Black Dragon

Fjuri's page

Organized Play Member. 469 posts (806 including aliases). No reviews. No lists. No wishlists. 6 Organized Play characters. 2 aliases.


RSS

1 to 50 of 469 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Osborn ConcealmentH=G: 1d100 ⇒ 46

Osborn's, otherwise perfectly executed, sap misses the man. Azar attacks the same spot, but the man simply isn't there.
Thran cuts low and a splash of blood, accompanied by a curse of a man obviously in pain points to the right location.

Meanwhile Andrezi seems to infuriate the workers even more and they're shouting louder. They don't seem to be attacking anyone though. They're not armed while you are. Andrezi is doing a good job of looking weak though...

Buri-Buri ban attacks Thran, striking two times in quick succession, but becoming visible for all to see.
Flurry 1: 1d20 + 2 ⇒ (15) + 2 = 17
Damage 1: 1d6 + 2 ⇒ (2) + 2 = 4
Flurry 2: 1d20 + 2 ⇒ (16) + 2 = 18
Damage 2: 1d6 + 2 ⇒ (1) + 2 = 3


Ref: 1d20 + 4 ⇒ (18) + 4 = 22
Acrobatics: 1d20 + 5 ⇒ (16) + 5 = 21

The man tries to get away from Thran, being careful not to fall over the greased floor. You can easily follow his location by the dust that's blowing up.

The workers seem to be confused and keep shouting to you in a language you don't understand. The message is clear though, they want you out.

Party is up


There's no map included. I'm re-using the market map, the stands being vats. The workers are unarmed. They seem to want you outside, but are otherwise not aggressive at the moment.


Init Buri Buri-Ban: 1d20 + 5 ⇒ (3) + 5 = 8
Init Workers: 1d20 + 0 ⇒ (8) + 0 = 8
Init Andrezi: 1d20 + 1 ⇒ (20) + 1 = 21
Init Azar: 1d20 + 0 ⇒ (14) + 0 = 14
Init Korvan: 1d20 + 4 ⇒ (8) + 4 = 12
Init Osborn: 1d20 + 4 ⇒ (4) + 4 = 8
Init Thran: 1d20 + 2 ⇒ (17) + 2 = 19

Initiative
-----------
Andrezi, Azar, Korvan, Thran

Buri Buri-Ban, Workers
Osborn


The refinery is a two-story building with no windows. It looks well and frugally made, and the only decoration consists of the name painted above the door and a stark sign by the entrance that says, in Kelish, “No Open Flame.” For those who don’t read Kelish there is a helpful icon of a stylized flame with an X through it.

The refinery is a large square space, 100 feet on a side, and is used for refining Sianti chaff into the extremely potent and fairly valuable spice of the same name. The room is full of spice vats, wooden stairways and catwalks; chains and rope hang from elaborate pulley systems and the lamps are continual flames completely enclosed in glass globes. There are several more “No Open Flame” signs in Kelish painted all over the vats. The refining process creates a tremendous amount of dust which is constantly settling on everything and swirling around as the refiners go about their work. As you enter through the main door, you see a ripple in the dust moving across the refinery floor 20 feet from the main entrance. The ripple is Buri-Ban, his interactions with the swirling dust pinpointing his location. While he still has full concealment (50% miss chance), it is easy to tell what space he’s taking up as long as he’s moving.

There is one exit on the opposite side of the refinery from the entrance—this exit leads to a narrow, 10-foot-wide alley that runs south to the northwest ramp leading down into the Central Market. Buri-Ban has a 20 foot head start running across the 100-foot-wide refinery.

The foreman and several workers start trying to get them to leave, yelling at them in Kelish.

Who speaks Kelish?


You remember Grandmaster Torch's words on the next buyer: "Buri Buri-Ban’s a Garundi fellow—pretty beefy. His favorite café fronts on Sengali square."

The route there is easily found.

You spot Buri Buri-Ban, as promised, at the Fetching Fan café on Sengali Square. Though he doesn’t seem to see you, the moment you see him he stands and retrieves a potion out of his waist-sash. As he drains the potion he begins running, package in hand. By the time he’s taken three steps across the square, he’s already invisible.

Perception DC 15:
You notices puffs of dust kicked up by his haste which point toward a large building, probably a refinery. Shortly afterward a passerby in front of the refinery is knocked off of his feet by an invisible force further pointing in that direction.


Despite Andrezi's poor intimidation attempt, the martial prowess the group displayed makes for a good impression.
"No, don't hit! I'll give you the statue." He looks around, checks his bags while the bells on his cloak are ringing. Apparently he had forgotten the statue itself turned into the large centipedes.As he remembers he points to the floor where the statue lays.
"Just take it, I have no use for such a thing." With that, he tries to get away from you.

Nearby you also see a decorated box, which he probably dropt in his surprise. The box contains the following: a potion of barkskin +2, an oil of bless weapon, and a potion of cure light wounds. It also contains a piece of paper that looks much like a shopping list of arcane items with notations next to each one. Halfway down the list is noted “Osirian statuette—GT.”


The centipedes were summoned, thus they return to their place of origin upon hitting -1 or 0 HP. No resurrecting problems for these. ;)


Azar was hit in previous combat. I didn't see a heal. N to S is north to south, R to L is right to Left. Damn, I should have been consistent. 3 possible targets.

Both Centipedes are killed prior to Azar's spear stab.


Thran almost decapitates the creature, and it disappears back to whatever plane it originated from.
Attack Red N to S: 1d3 ⇒ 1
Attack Red: 1d20 + 2 ⇒ (9) + 2 = 11
Attack Red R to L: 1d3 ⇒ 3
Attack Green: 1d20 + 2 ⇒ (12) + 2 = 14
Damage Green: 1d6 - 1 ⇒ (3) - 1 = 2

The red giant centipede attacks Thran, but his teeth don't penetrate the bard's armor. The green scaled giant centipede attacks Osborn, biting fiercely.

Combat!
----------
Andrezi, Azar (-9), Korvan, Osborn (-2, Fort DC12 plx)

Viraj
Thran
Giant Centipedes


Sorry for any delays the past and next few days, my son is sick and we can hardly get some sleep.

As you attempt to speak with him, he says "Begone, I don't need you asking me anything. I'm a powerful magician and you shouldn't trifle with me." with that, he chants and moves his fingers in intricate arcane patterns. His form loses substance and turns to a wispy cloud, but as it does, the bundle under his arm begins to vibrate, crackle, and grow. His eyes widen as his body resolidifies and the statue bursts out of its wrappings, seemingly absorbing the arcane energy from Viraj’s failed spell. Linen, strings, and little bells skitter across the pavingstones. On the ground now, the statue continues to grow, taking on the form of writhing, giant centipedes.

Once the centipedes materialize, the crowded market empties quickly as the merchants and customers flee in terror.

Map up, I figured a somewhat logical positioning when questioning someone with a flight risk.

Init Viraj: 1d20 + 0 ⇒ (10) + 0 = 10
Init Giant Centipedes: 1d20 + 2 ⇒ (17) + 2 = 19
Init Andrezi: 1d20 + 1 ⇒ (16) + 1 = 17
Init Azar: 1d20 + 0 ⇒ (18) + 0 = 18
Init Korvan: 1d20 + 4 ⇒ (6) + 4 = 10
Init Osborn: 1d20 + 4 ⇒ (8) + 4 = 12
Init Thran: 1d20 + 2 ⇒ (18) + 2 = 20

Knowledge Nature DC 6:

Their bite is poisonous.
They can't be tripped.

Knowledge Nature DC 11:

Their bite is poisonous. Bite—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d3 Dex damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
They can't be tripped.
Immune to Mind Affecting spells.

Combat!
----------
Thran

Giant Centipedes
Andrezi, Azar, Korvan, Osborn
Viraj


Matzal Chaim was the person you saw being killed by Master Torch's guards. You backtrack to him, and ask about the other merchants. He's delighted by your return and continues by loudly pondering the favor he might ask of the society in the future. Non the less, he gives you the information you need.

"Viraj Arpani tends to hang around the Overmarket too—he’s new in town, but he’s unmistakeable. He’s Vudran and covered with little bells."

"Buri Buri-Ban’s a Garundi fellow—pretty beefy. His favorite café fronts on Sengali square."

"Saldin Marafi has a shop in the Secure Market. It’s toward the back in one of the more secure nooks. Good luck getting in there.

***
You go on to the Overmarket, an easy feet with the map provided by the venture captain and he many signs in town.

What Torch said was true—he is unmistakable. Sitting on the rim of a fountain, the man appears to be contemplating the contents of a small intricately carved wooden box. The many pouches of his flowing, bell-covered robes bulge with various small items, and wands and rods stick out from odd folds. Under his arm he casually carries an item wrapped in shipping linens but by its shape it is almost surely a statue.


"No, sorry, I got it from a guy named Matzal Chaim. He never spoke of other statues." he seems honest enough about it.
"I suppose he told you he sold it to me? You should ask him about the others as well."


"You, you're not here to rob me?", the man stutters in fright, "Praise the lords." He bends below his desk and takes a box from a hidden compartment.
"Here, take it." He also takes some of the cash (50pp) from the box, Osborn notices there quiet some money left in the box, and hands it to you. "Feel free to drop in any time. It'll be good business to let people know pathfinders come by regularly."


Korvan cuts the man down. The remaining thugs also flee the scene. Feel free to make some AoO if you want to cut them down, or possibly declare a pursuit. Combat is over.

Nasir Tandir keeps cowering behind his desk. If you come around he exclaims, "Please don't hurt me, take whatever you wish! I'll pay, I'll pay."


Azar bot in close combat mode. Will change if any of the active party members ask.

Azar prods his spear at Belal.
Attack: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d8 + 3 ⇒ (5) + 3 = 8
The man is badly hurt and tries to flee.

Azar and Andrezi get an AoO on him.
Attack Azar: 1d20 + 3 ⇒ (5) + 3 = 8 miss

Combat
------
Andrezi (AoO), Andrezi, Korvan, Thran

Thugs (0,0,'-10',-3)
Azar, Osborn
Belal (-3)


Korvan's blade misses the thug with the purple shirt. Thran cuts deeply into his target though.

Reflex: 1d20 + 5 ⇒ (17) + 5 = 22
Belal dodges most of the blast, but can't evade everything.

Attacl: 1d20 + 4 ⇒ (9) + 4 = 13
The guy surrounded by Osborn and Korvan can't seem to decide who to attack and misses them both. Thran's target flees the scene.

Combat
------
Azar, Osborn

Belal (-3)
Andrezi, Korvan, Thran
Thugs (0,0,'-10',-3)


Al right, have fun/good luck!


Also Osborn, you don't need to diagonal around characters that haven't acted yet, they don't get sneak attacks. I've moved you for ease of flanking.
Please everyone update you characters, including statlines prior to combat. Those that don't by next combat round will have to use these stats for this encounter.. ;)

Osborn sneaks up on one of the thugs, piercing the man's lower back, but missing anything vital.

Attack: 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 1d4 + 1d6 + 2 ⇒ (4) + (3) + 2 = 9

Belal punches his dagger almost in Andrezi's troat, cutting deep. "Take them down boys! Nobody messes with the Al-Shiraf during business hours."

Combat
------
Andrezi, Korvan, Thran

Thugs (0,0,0,-3)
Azar, Osborn
Belal


The man seems taken a bit aback. He draws a jeweled dagger and flips it a couple of times in his hand. "A spell slinger aye, they're known to lose their tongues if they're not careful". He continues and makes a move to put action to his words.
The thugs draw closer. Meanwhile Nasir Tandir hides under his counter.

Init Belal: 1d20 + 2 ⇒ (19) + 2 = 21
Init Goons: 1d20 + 0 ⇒ (6) + 0 = 6
Init Andrezi: 1d20 + 1 ⇒ (16) + 1 = 17
Init Azar: 1d20 + 0 ⇒ (1) + 0 = 1
Init Korvan: 1d20 + 4 ⇒ (10) + 4 = 14
Init Osborn: 1d20 + 4 ⇒ (18) + 4 = 22
Init Thran: 1d20 + 2 ⇒ (14) + 2 = 16
Check your modifier


Intimidate failed

Belal looks up, "I'm not certain if its any of your business." He looks at Nasir Tandir, who seems unsure as well.

He turns to you again, "You know, it's dangerous around here. Some people are getting attacked and robbed around these parts. Me," he points at himself, "and my friends", he points to the two thugs hanging around. "are in the protection business. For a hundred gold a person we can protect you for a whole week when you're conducting your business." He snaps his fingers making sure his goons are attentive.


They seem to ignore you for the moment. Their focus is on their semi-private discussion.


Directly inside the front door of Tandir’s low warehouse are two men in the middle of a heated discussion. One, behind the low counter, is a fat, jowly man, looking wary but defiant. The man standing across from him is grizzled but menacing—his body lean but for a sizable paunch and his cheeks scraggly with halfgrown gray beard. The fat man blusters, "I’ve already paid you what you’re owed, Belal. You told me protection would be ten a month, plus another five for the mucks. By those rates I’m paid up through the end of the year!"
Belal reaches across the counter and grabs the man by his collar. "Rates have changed, Tandir. I’ve told you that twice now. If you want my protection"—he jerks on the collar—"you’d better pay me the rest."

perception DC 10:
You notice additional people, much like those that followed you around the area lounging casually deeper in the warehouse.


I'm a proud father now! My son came a little early and is a little small, but he's eating well. Mom and son are doing well now. :) I'm glad now my wife pushed me to finishing the house and everything early.

The guards following you don't seem to care that you noticed them. Do you approach them? Or do you continue to the warehouse.


Grauchi starts summoning a water elementaire. day at the hospital, will post more tomorrow


day at the hospital, will try and post tomorrow


I've added a city map in the same link as the combat map.

In the Overmarket, the streets are broader, the buildings farther apart, and the alleyways less dark. The spice levels in the air are much more breathable as well. This is the middleclass portion of the Qalli—not as crowded as the Central Market where the poorest of the poor rub elbows with highpowered merchants. The Overmarket almost has the feel of a residential neighborhood, albeit one with many more shops and stalls than houses and apartments.

Perception DC20:
You notice that once you enter the Overmarket near the intersection of Candlewood and Zephyr, some people are tailing you.

Gather information DC10 to get the final directions.


Will post the follow up in a couple of hours, unless there are more questions.


Grandmaster Torch says, "Since you don't know where to start... Nasir Tandir is a jowly fellow who runs a warehouse in the Overmarket near Candlewood and Zephyr."

"Now, off you go, I need to think on what favor to ask."


He doesn't seem impressed by Azar's threats, he has heard more and worse before.

"Ah, you seek the four Osirian statues this man formerly possessed. They are now divided. You seek Nasir Tandir, Viraj Arpani, Buri Buri-Ban, and Saldin Marafi.
As a freebie I'll add something extra, a small, yet very important tidbit of information."
He eyes Andrezi and Thran. [/b]"Keep the statues in a thick bag and don’t let your arcane friends there hold them when they practice their art. Bad things will happen."[/b]

He pauzes and then continues. "Don't worry too much about the favor in the meantime, I'll make sure to collect soon enough."


Diplomacy rolls & gather information rolls can be made to affect the extend of his co-operation


"You God isn't the only God around here young man. But do remember I'm not in this business to be liked by everyone. I sell information that is worth fortunes. There are always people out there that are unhappy about that. Of course never my customers.", he adds with a smile.

He turns to Andrezi, "I go where business brings me, mister Nichols was it?", he says, impressing you with remembering your name.

He then looks at the man on the floor.
"So you seek something this man has, or perhaps had?"

Sense Motive DC20:
He knew this, and that you seek the Osirian statues the moment he saw you. Even before you asked the question.


"Sigh, you pay, I deliver. Or, as we did before, you do me a favor, or promise me a favor in the name of the Society and I deliver."


He laughs.
Of course not, but I'm willing to sell it to you. What is it you need information about? I'm certain we can come to an understanding.


He nods in comprehension, "He didn't seem the helpful type though. Well, whatever you wanted him for, I’m afraid he won’t be able to provide it now. If it was information you were looking for, I’ve got all kinds in stock."


So you got +1 to Int, Wis, and Cha already ;) I need 3 more years for that.

You arrive at the bathhouse and after a short survey, you see a man who clearly matches the description of Chaim. For the briefest of moments he notices you, his eyes widen, and he flees deeper into the bathhouse. You give chase, following him inside.
After chasing Chaim through what must have been half the rooms in the bathhouse, jumping pools and slipping across slick tile, the body of Chaim lies on the floor of a steamy room, a bloody gash where his adam’s apple used to be. An exasperated voice from further in the room exclaims, "’Think,’ I said, ‘before you stab.’" The steam separates, revealing two sweaty half-orcs in heavy armor, one looking abashed with a bloody kukri in his hand. A man sprawls luxuriantly in a small steaming pool in the center of the room. His visible skin is covered with horrible scars as if from badly healed burns. Behold Grandmaster Torch, the notorious information broker who has "helped" you in the past with the location of Nessian's hide-out.
He continues dressing down the half-orc with the kukri until he notices you. He appraises you with a quick, sharp eye taking in their varied appearance, outlandish garb and visible weapons. Then he says, "Please forgive the mess—my bodyguard was a bit ... overzealous in guarding my privacy. I recognize you from before, what brings you so far from Absolom?"


The house is ready, lets hope she's not asking to repaint anything. (I've heard horror stories about women that asked for several color changes. After it was finished each time.)


The many fortunes of Grand Master Torch indeed

Chaim is a human, about forty years old. Somewhat past his prime in physical condition. He has a small beard, somewhat like Andrezi here, but is almost bold, like, erm, nevermind. But I think you better ask around the bathhouse about his whereabouts.

Andrezi remembers about the bathhouse when he asked about local places of interest. "Close to the Qalli Spice Market, you can find the Topaz Pavilion Bathhouse easily. It is located prominently on the corner of Candlewood Street and Shackle Street, a scant block from the ramp down to the Central Market."


"I am here as you are, by request of honored Venture-Captain Adril Hestram. I have been asked to brief you on the local situation as regards the Osirian artifacts. As you know, the smuggler Matzal Chaim moved the four statues out of Sothis into Qadira. The statues are supposed to be quite valuable and had been confiscated by the Osirian authorities for study. We are not sure how Chaim got access to the statues in the first place—he likely had accomplices inside the Osirian Cultural Ministry.
At any rate, Chaim brought the statues here. Sedeq is his permanent headquarters, though he spends most of his time traveling abroad. When he is in town, he spends the lion’s share of his time on the Qalli. While most of the city is given over to the human-chattel trade, the Qalli Spice Market is almost as lucrative as the rest of the city combined. Much of the money seen in Sedeq begins and ends in its stalls and processing plants. The saffron trade alone—"
she brings herself up short. "But never mind, this is not of relevance to you. Chaim spends a good deal of his time at the Topaz Pavilion bathhouse. We believe that he uses it as a point of contact with his various associates. Once you find Chaim, you will have to convince him to tell you who he sold the statues to—yes, they are no longer in his hands, we are sure of that. Time is of the essence—if Chaim’s buyer sells to others, the artifacts may quickly move beyond our grasp."


Sorry for the long holiday break. Wife's pregnant and getting the house ready took my total focus and I kind of forgot about the game.

We'll continue?


I won't be posting the next few days due to busy holidays.
Happy Holidays everyone!


With some urgency, Adril Hestram sends you to Sedeq. You are to meet with Venture Captain Yasmin Kal'al with regard to the recent discovery of some Osirian artifacts. The journeyn itself was unadventurous..

You meet with her soon after your arrival in Sedeq.
"Welcome to glorious Sedeq, Pathfinders. I trust your stay has been pleasant so far."
The speaker is a strikingly beautiful woman, slender and dark, dressed in the most modern Qadiran fashions. Her study is opulently appointed and seems to have mementos and trophies of past adventures covering every available surface. She favors you and your comrades with a slight half-smile and continues in her thick Qadiran accent: "I am Venture-Captain Yasmin Kal’al—I don’t believe we’ve been formally introduced."


Alrighty, chronicles are up.

Can you also check if your sessions are now properly reported?


You can find the chronicles here:
https://drive.google.com/open?id=0B0myeNgTxyXpcEx6LVVPOExvR0U

Can everyone also check if the session was properly reported?


Don't forget your day job rolls!

Next scenario will be "Many Fortunes of Grandmaster Torch".
I haven't played it myself yet, so I'll need to read extra careful through it. Normally I'll start on monday.

I very much like the dropping of the standard campaign. My attendance has improved a lot imho. Everyone ok with the pace?


It is decided then.

You leave the cylinder here and take Imrizade to the Grand Lodge for healing. As she awakens, she immediately starts attacking anyone in sight. Andrezi feels a small compulsion to help her, but can refrain himself. The compulsion is getting harder and harder to resist though. She is subdued again and you rush to the museum to destroy the braininavat which Andrezi by then is referring to as "master Kubburum".
With a couple of hard hits from your weapons, you manage to destroy the item. With the ancient aberrant sorcerer Kubburum Ishmedagan destroyed, the Gate of Beyond is crumbles and Imrizade and Andrezi are freed from his control.

You later learn the possession had an effect on Imrizade, tainting her sorcerors skills. She retains an aberrant bloodline, and is plagued afterward by strange dreams of nightmare vistas and bizarre beings from the Dark Tapestry. You also earn the gratitude of Nigel Aldain, the powerful Blakros family, and Imrizade herself, who happily turns over the Osirian artifacts she collected, and grants the Pathfinder Society unrestricted access to the Blakros family archives.

Anyone still wanting to try and finish their faction mission can do so now in a save environment.

End of scenario. 501g and 2PP


The idea was to get it to the lodge. Andrezi now proposes to leave it here and study it.


Andrezi already removed it from the arch, its now standing/laying on the floor, next to him.


Azar and Korvan still need will saves.

Will 20+:
You hear a voice speaking in your head, you realize its someone external doing the talking. You don't feel particularly compelled to follow it, but others might. The cylinder is made of metal, and has hardness 10 (as shown in the roll for falling damage above.

Will <10:
You think it might be a good idea to actually leave the braininavat here. Maybe you can propose to stay here and study it? And after you've done studying it you should inform the society? This compulsion is not strong enough to become angry or violent at the moment.


The sound of battle is over. You've defeated Imrizade without killing her and now you're stuck with the strange cylinder containing a brain. You have the feeling that it moves, but always when you're not looking at it.
Osborn wakes up, he didn't get into the vault in his dreams. He's not happy about that.

Please all roll will saves.

1 to 50 of 469 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>