Caustic Stalker

GM Alias's page

776 posts. Alias of Jon A.


RSS

1 to 50 of 776 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

@Allafaz: I took that roll into account with my last post.

Let me know how the group wants to proceed from here.


After easing the quarrel in the Artisan's Square, the group wanders through the streets of Mercy. All the houses are simple, but well built, and each has a garden associated with it.

Knowledge(nature), DC15:
You realize that something is very odd about the plants in town: they are exceptionally healthy despite the harsh climate. The townsfolk are growing garden crops that typically grow poorly together, as well as crops that are not in season. Crops that require enormous amounts of pollination flourish despite a marked lack of bees in the area.

The group comes across a young man working in his garden. He approaches the group, and tells them his name is Allet. When asked about the recent mana storm, he replies: "Robori saved the town from the mana storm."

When pressed further, he explains, “Robori is the God of Trees. He lives in the tree at the center of town, and protects us all from harm, and makes the plants grow. Talk to High Priestess Zuri at the temple if you want to learn more.”


Happy new year everyone! Let's get this rolling again.


The dispute between the two groups peters out, and they seem to come to some sort of resolution, or at least a truce.

When a couple of adults realize the party has seen the children, they quickly gather the youngsters together, and hustle them off to another part of the village, out of sight of the group.


Oooooh...so close. Anyone else want to assist Goran?

Neither group quite seems convinced by your outsider's arguments.

Perception, DC15:
You notice a small group of children in the distance, wearing the same orange garb as the other villagers. The children's hands, arms, and faces are all covered in what appear to be bandages.


The artisan’s square is just to the south of the guesthouse. As the group makes its way into town, you hear what sounds like a heated argument coming from that direction.

As you approach, you see two groups of craftsmen standing in the street, yelling back and forth at each other. It seems like the carpenters of Mercy have something of a long-standing rivalry with the blacksmiths in town. Something about who provide a more valuable service to the townsfolk.

Thus far, the argument has only involved shouts and insults, but if something isn't done soon, it looks like things might escalate.


Yes, let's get moving again.

To recap:

The PFS asked you to travel to the town of Mercy in the middle of the Mana Wastes to figure out their secret. They were recently hit by a violent mana storm, but suffered surprisingly little damage. In addition, you were to locate the investigator Amenira, a wizard-priest of Nethys, who went missing not long ago.

On the way in to town, you encountered a gnoll who had been warped and mutated by the twisted magics of the Mana Wastes. After defeating it, you discovered a cave that contained an altar to the dark god Azathoth, along with several small wooden dolls.

Upon approaching the town of Mercy, you were stopped by the town sheriff, Sheriff Molume, who confiscated your large weapons, and explained the town rules to you. Specifically, the curfew between 1 hour before sunset to 1 hour after sunrise. He escorted you to the guest house, where he explained you will be supplied with food, and how to send messages to him via the message box on the front of the house.

As for exploring Mercy, you were able to search the house that Amenira used to inhabit. Inside you found a listing of her notes with several 'unwritten' rules of the town, along with several unfinished dolls. You also discovered an animated doll of a girl named Nira. She gave a cryptic speech about murder and the town. She now accompanies the group in its travels.

You spent the first night in the guest house, choosing to observe the curfew. It's the next morning, and you've started wandering the town. You are near a typical dwelling.

Possible avenues of investigation include talking with random villagers, visiting the artisan's square, or visiting the Temple of Robori, the god of the village.


I hate to do this, but due to recent changes in work load, I'm afraid I can't dedicate the time to this game that it, and you, deserve. I really have enjoyed playing with all of you. These have been some of the most creative and engaging characters I've encountered.

I can leave this game active for a few days if you want to try to find another GM. Otherwise, I will inactivate it, and you can move on to the next adventure.


Due to recent changes in work load, I'm afraid I can't dedicate the time to this game that it, and you, deserve. I've enjoyed playing with all of you.

I can leave this game active for a few days if you want to try to find another GM. We are about 25% of the way through the module. Otherwise, I will inactivate it, and you can move your characters on to the next adventure.


So, let's keep the game going!

I've been instructed to report it, even though we didn't finish in time. I will go ahead a roll for boons. A 16 or 20 wins!

GM Alias: 1d20 ⇒ 15
Espada: 1d20 ⇒ 7
Goran: 1d20 ⇒ 3
Allafaz: 1d20 ⇒ 12
Yamino: 1d20 ⇒ 9
Geirahod: 1d20 ⇒ 17

Oh well. I really do want to get us moving, so let me know if you need a recap, or what.


Sorry for the delay. Let me know if you have troubles with the files.

Touchy
Conlaoch
Roderick
Galarean
Hillian

I will give it a couple of days, then inactivate the game.


Sorry, life has been hectic. I have a couple of Gameday games wrapping up, so that will free up time for my others. I will have a new post up in the next couple of days.


Sorry, life has been hectic. I have a couple of Gameday games wrapping up, so that will free up time for my others. I will have a new post up in the next couple of days.


Good job everyone! That wraps things up. I've reported the scenario. Give me a couple of days, and I will get the chronicles distributed.


The gnoll is unable to withstand the combined force of the party, and falls to the ground, defeated.

Out of combat!

The map of Absalom bears over a hundred pins tipped with beads of wax in half a dozen colors; many red, blue, and green strings connect various pins together. About thirty pins and several pieces of string lie on the ground under the map, where Chau grew weary of trying to decipher the map’s color-coded system and swatted it out of frustration. After a bit of study, the group is able to ascertain major patterns in the placement of pins and string suggesting al’Jakri has found ways to spy on not only a dozen Absalom families but also a large number of the city’s more prestigious institutions, such as the Forae Logos and the Arcanamirium. Decoding the map entirely would take days and would still rely on considerable speculation without additional data— especially thanks to Chau’s removing a large number of pins—but the groups’ discoveries provide an essential first step in cracking the pasha’s plans.

In the bedroom is a large cabinet. The glass-fronted cabinet is enchanted with a permanent prestidigitation effect to keep it cold and contains several racks filled with labeled vials of blood.

There is also a large bookcase on the north wall. Among the books on the bookshelf are several hundred pages of notes written in Kelish. These are al’Jakri’s scrying records, a cross-reference of the slaves whose blood samples are in the cabinet (and which noble houses they serve), and a timeline of specific events she observed while watching them—all written in her own shorthand and describing only a fraction of the observations suggested by her marked map of Absalom. Her desk also contains several large blocks of beeswax dyed a variety of colors.

While searching the bookshelf, the group finds a slim volume entitled The Slave Master’s Mirror. Attempting to remove the book unlatches the bookcase, which rotates on a central axis. Behind the rotating bookshelf is a small, unlit room carved out of the hill. The room is unadorned and contains only the mirror of treacherous sight, a scrying device that acts much like a crystal ball.

With Chau defeated and the mirror of treacherous sight in the Pathfinders’ hands, the remaining members of the Red Ridge tribe scatter into the wilds of Stonespine Island and gradually regroup over the course of several weeks. Jairo informs them as they leave that he remains bound to perform al’Jakri’s will but hopes to meet them again under pleasant circumstances.

The party has little difficulty securing enough basic provisions to get themselves and the liberated slaves to Okeno. There, a ship awaits them to take them back to Absalom.

Once the group returns to the Grand Lodge, Ambrus Valsin debriefs them and lets them know that they have accomplished a great deal despite al’Jakri’s escape. He then debriefs them for several minutes about how the enchanted cedar chest performed in the field before concluding the meeting. He advises everyone to remain in Absalom for the next several days as he works with Lady Darchana to ensure she has all of the information she needs to predict the pasha’s next step.


We are right at the end. Please post your pfs#, faction, and day job roll.

Also, roll a d20 for possible boon. If you roll a 16 or 20, you win a boon. Roll an additional d6 to decide which one.

Boon roll, GM Alias: 1d20 ⇒ 10


Yes, the green thing is the curtain. Assume it blocks line of sight, but does not impose any kind of penalty to move through it.

Touchy lashes out again with his whip, this time with more success. The gnoll falls flat on its back.

Conlaoch swings at the prone gnoll, landing a solid blow. Based on Roderick's abilities, you only took 11 dmg last round.

Hillian swings his staff at the gnoll, unleashing a magical attack with the blows. One of the bursts of magical energy hits its mark, but the gnoll suffers no ill effects beyond the damage done.

Fort, DC14: 1d20 + 12 ⇒ (15) + 12 = 27

Roderick tosses another bomb at the standing gnoll, scoring a direct hit. The blast sends the enemy to ground, the smell of charred hair filling the room. The splash effect also burns the gnoll on the ground.

Reflex, DC14: 1d20 + 9 ⇒ (4) + 9 = 13

Galarean casts a hex on the remaining gnoll. You fear it will only last for a short period of time.

Will, DC15: 1d20 + 6 ⇒ (19) + 6 = 25

The gnoll stands back on its feet, and swings again at Conlaoch. The gnoll is off balance, and the swing goes wide.

Flindbar@Conlaoch, AC19: 1d20 + 8 ⇒ (1) + 8 = 9

Round 2
1st: Touchy, Conlaoch, Hillian, Roderick, Galarean
2nd: Chau

Party is up! Conlaoch and Hillian get AoO on the gnoll.

GM Notes:
Chau, 43 dmg


I'm afraid we're not going to finish this scenario before the end of the Gameday. That's mostly my fault, as I've not been pushing us forward as much as I should have. That doesn't mean we can't finish off the scenario, though. We just won't have a chance at the Gameday boons.

I'm am very close to the end on a couple of other games, so I will be able to rededicate myself to this one in the days ahead.

Allafaz asked for a recap. Basically, you need to 1) figure out what happened to Amenira, and 2) unravel the mystery of Mercy (i.e. why they weren't wiped off the map in a recent mana storm. You've just about got #1 wrapped up, but haven't really made much progress on #2.


Touchy lashes out at the lead gnoll with his whip. His opponent is unfazed, hopping lightly over the end of the weapon.

Conlaoch charges the second gnoll, landing a solid blow on the beast.

Hillian moves up, casting a spell towards the two foes. A multi-colored spray of light springs from his fingertips. The two gnolls anticipate the move, and avert their eyes without suffering any ill effects.

Chau, Will, DC14: 1d20 + 6 ⇒ (11) + 6 = 17
Rothur, Will, DC14: 1d20 + 7 ⇒ (15) + 7 = 22

Roderick tosses a bomb at his enemies, hitting one squarely in the chest. It explodes, severely burning its target. The other gnoll is caught in some of the flames, as the smell of burning hair fills the room.

Chau, Reflex, DC14: 1d20 + 9 ⇒ (12) + 9 = 21

Galarean calls down a blessing upon the party, enhancing their combat prowess.

The smaller gnoll wears a small misshapen skull on a cord around her neck. The jaws of the skull suddenly animate, letting forth an odd cackling sound. Conlaoch suddenly feels sluggish, his reflexes dulled.

The gnoll placed the hex bouda's eye on Conlaoch. His AC suffers a -2 penalty. If he makes a DC12 Will save, it lasts one round. If he fails, it lasts 4 rounds.

The other gnoll sports a weapon made of two iron bars connected by a short chain. The ends of the bars are studded with short spikes. The gnoll swings at Conlaoch. The creature lands a solid blow upside the man's head.

Flindbar@Conlaoch, AC17: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d8 + 6 ⇒ (6) + 6 = 12 hp damage to Colaoch.

Round 2
1st: Touchy, Conlaoch, Hillian, Roderick, Galarean
2nd: Rothur, Chau

Party is up! I believe Conlaoch also needs to make a Will save, DC14, to avoid the effects of the color spray, take 6 dmg from the bomb (DC14 reflex save for half), and make a roll for the hex duration. Unless there is something I'm missing, start rolling Conlaoch.

GM Notes:
Rothur, 18 dmg; Chau, 3 dmg


Tired of talking, the lead gnoll utters a growl and charges the group!

Initiative:
Touchy: 1d20 + 5 ⇒ (16) + 5 = 21
Conlaoch: 1d20 + 3 ⇒ (16) + 3 = 19
Galarean: 1d20 + 6 ⇒ (6) + 6 = 12
Hillian: 1d20 + 4 ⇒ (13) + 4 = 17
Roderick: 1d20 + 11 ⇒ (2) + 11 = 13
Chau: 1d20 + 4 ⇒ (3) + 4 = 7
Rothur: 1d20 + 4 ⇒ (7) + 4 = 11

Round 1
1st: Touchy, Conlaoch, Hillian, Roderick, Galarean
2nd: Rothur, Chau

Party is up! Touchy and Galarean can now cast their spells noted previously. Or you may change your actions, if you wish.


The djinn utters a small chuckle at the sound of the name.

"Well, well. You are a clever bunch, and know your enemies well. You may proceed. Be careful, though. The gnoll tribe’s chief has gone into the pasha’s suite and brought along another gnoll that the others avoid. As I understand it, this other gnoll violated a taboo and now bad luck follows wherever she goes."

"For the time being, I remain bound to perform al’Jakri’s will but do hope to meet you again under pleasant circumstances."

The group makes its way through the double doors at the back of the room. After following a small corridor, the party emerges into a larger suite deep in the stronghold.

A shallow reflecting pool is set into the tile floor, flanked by plush divans. Beyond two marble supporting columns, a heavy curtain separates the sitting room from the bedroom. A large map of Absalom hangs on the south wall, riddled with pins and crossed with colorful thread.

Two female gnolls are busy ransacking the room. As soon as they notice the party, they stop what they are doing and turn towards the group.

The larger of the two shouts at the group: "What are you intruders doing here? What happened to those worthless curs who are supposed to be guarding the place? Leave immediately, or I will tear your flesh from your bones with my teeth!"

We are now on slide 3 on the maps. Please arrange yourselves accordingly.


“Pasha Muhlia al’Jakri is my current master. Like many mortals, she is consumed by a mad quest, her every spare thought given to plotting the downfall of a group called the Pathfinder Society. I honestly find her a bit of a bore, but I do wonder how the that group wronged her to provoke such wrath.”

Intelligence Check, DC8:
Based on the signatures found on the torn papers in the kennel, the portrait on the wall, and the djinn's description of al'Jakri's obsession, you get the idea that 'Desimire' is the password.


Thanks for the kind words, everyone.


The party does not notice anything out of the ordinary. There is a set of double doors on the east wall.


Condolences on your loss, GM V.

Elenial: Don't sweat the absence. Real life is messy, and takes precedence over the games. As you may have figured out, I'm not particularly fast with my games, so you haven't missed much. Please feel free to re-engage on your own time. And good luck with getting things sorted out.


As the group sets out for the day, they pass by several village homes. One lies close to the roadway.

Three sets of orange robes hang from the clothesline outside of this simple cottage. Two of them are sized for adults, while the other one is sized for a child. The orange flag on this house's message box is raised. Orange curtains cover all of the windows.

There is a small clay pot in the message box, along with what looks like a letter. The two adults are hard at work in the garden. There is no sign of the child.


Thanks for the kind words.


The djinn smiles at Galarean's question.

"Oh, I don't work for the gnolls. They just happen to be a convenient ally for my master at the moment."

"Please sit, have a bite to eat, or maybe a glass of wine. I'm not exactly sure where my master is at the moment. Her quarters are up that way..." He points towards a short staircase that leads to a landing and a set of double doors.

"But please don't try to go up there. I'm bound to fight anyone who attempts to go up there. At least, I'm bound to fight anyone who tries to go up there without stating the password. But I can only give you two tries at it. Any more than that and it would be obvious you were just guessing."

The outsider smiles at the group, and offers a quick wink to anyone who is paying attention.


Hillian's attack manages to finish off the large hyena.

Out of combat!

The portcullis is firmly lodged into place. Aside from a stray insult, nothing is going to be able to get through it any time soon.

The party has time to gather their things and make any other preparations they like before moving on into the next chamber.

The décor in this section of the caves is an abrupt change from the dusty and unfinished slave quarters. This large room includes many of the trappings of a noble household: a table laid with fancy place settings, a vanity and wardrobe that would be at home in a lady’s boudoir, oversized oil paintings of stuffy nobles, a grand staircase and balcony, and even a chandelier suspended from the ceiling.

Knowledge(local or nobility), DC15:
You identify two of the portrait subjects as Aglorn and Tancred Desimire, two brothers whom Pathfinder Society agents killed while clashing with the Aspis Consortium and demonic forces from the Worldwound respectively.

A moment after entering the room, a large djinn suddenly appears before the party.

"Greetings, slaves! Welcome to your new home as servants of Al'Jakri! It's not time for your training yet. How can I be of service?"


I have to go out of town for a funeral. I will be back on Tuesday. I'm going to try to check in on this game while I am gone, but my only internet access is my cheap cellphone, and I will be out in the middle of rural Michigan, so no guarantees. I still think we are on pace to finish before the end of gameday.


We can assume that Roderick opened the chest before messing with the door to the slave pen.

Hillian is able to cast his defensive magic, but his magical attack goes wide, missing its target.

Touchy makes his way over to the portcullis controls. He trips the lever, bringing the iron grate crashing to the ground. With a quick flick of the wrist, he is able to jam the block and tackle, making almost impossible to raise the portcullis from the outside.

Roderick tosses another bomb at the large hyena. He scores a direct hit, knocking the beast back a step.

Galarean is able to find her wand and casts a defensive spell on her companion.

Conlaoch grabs his spear, and throws it at the hyena. It catches the movement out of the corner of its eye, and just manages to duck under the missile.

The animal gives up the easy prey and lunges at the last target to attack it: Conlaoch

Bite@Conlaoch, AC18: 1d20 + 6 ⇒ (20) + 6 = 26
Crit confirm: 1d20 + 6 ⇒ (1) + 6 = 7 Nope
Damage: 2d6 + 6 ⇒ (2, 3) + 6 = 11

Trip, CMD18: 1d20 + 8 ⇒ (8) + 8 = 16

It bites into the man's thigh, leaving a nasty wound. Conlaoch is able to keep his feet.

Round 2/3
1st: Roderick, Galarean, Conlaoch
2nd: hyena
3rd: Hillian, Touchy

Party is up!

GM Notes:
hyenadon, 21 dmg


I have to go out of town for a funeral. I will be back on Tuesday. I will get a post up then and get us moving.


Sorry for the delay. I've been working out where I want the story to head. Unfortunately, I have to head out of town for a funeral. I will be back on Tuesday. I'll get a post up then.


I have to go out of town for a funeral. I'll be back on Tuesday. I will get a post up then.


Reflex, DC14: 1d20 + 6 ⇒ (2) + 6 = 8

Roderick gets things started with a bang, as he tosses a bomb at the large hyena. At the sound, the noises from the courtyard cease, as the gnolls move towards the disturbance.

@Roderick, so is that 11 dmg + 6 dmg fire? Or 11 dmg total?

Will, DC15: 1d20 + 2 ⇒ (19) + 2 = 21

Galarean attempts to put a hex on the animal, but this one seems to be unusually resistant to the witch's charms.

Conlaoch moves over towards the chest, grabbing up his gear.

The large hyena moves towards Hillian, its jaws snapping at the mage.

Bite@Hillian, AC14: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 2d6 + 6 ⇒ (4, 3) + 6 = 13

Trip, CMD16: 1d20 + 8 ⇒ (19) + 8 = 27

The beast grabs hold of Hillian's leg, its fangs sinking deep into the man's thigh, and yanking his feet out from under him.

Round 1/2
1st: Roderick, Galarean, Conlaoch
2nd: hyena
3rd: Hillian, Touchy

Party is up! Unless you have some way of blocking off the entrance to the kennel, this fight is about to get a lot more crowded.

GM Notes:
hyenadon, 17 dmg


@Nox, yes, there are a couple of bodies.

@Ananta, assuming your companions wait, you can heal up as much as you are able.

Drax throws open the door to find the spinning and dyeing room. Large dye vats and reels of drying silk fill this area. At the north (right) end of the room, a large trough sits on a long charcoal bed. The place reeks with an acrid chemical odor.

Please arrange yourselves on the map. And everyone make a perception check.


The evening passes peacefully. In the morning, you find the food box on the front of the house with the same types of food that were available the night before.

What's next? Options include the temple of Robori, the artisan's square, or any of several random villager's houses. Your weapons are still in the carriage house.


Roderick yanks open the door, and the large hyena jumps to its feet, emitting a loud bark!

Initiative:
Touchy: 1d20 + 5 ⇒ (4) + 5 = 9
Conlaoch: 1d20 + 3 ⇒ (14) + 3 = 17
Galarean: 1d20 + 6 ⇒ (15) + 6 = 21
Hillian: 1d20 + 4 ⇒ (8) + 4 = 12
Roderick: 1d20 + 11 ⇒ (11) + 11 = 22
Hyenadon: 1d20 + 2 ⇒ (11) + 2 = 13

Round 1
1st: Roderick, Galarean, Conlaoch
2nd: hyena
3rd: Hillian, Touchy

Roderick, Galarean, and Colaoch are up! Go ahead and post in any order, and I will do a summary at the end of the round. 'Slaves' are about 20 feet from the chest with all their gear.


Yeah, yeah, I hear you.


Korshad looks crestfallen, but stops any attempt to alert the gnolls. He strolls silently to a back corner and sits on a cot. He keeps a wary eye on the group, but makes no further effort to interfere.

Glarean can hold the hex if she wants.

Up to now, the hyena has pretty much left Roderick and Hillian alone. However, once it sees Roderick messing with the lock, a low growl starts in the back of its throat. You get the sense that once you open the door, it will bark out an alarm and/or attack.


Kendra is not at home when the group arrives. There is brief note on the table: "In the town square for the festival."

It's starting to fade into early evening when the group arrives at the town square. A passably decent band is playing folk tunes in the gazebo while pairs of villagers dance in the open space. Several tables are set up around the square, stacked high with fruit and vegetables from the recent harvest. Other tables contain homespun clothing and handicrafts for sale. There is a large cask set up in front of the 'Outward Inn', where the proprietress is selling mugs of hard cider. A fire pit sits on the opposite side of the square, where roasted pig and turkey are available for sale. There are small groups of villagers all over the place engaged in conversation. Most of the people seem to be enjoying themselves.


Assem hightailed it out of there once the fighting started. Hopefully, he ran back to the guest house. Otherwise, you may need to search out a new interpreter once the rough stuff is over.

So, what's the plan? You've only explored about half of the mill at this point. The only other obvious path is a side door off of the main milling floor.


Nira points off towards the road the party took coming in to town. "Murder in cave." By her gestures, you think this is the cave you explored on your journey here.

She allows the Professor to pick her up and carry her back to the guest house. The box in front of the house is filled with food - fresh raw vegetables, berries, onion bread, cashew milk, and cashews, as well as jugs filled with fresh, clear water. There is enough here for everyone to eat their fill.

What's the plan? Wait for sunrise, and curfew to be lifted? Or sneak out? If so, where to?


We have just over month until the end of Gameday. We are a little behind where I would like to be. The fault is mostly mine, but I am going to push to get back to a 1/day posting schedule. That should allow us to finish in time. Let's keep up the posting rate and finish this one strong.


Korshad sees the group start to fiddle with the slave collars.

"Hey, wait a minute. Stop that! Taking those off is only going to anger the gnolls. In fact, I'm going to have to call them back in here if you don't cease immediately." He scowls at you, and fully expects you to heed his commands.

Roderick examines the lock on the door. It is of average quality, but door frame where the lock engages is chipped and weak. It looks like a good shove will knock the door open.

As Roderick moves towards the door, the hyena raises its head and watches. It sniffs the air, but takes no further action at this point.


I would think the Slumber hex would work just fine on the hyena, assuming it fails the saving throw.

Just as an FYI, we are just over a month away from the end of the Gameday. I think we are in pretty good shape for finishing on time. Just the same, I am going to try to get my posting rate back up to 1/day. You guys have doing a great job keeping things moving, so keep up the good work.


Drax's search of the nest finds there are twenty masterwork arrows, masterwork artisans’ tools for fletching arrows, and raw materials for over a dozen more arrows.

The desk’s only drawer contains quills, paper, sheets of silk, and eight intricately spiraling glass ink vials with golden lids, each holding a different color of ink. The set is worth a total of 200 gp.

The trunk contains 760 gp in mixed coinage and trade goods worth 450 gp in total.

There’s a shallow bowl full of ashes, with a candle and tinderbox nearby, sitting on top of the desk, apparently for burning papers after being read. Between Drax and Konrad, they manage to find three sheets (written in Vudrani) that are still intact.


The current position of everyone you know about is shown on slide 2 of the maps. Touchy, Galarean, and Conlaoch are locked up in the slave pen with Korshad and the other slaves. Hillian and Roderick (and the trunk with the rest of the party's gear) are in the next room over (the kennel) with a large hyena keeping an eye on them. There are four gnolls and a hyena milling about between the barracks and the courtyard, and none of them are paying much attention to either group at the moment. It looks like they are starting to break into the stash of wine. There is a fifth gnoll up in the watch tower.

The scraps of paper in the kennel area have been shredded, probably by the hyena. It pays little attention to Hillian as he goes around examining the debris.

Hillian and Roderick can make this check.

Intelligence, Linguistics, or Perception, DC15:
You can piece together some information from the scraps. What's most noteworthy are a few remaining signatures, including one by "---orn Desimire", one by "M. Sloan", and one from "Jacquo Dals---".

Khorsad responds to Galarean's statement: "Oh, yes. I can assure you that Jairo is most learned, and has a great deal of knowledge on proper service to the upper classes."

Galarean recalls that djinni are outsiders native to the Plane of Air. They appear as large humanoids with clouds, mist, or vortexes in place of the lower limbs. They are quite skilled in magic, but susceptible to being bound to the service of others through wish magic.

To remove the collars is Disable Device, DC25. The door to the slave pens is locked, but is easy to pop open with a good shove. It seems the gnolls rely more on intimidation and the large hyena in the kennels to keep the slaves in line. It is about an hour before sundown.


1 person marked this as a favorite.

You are all quite welcome. This has been a fun group to game with.


Geirahod scans the room for anything of interest, but nothing else draws her attention.

After a moment, the group hears a large bell ring three times, signaling the start of curfew.

What's the plan?

1 to 50 of 776 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>