Ancient Time Dragon

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1,309 posts. Alias of Thereus, Silver Crusader.


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Grand Lodge

Just need Garmit and Feli's email (PM if you wish) and Feli's dayjob....

Second part of the series will start tomorrow...

Everyone will either get 5,410 gp (Levels 8-9) or 3,990 gp (Levels 5-7), feel free to purchase during the interim.

Grand Lodge

The inevitables take their time ensuring the gala is secure. Several of the guests vouch for Basira's temperament and the leader speaks directly to the gnome.

"This checks out. It is fortunate that the god of family was present to ensure you survived this unprovoked assault. We will handle it from here and determine what charges should be leveled against him."


With the inevitables handled it is just up to you to convince Qalkami that nothing is amiss. Please roll your two checks as described in the spoiler above and we'll see how much prestige you get from this mission.

Grand Lodge

@Amarthecthel, she will want answers from you rather than your familiar. Don't worry, one person's failure won't doom the party.

@Sickly, Malusha's response indicated that you did. Regardless, since it was pointed it out to her, she would make the change herself. But you can tell Qalkami whatever you want.

Grand Lodge

Any other day jobs?

Grand Lodge

As the group only needs to do a handful more damage to the salamanders to get them to drop their weapons and leave (with one of the party-goers in the know yelling out "Basira should have acknowledged their salary demands from the previous month."), I am going to call this battle finished and tie up the loose ends.


With Basira safely quelled, the group basks in the glory of their new found fame with the other party-goers, who are (to varying degrees) stunned by Basira's sudden rage.

The front doors suddenly burst open and a cadre of kolyarut inevitables stand in the doorway.

"We are responding to a call for aid. Who is responsible for this destruction?" The leader calls out as he surveys the scene and the bloated efreet breathing laboriously on the floor.

A successful bluff or diplomacy check will get you out of this precarious position and let you proceed to Qalkami's for your final reward.


Meeting up with Qalkami:

Returning to Qalkami’s villa, she meets you in her office once again. She seems considerably more relaxed. Almost too relaxed.

”It seems your attempts to embarrass Basira were quite successful. I am very pleased with that. However, in reviewing the previous tasks I set before you… I noticed… some anomalies.”

Calm and poised, she circles her desk and leans carefully against the edge. Tapping her fingernails on the wood, she begins.

“Strangely, Vassago the imp has gone missing, and when I took another look at the contract you brought back, I discovered it was a decoy. I don’t suppose you could shed any light on that matter?”

Her demeanor suggests she is not finished dressing you down. Standing upright and walking down the line, she makes eye contact with each one of you before continuing.

“Also, I reviewed the signed contract you brought back, and I noticed that there were a few adjustments made. Can you enlighten me as to why?”

Everyone needs to make two Bluff checks for the tasks you subverted. You can replace one of your bluff checks with a Linguistics check to explain the water contract if you are trained in it. Feel free to role-play your answers to increase your chances for success. Also, I would suggest using a reroll if you have it for these rolls if you need to.

Grand Lodge

The feint attempt on Baisra needed a skill check roll so I stole your first roll of 16 (so he would be flat footed) and moved up the other rolls.
thus need new Garmit haste attack roll: 1d20 + 18 ⇒ (8) + 18 = 26
Feli concentration: 1d20 + 7 ⇒ (20) + 7 = 27
Basira Will save vs glitterdust: 1d20 + 9 ⇒ (12) + 9 = 21

The gnome deftly skirts the edges of life and death as the group closes in on the pompous efreet. Basira avoids the worst from Feli's spell.

Smacked hard twice by Sickly, Basira is then caught by the ferociousness of Garmit's words and actions and goes down embarrassingly to his own cutlery and covered in glitter. The crowd gasps turn quickly into laughter and a smattering of applause for the show.

For their part, the salamander guards fight on, but only manage to halfheartedly poke the gnome a few times.

yellow to hit Filmore: 1d20 + 10 ⇒ (3) + 10 = 13 yellow damage: 1d8 + 3 + 1d6 ⇒ (2) + 3 + (1) = 6
yellow to hit Filmore: 1d20 + 5 ⇒ (13) + 5 = 18 yellow damage: 1d8 + 3 + 1d6 ⇒ (7) + 3 + (5) = 15
yellow tail to hit Filmore: 1d20 + 5 ⇒ (1) + 5 = 6 yellow damage: 2d6 + 1d6 ⇒ (6, 4) + (2) = 12

orange to hit Feli: 1d20 + 10 ⇒ (4) + 10 = 14 orange damage: 1d8 + 3 + 1d6 ⇒ (5) + 3 + (5) = 13
yellow to hit Feli: 1d20 + 5 ⇒ (8) + 5 = 13 yellow damage: 1d8 + 3 + 1d6 ⇒ (8) + 3 + (3) = 14
yellow tail to hit Feli: 1d20 + 5 ⇒ (12) + 5 = 17 yellow damage: 2d6 + 1d6 ⇒ (2, 4) + (5) = 11

Round 4 - Bold can act (Prayer is up +1/+1 and Haste +1/+0 for everyone except Sickly, also bardic performance from Feli +2/+2)
Basira (unconcscious) -145 damage
Malusha -25 damage
Filmore -68 damage
Salamander (yellow) - 19 damage
Salamander (orange) -8 damage

Grand Lodge

A burst of healing punctuates the room as the party encircles the efreet. Whether he knows it or not.

Taking a swing at the dwarf, Basira realizes he cannot win a war of attrition and changes plans.

He and the guard respond by trying to eradicate the healing gnome...

yellow Aoo to hit Filmore: 1d20 + 10 ⇒ (16) + 10 = 26
yellow damage: 1d8 + 3 + 1d6 ⇒ (6) + 3 + (3) = 12

yellow to hit Filmore: 1d20 + 10 ⇒ (6) + 10 = 16
yellow damage: 1d8 + 3 + 1d6 ⇒ (4) + 3 + (3) = 10

red to hit Sickly: 1d20 + 10 ⇒ (14) + 10 = 24 damage, last dice is fire: 1d8 + 2 + 1d6 ⇒ (1) + 2 + (6) = 9

concentration: 1d20 + 17 ⇒ (17) + 17 = 34
scorching ray - Filmore: 1d20 + 15 ⇒ (1) + 15 = 16 damage: 4d6 - 1 ⇒ (2, 4, 4, 1) - 1 = 10
scorching ray - Filmore: 1d20 + 15 ⇒ (14) + 15 = 29 damage: 4d6 - 1 ⇒ (4, 4, 5, 2) - 1 = 14
scorching ray - Filmore: 1d20 + 15 ⇒ (7) + 15 = 22 damage: 4d6 - 1 ⇒ (3, 5, 5, 6) - 1 = 18

Round 3 - Bold can act (Prayer is up +1/+1 and Haste +1/+0 for everyone except Sickly, also bardic performance from Feli +2/+2)
Basira (red 5 feet up) -42 damage
Filmore -65 damage
Malusha -25 damage
Garmit -12 damage
Felicitas -9 damage
Amarthecthel -15 damage
Sickly -12 damage
Salamander (yellow) -19 damage
Salamander (orange)

Your smuggled weapons are behind the eastern door in the purple square

Because you successfully enraged the crowd with rumors and insults, they are active in the combat, finding amusement in Basira’s fury. Up to three times during the combat as a swift action, you all can leverage the crowd’s derision to distract Basira and leave him flat-footed. This is similar to the feint action but does not impart any additional benefits a PC might gain from feinting. If desired, a PC can use the crowd’s Bluff modifier (+12) in place of your own.

I am on my mobile. Can someone move Feli a double move under the stairs and her pursuer with her. Also move the other guard to Filmore.

Grand Lodge

@Sickly some minor utensils on the table (1d2 max damage). No ice!

Since we are nearing the end of this scenario, please provide me an email (here or PM) to send your chronicles to and please roll your dayjob if you have one.

Boon Rolls!
Amarthecthel: 1d20 ⇒ 20
Felicitas: 1d20 ⇒ 6
Filmore: 1d20 ⇒ 7
Garmit: 1d20 ⇒ 4
GM Erich: 1d20 ⇒ 18
Malusha: 1d20 ⇒ 3
Sickly: 1d20 ⇒ 7

Congrats Amarthecthel, you will get Boon #1d4 ⇒ 4! It will be sent to you after we finish.

Grand Lodge

@Malusha You do per this FAQ, and thanks for reminding me, because Amarthecthel and Sickly should take 3 less damage each from the effect of the prayer.

Grand Lodge

The group scatters hastily, Felicitas taunts seem to have little effect over the din of the crowd as they chatter and move to the edges of the room to clear a proper battleground in the center.

The ooze uses the opportunity to gather more food to its gaping maws.

Struggling to ascertain friend from foe, the two guards engage Filmore and Feli, poking at them roughly with their spears.

Basira screams with rage as the crowd laughs at the dwarven dagger throw that catches him in the glutes.

"Who dares assault me? You will pay, Dwarf!"

Scanning the room for worthy targets, he settles first on the elf racing for cover then turns with a laugh and blasts the foolhardy dwarf below.

Satisfied that he has softened everyone up, he lowers to the ground to face the dwarf hand to hand.

yellow to hit Filmore: 1d20 + 10 ⇒ (19) + 10 = 29
yellow damage, last die is fire: 1d8 + 3 + 1d6 ⇒ (2) + 3 + (4) = 9

orange to hit Feli: 1d20 + 10 ⇒ (13) + 10 = 23
orange damage, last die is fire: 1d8 + 3 + 1d6 ⇒ (8) + 3 + (3) = 14

concentration: 1d20 + 17 ⇒ (19) + 17 = 36
scorching ray - Amarthecthel: 1d20 + 16 ⇒ (6) + 16 = 22 fire damage: 4d6 ⇒ (3, 6, 4, 4) = 17
scorching ray - Amarthecthel: 1d20 + 16 ⇒ (15) + 16 = 31 fire damage: 4d6 ⇒ (1, 1, 4, 6) = 12
scorching ray - Amarthecthel: 1d20 + 16 ⇒ (9) + 16 = 25 fire damage: 4d6 ⇒ (4, 4, 6, 1) = 15

concentration: 1d20 + 17 ⇒ (12) + 17 = 29
scorching ray - Sickly: 1d20 + 16 ⇒ (15) + 16 = 31 fire damage: 4d6 ⇒ (3, 4, 6, 1) = 14
scorching ray - Sickly: 1d20 + 16 ⇒ (16) + 16 = 32 fire damage: 4d6 ⇒ (6, 1, 3, 3) = 13
scorching ray - Sickly: 1d20 + 16 ⇒ (11) + 16 = 27 fire damage: 4d6 ⇒ (3, 6, 2, 2) = 13

Round 2 - Bold can act (Prayer is up +1/+1 and Haste +1/+0 for everyone except Sickly, also bardic performance from Feli +2/+2)
Basira (red 5 feet up) -21 damage
Filmore -19 damage
Malusha -30 damage
Garmit -38 damage
Felicitas -14 damage
Amarthecthel -44 damage
Sickly -40 damage
Salamander (yellow)
Salamander (orange)

Your smuggled weapons are behind the eastern door in the purple square

Because you successfully enraged the crowd with rumors and insults, they are active in the combat, finding amusement in Basira’s fury. Up to three times during the combat as a swift action, you all can leverage the crowd’s derision to distract Basira and leave him flat-footed. This is similar to the feint action but does not impart any additional benefits a PC might gain from feinting. If desired, a PC can use the crowd’s Bluff modifier (+12) in place of your own.

Grand Lodge

Haste can get Amarthecthel, Malusha, Garmit, Filmore and Feli (30 foot limit between targets)

I've also added a "tunnel" under the stairs (dotted lines) for more access in the room.

Grand Lodge

@Sickly - That would be reasonable

Grand Lodge

It looks like one long table. Could be used as cover at least if you want to scamper under it. There would be ample things (chairs, end-tables) to toss next to you (max 2d6 base damage). Of course, your actual weapons are behind the door 15 feet away.

Grand Lodge

One of the azers that you freed steps in as the lead singer considers Amarthecthel's offer. After a few moments of sly discussion, they nod knowingly at you.

free reroll for Feli: 1d20 + 21 ⇒ (16) + 21 = 37 Save your money

The band soon winds down, after playing some noticeably discordant notes and begins to leave. As the crowd murmurs and looks around as to what is happening, Basira lets out a loud growl.

"Enough! I have seen enough! Who is responsible for this?!

No one immediately betrays you which makes the efreeti more inscenced.

Then, I'll have the heads of these off-worlders! Bring me my sword!"

Several nearby azers look at their "former" master and shrug. His guards at the door level their spears toward the crowd.

"Insolence!" Basira screams as he bursts into flames and takes to the air, weaponless. He takes aim and fires a barrage of scorching rays at Garmit and Malusha, nearly incinerating both of them!


Felicitas Init: 1d20 + 5 ⇒ (2) + 5 = 7
Amarthecthel Init: 1d20 + 2 ⇒ (4) + 2 = 6
Garmit Init: 1d20 + 8 ⇒ (2) + 8 = 10
Malusha Init: 1d20 + 7 ⇒ (6) + 7 = 13
Sickly Init: 1d20 + 2 ⇒ (2) + 2 = 4
Filmore Init: 1d20 + 3 ⇒ (19) + 3 = 22
Red Init: 1d20 + 7 ⇒ (18) + 7 = 25
Yellow Init: 1d20 + 1 ⇒ (9) + 1 = 10
Orange Init: 1d20 + 1 ⇒ (5) + 1 = 6

concentration: 1d20 + 17 ⇒ (18) + 17 = 35
scorching ray - Garmit: 1d20 + 16 ⇒ (17) + 16 = 33fire damage: 4d6 ⇒ (6, 3, 6, 2) = 17
scorching ray - Garmit: 1d20 + 16 ⇒ (17) + 16 = 33fire damage: 4d6 ⇒ (4, 6, 4, 6) = 20
scorching ray - Garmit: 1d20 + 16 ⇒ (8) + 16 = 24fire damage: 4d6 ⇒ (1, 2, 6, 5) = 14
concentration: 1d20 + 17 ⇒ (9) + 17 = 26
scorching ray - Malusha: 1d20 + 16 ⇒ (6) + 16 = 22fire damage: 4d6 ⇒ (1, 3, 5, 4) = 13
scorching ray - Malusha: 1d20 + 16 ⇒ (6) + 16 = 22fire damage: 4d6 ⇒ (4, 6, 1, 2) = 13
scorching ray - Malusha: 1d20 + 16 ⇒ (13) + 16 = 29fire damage: 4d6 ⇒ (5, 2, 6, 4) = 17

Round 1 - Bold can act
Basira (red) - 15 feet off the ground
Malusha - 43 fire damage
Garmit - 51 fire damage
Salamander (yellow)
Salamander (orange)

Your smuggled weapons are behind the eastern door in the purple square

Because you successfully enraged the crowd with rumors and insults, they are active in the combat, finding amusement in Basira’s fury. Up to three times during the combat as a swift action, you all can leverage the crowd’s derision to distract Basira and leave him flat-footed. This is similar to the feint action but does not impart any additional benefits you might gain from feinting. If desired, you can use the crowd’s Bluff modifier (+12) in place of your own.

Grand Lodge

Sometimes you just have to be the idea man. Others can attempt the skill checks as well.

Grand Lodge

Sure, Knowledge(nature) for the discomforting ingredients.

Knowledge(planes) to know what makes an ooze elemental "fly".

Grand Lodge

Using the draperies as cover, Garmit is able to free half a dozen grateful azer servants, in an almost assembly line process. A few let him know -- whatever he needs, he's got it.

As the evening progresses, it becomes evident that Hsirmax is taking the wager very seriously. The buzz of the party is the guests remarking on the foul-tongued tengu and the magma dragon following suit.

"Why in the flame did Basira invite them?" is the common refrain.

And the band plays on.

<<Two success>>

@Sickly, poison would do the trick but at this point you would have to leave the gala, buy it, and somehow sneak it back in past the guards.

Figure out a reasonable way to encourage the ooze to keep eating and maybe he will get sick. That would certainly be a show stopper.

Grand Lodge

As best as he can tell, Sickly thinks the creature is an "ooze elemental".

Unfortunately, it does notice the dwarf. "Loverly night isn't it? Don't m-touch the pettifors. I haven't m-tried them yet and I might like them...all." It laughs mightily, spraying Sickly and others nearby with bits of what was probably a fish of some kind.

It continues to jiggle and laugh as it scrapes a pseudopod across the table and clumsily ingests another set of morsels.

Basira looks down at the two from his perch atop the balcony - closes his eyes, pinches the bridge of his nose and shakes his head slowly.

Grand Lodge

The winged serpent smiles politely at Feli. "What about you, wouldn't you like to see these poor souls freed from captivity?"


Gather info rolls for Filmore:

The elementals find their patron for the evening distasteful, even though he pays well. The band would rather not be here, but as long as they are, they will take requests, and could even be persuaded to have one of the guests join them on stage. All in all, a chill group of elementals.


With the recent passing of Sultan Suleiman XXIII, his daughter Grand Sultana Ayasellah Mihelar Khalidlah II quickly assumed control of the City of Brass. Local efreeti, such as Qalkami and Basira, are eager to impress her. Thus, they are distinct rivals, and delight in foiling one another's endeavors.

Plans potentially active so far...

Convincing the band to leave - Bluff, Diplomacy, or Intimidate check or just pay off the band for a fee of 1,000 gp. Yes, the price went up.

Garmit's insult game - Bluff, Knowledge (local), or Diplomacy check. You get a cumulative +2 bonus on your check if you speak any of the following: Auran, Draconic, Ignan, Infernal, Kelish, and Terran.

Freeing the help Disable Device plus either a Sleight of Hand or Stealth check.

Grand Lodge

"Hmm. I'm not exactly the devious sort. And Qalkami is not exactly a beacon of good herself." The couatl is just about to leave when he stops and turns back to Malusha. "Wait, perhaps we can do something with more lasting implications."

He sidles up closer to lay out his idea quietly.

"See those azers? Do they look...happy to you? If your group could free several of them of their bonds somehow, I'm sure Basira would have a hard time catering this affair by himself. It would serve him right, honestly. Slavery is so passe."

Freeing the help is best attempted with Disable Device combined with either a Sleight of Hand or Stealth check


Plenty of rolls to make (or assist with). Still time to come up with other plans as well.

Grand Lodge

Hsirmax seems more than delighted to take up Garmit's offer. "Have any ideas who to go after first?"

A Bluff, Knowledge (local), or Diplomacy check from the group will get this plan going. You get a cumulative +2 bonus on your check if you speak any of the following: Auran, Draconic, Ignan, Infernal, Kelish, and Terran.


You can actually influence the band before or during the gala with the checks mentioned in Carlin's spoiler a few posts above...


Folcaryan makes no mistake in measuring the cleric's intentions. "Yes, I have my nose in several endeavors. Too many actually. Working with some of the locals is much harder than it may appear. Who exactly do you work for?"


In case it's not evident, this is a rather free-form encounter taking place over several hours, so everyone can participate in everyone else's schemes.

Grand Lodge


Grand Lodge

Still some room in the imp's bag. Plus 500 gp to spend. Also, last chance to affect the band before they arrive. I'll go ahead and take you to the gala. Amarthecthel (and anyone else) can post retroactively of their prep, if any.


Basira’s home is an imposing manor of four gigantic stories of marble and brass. Lush jungle plants fill much of the gated estate’s grounds.

Once you arrive at the main doors, you are met at the front door by a cadre of salamander guards who scan you briefly to keep the line moving. Their leader drones as each group passes -- ”No weapons or implements of disrepute.”

Once inside the main ballroom, it’s utter lavishness strikes you. Plush red carpets rest atop gleaming marble floors in this palatial hall, which has been set with a variety of elegant couches and beautiful tables holding mountains of food and a dizzying assortment of drinks.

Servants (dwarf-like azers) in ornate mithril shackles pass out appetizers and drinks with sublime looks on their faces. The shackles don’t seem to hamper their movement, but may serve some more insidious purpose.

A band of wispy air elementals plays their “instruments” delicately in one corner. Assuming you don't discourage them prior.

Dozens of important looking patrons of unique species mingle amongst the fine furniture and table spreads covered in spicy food and strong drink. Among the more interesting of them (who would welcome interactions with you, and who might even aid in your acts of sabotage) are:

Converse with a salamander dandy:
Alshost Inkir acts as a headhunter who connects aspiring warlords and power mongers with mercenary companies and bodyguards. The salamander often receives an invitation to events as thanks to supplying Basira with hired muscle, not out of any personal friendship.

Converse with a winged serpent aristocrat:
Folcaryan (male couatl) oversees several charitable foundations in Zjarra, frequently causing him to clash with Basira over the efreeti’s heartless business practices. They feign tolerance in public, but it’s an open secret that they loathe each other.

Converse with a young magma dragon:
Being a younger dragon, Hsirmax is slightly less mercurial than other magma dragons. Rather than engage in violent outbursts, she is instead a social provocateur who enjoys offending others’ taboos and delighting in their dismay. The main reason others tolerate her is because she has a profitable knack for sniffing out mineral wealth on the Plane of Fire.

Converse with a genderless janni adventurer:
Pahu is a celebrated explorer who has worked for Basira several times. The janni is modest about their accomplishments, indulging others in understated stories if asked and providing inoffensive but insightful observations about past employers if prompted.

Converse with a mass of brownish sludge, gorging messily at one of the tables:
Urmoll is an eccentric elemental that developed an unquenchable curiosity for cuisine, having embraced polite society largely to sample others’ hospitality. The boorish creature spits regularly while speaking and laughs at its own poor jokes. Basira regrets inviting it at all.

Feel free to role-play any interactions with these guests and include them in any acts of sabotage you might concoct. Assume you succeed at attempts to engage them in your mission. Map shows important guests, there are many others.

Otherwise, let me know exactly how each of you want to ruin the gala (without getting caught, of course). The more successful schemes the better.

Grand Lodge

Gauntlets and even shields would likely be confiscated. Plain armor would be ok.

Grand Lodge

That makes sense to me.

Returning to Qalkami’s, you experience another short wait before she arrives. After you’ve made yourselves comfortable in her parlor, she enters abruptly and smiles broadly.

“Hmm... each of these tasks I have entrusted you with were quickly and expertly done. Nice. It’s clear to me that you’re more competent than most offworlders, so perhaps you are game for the more challenging task."

Gauging your interest, she continues.

"Basira Karama, another efreeti in town with noble roots, has been a thorn in my side for far too long. With the upheaval in the City of Brass, it’s finally become profitable to see him brought down a peg. He’s throwing a gala tomorrow night, which presents an excellent opportunity to strike. I’ve managed to secure invitations to the gala for each of you. Your task is to ensure that this is the worst night of Basira’s life...”

When she is convinced you understand her subtle hint to sabotage the party, she adds, ” as many ways as you can think of.”

She hands each of you a brightly embossed envelope, each of which contains a hand-written invitation to the gala. The invitations declare Brightcoal Estate a ”refuge for cultured entertainment”, reminding guests that Basira “guarantees their safety”.

Qalkami remarks as you read. ”In case that last turn of phrase is hard to parse, I surmise that his guards will likely confiscate your weapons and any other dangerous implements you possess unless you find alternate ways to get them in.”

”Now I don’t want to tell you how to do your job. After all it is better for all of us if you come up with the destructive ideas completely on your own and keep me out of the loop -- just in case -- but these previous tasks I have sent you on were carefully designed to help you with this final, most important one.”

She steps close to Garmit and cocks an eyebrow as she explains.

”First, I introduced you all to Carlin Nestor as his talents are most suited to the sabotage at hand. I doubt you will be able to convince him to join you, but he may have some suggestions on how best to ruin the gala.”

She steps over to Malusha and brushes some imagined dust from his shoulder.

”Next, the bound imp Vassago is now in perfect position to help your group smuggle in some items that may be needed in your endeavor.”

She next steps to Filmore and touches her hand under his chin.

”Finally, the signing of the water contract has left me quite a bit richer, and you will find a pouch outside the door to enrich your cause for this final mission.”

Stepping back she addresses the group as a whole.

”When you are finished with this final task, report back to me and I will reward you… handsomely. Have a most wonderful time tonight.” She grins deviously -- emphasizing that adjective noticeably -- and turns to leave.


If you follow up with Carlin:
The tiefling does indeed intend to stay low and avoid any direct interactions with the local power-brokers at the party, but adds: "Well you could always poison the food, but here’s something maybe more devious. Word as-it that Basira has hired a band of “accomplished instrumentalists” known as the Boreal Five, a buncha air-lementals that’ve caused quite a stir in town. They’re stayin’ at the Glowin’ Ember Inn and I’ve heard they’re not fans of the gig. It’d be a real embarrassment if you lot could convince them to ditch it and ol’ Basira had to entertain the guests with deafenin’ silence."

If you decide to track the band down and do this prior to the gala, please give me a Bluff, Diplomacy, or Intimidate check or just pay off the band for a fee of 500 gp.

If you wish to get help from Vassago:
The imp eagerly agrees to smuggle up to 20 pounds of objects into the manor into a side-closet where you can easily retrieve them.

Let me know if you use his help, and if so, what you have him sneak in for you.

Checking out the pouch in the hallway:
It simply contains a stipend of 500 gp for you all to spend on supplies for ruining the gala.

If you use this stipend, what do you buy?

Any other preparations you wish to make before heading to the gala?

Grand Lodge

"I am from Axis. I am. Heaven is where m-m-murderers are taken? Angels." The inevitable sputters, somewhat incoherently.

His glowing eyes flash on and off, reminiscent of a nervous blinking pattern.

"I cannot arrest myself. I am c-c-confused. Perhaps it is best if I place this pursuit on in-in-indefinite hiatus and regroup."

With that, the inevitable makes a few half-hearted attempts to leave in the wrong directions before eventually finding the door behind you and exiting.

With the third task complete, the group can return to Qalkami to receive the final task. The only question that remains is when do you want to turn Carlin in for the crimes he has confessed to? Now or after the fourth task is complete?

Grand Lodge

Someone give me a knowledge (planes) and/or knowledge (local) check to supplement Feli's questions.

Grand Lodge

Tavar's head spins and cocks to hear the dwarf's whisper. The increasing din of the whirring of fibrous gears brings fear of it popping completely off.

"Think the da-da-damage is so great I am not thinking clear, dwarf? P-p-perhaps."

Gnomish luck and some dwarvish insight and empathy have generated two successes so far. Anyone else?

Grand Lodge

Nor would we want to know, Filmore. Give me an intelligence check.

The inevitable turns to try and square up to you, but you notice his frame is very much askew, and for all purposes he seems to be arguing with a large shelf to his left.

"You are su-su-suggesting Carlin is facing double-ble jeopardy? What c-c-counsel are you? You are his re-re-representative?"

A slow trickle of sparks slide down his cloak as he continues.

"I have ex-ex-explicit orders to take him to ... heaven. To answer for the crime of m-m-murder."

Convincing the inevitable will take several successful checks and presentation of reasoned arguments. The first one certainly seemed reasonable enough (pending those intelligence checks), but I suggest reviewing all of Carlin's backstory to find other avenues. Figure out any other angles you can that might sway the inevitable.

Carlin related posts:

His introduction and version of events

Yasmine's advice

Yasmine's answer to Filmore's question

I'll add that you all have made some good points just talking among yourselves, but do not ignore the nature of the current conversation with the inevitable and everything it is saying.

Grand Lodge

Fair enough. How do you propose to protect him from the inevitable?

Grand Lodge

Yes, you have Carlin's confession -thanks to Feli- that you can turn over to the authorities (this would satisfy Yasmine's desire), but then he would be arrested for those crimes. Safe for the moment, but...

There is still this inevitable who is hunting him for the original crime of killing Grunyar Cragfell. Qalkami's task to you was to "eliminate" this threat to her valuable resource (Carlin). As some of you know, an inevitable won't stop pursuing their target until their job is done. She likely won't be overjoyed if Carlin ends up in jail and then faces the inevitable still, upon release.

I am not assuming that Carlin is with you at the moment.

So, yes, there is a decision of how to proceed.

Grand Lodge

Before leaving the water naga's abode, she listens to Garmit's bid on behalf of the Exchange. After some introductory queries he has piqued her interest in fostering at least introductory talks between the Cerulean Wave and Aaqir al’Hakam.


Before heading to the meeting with the inevitable, Feli has a quick conversation with Carlin. Whether it is her supreme skill with words or her innate charm and good looks, Carlin is no match and tries to impress the aasimar with quite the resume of robbery, smuggling, surveillance, and blackmail. More than enough information to satisfy Yasmine's needs, she thinks.

Let me know if you provide this newly found information to Yasmine or the local law enforcement at this point.


Carlin lets you know of the location of the warehouse where the inevitable should be waiting (at least for the next day or so).

Feel free to prepare for the meeting and rearrange yourself near the doorway on the map.

When you arrive, the small warehouse shows few signs of use. The door is unlocked and inside most of the shelves are bare, with only a few boxes and parcels here and there.

The only other occupant is a hulking metallic creature, its body cracked and chipped, with shining blue eyes that pierce the darkness, but that seem to fade and dim erratically. It "activates" as you enter - drawing a bastard sword with a horrible grinding noise just as a shower of sparks erupts from a seam on its shoulder.

"Tavar the Inevitable is an of-of-officer of the law and he demands that the fu-fu-fugitive Carlin Nestor be turned over im-im-immediately!"

You will need a diplomacy check just to keep the conversation going...

Grand Lodge

Do we have a lead on the diplomacy check to implicate Carlin? Feli maybe?

Grand Lodge

If you decide to visit Carlin again, see the spoiler, otherwise you head to meet the inevitable at the warehouse.

Convincing Carlin to spill the beans:
If you want to learn incriminating information about Carlin that you can hand over to Yasmine, you can coax Carlin to describe his illegal activities with a successful Bluff or Diplomacy check. Feel free to role-play your pitch to augment your rolls

Grand Lodge

Soheila raises an eyebrow to Amarthecthel's mastery of previous transactions, and is equally impressed with the gnome's reasoning, smiling at his recognition of her importance.

10d20 ⇒ (8, 8, 1, 15, 4, 17, 8, 5, 12, 4) = 82

After expressing the vital urgency of signing quickly before others fill the vacuum, it takes some more honeyed words from Feli and Garmit, as well as a point by point explanation of the benefits of the contract by the group, to finally turn Soheila to signing the document. She draws a long quill, skillfully made from some aquatic creature's rib, dips it in a sticky ink and signs the water-proof sheet you have brought.

"May this signing bring only the best water to this city and many riches to me."

She reaches to her left and produces a small inlaid box and presents it to the gnome.

"I insist. A gift to you and your partners, as is customary for your help in sealing this bargain."

Inside you will find a Pearl of Power (3rd level)

With that, Yohai nods and escorts you silently out of their home.


The last of the first three tasks awaits --- Carlin and the Inevitable. You can proceed directly to the rendezvous with the inevitable at the warehouse that he has set up or talk to Carlin once more, given you now know a little more about how to subvert this task from your liaison Yasmine See here

Grand Lodge

"Of course. A pleasure to meet you as well."

Taking a moment to look at the contract, it’s is clear she only skims the contents, although she does betray a hint of a smile (roughly at the location of the "loophole").

Ultimately she returns to form and grimaces, disdainfully proclaiming that ”The payment rates are simply… insulting... to a merchant of my stature, I won’t stand for anything less than a fifteen per cent increase to their base.”

Sense Motive Checks:

Amarthecthel: 1d20 - 1 ⇒ (13) - 1 = 12
Feli: 1d20 ⇒ 7
Filmore: 1d20 ⇒ 13
Garmit: 1d20 + 8 ⇒ (14) + 8 = 22
Malusha: 1d20 + 5 ⇒ (16) + 5 = 21
Sickly: 1d20 + 3 ⇒ (15) + 3 = 18

Garmit, Malusha and Sickly will all realize that the naga’s objection is based less on actual numbers and more on vanity and a desire to feel like she has won the negotiations. Perhaps that can be used against her.

Go ahead and make whatever case you wish to get her to sign the contract. As part of your response, feel free to each make three or four checks using the following skills to supplement your arguments: Appraise, Bluff, Diplomacy, Intimidate, Knowledge (planes), or Profession (merchant). As always, if you can make another skill (or ability) fit in, be my guest.

Grand Lodge

Just an update... I do still want to finish this scenario by the 15th and transition to the next one. The posting rate has been rather sluggish in recent days, and I am a little worried we might not complete everything. By my reckoning we are at 1 and a 1/2 tasks out of 4 complete, plus a return to Qalkami to collect your "reward".

Is there anything I can do to ignite everyone? I'm not sure if it is real life getting in the way, or just a set of characters who are not feeling strong with taking the lead (either due to skills or philosophy) with the tasks before you. The scenario is a bit of an odd duck in that the tasks are all essentially social encounters (although the stats are there if you want to murderhobo them all). Or maybe I haven't done the scenario justice in explaining it all to you, and your not sure what to do.

Let me know, and I can adjust before it gets too late.

Grand Lodge

@Amarthecthel I suppose it is rather confusing with so many contracts going around. Just to be clear, the contract with Soheila for the water (where you are now) is different than the one you destroyed and forged for Vassago.

As far as Vassago goes, yes, he does "belong" to Qalkami, and was treated as property handed down.

Grand Lodge

Just trying to jump start things here. I realize the scenario is quite spread out, here are the relevent "Soheila" posts from the mission brief and discussions with your liason.

Mission Brief

Dealing with Qalkami

Qalkami's Instructions

Yasmine the Liason's Suggestions

Grand Lodge

"Ah, you must be Qalkami's representatives. We have been expecting you."

The door opens with the sound of latches and released pressure and a youngish looking water naga stands before you.

"I am Yohai, her assistant. Please take any precautions you must, as I will need to re-flood this room so that we may gain entrance into Soheila's quarters beyond."

Now would be a good time to imbibe your potions of water breathing from earlier. If you do, you can pass into the next room and parley with Soheila, otherwise you will need to remain on the wooden bridge outside. Please place your tokens where you wish to be.

Those entering Soheila's chamber:

Once everyone is ready, Yohei pulls some levers and the airlock re-pressurizes, filling up over a minute's time with clear, cool water.

Nearly as fast the door on the fall wall cracks open and the main chamber comes into view. This room’s gently curving walls bear numerous small windows that let in beams of light. Colorful cushions made of a strange leathery material create comfortable seating arrangements, and several beautiful paintings of underwater landscapes hang in glass-covered alcoves on the walls. Curtains of kelp cover passages to the east and west, and a heavy bronze door controls passage to the south.

Soheila is waiting for you already with a tasteful spread of uncooked seafood. The younger naga introduces her mistress in waterlogged tones.

"My lady, the guests you were waiting for. May I introduce Soheila, seasoned representative of the Cerulean Wave Conglomerate, largest importer of clean water to the city of Zjarra."

"Not just clean water, Yohai, but the finest water from the very heart of the Plane of Water." Soheila interrupts with a slight hint of indignant charm. She wrinkles her nose at the young naga, then turns her attention to you.

"I understand you have brought Qalkami’s latest proposal. Well, let me see it."

Grand Lodge

Moving on to Soheila's home

This residence comprises a trio of interlocking brass domes, its front entrance flanked by a pair of decorative waterfalls that gush down the sides. Several skylights ring the top of the building, and the entire structure rises from the middle of a large pond crossed by a wooden bridge.

When you knock upon the door, a magical effect animates the door knocker which repeats methodically for several minutes in all the elemental languages, celestial, infernal, draconic and common.

"Please wait for assistance."

GM rolls:

Perception: 6d20 ⇒ (20, 15, 9, 16, 4, 7) = 71

Several of you can hear the sound of heavy pumps and sloshing water from inside before a small plate in the bronze door slides aside so that an ophidian eye can thoroughly inspect you. After a pause, a hissing voice from beyond the door confidently asks. "What is your business here?"

Grand Lodge

Malini is surprised by the business offer, but quickly smiles at the tengu.

"Yes, we would be honored to further trade with your merchants. If they are anything as honorable as you all, I'm sure it will be a beneficial arrangement for us both!"

Grand Lodge

Quick update on timing - The Game Day officially ends on November 19 and I think we are probably on pace to make that happen. We will transition from the first scenario to the second sometime during the Oct 10-15 time frame. The second scenario has a more straightforward flow to it and with a reasonable posting rate we can certainly get it done in time for the end of the Game Day.

Also, I realize this scenario is a bit of a challenge so far for some of the characters (either due to faction, alignment, or skill sets). I encourage you to role play it as you see fit. The more I look at it, I think one of the intents of this scenario is to make characters question their actions and how they mesh (not only with others) but the Society as a whole.

Grand Lodge

Malini takes a careful look at the now completed forgery and the tattered remains of the original. "Looks good to me, I hope it works. For all our sakes."

On cue, Vassago returns from upstairs, carrying a simple satchel of belongings. "I cannot thank you enough for sticking your necks out for me, for us. I assure you this is the right thing to do."

Without another thought he snatches the forgery, rolls it up and sticks it in his pack. With a hint of bravado, he hugs and kisses his wife and turns to you. With a simple bow, he slips out the front door.

As he passes Filmore, he manages a brief smile and nod.


With the deed done, the group rejoins the gnome outside and turns to their next task.

So, either finish dealing with Carlin and the Inevitable, or move on to the contract for Soheila. Party's choice.

Grand Lodge

Garmit and Malusha could even provide a check using a different skill from the list than the one they used previously

Grand Lodge

Using Malini's "paper", Garmit and Malusha piece together the new contract. Studying it's authenticity, they can't help but think something is missing.

Need just one more check from someone, using a different skill from the list.

Grand Lodge

Garmit sneak attack: 1d6 + 7 + 5d6 ⇒ (2) + 7 + (3, 1, 3, 6, 2) = 24

Garmit and Amarthecthel make short work of the vulnerable document, much to the delight of Vassago and Malini.

"It is done! Now if you can just help make a reasonable copy to fool the efreet, I'll get my things packed from upstairs. I can't wait to see her face when I show up on her doorstep." Vassago squeals with a guttural laugh.

Now we just need a check from anyone interested from the following list...

Drafting a Convincing Forgery:

This is a complex process that requires succeeding at three successful skill checks from the following list: Craft (calligraphy), Knowledge (arcana), Knowledge (planes), Linguistics, Profession (barrister), Profession (scribe), or Spellcraft. You can, of course, make a convincing case for using another skill or creative spellcasting.

Grand Lodge

@Garmit It is an inanimate object (with considerable hardness), immune to fire (Malini will tell you that), so damage or a strength check (to rip it in half) from any or all of you.

Grand Lodge

Garmit spreads the contract out on the table and carefully arranges several lead sheets (found in the room) across the writing to diffuse the magical alarms.

You now have 1d4 ⇒ 1 round to destroy the document safely.
Assume you are in position to do so and your weapons are out.

Grand Lodge

Studying the contract, Amarthecthel will easily discern that an abjuration exists upon it that telepathically alarms Qalkami should the contract be destroyed or defaced.

It would take dispel magic or any effects that block divination to suppress it long enough to physically destroy it. Alternately, someone who could disarm magical traps could also try and suppress it.

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