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Xasay wrote:

GM Ansha wrote:

No one is able to identify the magical wakizashi...
Not so fast!

Spellcraft on wakizashi: 1d20 + 10 ⇒ (13) + 10 = 23

No, so fast. (That is, you needed a 28 to identify it.)

GM Only:
1d20 + 7 ⇒ (19) + 7 = 26 1d20 + 7 ⇒ (13) + 7 = 20 1d100 ⇒ 41

The mutated lieutenant's eyes roll up into the back of her head and she crumples to the ground.

Init Order - Round 1

Lt Riko (sleeping, blurred, confused)
Aoi
Hekk
Goran
Khugron
Omar
Xasay
Honor Guards

Goran and Xasay are up!


GM Only:
1d20 + 7 ⇒ (1) + 7 = 81d20 + 5 ⇒ (14) + 5 = 191d20 + 4 ⇒ (16) + 4 = 20

No one is able to identify the magical wakizashi, but Aoi is able to determine the wand is a wand of deeper darkness with 13 charges remaining.

The expedition continues on, and several hours later, around early afternoon, you reach the edge of the blight.

A wall of pale orange flame marks the edge of the blight. The flames do not radiate heat, but instead drain the warmth from the surroundings. Thankfully, the flames themselves seem contained or, at least, to spread at only an imperceptibly slow rate. Plants caught within the flame do not seem charred or burnt, but instead appear twisted and warped, sporting unnatural growths that slowly bubble and boil at the low temperatures until they burst in spray of dark, viscous sap, filling the air with the stench of rotting vegetation.

Deserters from North Winds Watch lurk among the flames at the edge of the blight, manually assisting the spread of the blight by hacking down burning tree limbs and distributing the branches throughout the unburnt areas of the wood. The blight fire does not seem to harm them or their
equipment. These deserters immediately notice you and attack! One mutated aasimar in more ornate armor than the rest leads a small group of honor guards to charge after the party, while the bulk of the deserters engage the tengu and aasimar troops of the expedition.

Much of the overhead leaf cover cannot survive this close to the blight, allowing sunlight to stream through the branches and bathing the area in bright light. The PCs can spend one aid token during this encounter to redirect their allies’ efforts, dealing 40 points of damage to Riko. This damage is lethal if the PCs use a tengu token, or nonlethal if they use an aasimar token.

Hazard: The blight fire is freezing cold. Any PC that enters a square containing the blight fire takes 6d6 points of cold damage (Reflex DC 18 half). PCs that end their turn adjacent to the blight fire take half the indicated damage (Reflex half, at the same DC). At the end of the second round of combat and at the end of every second round thereafter, winged deserters bombard the area with burning branches. Each such bombardment fills a 10-foot square area. The deserters attempt to catch as many PCs with each bombardment as possible. If the bombardiers can only catch one PC, they try to drop the burning branches on the PC that appears to pose the biggest threat. Treat any PC caught in such a bombardment as if they entered a square containing the blight fire. Any PC may spend an aid token to order their troops to intercept and thereby end the bombardment. PCs may also ready their own attacks against the bombardiers (treat them as honor guards at an elevation of 40 feet). Damaging a bombardier negates the effect for that round.

GM Only:
Init(Hekk): 1d20 + 6 ⇒ (12) + 6 = 18
Init(Goran): 1d20 + 1 ⇒ (17) + 1 = 18
Init(Omar): 1d20 + 4 ⇒ (6) + 4 = 10
Init(Xasay): 1d20 + 2 ⇒ (3) + 2 = 5
Init(Khugron): 1d20 + 3 ⇒ (9) + 3 = 12
Init(Aoi): 1d20 + 2 ⇒ (17) + 2 = 19
Init(Lt Riko): 1d20 + 5 ⇒ (18) + 5 = 23
Init(Honor Guards): 1d20 + 4 ⇒ (6) + 4 = 10

I'm delaying he Honor Guards delay til after Xasay so that the PCs can act in a block.

Init Order - Round 1

Lt Riko
Aoi
Hekk
Goran
Khugron
Omar
Xasay

Honor Guards

One of the aasimar with the expedition recognizes the deserters' leader and cries out, "That's Lieutenant Riko!"

Almost as soon as the cry rings out, Lieutenant Riko vanishes. A moment later, she reappears next to Xasay and Aoi!

Spellcraft DC 19:
She cast dimension door.

The party is up!


GM Only:
Fort save: 1d20 + 14 ⇒ (19) + 14 = 33

Khugron puts the mutated tiger out of its misery. Shortly thereafter, the Twenty-Four Masks are able to put down its similarly-doomed cubs.

As the expedition looks around for any further threats, scouts report that they spotted the bones of a fallen soldier near the edge of the wood. While most of the soldier’s gear has fallen apart, you find that two items of value remain: a magical wakizashi and a wand.

The expedition moves deeper into the wood, and signs of the blight’s corrupting influence begin to appear more frequently. Though disturbing to observe, the mutated plants and smaller animals are not aggressive and do not impede the PCs or their companions further.


Goran Baldaros wrote:
sorry...was busy last night..and am i losing my mind i cant see the map?

There is no map for this fight. You have a sleeping mutant dire tiger in front of you, and the tengu are fighting its cubs in the background.


Hekk wrote:
If it matters the bardiche is cold iron. Are you saying it did no damage at all? What type of knowledge check should we do on it? Nature or arcana?

It was flavor-text for not rolling its AC or higher, although you were close to its AC.

DM Only:
Will save: 1d20 + 6 ⇒ (2) + 6 = 8
Will save: 1d20 + 6 ⇒ (7) + 6 = 13

The mutant tiger lets out a yawn and its movements become sluggish after Aoi's familiar touches it. After a moment, it collapses into slumber.

As far as knowledge rolls go, with those rolls you only know what's obvious--it's some sort of mutated aberration.

Init Order -round 1-

Mutated dire tiger, slumbering
Omar
Tiger cub A
Tiger cub B
Tiger cub C
Tiger cub D

Khugron -42
Goran

Aoi
Hekk
Xasay

Khugron, Goran, and Xasay are up!


I’d say they do stack, yeah.

Hekk lashes out and his polearm connects. The bardiche’s blade sinks in to the mutant tiger’s hide, but seems to bounce off rather than penetrate- a bit of a strange feeling like hitting rubber.

Init Order -round 1-

Mutated dire tiger
Omar
Tiger cub A
Tiger cub B
Tiger cub C
Tiger cub D

Khugron -42
Goran
Aoi

Hekk
Xasay

Khugron, Goran, Aoi, and Xasay are up!


Several of the nearby Twenty-Four Masks surge forward and engage with the tiger cubs, leaving the party free to deal with the mutant. You are using one of your tengu aid tokens to deal with the tiger cubs, as Khugron suggested in the Discussion thread.

Omar begins a heroic jocular ballad and draws his weapon.

Init Order -round 1-

Mutated dire tiger
Omar
Tiger cub A
Tiger cub B
Tiger cub C
Tiger cub D

Khugron -42
Goran
Aoi
Hekk
Xasay

Khugron, Goran, Aoi, Hekk, and Xasay are up!


You’re right, 52.

The mutant tiger twists aside mid-pounce as it spots the thrust polearm.

Omar is up!


I'm assuming that the party takes Tai Dan's advice and leaves first thing the next morning.

The next morning arrives all too swiftly, and the party sets out alongside the Twenty-Four Masks and a small contingent of aasimar soldiers. The journey toward the reported blight starts out quick and uneventful. The first sign that something is amiss is when one of the Twenty-Four Masks' scouts comes crashing through the underbrush. Something large is chasing the tengu--you think it might have been a large tiger at one point, but now it is some sort of nightmare-fuel monstrosity of unearthly colors, too many limbs and eyes, and fur that almost looks like either skin or spikes--you're not sure which. Following shortly behind this mutated dire tiger are its four cubs.

I'm not going to bother with a map for this one. The one provided places both tiers' encounters on the same flipmat and it's a fairly simple fight.

Also, you may choose to use one of your aid tokens and either the aasimar or tengu will deal with the dire tiger's cubs, although whichever group chosen will be unavailable later in the scenario.

Init rolls:
Init(Xasay): 1d20 + 2 ⇒ (4) + 2 = 6
Init(Khugron): 1d20 + 3 ⇒ (10) + 3 = 13
Init(Aoi): 1d20 + 2 ⇒ (7) + 2 = 9
Init(Hekk): 1d20 + 6 ⇒ (2) + 6 = 8
Init(Omar): 1d20 + 4 ⇒ (19) + 4 = 23
Init(Goran): 1d20 + 1 ⇒ (11) + 1 = 12
Mutated dire tiger: 1d20 + 10 ⇒ (18) + 10 = 28
tiger cubs: 1d20 + 6 ⇒ (15) + 6 = 21

The tengu is able to safely slip to safety, but that only seems to turn the mutant tiger's attention upon the party. It seems to speed up to an impossibly fast speed and pounces upon the nearest target, Khugron. I'm making an educated guess here about who's in the front of the marching order, since no one has posted a marching order here or on the slides.

Bite: 1d20 + 20 ⇒ (9) + 20 = 29
Claw: 1d20 + 20 ⇒ (12) + 20 = 32
Claw: 1d20 + 20 ⇒ (4) + 20 = 24
Grab 1: 1d20 + 20 ⇒ (20) + 20 = 40
Grab 2: 1d20 + 20 ⇒ (11) + 20 = 31
Grab 3: 1d20 + 20 ⇒ (6) + 20 = 26

Bite dmg: 2d6 + 10 ⇒ (6, 5) + 10 = 21
Claw dmg: 2d4 + 10 ⇒ (4, 1) + 10 = 15
Claw dmg: 2d4 + 10 ⇒ (4, 2) + 10 = 16

The mutant tiger tears into the nagaji, successfully sinking both of its claws and its fangs into the snake-man.

DM Only:
Celerity: 1d4 ⇒ 2

Init Order -round 1-

Mutated dire tiger
Omar
Tiger cub A
Tiger cub B
Tiger cub C
Tiger cub D
Khugron -42
Goran
Aoi
Hekk
Xasay

Omar is up!


No, although you’re welcome to post and RP with one of them. Assuming I don’t end up having to rush to the veterinary ER again, I should be able to post and move us on tonight.


Between their combined efforts, the party is able to improve the morale situation at the fort before nightfall. After the first sign of improvement, Commander Gu gives her formal approval, and there is definitely a change in the atmosphere at the North Winds Watch. Where there was despair, now the soldiers were feeling hopeful again--they weren't helpless against the encroaching blight or the possible qlippoth invasion.

The party earns four Aasimar Aid tokens for this.

The commander approaches you toward nightfall, her step a bit lighter, and says, "Thank you for rallying my men. I have formally approved their aid, but I also want to offer additional supplies. Please, take what you need from the armory."

Items of particular interest in the armrory include a masterwork cold iron katana, a masterwork cold iron short sword, an oil of bless weapon, an oil of daylight, two oils of magic weapon, a potion of cure serious wounds, and a +1 mirrored light steel shield (Pathfinder RPG Ultimate Equipment 120). It also includes a lesser enlarge metamagic rod and a wand of dimension door with 11 charges remaining.

Shortly after, Tai Dan takes you aside. "This 'blight' that we heard the other soldiers speak of is very worrisome. We must look into it as soon as possible," he says. He adds fervently, "We should leave first thing in the morning."


Tai Dan joins the group after registering the Twenty-Four Masks. "It seems to me that these lot are missing a good portion of their garrison. Maybe you should try asking some of the soldiers or the commander what happened?"

Assuming that one of you does so, you are able to get the below information from any of the soldiers.

Soldiers' information:
Firstly, the Shepherd of Apotheosis visited two weeks ago, wearing the guise of a tengu Hei Fengan priest. While there, the Shepherd offered several sermons, culminating in a call for the aasimar soldiers to join him on a journey to reclaim their ancient Tianji legacy. The core of the Shepherd’s message was that a passive approach to the qlippoth threat actually weakened Tianjing, indefinitely redirecting resources to a potential threat that may never manifest. Instead, the Shepherd argued that Tianjing should take a more proactive stance. If nothing else, it argued, conclusively dealing with the vague qlippoth threat would ensure regional peace of mind. Potentially, by freeing up resources, finally dealing with the qlippoth threat may even strengthen Tianjing’s political and economic regional position, allowing the government to focus its military on external threats and release resources for other civic projects. Over fifty soldiers, led by the fort’s second-in-command Lieutenant Kaneka Riko, effectively deserted, leaving the fort with the Shepherd to seek out a final solution for the qlippoth threat.

Last week, one of the few remaining patrols discovered evidence of an unnatural blight—a creeping pale orange fire that doesn’t burn, but rather freezes and corrupts whatever it touches—spreading throughout Kaimuko Wood. Many within the fort believe that the blight serves as a precursor to a full qlippoth invasion. Though the fort’s commander has
officially requested reinforcements, the Tianji government has not yet sent any response. The remaining soldiers are demoralized, knowing that they may need to face a qlippoth invasion while understrength and understaffed. The soldiers are also able to provide directions to the edge of the blight.

You also are able to locate the commander of the garrison fairly easily. A Tian-Shu woman, she looks confident enough as she orders the soldiers around her to perform various duties.

Sense Motive DC 20:
Despite the appearance of confidence, there is a haunted look in her eye.

Tai Dan provides introductions: "This is Commander Gu Xiang, commander of North Winds Watch. Commander, these are the Pathfinders we are escorting."

"I'd be pleased to greet you in other circumstances, Pathfinders," she says. "But if you've heard any of what the talk of the garrison is, you know that we've got a number of deserters on our hands, and evidence of a blight encroaching. I hope you'll be able to do something about it, but I need to organize what I can here."

Some PCs, especially those of the Silver Crusade, may also wish to improve the fort’s morale. If they succeed in their efforts, the fort’s commander agrees to send troops to assist the PCs in their exploration of the Kaimuko Wood. The following list contains the most prominent individuals who remain at the fort. Each entry also includes an example
of an action that may address the low morale in the fort. The PCs earn one aid token for each success, to a maximum of two aasimar aid tokens. Unfortunately, given the recent desertion, the North Winds Watch cannot offer more troops and still maintain the fort, which still serves as border post and polices the nearby region for bandit activity. PCs can
use aid another to assist each other’s checks or split up to cover more ground. Each attempt to impress an NPC takes 2 hours. The PCs arrive around noon, 10 hours before most of the soldiers go to sleep.

Commander Gu Xiang: The North Winds Watch commander is an aasimar of Tian-Shu descent. She still carries herself as a competent military commander, but an observant PC (Sense Motive DC 16, or DC 20 in Subtier 8–9) may notice the haunted look in her eyes. Her failure to prevent the desertion, coupled with her inability to maintain the fort’s morale and combat readiness, weighs heavily on her. Given her weakened position, the PCs cannot earn an aid token from the commander. Instead, as soon as the PCs earn their first aasimar aid token through their interaction with the other soldiers, she formally acknowledges and approves their assistance. She also grants the PCs access to the fort’s
armory, allowing them to requisition any item therein that may aid them during their exploration of Kaimuko Wood. If the PCs ask her about the deserters, the Commander states that, once caught, the deserters would stand trial for their crime. If they are found guilty, the deserters face lifetime imprisonment. If they are found to have been corrupted by
the blight, they may also face execution.

Sergeant Bai Zhi: The sergeant is one of the few non-aasimar humans in the fort. The sergeant explains that the fort’s soldiers practice with the longspear, longsword, short sword, and crossbow. Most of the drills focus on either defending the fort or engaging in combat in the Wood, where the trees limit the usefulness of traditional military formations. The quartermaster complains about the gear that
the deserters “stole” when they left. A PC who succeeds at a DC 24 Craft (armor, bows, or weapons) can help the sergeant ensure that the emaining soldiers remain properly equipped. Alternatively, PCs can attempt a DC 24 Perform check to inspire soldiers into action despite inferior gear. If the PCs succeed, the thankful sergeant agrees to petition the commander to send a squad into Kaimuko Wood. The PCs earn one aasimar aid token.

Scout Noro Yuto: Noro Yuto was the first of the fort’s scouts to discover and report on the growing blight. Of Tian-Min descent, the scout’s green eyes convey a sense of eagerness and anticipation (Sense Motive DC 15 to notice). Unlike many of the other soldiers, Yuto has not given into despair, and instead actively tries to recruit soldiers to join him on an unsanctioned foray into the Wood to study and hopefully halt the spread of the blight. PCs may choose to aid Yuto’s recruitment campaign. With a successful Diplomacy or Intimidate check (DC 24), the PCs can convince several soldiers to join them. As mentioned above, Commander Gu Xiang formally approves of such a mission as soon as she hears of it and the PCs earn one aasimar aid token.

Cook Fong: The North Winds Watch cook is a surprisingly tall, well-muscled aasimar of Tian-Shu descent. He voices his regret that he cannot offer the soldiers (and the PCs) a meal that highlights Tianji cooking traditions. He believes that somebody just needs to remind the soldiers why they’re fighting. Any PC that succeeds at a DC 24 Profession (cook) check or other cooking-related skill check helps Fong prepare a meal that inspires several soldiers out of their misery. The PCs can also help him by collecting ingredients from the surrounding woods with a DC 24 Survival check. After a good meal, a group of soldiers petitions that the Commander allow them to travel with the PCs into Kaimuko Wood. The PCs earn one aasimar aid token.

Captain Tai Dan: Any PC may help Captain Tai Dan run the Twenty-Four Masks through combat drills. With a successful DC 24 Profession (soldier) check or similar skill check, a PC can lead the Masks through a routine that impresses (or shames) several aasimar soldiers to the point that they volunteer to assist in further exploration of Kaimuko Wood. If successful, the PCs earn one aasimar aid token.


At noon the day after cresting the Kimu Mountains, the expedition arrives before a squat fort with a lower half made of ancient stone and an upper level with additional wooden structures of more modern design.

"We have arrived," Tai Dan declares. "This is North Winds Watch. I will declare the Twenty-Four Masks' presence. Any who wish to register as spellcasters may do so here as well."

The tengu mercenary captain heads directly for the fort's gatehouse, prodding his horse to a fast trot. The rest of you follow shortly after. During the registration process, you notice something is amiss at the fort. The receiving soldiers take to their task poorly, displaying a noticeable sense of apathy.

When those spellcasters among you who chose to register as such ask about registering spellcasters, the soldiers sigh with exasperation before mumbling an excuse that they don’t have the requisite paperwork on hand. They half-heartedly offer to find you later to finalize the registration, should you choose to stay at the fort for a while. This sense of apathy and low morale pervades the entire fort.


Aoi Rosenthal wrote:
"We Pathfinders only ever travels in the group of seven at most (yes, 7 people table still legal in PFS1). I am curious about, why not have four teams of six, instead of three teams of eight?" Aoi chit-chats with captain Tai Dan.

Tai Dan is quick with a joke: "Hm, perhaps because you prefer that the odds be in your favor? Better for your enemies to be in a fight with 1, 3, 5, 7, and 9 than you."

The Twenty-Four Masks' leaders seem duly impressed with the friendliness and competence of their charges. There is definitely a sense of relief that the Masks were not going to have to 'carry' the party.

--------------------

The party makes its way through the hillside and into the mountains over the next few days. Just after cresting the Kimu Mountains, the Kaimuko Wood immediately comes into view below: a majestic expanse of woodland that covers more than half of Tianjing. From the high vantage point, individual clearings can be seen through the Wood, marking the location of aasimar villages, lakes or dams, lumber yards, and even military observation posts.

The foot of the mountain range serves as a natural border between Kwanlai and Tianjing. Farther down the mountain pass, a large wooden arch stretches across the road. This red-painted arch is a torii, a stylized gateway said to guard the boundary between the mortal world and the spirit world. Though common in some regions of Tian Xia, particularly in Minkai, these arches have special significance in Tianjing as symbols of the Tianji people’s ancient responsibility. A PC may recognize the symbolism with a successful DC 15 Knowledge (geography, local, or planes) check.

When the PCs approach the gate, Tai Dan approaches them with a word of caution: “This torii reminds me that, for some of you, this is your first trip through Tian Xia. Foreigners often consider Tian Xia as a very spiritual land. I know, however, that’s just a polite way to say something’s haunted. Actually, this talk of spirits and qlippoth reminded me of another matter. We should have mentioned this earlier, but some governments expect spellcasters to formally register their powers so that the governments can call on them during an emergency. Or so that governments can control them. It depends on the government. In Tianjing, it seems to vary from fort to fort. It’s routine for us, as we need to register our presence as soon as possible, lest we get mistaken for an invading band of common bandits. For you though, I suppose the choice is your own. There may be benefit in hiding your spellcasting, there might not. Best make a decision before we reach the fort though. My soldiers won’t say a word either way."


The mounts are light horses or ponies. I’ll try to get another update out later today.


This is also an opportunity for roleplay, so feel free to engage with the tengu regardless of the relevance of dice rolls.


Zepha nods to Aoi and answers, “They are the original inhabitants of the Abyss, and their existence predates that of demonkind. As I understand, the qlippoth did not view the birth of demonic life favorably, and thus frequently clash with the demonic host. Their ancient war has spilled over into the Material Plane on several occasions, with their assault on ancient Tianjing as perhaps the largest and most prolonged of such incursions. As for how one battles such fiends..."

The archon shakes his crow-head and looks at you with his glowing golden eyes. “I do hope that you do not find yourself in such a situation.
But if you do, know that one qlippoth may vary drastically from another and that each needs to be handled in its own way. However, they do
share tolerance for the extreme cold of the deepest layers of the Abyss, as well as imperviousness to most effects that influence the mind.
"

Shiyo says, “You will be journeying to the North Winds Watch. This fort is one of many found within and along the edges of the Kaimuko Wood. These forts serve as observation posts, training grounds, and staging areas for the Tianji military. The North Winds Watch is just to the south of the Kimu Mountains, the range that marks the border between
our two lands. It is quite a distance, and we do not expect you to make the journey on foot. Instead, the Way of the Kirin shall provide the mounts and carriages required to get you and the Twenty-Four Masks there as swiftly as possible.
"

With that, Zepha rises and says, "Before you depart, allow me to pray for your success. The Twenty-Four Masks will be a great help, but when facing fiends of the Abyss, the aid of the celestial cannot be overlooked." He raises one hand over his head in an importuning gesture and prays, "Great Andoletta, Grandmother Crow, guide and guard these stalwart souls as they venture into the Kaimuko Wood. Protect them from the corrupting influences of the Abyss, and grant them success in their endeavors. So let it be."

With that, Tai Dan leads the party out into the common room and the tengu mercenaries begin preparations for the expedition to get underway. They provide mounts for the party to use, and soon, the expedition is on the road toward North Winds Watch. The hills roll on before the group as they ride, though the journey is relatively peaceful--at least for this leg of it. Tai Dan and his sergeants stay near the party, curious to learn more about what their charges are capable of and how they can best assist the party.

The Twenty-Four Masks, as their name suggests, comprises 24 tengu soldiers and a handful of support members. Tai Dan has subdivided the Twenty-Four Masks into three squads of eight. Tai Dan leads the first, while a sergeant leads each of the remaining two. No two of the tengu carry the same gear, with each soldier donning the armor and carrying the armaments most suited to their particular skills or squad roles. Even so, the idea of a uniform still exists. First, each tengu wears navy blue prominently, whether as clothing, dyed and prominently displayed feathers, or painted armor and shields. Second, each soldier carries an elaborate mask, with most representing powerful beasts, such as tigers, or supernatural beings, including dragons and oni. A few soldiers carry more than one, tying the extras around their waists or to their backpacks—Tai Dan is quick to explain that some of his soldiers choose to also carry the masks of their predecessors, trainers, mentors, or fallen friends.

This journey grants the PCs ample opportunities to learn more about the Twenty-Four Masks. PCs may earn (or lose) aid tokens through their interaction with Tai Dan and his sergeants. During their travels, the PCs have the opportunity to earn up to 3 tengu aid tokens. Each aid token represents the tengus’ willingness to take greater personal risks or otherwise spend their own limited resources to directly aid the PCs. The PCs may use each token only once.

Tai Dan: The captain wears a mask shaped like an angry looking, red-faced human. He carries two double chicken sabers and wears blue leather armor. Tai Dan leads the first squad, which includes the Twenty-Four Masks’ most heavily armed and armored soldiers. Even these soldiers avoid heavy armor, as Twenty-Four Masks prefer a mix of acrobatic, hit-and-run tactics. Tai Dan is friendly and quick with a joke, but he doesn’t let that side of him get in the way of business, be that contract negotiations or battle. The PCs automatically gain Tai Dan’s aid token. This token represents his willingness to see his agreement with the Way of the Kirin through.

Toko: The sergeant wears a toad mask that allows her beak to protrude much as the toad’s tongue would from its mouth. Toko wears leather armor and carries a crossbow and an urumi. Toko leads the second squad, which includes the Twenty-Four Masks’ ranged experts, including archers and spellcasters. If there are any tengu PCs, the PCs automatically earn Toko’s aid token. Otherwise, the PCs can gain Toko’s favor by discussing their approach and philosophy to combat with her, through which Toko hopes to learn how the Twenty-Four Masks and PCs can best support each other in a battle. Non-tengu PCs may thus earn Toko’s aid token with a successful DC 20 Profession (soldier) check or similar skill check. Alternatively, a PC can demonstrate his skill by succeeding at a DC 28 attack roll, combat maneuver check, or skill check related to his style of combat (such as a Spellcraft check for a wizard or a Perform check for a bard).

Naki: The sergeant’s helmet features a faceplate shaped to resemble an angry-looking, long-nosed human, not unlike the captain’s mask. Naki also carries a stylized kitsune mask, which belonged to her predecessor, tied to her belt. Naki serves as the Masks’ chief sapper, engineer, and surgeon. She leads the third squad, a mismatched group of specialists that supports the other two. Naki is slow to initiate conversation, but she is nonetheless interested in learning more about the PCs. In particular, she hopes that the PCs have the skills and resources to tend to their own injuries, so as not to put undue strain on her supplies. PCs can earn Toko’s aid token if they succeed at a DC 24 Heal check to demonstrate their personal skills or assure her that they have adequate access to curative spells and consumables and succeed at a DC 28 Diplomacy or Bluff check.


Based on the DC 15 Knowledge (planes) spoiler above, I’d say qlippoth are obscure enough that the “basics” start at DC 15. I’ll try to get a more in depth post out later.


Aoi Rosenthal wrote:
"May I ask what exactly did the precious Pathfinder team discovered?"

"An excellent question," Zepha the archon says. "Upon my request, your fellow Pathfinders visited Yiangma, a village along the border between Kwanlai and Tianjing. There they discovered that sinister forces corrupted many of the village, the neighboring woodlands, and a nearby Hei Fengan shrine. The Pathfinders did well to cleanse the village and shrine of this corruption. Yet after reviewing the collected evidence, witness accounts, and your colleagues’ reports, I now suspect that the qlippoth played some role in what occurred in and around Yiangma."

The crow-headed archon looks between the party and the tengu Shiyo Takarak. In turn, Shiyo speaks, "If there are no further questions, you will be leaving with the Twenty-Four Masks as soon as you are ready. Any questions for Tai Dan will wait for the road. Should any of you need mounts, those can be provided."

I'll give it until tomorrow in case of any last questions, and then we'll move the plot forward.


The tengu samurai Shiyo Takarak replies to Hekk, "The Way of the Kirin is an ancient organization focused on rooting out corruption in society. We are allies of the Pathfinders--that is enough to know for now. We will have time for questions after the briefing."

With that, Zepha the archon takes over: "Recently, a group of Pathfinders uncovered evidence that suggests trouble on the border between Kwanlai and neighboring Tianjing. If we are lucky, it is nothing more than a group of misguided individuals leveraging the region’s history to their own benefit. It may, however, be more serious than that. Much like the Inner Sea region’s Worldwound, Tianjing was once the site of a rift, torn between realities, that allowed a horde of qlippoth a way onto the Material Plane. Only the combined efforts of an army of archons, azata, agathions, and angels pushed the invaders back. The celestials, however, could not properly seal the rift. Ever since, the celestials and their aasimar descendants have maintained a vigil against the ancient threat."

Zepha pauses momentarily, allowing those present to consider the possible implications in his message. “Pathfinders, your mission is thus two-fold. Travel with the Twenty-Four Masks into Tianjing to the North Winds Watch, the Tianji fort nearest to where your predecessors uncovered their evidence. Once there, attempt to determine the nature of the threat and deal with it, if possible. The Way of the Kirin has graciously covered the Twenty Four Masks’ fee. We have briefed them already and they are prepared to assist you in any way possible. Their blades should prove invaluable should you encounter the worst."

At this point, you may ask any questions you may have. In addition, you may roll the below checks for additional information your characters may know.

Knowledge (Geography, History, or Local), DC 10:
Tianjing is a nation on the eastern coast of Tian Xia, south of Kwanlai. Tianjing’s citizens are primarily aasimar.

Knowledge (Geography, History, or Local), DC 15:
In an age long past, Tianjing was the site of a holy war between the invading qlippoth and a celestial host. After claiming victory, the celestials could only partially seal the rift between the Abyss and Material Plane. Many of the celestial host thus chose a self imposed exile to maintain a vigil over the rift. Their aasimar descendants continue that tradition today.

Knowledge (Geography, History, or Local), DC 20:
The empire of Lung Wa was the predominant political force in Tian Xia for nearly five centuries. Lung Wa conquered many nations, but it made no attempt to
take over Tianjing. The empire even sought to supply the aasimar nation with food, art, and any other support they required. With their basic needs cared for, the Tianji turned their attentions to the arts, philosophy, and scholarship. By the time Lung Wa fell, Tianjing had become almost fully reliant on the empire. Unable to support and sustain itself, Tianjing sank into a state of anarchy, with its military unable to maintain both its vigil against the qlippoth and defend the nation’s borders. Only through the relatively recent actions of an individual hero, Sulunai, has Tianjing begun to recover.

Knowledge (Planes), DC 15:
Qlippoth are an ancient type of outsider native to the Abyss. Qlippoth predate the existence of demons.

Knowledge (Planes), DC 20:
When the Abyss began creating demons, the population of these newcomers swiftly outgrew and then overwhelmed the qlippoth. Facing extinction, the remaining qlippoth retreated to the darkest, deepest pits of the Abyss where they still fester, lurk, and plot today.

Knowledge (Planes), DC 25:
Fragments of qlippoth philosophy suggest that demonkind may not be the qlippoth’s only enemy. As mortal sin ensures that the Abyss receives enough souls to constantly birth more and more demons, some qlippoth therefore seek a way to sever this supply of souls, preferably at the source—the Material Plane.


No concerns on my part. Play whichever you prefer- I can accommodate.


I've added the Slides to the header. You can find Handout #1 (Amara Lit's letter, spoilered in the first Gameplay post) on it. Go ahead and fill out the Perception and Initiative tags on the second slide too.


Each of the party find themselves in possession of a copy of a missive from Venture-Captain Amara Li. After receiving it, you each make your way by various means (most likely magical, given the vast distances involved) to the city of Hisuikarasu, the capital of the nation of Kwanlai in Tian Xia.

Letter from the Venture-Captain:
Honored Pathfinders and treasured colleagues,

I received an urgent request from an old friend of our Society, the samurai Shiyo Takarak of the Way of the Kirin. To my surprise, she has been working with another, more recently acquired friend of the Society: an archon of Heaven named Zepha. The two, it seems, have been pursuing leads discovered by one of our Society’s previous expeditions into the Kimu Mountains. Clearly impressed with their previous interactions with our colleagues, the two have asked for skilled Pathfinders to lead an expedition into Tianjing to follow the trail of evidence further.

This is an excellent opportunity to strengthen our ties with both the Way of the Kirin and the archon. It also provides an opportunity to explore some of Tianjing and perhaps some of its ancient celestial-inspired architecture, arts, and philosophies. Zepha and Shiyo are in Kwanlai’s capital, Hisuikarasu, planning the expedition. Meet them there in the private room of the Gilded Lotus Teahouse.

With Regards,

Venture-Captain Amara Li

After arriving in Hisuikarasu, you make your way to the Gilded Lotus Teahouse, where you are escorted to a private room.

The Gilded Lotus Teahouse in Hisuikarasu is unusually busy. An eclectic band of tengu soldiers, possibly mercenaries, take up most of the seats in the common room. The archon Zepha and the tengu samurai Shiyo Takarak wait patiently in a private room at the back of the teahouse. The private room is much less rowdy, and its walls dampen the noise to a bearable level.

A second tengu stands by Shiyo’s side, dressed in a uniform that matches those of the soldiers in the common room. He proudly boasts, “They may be noisy, but they’re the best fighting force this far west of Xidao.”

With a quizzical look, Zepha retorts. “That does not tell one much, for if I were to step outside and turn left, I would be able to see the Gulf of Xidao quite clearly.”

Thankfully, Shiyo interjects before the tengu soldier manages to mouth off a reply. “Welcome, Pathfinders. Those returning, we welcome you as friends of the Way of the Kirin. For those whom we meet for the first time, you have our thanks for your trust in this endeavor. Before we delve into the particulars, introductions first. I am Shiyo Takarak, a samurai of the Way of the Kirin. To my right is Zepha, the righteous messenger from Heaven who has gathered us together.”

Zepha’s glowing eyes flash in acknowledgement. Shiyo then gestures towards the tengu soldier before continuing. “And this spirited and talented warrior is Captain Tai Dan. He and his soldiers, the Twenty-Four Masks, are to accompany you on your mission.” Tai Dan bows.

Feel free to have your characters make introductions. We'll move on to the briefing after that.


This is a run-through of scenario #9-19 Clash in Kaimuko Wood for Game Day XIV.

We'll be ready to move on from the briefing once all the PCs' questions are answered and everyone has:
(a) posted their reporting info here (mainly Day Job rolls)
(b) input your initiative and perception on the slides (which will be set up later)
(c) chimed in at least once on the gameplay thread

Also, apologies, as I have been dealing with a health scare with my cat for the past week and a half (he's not in the clear yet, but I'm hopeful he'll pull through). Ideally, I would have had everything set up a few days ago.


Dot-and-delete as you like--I'll get up an intro post later today, hopefully. We officially start tomorrow.


You should all have your Chronicles by now. If not, PM me. I'll give it another day or two before I mark this inactive.


If your character has a Day Job and you want to roll it, you'll want to do so now.

Also, I need Glorin and Aylanna to fill out the below info:

Player Name
Character Name
Faction
PFS Number
Day Job


After Lady Gloriana pockets the note, she thanks you all again, and excuses herself to attend to other business. Left on your own, you filter out of the tea house and into the streets in search of further festivities. The remainder of the day passes uneventfully, and you all retire to your respective sleeping quarters.

The following morning, the final morning of the festivities, you rise, get cleaned up, and have breakfast. The announcement of the late councilor's replacement is today, and you make your way to an open-air amphitheatre in the Wise Quarter. By noon, a large crowd has gathered there, and the First Lady of Laws, an Osirian woman named Scion Lady Neferpatra of House Ahnkamen, steps out onto the stage. "People of Absalom, we know that you have all been waiting patiently for the deliberations for the late Councilor's successor to come to a close. Those deliberations are now ended, and we announce to you now that your new Councilor is Grint Basatrel. The late Councilor's diligent assistant, we all trust that he will carry on the great works his predecessor began," she announces.

The Osirian woman steps back, and Grint himself steps forward. He thanks Diobel and the High Council for their trust, and launches into an impassioned speech about both the past and about his hopes for improving relations between Absalom and its vassal cities. As he closes his speech, the crowd disperses to fit in a bit more festivities before the festival officially ends.

A blind-seeming beggar, easily recognizable after a few moments as Venture-Captain Drandle Dreng, sidles up to the party as the crowd disperses. "And so ends an election and begins a political career. I'm pleased that the High Council chose Grint, as he's amenable to working with the Society. It sounds like he's not the only one with friends in high places; I hear several of our close allies owe you their thanks, and they've already begun paying off that debt with a few presents delivered to the Grand Lodge with your names on them. Well done. The Society's strength is not measured by the enemies it defeats but by the friends it keeps."

With a concealed wave goodbye, Dreng stumbles off into the crowd once more, his alms bowl held high as he listens for more rumors of note.

Thus concludes the scenario. I'll try to get everyone's Chronicles out in the next day or two.


GM Only:
4.5

After a short while, three trumpeters play a fanfare and Lord Minovitas himself takes the stage.

"Welcome, esteemed colleagues and honored guests. On this historic day, the glorious Opparan Trade Commission is open for business! But it is not just commerce that we commemorate today; we also recognize the valor of several of the greatest heroes of our time who have fought in Mendev's recent crusade and pushed back the demon threat so that others might live in peace. Yet this was not accomplished alone, and in an alliance of nations we found our strength. With the establishment of this facility here in Absalom, the Commission hopes to continue this alliance and further promote fair and equitable trade to the benefit of all."

"With great honor, I dedicate this embassy to its founding members, whose esteemed accomplishments shall be forever commemorated by the work of the world-renowned painter, Amya Illanaf!" With that, Lord Minovitas gestures dramatically toward the paintings, as if expecting someone to unveil them for him. When that fails, he strides over to the first painting and theatrically whips off its cover while smiling to the audience. He repeats the action with the other paintings, and only with the third does he realize that something is off. He turns to look at the painting he had just unveiled (the one that displays an elf and a tengu fighting a dog-headed, four-armed demon) and fury rises on his face.

For their part, the crowd seems unimpressed by the speech and chuckles mildly at the pompous Taldan lord's expense. Lord Minovitas rushes off-stage, presumably to complain to his staff, without a further word.

----------------

Shortly thereafter, Lady Morilla finds you in the crowd and gathers you all to a private room in a nearby tavern. She retrieves her silver raven figurine of wondrous power from you, and then takes a deep breath.

Exhaling, she says, "I'm appalled and disappointed that the same nobles who once opposed us now seek to steal our glory by claiming that creating the army was their idea. While I thank you for today's efforts to rebuke them, I fear they'll simply continue to perpetrate this fraud back in Taldor. Worse, should they succeed, it will only reinforce the 'do nothing' nobility and be another nail in Taldor's coffin. And if it's a coffin they're building, I refuse to be buried with them."

"This is not unique to Taldor, yet in other lands I have met nobles who have their people's needs in mind and greater vision of how to accomplish their goals. Rarely are these members of royal families, but many have their respective monarchs' ears. Rather than recreate the Taldan empire of old, we shall promote an enlightened aristocracy that promotes the virtues of strong, wise governance. I do not expect a response now, but I invite you to join me in this endeavor."

As she speaks, there is a quiet knock on the door followed by a woman saying, 'My lady sends her thanks." A sealed missive slides under the door, which Lady Morilla swiftly retrieves and secrets into a pocket in her petticoat to review later.

Knowledge (nobility), DC 20:
The seal is that of Princess Eutropia of Taldor.


GM Only:
GM Only: 1d20 ⇒ 5
1d20 + 12 ⇒ (10) + 12 = 22

Aya launches into a skilled oration about the plight of the working class and how the Power of HORUS! can save them all, which, combined with Ki Chin's lie about quick jobs and gambling debts on the one hand and Aylanna's attempts to smooth things over with her silver tongue, mollifies the warehouse worker. He shrugs and mutters something under his breath, then returns to his work.

Free of further scrutiny, the party is able to haul the wagon inside and switch out the paintings.

1d20 ⇒ 7

Mercifully, the other warehouse workers aren't terribly astute, and there are no guards present. You are able to complete the task and slip out again. All that remains now is to observe the results of your handiwork. That, of course, involves going into the Opparan Trade Commission's front door and socializing with the guests before the unveiling commences in a short while. You do so without incident, and find yourselves in an opulent, if understated, gallery with a number of tables covered in fine linens and trays of hors d'oeuvres. A handful of maidservants and a butler or two move through a light crowd, trays carrying wine bottles and empty wine glasses in hand. A number of notable people seem to have gotten the invitation also, given the amount of finery on display.

A man and a woman in particular stand apart nearby, sipping on wine and speaking quietly to one another. The man is in his late sixties, obese and constantly sweating--he seems rather irritable, and makes a point of taking it out on a hapless maid who happened to spill some wine when refilling the man's glass. It didn't even spill on him, but rather on the tray, but that was enough to set him off.

"Really! Couldn't Lord Minovitas find an elven wench or two for this soiree? At least they are graceful!" he bemoans to his companion.

That companion, in turn, is a venerable and frail-looking old woman leaning on an ebony cane, a worn falcata rather incongruously at her side. "Yes, well, we mustn't be too hard on him. We all know that good help is hard to find. Besides, at least the lass isn't a Qadiran." She pauses to appraise the woman (who is not, in fact, Qadiran)--just to make sure. "Are you?"

At this point, you are free to interact with these two, or make conversation with other guests at the reception. Include a Bluff, Diplomacy, or Perform (comedy or oratory) check with your next post.


After using a scroll of erase to deface the last painting, the party places everything back in order in the wagon and makes its way toward the warehouse at the back of the Opparan Trade Commission.

As you approach the warehouse, you see a handful of laborers shifting various crates around. One, a stocky Taldan man with a strong jaw, looks up at your approach, then furrows his brows. "You don't look like the guards the boss hired. They call off 'sick' too? Don't blame them--boss's late paying everyone, seems." He sizes you all up. "Who're you?"

Bluff, Diplomacy, Intimidate, or Sleight of Hand would be appropriate here. (Sleight of Hand if you want to try bribing him, that is.)


It takes a little bit of time to replace the paintings in the frames with your own paintings, but no one interrupts you (or really even notices your presence in this particular isolated causeway). There is still a third painting that must be dealt with (by erasure, defacing, or plain leaving-it-on-the-side-of-the-road).

There is also the matter of how you're going to walk this wagon up to the warehouse without arousing the suspicions of the warehouse workers. Even as you take the wagon and begin heading toward the warehouse, you still have a little bit of time to come up with a plan.

Disguise Self or other illusions might work. Bluffing or bribing might work also. Give me an idea of what you're attempting and then we'll move on to the scene at the warehouse.


Assuming that you unroll the unframed paintings:

One painting that Lady Gloriana had commissioned is of herself, mustering troops on the edge of a battlefield. The other is of a pair of adventurers battling a towering dog-headed demon with four arms, two ending in pincers (Knowledge (planes) DC 20 would identify it as a glabrezu). The pair are an elf and a tengu who look suspiciously like your own Elemenar and To-to-obika.


Yeah, as Aylanna pointed out, you can use the fabricate scroll with a successful Caster Level check.

Alternatively, you do have non-magical paints if one of you feels "artistic." You also have three scrolls of erase. And two unframed paintings that Lady Gloriana gave you, which you could use to replace two of the paintings in the wagon.

If you want to attempt to use the non-magical paints, you can do so with a relevant Craft or Profession check, or Disable Device, or Sleight of Hand.


GM Only:
1d20 ⇒ 5
1d20 ⇒ 17
1d20 ⇒ 12
1d20 ⇒ 7

The lead guard hesitates, then looks at his comrades for support. They seem equally hesitant, and even more so after Elemenar points out--quite innocently--that the area is quite isolated.

The leader grumbles nervously, "...He still hasn't paid us for the last job, either. This ain't worth it." With a wave to the driver of the wagon, he backs away from the wagon. The driver quickly hops down from the wagon, and the caravan guards beat a hasty retreat.

You've got the wagon now, and the paintings...but no uniforms. You do recall that Lady Gloriana sent a silver raven figurine of wondrous power with you, to be used after you'd acquired the paintings, though. That in mind, you activate the magic of the raven, and send it winging away to carry word to Lady Gloriana. A short time later, it returns, bearing a note in its clutches. After alighting upon Elemenar's shoulder, it drops the note into his hand and goes inert again.

See Handout #1 on Slide 6.

You'll still need to get the modify or deface the paintings and then get them into the warehouse somehow, though.


To clarify, they need to be three separate skill checks. You’ve done Diplomacy already. I need either Bluff or Intimidate. You can also try something unconventional like Stealth or Sleight of Hand, provided you give me an appropriate in-character action to accompany it (for example, Stealth to sneak into the wagon while the guards are distracted).


The lead guard seems dubious. “We don’t have time for this. Stand aside!” he commands, motioning brusquely.

Looking this section over again, you need to make a total of three successful skill checks to succeed. So give me either a Bluff or an Intimidate (and Aid Anothers for whichever one you use first).


I've assumed that you're going the ambush route for the last post I made. At this point, you can either try to fight them (in which case you get a surprise round), or you can try using a social skill (Diplomacy, Bluff, or Intimidate) to get them to give you what you want without a fight.


The party retires for the night and makes plans for their less-than-legal activities on the morrow.

When daylight comes, you make your way to where you expect the caravan carrying the paintings to come through. You don't have to wait long before it does, either--a horse-drawn covered wagon, escorted by three guards (a fourth guard sits on the wagon, driving it). They don't seem to be aware of you just yet.

What do you do? You could attempt to use Intimidate, Bluff, or Diplomacy to convince them to leave the wagon. Or you could get the jump on them, in which case you have a surprise round.


So, what's the plan? From rumors and the like, you see that there's ample opportunity to accomplish your mission. You could ambush the caravan carrying the paintings in the morning and replace the guards. You could sneak in. You could impersonate the replacement guards. Or you could try to bluff your way in. Any of these four avenues would allow you to get close enough to damage or replace the paintings. Incidentally, which of the two will you attempt? Damage, or replace?


Ki Chin:
You recall hearing that the warehouse in question helps to stock shops in the Wise Quarter and Foreign Quarter, so it contains a wide variety of goods. Prospective clients visit often to rent out space or order shipments of goods, which often includes a tour of the facility.

In addition, you also recall hearing that Lord Minovitas sent for a handful of Taldan guards to transport six flat crates from the warehouse, but they are yet to arrive at the guildhall. His lordship sent word that he intends to dispatch replacements soon to retrieve his possessions.


Aylanna:
You recall hearing about Lord Minovitas’s business dealings. The warehouse in question helps to stock shops in the Wise Quarter and Foreign Quarter, so it contains a wide variety of goods. Prospective clients visit often to rent out space or order shipments of goods, which often includes a tour of the facility.

You also heard that Lord Minovitas sent for a handful of Taldan guards to transport six flat crates from the warehouse, but they are yet to arrive at the guildhall. His lordship sent word
that he intends to dispatch replacements soon to retrieve his possessions.

In addition, business has been slow for the warehouse, and the owner is late in paying his employees’ wages—much to the workers’ chagrin.


Oh, if any of you have Knowledge (local), roll that for me too.

Glorin:
You recall hearing of this Lord Minovitas. He is a Taldan nobleman who has spent much of the past year in Absalom, laying the groundwork for future business endeavors, though most of that time he has spent intoxicated while wining and dining influential citizens.

Aya:
You recall hearing of this Lord Minovitas. From what you hear, he's been fighting a losing battle to maintain his upstanding image in Absalom as several Taldans have begun telling stories of Lord Minovitas's habitual exploitation of his ancestral lands and its people. At least two of these rumormongers have disappeared very suddenly in the past month. In addition, his superiors have formally censured him on at least two occasions for 'ignoble conduct,' which would qualify as felonies if performed by a commoner.


Lady Gloriana looks to the others, then Ki Chin. "I have a few items which may help. Three scrolls which will destroy the artwork (scrolls of erase), if that would help. I also have paints and a scroll which will allow the caster to fabricate a new painting (a scroll of fabricate). Or, if artistic pursuits are beyond you all, I did have a couple of paintings of my own commissioned. They are unframed, however, so you would need to replace Lord Minovitas's paintings in their frames with those."

She pauses and reaches for a pouch at her belt. The Taldan produces a small figurine crafted of silver in the shape of a raven and places it in front of her. "Finally, use this figurine to inform me when the task is done. You have about twelve hours before the unveiling--it will be tomorrow morning. If I can help you prepare, let me know; otherwise, I will let you see to your own preparations."

Everyone give me a Knowledge (nobility) and/or Diplomacy (gather information) check, as well.


The party quietly slips out of the feast and make their way to the Petals District. You find the tea house without issue, and as you enter, you are greeted by a Tian-Min woman dressed in a kimono. She bows and greets you in Tien before repeating her welcome in Taldane, and immediately gestures for you to follow her. It seems she was expecting you.

The hostess takes you all to a private dining room, opening the sliding door and ducking aside to allow you entrance. Lady Gloriana sits in the lotus position on the floor, and gestures you to sit. The hostess, in turn, directs several serving girls to bring in trays of snacks and tea; once they are finished, the hostess and the serving girls withdraw.

Lady Gloriana still holds her peace for a few moments as she tilts her head and listens to make sure that no one is eavesdropping. At last, she speaks.

"Nearly a year ago, I and several of my best agents began assembling a grand Army of Exploration to do battle in the Worldwound and inspire others to do the same. Admittedly, we also aimed to restore some of Taldor's lost glory, if its leaders would show initiative by funding some of their own crusaders. Most of my peers continued to sit idly and mock our efforts, yet now that the army has proven victorious, these critics are racing to claim that they were key contributors."

"Several of Grand Prince Stavian's loudest sycophants--including the boorish Lord Minovitas--are in Absalom for the dedication of 'The Opparan Trace Commission,' which is a new guildhall intended to host Taldan business and is scheduled to open tomorrow afternoon. One of my agents serves as an aide to Lord Minovitas, and he reports that the lord commissioned the celebrated Varisian painter Amya Illanaf to create a series of portraits to hang in the grand hall. I have since learned that these are entitled 'The Heroes of the Worldwound.' The one my agent chanced to see portrayed that portly hound Lord Minovitas in pristine battle regalia with his foot planted on a dead fiend, as though he had slain it himself--all while Iomedae sings his praises in the background."

"We cannot afford to let Absalom see these, for they would perpetuate the stereotype that Taldor is a land of foppish aristocrats dedicated to their own grandiose delusions. If we let this happen, we would reward the ineptitude and indolence so common in Taldor's upper class. We would also surrender much of the credit we are due."

"I have made arrangements to sabotage the portraits, which Lord Minovitas is keeping covered until they are unveiled to the public. If you can get to the paintings first, you might secretly deface or alter them to embarrass Lord Minovitas and send a message to other Taldan nobles who would do the same. At present, the art waits in a warehouse in the Wise Quarter. Find a way in, do what you must, and try to avoid hurting innocents or being caught in the act; we're trying to help Taldor, not start a civil war."


You all make your way toward the Wise Quarter slowly, taking time to amble through the streets and stop off at a tavern for a drink, dessert, and/or stew. It's thankfully uneventful, and you manage to time your arrival in the Wise Quarter for just before the Preinaugural Feast. You find the great hall you were told it was to be held at, the ostentatiously-named Great Wyrm's Haul, and step inside.

You seem to be fashionably late (despite being slightly early), as the conversations are already in full swing. You recognize a number of faces, including the Paracountess and her entourage from earlier, along with the Teriarch of Diobel. You hear other names dropped as people are introduced in casual conversation around you, and it seems that a number of the members of Absalom's Lower Council are present. There's quite a bit of speculation about who the deceased councilor's successor will be, with the names "Grint Basatrel" and "Etrasc Primhorn" bandied about most often. Opinion seems quite divided about whether Basatrel, who used to be the previous councilor's assistant, could ever hope to take up his predecessor's mantle. Some scoff at the idea, while others point out how shred he was in his dealings as his predecessor's assistant. The other name, Primhorn, many people seem to have no opinion on--or at least, none they're willing to state openly.

The waitstaff wander the great hall as you mingle, offering trays full of wineglasses and hors d'oeuvres to the various guests and dignitaries--including yourselves. One such waitress, a beautiful elven woman attired in a maid outfit whom you swear you've seen before, takes one such occasion to slip a note to Elemenar, along with an insouciant wink.

The note reads:

To the esteemed Elemenar and his associates,

Please do me the honor of attending the Cherry Blossom Teahouse in the Petals District this evening. I have an important task which will require skill and discretion, and I believe you and your companions are just the people for the job.

Sincerely,

Lady Gloriana Morilla

The Preinaugural Feast is in full swing, but it's not like you were commanded to remain until the end of the affair, either.

Off to the Petals District? Or continue to mingle at the Preinaugural Feast?


Hearing the party call after them (and realizing they probably can't outrun you all anyway), the war-hero-slash-slaves pause their attempt to flee. The sole surviving half-orc, having regained his sight at last (and seeing the party otherwise distracted), leaves his great axe behind and himself flees for his life. A few moments after that, the Qadiran's form shifts, leaving a gaunt, gray-skinned humanoid with what almost seems like an unfinished, noseless face.

Knowledge (nature) DC15:
It's a doppelganger. A dead one.

The party removes the war-heroes' shackles and return to the Grand Lodge with no further problems--the Coins District's guards are notoriously lazy, and don't bother to show up to investigate until hours later.

Ollysta meets you at the Grand Lodge, personally greeting and shaking the hands of the three war-heroes. "I am glad that you were able to free these brave souls, Pathfinders," she says. As the party recounts the chain of events that led to the war-heroes' renewed freedom, her countenance turns from joy to sadness as she contemplates recent events.

"I wish I could say today's events were isolated, but I cannot. With recent victories to the north, I understand the Fifth Mendevian Crusade is drawing to a close. I now see that we have as much work to do at home helping people as we do on the frontier fighting demons. Fortunately, our efforts at the Worldwound have made the Pathfinder Society look as much like a guild of heroes as an association of archaeologists, and the positive response has not been lost on the Society's leadership. I expect they will continue to support our efforts as we turn them homeward and attempt not to be crusaders, but soldiers of peace. Be prepared for missions of mercy and justice. Our work is not done."

She salutes you all, and turns to the three war-heroes, leading them off on a search for better raiment and food.

By this time, it is early afternoon. You recall that there is a Preinaugural Feast to take place in the Wise Quarter later in the afternoon, but you still have a few hours to spare before then.

Where to next?


GM Only:
Horc 1 Ref: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
Horc 2: 1d20 + 5 ⇒ (8) + 5 = 13

The living torch of a half-orc continues to roll on the ground, trying to put out the fire on him as Elemenar hits him with a second jet of flame. The smell of cooking (half-)human flesh fills the air and that half-orc goes still. The other jet of flame washes over the other half-orc on the front lines, setting him aflame. Aylanna's follow-up ray of fire strikes him a moment later, and he too collapses into a burning heap.

Lin Ki Chin crosses blades with the Qadiran, the sound of steel striking steel filling the alley for a brief few moments before Ki Chin finds an opening and cuts down the Qadiran.

In the eerie silence that follows, the remaining half-orc blindly calls out, "Master Blackburn...? Midley Blackburn...?" A note of panic creeps into his voice as he realizes he's alone. "I surrender!"

The clatter of his great axe on the cobblestone of the alley and the clinking of the war-hero/slaves' shackles as they attempt to escape this fight between what to them seems rival slavers are the only sounds filling the alley as the skirmish ends.


GM Only:
Qadiran Will save: 1d20 + 6 ⇒ (14) + 6 = 20
Horc 1 Will: 1d20 + 1 ⇒ (13) + 1 = 14
Horc 2 Will: 1d20 + 1 ⇒ (15) + 1 = 16
Horc 3 Will: 1d20 + 1 ⇒ (18) + 1 = 19
Talmar Will: 1d20 + 2 ⇒ (19) + 2 = 21
Elwyhir Will: 1d20 + 2 ⇒ (12) + 2 = 14

Things continue to go from bad to worse for the slaver and his minions as the divine power of Horus washes over them. Their would-be slaves don't fare much better, and take it upon themselves to make a break for it. They shuffle off in their manacles toward the south.

Round 2

Elemenar
Lin Ki Chin
To-to-obika
Aylanna

Qadiran (-31 hp)
Glorin
Half-orc 1 (-19 hp, dazzled, on fire, prone, dazed)
Half-orc 2 (-11 hp, blinded, dazed)
Half-orc 3 (-7 hp, blinded)
Aya
War-hero-slash-slaves (Talmar -4 hp, Elwyhir -4 hp dazed)

Elemenar, Lin Ki Chin, To-to-obika, and Aylanna are up!


Glorin nearly cuts the Qadiran down on the spot, his urgrosh cleaving deep into the man's shoulder.

For their part, two of the half-orcs fumble for potions at their belts and down them. The half-orc who happens to be aflame drops to the ground and attempts to douse the fire by rolling around. Unfortunately, he's not terribly successful.

GM Only:
DC15: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8
1d8 + 1 ⇒ (3) + 1 = 4
1d8 + 1 ⇒ (4) + 1 = 5

Round 1

Elemenar
Lin Ki Chin
To-to-obika
Aylanna
Qadiran (-27 hp)
Glorin
Half-orc 1 (-15 hp, dazzled, on fire, prone)
Half-orc 2 (-7 hp, blinded)
Half-orc 3 (-3 hp, blinded)
Aya
War-hero-slash-slaves

Aya is up!

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