fight took place here: the few empty firearm cartridges you find on the ground are still warm, so it didn't happened a long time ago. Traces of a small wagon, that headed West on your way, suddenly stop and head back.
Something definitely happened here, but there are no bodies around.

At about sundown, you are about to reach the Jade Mines, the middle point between the town and the Canyons, when suddenly you see 5 figures in the distance. They are on foot, and look like members of an elven tribe of the desert. They don't attack you, and instead come close to you without showing any sign of belligerance. Once you reach them, you recognize them as members of the Awakened Moon tribe. They put their hands in the air to make sure they see they don't carry any weapon, and address Katz in elven (though anyone who has the language understands).
Greetings, shaman brother. We mean no harm. May the moon bless your nights and protect your kin.


Sorry, was out of town for the weekend. I'm gonna consider the roll as an 18 anyway, to speed things up a bit.

Mord's kick bashes the undead's skull, and the thing drops to the ground without a sound. There isn't anything else moving, and the vultures are high in the sky, but still circling around the place.
As you get closer to the ruins of the cart, you can see something in the sand right in the middle of it. It's an human head, and he's addressing you: Took you long enuff'! Now get me the hell out o' here!. The man has a dark tanned skin and he's covered in dust: he has been buried shoulder deep in the ground, and left there.

Embrianna:
He may be uglier than before, but you would recognize that face everywere: it's Jerras Blackstone, the man who killed your husband.


The body is very light, due to all the water that he lost. Putting it on the back of one of your horses won't slow him down that much.
Alissera, you examine the body and are able to determine that he's not an undead that you know of.


Close, we are. In deep of the night we be there says Pissbucket, that seems to be riding at your speed despite the tied hands.

There are no obstacles of any kind between you and the undeads, but two of them instantly fall to the ground and cease to move due to your arrows and bullets. The third one keeps going, and as you close up you can see his lifeless eyes glancing at you. You can also hear the cries for help more distinctively. Help! Come on, dammit! Get me out of here!


Sorry, I missed your check above.

Vultures:
Those are the Undeath Vultures, a species of foul, rotting flying carcasses that eat other carcasses as well. And the half consumed carcasses they touch rise up as undead as well. Their presence is considered a very bad omen by the Elven tribes.

Thel can clearly see that the men approaching are most definitely not alive anymore. They creep towards you, slowly and growling.

But Thel also notices something else.

Spoiler:
You can also hear someone calling for help. It's a human voice, but you can't see where it comes from, you just realize it must be in the general vicinity of the wagon.


As you reach your destination, you can see what appears to be the remains of a wrecked caravan wagon. The thing was set on fire and there are no horses. There are large vultures in the air, and one of them flies away when it sees you coming. Knowledge (Nature) checks DC 20, please.
You also see three human figures slowly staggering towards your direction. A Perception check too, meanwhile state your actions.


Korren and Jin don't remember anyone called Damien during their stay at Hangman's Noose, but they do remember something very well they learned when you accepted the mission: that Slate was once a noble himself, and a rebellious one at it, and the King himself is paying for the bounty on his head.

Adder and Farda are both small town, close to the Valderran capital, which is very far from here. 12/82 is most definitely a date, referring to about 1 year ago, around the time the rebellion started to be noticed. The dates go on like this on the book till the last page, where the most recent date is 3 months ago.

I'll advance the game once you decide how to dispose of the corpse.


Both the sword and the brooch are revealed to be magical upon a quick inspection I'm using one of Alissera's rolls as a Spellcraft check. The sword's properties are quite rare: it is a +1 allying sword. The brooch is a brooch of shielding, and the symbols on it belong to the Leveroin, a noble family of the Reign of Valderran, which is the reign Hangman's Noose is part of too.

There are also a potion of cure moderate wounds and a potion of barkskin +2.

Getting the book out of the corpe's hands is more difficult than you tought it would be, since it's holding it very tight, but you eventually manage it.

Inside, its pages and pages of numbers and notes, with very few phrases written in discolored ink. Phrases like "1000 g to D", "out of Adder (a Valderran city) by 12/82", "43 losses in F". By the looks of it it's not exactly a code, but rather notes written in a very sketchy manner.

There are also two short letters held inside the book. One of them is half burned, so you can only read the first part.

Dear Damien,
everything is settled. The defeat of our contingency in Farda gave us enough distraction to gather things up in Adder. We currenly have about 100 swords on our side, and Adrian will provide...

The other one looks more recent and goes like this:

Dear Damien,
my greatest respect for what you are doing for the cause. I'm glad that you decided to join us here. The desert is an harsh place, but it will be perfect for our plans here. The town is of the utmost strategical significance to the reign, so it's almost unbelievable how that crowned bastard isn't protecting it with his army. Unbelievable, but very lucky for us: the town will be an easy prey, and they won't ignore us anymore after that. I am gathering my own personal army here, and doing small hit and run attacks and raids to get enough weapons and supplies. I have about 30 men on my command, and more will follow surely. It's mostly outlaws and gallows birds, but that will do for now. My most loyals are still with me, so don't worry for my life. I just have to figure out how to organize a direct strike on the town, then everything will go according to our plans. It won't be easy, but I won't back down now. I am glad that more friends like you decided to put their lives at stake for the true realm. Hoping to see you soon.

For the Cause,
S.


Mordechai: Sanzu will take care of that. Before departing he said: I'll go to Castle, and tell him to prepare some sort of defense. If by tomorrow night you're not back, we'll get properly worried. Until then, good luck.

Embrianna: your thinkering with the gun while riding produces no results so far, but perhaps you will be able to make it work once you rest for the evening. Also, any gunslinger with the Quick Clear deed can spend a grit point to remove the broken condition from it, so maybe you can hand it over to one of you mates.

By the way, how have you split the loot up? Please update your character sheets, and don't forget the object that Sanzu gave you.

Pretty much anyone sees the mines nearby, but only Mordechai and Thelnyss notice that past the mines, at about half a mile away from the path to the Canyon, there are large birds flying in a circle...


Shosuro climbs down the tunnel. It is solid, with just a little sand falling as he goes down. There is a strong odour here, probably the one of the snake. On the bottom the nija finds a golden brooch with a symbol on it. The boot, instead, is still attached to the corpse of his former owner: it's deeply buried in the sand, but with the help of the rope and Jin's horse, both Shosuro and the corpse are dragged outside.

The corpse is almost mummified by the heat and the dryness of the enviroment, but doesn't look like he's dead from too long. It a man, dressed in fine dark red clothes now ruined by the sand. His eyes are now two empty sockets and his skin is grey and wrinkled. It has a finely crafted longsword on his belt, and a pouch with 2 colored flasks inside. But what gets your attention the most is the fact that he's still holding a small book with a red cover very tightly on his chest.

To recap, you find the following:
a finely crafted longsword
2 potions (Craft Alchemy to identify)
a golden brooch (Knowledge: Hystory or Nobility to identify the symbol)
a small book with a red cover still in the corpse's grasp.


Looks like the majority wants to go to Slate now. I'll move things accordingly but please give a confirmation for this

SOUNDTRACK
Sanzu takes care of the prisoners, and uses the wagon to bring them back to town. Whit the fresh horses of Waxton's band, you are able to press foward to the West much faster than before. Pissbucket rides with you, a bit akwardly since he's still tied up. He mumbles incomprehensible things in his native language, but other than that isn't doing anything suspicious.

You ride fast, and by the late afternoon, just before the sun is starting to set, you pass the Jade Mines, headed to the Canyons.

Perception checks please. Also, bigger update coming later, once you confirm that you're going for Slate.


The stuff is half buried, so there's quite a lot of sand to move. Jin's horse would accomplish this, but one of you still needs to go down to actually tie the rope to the stuff.


It is high noon, so the sun is directly above you. This makes Jin able to spot something on the bottom on the hole: it looks like a boot, half buried in the sand, and there is something shiny down there too...
If anyone wants to go down, it's a Climb DC 15 without a rope, 10 with a rope, and a Str check DC 15 to drag the things up (more people can pull and give the aid bonus). The hole's too narrow for more than one people.


The viper is still trying to figure out what attackers are real or not, when Katz-ne-ate starts speaking to it in a sibilant tongue. The snake can feel the desert's druid spirit commuting with its soul, advising it to get away fast if it wants to live another day. And the snake listens. It dashes away, very fast, but not before Jin's katanas plunges deeply into its scaly skin. The viper leaves a long trail of blood, and at about 100 ft away, it disappears in the sand.

You all notice a 5 ft wide hole in the sand, probably the snake's hideout. It looks pretty deep, but solid enough to be climbed down with the help of a rope.

We are out of initiatite, glad to see Kyto and Alissera back.

Full Name

Raneshi Glyph

Race

HP 118/118 | AC 29/31 | F +18 (Juggernaut) R +19 W +19 (+2 when shielded) | Perc +19 (+21 ini) LLV |

Classes/Levels

speed 30 ft | focus 1/1| Hero 1 | Active Conditions:

Gender

female aiuvarin human runesmith 11

About Raneshi Glyph

Raneshi Glyph
Elf, Human, Humanoid
Half Elf Runesmith 11
Background: Portal Scholar
Perception (E) +19, low-light vision
Speed 30 feet
Languages Common, Elven, Fey, Mwangi, Chthonian, Empyrean
Defenses
AC 29 (11+2 T+4 DEX +2 Item)/31 (+2 AC/+2 saves, H12, HP96, BT48)
Fort (M+) +18 (Juggernaut), Ref (E) +19, Will (E) +19
HP 118

Skills
Acrobatics (T) +18, Arcana (T)+18, Athletics (T) +15, Crafting (M) +24, Deception +13 (T), Diplomacy (T) +13, Intimidation +0, Lore: Demon (M) +22, Lore: Architecture (T) +18, Medicine +17 (T), Nature (T) +17, Occultism (T) +18, Performance +0, Religion (T) +17, Society (M) +22 , Stealth +18 (T), Survival +17 (T), Thievery (E) +19

Statistics
Str +2, Dex +4, Con +1, Int +5, Wis +4, Cha +0

Items (10th: 1, 9th: 2, 8th: 1, 7th: 2 500 gp; 3,200 gp)
adventurer's pack, Emblazoned (reinforced) adamantine shield (8), tradecraft tattoo (9), +2 striking shortsword (10), +1 striking composite longbow (100gp) cold iron chunk, silver chunk, +1 leaf weave armor (160 gp) ; cloak of illusions (7), arboreal boots (9), cloak of the bat, silencing ammunition, transposition ammunition, elemental chunk (air), spacious pouch II (7), cold iron mace (44gp), silver dagger (44gp)

Reactions
Shield Block

Melee (E)
+2 striking shortsword +23 (agile, finesse, versatile P), Damage 2d6+1+2 (+2 vs demons) (P)
Dagger +21 (agile, finesse, thrown 10 ft., versatile P) Damage 1d4+1 (S)

Ranged
+1 striking composite longbow +22 (Propulsive), Damage 1d8 (P)

Divine Prepared Spells (T) DC 27, +17; Cantrips (6th) needle darts, sigil

Divine Focus Spells (T) DC 27, +17: charged javelin (6d6, 6 persistent)

Runic Repertoire (E) DC 30
Runes (9)
1 ESVADIR, RUNE OF WHETSTONES
2 HOLTRIK, RUNE OF DWARVEN RAMPARTS
3 RANSHU, RUNE OF THUNDER
4 ATRYL, RUNE OF FIRE
5 ZOHK, RUNE OF HOMECOMING
6 ICHELSU, RUNE OF OBSERVATION
7 JURROZ, RUNE OF DRAGON FURY
8 KOJASTRI, RUNE OF INSULATION
9 TROLISTRI, RUNE OF FORLORN SORROW
Etched Runes (4)
1 Holtrik (self)
2 Esvadir (self)
3 Kojastri (self, electricity)
4 Esvadir (Idari)

Runes:

ATRYL, RUNE OF FIRE RUNE 1
FIRE PRIMAL RUNE RUNESMITH
Usage drawn on a creature or object
This rune is often placed on a stone in a hearth to ensure
a fire does not go out in the night, its power enabling even
stone to burn. The bearer’s fire resistance, if any, is reduced
by 6. Its immunities are unaffected.
Invocation The bearer takes 2d6 fire damage, with a basic
Fortitude save; on a critical failure, they are dazzled for
1 round.
Level (+2) The reduction in fire resistance increases by 1, and the damage of the invocation increases by 2d6. (11, 12d6)

ESVADIR, RUNE OF WHETSTONES RUNE 1
MAGICAL RUNE RUNESMITH
Usage drawn on a piercing or slashing weapon or unarmed
Strike
This serrated rune, when placed on a blade, ensures it will
never go dull. On a successful Strike, the weapon deals an
additional 2 persistent bleed damage per weapon damage die.
Invocation The essence of sharpness is released outwards
from the rune, dealing 2d6 slashing damage to a creature
adjacent to the rune-bearer, with a basic Fortitude save.
Level (+2) The damage of the invocation increases by 2d6. (4 bleed, 12d6)

HOLTRIK, RUNE OF DWARVEN RAMPARTS RUNE 1
DWARF MAGICAL RUNE RUNESMITH
Usage drawn on a shield
Similarity in the Dwarven words for “wall” and “shield”
ensure that this angular rune, once used to shore up
tunnels, can apply equally well in the heat of battle. A
shield bearing this rune increases its circumstance bonus
to AC by 1.
Invocation You call the shield to its rightful place. You Raise
the Shield bearing the rune, as if the rune-bearer had
used Raise a Shield, and the shield retains the increased
bonus to AC until the beginning of the creature’s next
turn.

RANSHU, RUNE OF THUNDER RUNE 1
ELECTRICITY PRIMAL RUNE RUNESMITH
Usage drawn on a creature or object
This vertical rune is often carved on tall towers to draw
lightning and shield the buildings below it. If the bearer
does not take a move action at least once on its turn,
lightning finds it at the end of its turn, dealing 1d4
electricity damage.
Invocation The preliminary streaks of lightning braid
together into a powerful bolt. The rune-bearer takes 2d6
electricity damage, with a basic Fortitude save.
Level (+2) The damage increases by 1, and the damage of
the invocation increases by 2d6. (1d4+5, 10d6)

ZOHK, RUNE OF HOMECOMING RUNE 1 ARCANE RUNE RUNESMITH Usage drawn on a creature This circular mark is meant to allow travelers to always find their way home. The target gains a +15-foot status bonus to their Speeds, but only when their movement would end closer to you than they started their turn. Invocation (teleportation) You call the rune-bearer to your side. You teleport the target to any unoccupied square

ICHELSU, RUNE OF OBSERVATION RUNE 9 OCCULT RUNE RUNESMITH Usage drawn on a creature A ring of dotted circles, this rune allows a creature marked with it to see all. The target is affected by see the unseen and gains all-around vision, which prevents it from being flanked.
Invocation The eyes of the rune fly outwards, attaching to all creatures in a 20-foot emanation. Each of these creatures that was invisible becomes concealed instead, and each one that was concealed for any other reason is no longer concealed. This effect lasts for 2 rounds.

JURROZ, RUNE OF DRAGON FURY RUNE 9 DRAGON MAGICAL RUNE RUNESMITH Usage etched onto a creature or armor This angular rune channels the fury of dragon kind.
Whenever a creature Strikes the rune-bearer or Steals from them, draconic sanction fully focuses on them, causing them to become off-guard for 1 round.
Invocation As a free action, the rune-bearer can Fly up to 60 feet toward a creature that has damaged them in the last minute. If they end this movement adjacent to the creature, the creature becomes off-guard until the end of the runebearer’s next turn. If the rune-bearer doesn’t have a fly Speed and ends its movement in the air, they safely float back to the ground at the end of their next turn.

KOJASTRI, RUNE OF INSULATION RUNE 9 ARCANE RUNE RUNESMITH Usage drawn on armor This rune insulates from harmful energy of all kinds. The creature wearing the armor gains resistance 5 to your choice of cold, electricity, or fire, and any creature that touches them or damages them with an unarmed attack or non-reach melee weapon takes 2d6 damage. The rune has the trait of the energy type chosen and deals damage of that type.
Invocation Any creature that has the armor’s wearer engulfed, grabbed, restrained, or swallowed whole takes 4d6 damage with a basic Reflex save against your class DC. On a failure, it also releases the armor’s wearer.
Level (+4) The resistance increases by 5, and the damage increases by 1d6, or 2d6 for the invocation

TROLISTRI, RUNE OF FORLORN SORROW RUNE 9
ARCANE ELF EMOTION MENTAL RUNE RUNESMITH
Usage etched onto armor or a creature
This rune calls to mind the forlorn nature of elves, and the
beauty within it. While this rune is beautiful, sorrow is best
admired from a distance, discouraging approach. Enemies
within 20 feet of the rune-bearer treat all squares between
them and the rune-bearer as difficult terrain.
Invocation Sorrow blots out the capacity for any other
action. Each enemy within 20 feet of the rune-bearer must
succeed at a Will saving throw or be slowed 1 as it spends
the first action of its next turn sobbing (or slowed 2 on a
critical failure). Regardless of the outcome, the creature
is then temporarily immune to this invocation for 1 hour

Actions:

INVOKE RUNE [one-action] INVOCATION MAGICAL RUNESMITH You utter the name of one or more of your runes within 30 feet. The rune blazes with power, applying the effect in its Invocation entry. The rune then fades away, its task completed. You can invoke any number of runes with a single Invoke Rune action, but creatures that would be affected by multiple copies of the same specific rune are affected only once, as normal for duplicate effects.
TRACE RUNE [one-action] OR [two-actions] CONCENTRATE MAGICAL MANIPULATE RUNESMITH Requirements You have a hand free or are holding an artisan’s toolkit. Your fingers dance, glowing light leaving behind the image of a rune. You apply one rune to an adjacent target matching the rune’s Usage description. The rune remains until the end of your next turn. If you spend 2 actions to Trace a Rune, you draw the rune in the air and it appears on a target within 30 feet. You can have any number of runes applied in this way.

RESTORATIVE TELEPORTATION [reaction] HEALING Frequency once per minute Trigger You arrive at a location via a teleportation effect Effect When you reappear after the teleportation, your body takes advantage of the teleportation to put itself back together in a healthier state, and you restore a number of Hit Points equal to 1d6 plus your level plus your Intelligence modifier

Crafting Formulas
Weapon Potency
Armor Potency
Striking
Resilient
Reinforcing

Ancestry Feats
1: Demonbane Warrior
5: Elven Instincts
9: Multitalented: Champion Dedication

Class Feats
1: Engraving Strike
2: Fortifying Knock
4: Ghostly Resonance
6: Runic Reprisal
8: Tracing Trance
10: Back Up Runic Enhancement
12: Distant Invocation
14: Define the Canvas
16: Return Unto Runes
18: By Your Name? Rune Henge?
20: Forge New Word

Archetype Feats
2: Cleric Dedication: Lubaiko
4: Basic Dogma: Divine Domain (Lightning)
6: Adv. Dogma: Emblazon Armament
8: Adv. Devotion: Raise Symbol
10: Devout Blessing: Divine Armament (shield)
12: Basic Devotion: Oath of the Defender
14:
18:
20:

General Feats
1: Shield Block
3: Canny Acumen: Perception
7: Toughness
11: Keen Follower

Skill Feats
B: Arcane Sense, Courtly Graces
2: Additional Lore: Demon Lore
4: Quick Repair
6: Rapid Affixture
8: Dirty Trick
10: Streetwise

Skill Increases
3: Crafting
5: Thievery
7: Crafting
9: Society
11: Society

Feats:

ENGRAVING STRIKE [one-action] FEAT 1 RUNESMITH Frequency once per round Requirements You are wielding a melee weapon. You draw a rune onto the surface of your weapon in reverse, the mark branding or bruising itself into your target in the moment of impact. Make a melee strike with the weapon. On a success, you Trace a Rune onto the target of the Strike

FORTIFYING KNOCK [one-action] FEAT 2 RUNESMITH Frequency once per round Requirements You are wielding a shield. Your shield is a natural canvas for your art. In one motion, you Raise a Shield and Trace a Rune on your shield.

BACKUP RUNIC ENHANCEMENT FEAT 1 RUNESMITH While you are not a spellcaster, you have a working knowledge of the most fundamental of runic magic. You can cast the sigil cantrip as an innate spell at will. Once per day, you can cast your choice of either runic body or runic weapon as an innate spell. The rank of these spells is equal to half your level, rounded up, and the tradition can be any tradition for which you are at least trained in the related skill.

GHOSTLY RESONANCE FEAT 4
RUNESMITH
Your runes can not only draw power from the world of the spirits, but they can let even the most mundane objects harm spiritual beings as well. You can choose to grant any creature or item bearing one of your divine or occult runes the benefits of a ghost touch rune for as long as they are bearing your rune.

RUNIC REPRISAL FEAT 6 INVOCATION RUNESMITH Prerequisites Fortifying Knock When you raise your shield, you bury a runic trap into it, to be set off by the clash of an enemy weapon. When you use Fortifying Knock, you can trace a damaging rune on your shield, even if it could not normally be applied to a shield. The traced rune doesn’t have its normal effect, instead fading into your shield. If you Shield Block with the shield against an adjacent target, you can Invoke the Rune as part of the reaction, causing the rune to detonate outwards and apply its invocation effect to the attacking creature.

TRACING TRANCE [free-action] FEAT 6 RUNESMITH Trigger Your turn begins. Your hands flow unbidden, tracing runes as if by purest instinct. You become quickened until the end of your turn and can use the extra action only to Trace Runes, including to supply 1 action if using the 2-action version of Trace Rune. Absorbed in the act of creation, you can’t use any invocation actions this turn.

OATH OF THE DEFENDER FEAT 2
CHAMPION OATH
During your daily preparations, you can
swear an oath to defend against a certain
kind of enemy during your deeds that day.
Choose aberrations, celestials, dragons,
fiends, or undead. You can’t choose celestials
if you’re holy, nor can you choose fiends if you’re
unholy. You gain an edict to defend against creatures of
that kind.
Allies in your champion’s aura, not including you,
get resistance 2 to damage dealt by creatures with the
chosen trait. If such a creature deals more than one damage
type at once, apply this resistance only to the highest
amount of damage. The resistance increases to 3 at 7th
level, 4 at 12th level, and 5 at 17th level. If a creature with
the chosen trait triggers your champion’s reaction and your
champion’s reaction grants resistance against the triggering
damage, the resistance increases by 5.

Other Specials:
Runic Optimization 7th You’ve learned to draw upon the magic of weapon runes to deal greater damage. You deal 2 additional damage with weapons bearing a striking rune. This damage increases to 3 if the weapon bears a greater striking rune and 4 if it bears a major striking rune.

Assured Runic Crafter 9th You’re so used to tracing and etching runes in the field that when given the peace and quiet of a proper workshop, it’s hard for things to go astray. When you roll a check to Craft a magic item in downtime (Player Core 236) and that item is a permanent rune, you get the outcome one degree of success better than the result of your Crafting check

Background:

PORTAL SCHOLAR BACKGROUND Candlaron’s legacy is one of the strongest elven legacies on Golarion and beyond, for it was he who first created the aiudara—the network of magical portals that link Kyonin to Castrovel and so many other locations across Golarion. Most of these portals are located in the Inner Sea region, where Candlaron spent the majority of his time. Now that he’s long gone, the particulars of how to create new aiudara has eluded discovery, causing some elven scholars to believe that there was something unique to Candlaron’s mind or soul that allowed for his ability to craft and enchant so many portals throughout different regions and worlds. Even Treerazer himself hasn’t cracked that magical code, although not for lack of trying. At least one aiudara, the remote archway known now as Tanglegate, lies deep in his territory. As one of countless scholars of these portals, you’ve spent much of your time studying Candlaron’s techniques, as well as the complex fundamentals of a wide range of teleportation magics and effects. Whether you seek to find a way to build portals of your own, hope to bolster the aiudara network from further tampering from Treerazer, or are simply enthralled by the supernatural rush of vanishing from reality only to reappear in the same instant somewhere else, portals have long fascinated you.
Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. You’re trained in the Arcana skill and the Architecture Lore skill. You gain the Arcane Sense skill feat, and also gain the following reaction

RESTORATIVE TELEPORTATION [reaction] HEALING Frequency once per minute Trigger You arrive at a location via a teleportation effect Effect When you reappear after the teleportation, your body takes advantage of the teleportation to put itself back together in a healthier state, and you restore a number of Hit Points equal to 1d6 plus your level plus your Intelligence modifier

Symbols