Lissa Villasani
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dot
Fargrim Arikfind
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dot to dot
Esh Kethar
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Dotty dot!
Esh Kethar
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A young man, or one that seems so, sits with a large grin. His appearance is very unsettling as half his face is covered in serpent-like scales but has an elven ear. The other part of his face has a long canine but appears completely human, even if his piercing right eye is completely black with a white pupil. However, what is the most awkward is his hair who at first glance seem to be dreadlocks but are long human-like fingers.
The man bows his head and smiles at each one of you, making wide gestures, as if he were really excited to be part of the adventure.
"Hello! So nice to meet y'all! Hahaha! Are you ready to be part of the tale?" he shouts.
He wears a mithral chain shirt and a rapier on his side.
Sirrah Lakewell
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A wispy thin human with shaggy blond hair pulled back in a short ponytail. He sits back in the chair and kicks his feet up on the table like he owns the joint. He wears clean but simple clothes and a rapier on his hip. A couple missing buttons reveals a chain shirt beneath his shirt. And he has the look of someone who really could have used a couple more hours sleep after last night's drinks.
By Cayden, I don't know if I'll ever get use to the heat here in the southern continent. Name's Sirrah, Sirrah Lakewell. Well met friends.
Lissa Villasani
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A slightly taller then average Varisian woman walks into the sitting room, visibly wilting under the oppressive heat. She's clad in a brightly colored vest worn over a silvered chain shirt and leather leggings, with greens and turquoise scarves and sashes heavily accenting her clothes. Getting near her, however, you'd swear that the air around her is more humid then normal, an impressive feat considering the humidity of the jungle. She flips her hair out(An act which lightly splatters the wall behind her with water) and sighs. "And just when I thought Osirion was hot, I come here. I guess the old sayings are right about the humidity being the real pain..." she mutters as she sits.
Then she gets a good look at Esh. "... Și o mare visător doar când crezi că ai văzut totul ...", she whispers, as she tries not to gawk at the Ganzi.
After a moment, she shakes her head. "My apologies for the reaction," she adds, with a rather faint Varisian accent. "You were just surprising to see. I am Lissa Villasani, from the Yondabakari caravans, and more recently, of Absolom. May the road ahead be full of tales worth telling."
Sirrah Lakewell
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Am I right, to be on the open sea with a cool breeze, now your talking. He smiles as Lissa laments the humidity. Sirrah sits up right and looks around for the servant.
Some nice cold ale, might help us all. Not seeing the servant, he puts his feet back up and wipes the sweat off his brow.
Lissa Villasani
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"Perhaps," Lissa replies. "Most of my work for the Society has been in northern Avistan until recently. Dealing with this type of heat is distinctly a new experience. I mean, seriously, you can pull water out of the air with your bare hands if you try hard enough."
Fargrim Arikfind
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"Hello" smiles a striking woman of somewhat indeterminate age, but with a ring of beauty that speaks of angelic blood somewhere back in her lineage.
She wears no obvious armour though a star knife does hang at her waist.
"I am Fargrim, an investigator of types, student of human nature and Pathfinder. I've not traveled this far south before. I hear that sweating is good for the complexion though."
The last words are spoken with a hopeful, but not expectant air about them.
Lissa Villasani
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Lissa snorts indignantly at that concept. "Whomever told you that crock of otyugh feed was trying to sell you something," she responds. " Besides, with this level of humidity, there's nowhere for the sweat to go, and you just end up feeling sticky more then anything."
She gives the lady a once-over, before her eyes focus on the star knife. "Okay, Whenever I see a star knife, that normally means kin or a devout of Desna. Since you don't look like the former to me, I assume the latter is correct?"
Fargrim Arikfind
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"I tread her path" smiles Fargrim.
"And what of yourself? To be fair, they were trying to sell me on the mission. Normally I'm better at picking up such manipulations."
Lissa Villasani
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Lissa's response is to lift her chain shirt and expose the left side of her midriff and lower part of a swarm of stars and swallowtails tattooed there. "It goes all the way up to my shoulder." With a chuckle, she adds as she drops the armor, " I've called on Her luck too often to not answer Her call. Besides, some stereotypes exist for a reason, and the cliche about Varisians being faithful Desnans is true with me."
Esh Kethar
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Seeing the reaction of the varisian woman, Esh bursts out laughing.
"BWHAHAHA! Surprising? Only surprising? Oh well, I wished I was more than that, M'lady!" he says with a toothy grin, almost shouting.
He then looks at the guy talking about breeze and cold weather and says
"Oh, but I see a fellow pathfinder trained in the noble art of the sword! Nice to meet you!"
Looking at the last member, he bows towards Fargrim.
"M'lady. You have an otherworldly touch upon you. Have we already met on another plane?"
GM Granta
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The servant returns a few minutes later, "Ms. Allahe is ready for you now."
Although the city of Nantambu is hot, the interior of Sharrowsmith’s Exports is cool and dim. Aya Allahe gestures to a sideboard of iced drinks and jungle fruits as she settles in behind her tidy desk. “Please, refresh yourselves, for I’m about to ask you to journey far from the comforts of civilization.” The only other person in the room is a half-elf named Fola Barun, who has curly hair and dark skin painted with delicate designs. Fola stands behind a massive oak table, meticulously adding details to a half-finished map.
Allahe’s brow wrinkles over her golden eyes, hinting at her worry. “North of Bloodcove is the mountainous Terwa Uplands and a scarp called Azlant Ridge. For more than six years, Pathfinder archeologists at Azlant Ridge have been excavating an Azlanti outpost of vital historical significance; it’s perhaps the only Azlanti outpost on the Mwangi coast.” Allahe pauses. “Fola, you mentioned to me before that you wanted to learn how Pathfinder agents begin a mission. Why don’t you hold off on that map for a few minutes and listen?” The half-elf carefully sets her cartography aside and strides over behind the desk. Allahe nods approvingly and continues, “My good friend, Juliet Dias, leads the expedition at Azlant Ridge. During their first year, the expedition was beset by a horde of ape-men, but was saved by the timely intervention of a group of Pathfinder agents. The site has been mostly quiet ever since—Juliet provides monthly reports. Archeology is a slow and careful science, as Juliet is keen to remind me. Not all Pathfinders are reckless thrill-seekers.” Allahe flashes a conspiratorial smile.
Fola Barun speaks up. “Juliet Dias’s monthly correspondence is a week overdue. Her last missive described a strange light emanating from somewhere deeper in the Terwa Uplands, and her intense curiosity about it.” She slides a folded letter across the desk.
Aya adds, “I fear for my friend. Go to Azlant Ridge and seek out Juliet Dias. If she has met danger, please assist her. If my fears prove true, and Juliet is injured or worse, please ensure that the Pathfinder archeologists under her supervision are safe and continuing their valuable work, and then bring Juliet back to me. I have a riverboat to Bloodcove ready to depart, and I’ll provide you directions from Bloodcove to Azlant Ridge. Although I ask that you hurry, it is important that you ask whatever questions you may have before departing.”
Lissa Villasani
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Lissa breathes a sigh of relief has the group ventures deeper into the Sharrowsmith complex. The cooler setting was a relief for the Varisian. As she enters Ms. Allahe's office, she bows faintly to the two inhabitants before entering, swiping a bit of offered melon as the briefing occurs. When the briefing ends, however, Lissa immediately speaks up.
"Can you tell us anything more about Ms. Dias or the Azlant Ridge site, especially about the ape-man troubles they had? How far away from settled lands is it, and through what kind of terrain? More information about the Terwa Uplands would be greatly appreciated as well."
Lastly, if there is anything that a Knowledge(Nature) roll helps with for information...
Knowledge(Nature): 1d20 + 9 ⇒ (13) + 9 = 22
Sirrah Lakewell
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Upon entering Sirrah bows to Ms. Allahe and Fola,
My good ladies, how lovely to share this time with you. The Lodge is quiet comfortable.
Drawing his dagger he uses it to retrieve and orange from among the fruit, then leaning himself casually against the wall begins to cut the fruit loose from the peel, sucking the juice as he listens to the mission briefing.
Bloodcove, bad business there, been there done that. Is it safe for Pathfinders to travel there now? Last I checked if was crawling with Aspis.
Grabbing some of the melon he sees Lissa enjoying and continues; If Bloodcove is a necessity best in and out quickly.
Then balancing his dagger on the edge of his finger. With all due respect a week overdue doesn't seem that concerning, what is it about this mysterious light that is so concerning, is there more to that story?
Knowledge Local: 1d20 + 5 ⇒ (3) + 5 = 8 If that matters at all, blah I got nothing.
Fargrim Arikfind
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Fargrim smiles kindly at Esh, she is obviously used to such attention.
"I'm sure I would have remembered such a meeting. Alas I have never seen the other realms, maybe one day. Still, there is much to see of this world."
She listens keenly to Allahe. "We'll do what we can to find your friend. You must worry a lot about her. Still, if she managed to survive in the jungle ruins this long, then she must have quite substantial skills."
Fargrim thinks a little further "It is of course likely that the message got delayed rather than any problems with her. I hear the jungle can be hard to traverse."
know(history): 1d20 + 1 ⇒ (2) + 1 = 3
know(planes): 1d20 + 1 ⇒ (1) + 1 = 2
know(religion): 1d20 + 1 ⇒ (3) + 1 = 4
Well, I'm glad those rolls are out the way!
Esh Kethar
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Esh grins and shouts "Bloodcove? Aspis crawling everywhere? What a wonderful setting to go in mission! What does Juliet look like? Anything we need to know about the apes-men?"
Knowledge Arcana? :D: 1d20 + 3 ⇒ (18) + 3 = 21
Actually, I just remembered that I played the two before the dawn scenarios, but not with this character, though. So no impact on the game ^^
Triblin Runlark
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Sorry, had a family emergency caused by the rain in my area. I'm back now that things are settled.
Sweat dripping from the gnome's face as he enters the cool room inside the complex. Face red from being outside, he was slightly glad for the reprieve from the stifling temperature outside. Walking in on the ongoing meeting, he smiles brightly, showing the gnomish exuberance of the unknown. "Sorry I'm late! I got caught up with some of the locals, and the heat may have slowed me down. So, Bloodcove is it? Followed by a walk the the mountains..... And Aspis involved! We need to save the lass from what's out there!"
A look of worry shadows Triblin's face as he tightens his grip on his cold iron scimitar. Upon closer inspection, the gnome has a few scroll tubes attached to his belt, and a sturdy shield strapped to his backpack. Under his traveler's shirt, a glint of silver could be seen, cause by his chain shirt.
"Those who know the area, would it be best if I grabbed a wand for this heat, or should I pray to see if I have my goddess' blessings to cast something for it."
Knowledge Religion: 1d20 + 8 ⇒ (16) + 8 = 24
GM Granta
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@Sirrah: Ask Fargrim about the dice in the other game I'm GMing for her.
@Triblin: I hope everything/everyone is better now :-)
”Lissa, was it? Six years ago, a group of Pathfinder archeologists at a remote dig site in the Terwa Uplands made an incredible discovery: clear evidence of Azlanti occupation, refuting the common belief that the Azlanti had no settlements in the Mwangi Expanse. The archeologists came under frequent attacks by the charau-ka, the vile ape-men of the Mwangi. The Pathfinder expedition’s leader, Juliet Dias, directed construction of a wooden palisade, but the charau-ka called forth an enormous Abyss-touched champion to smash through it. Fortuitously, visiting Pathfinders activated one of the site’s ancient defenses—an enormous iron golem. This golem defeated the vile champion and scattered the attacking charau-ka. The attack also scared off the historical researchers, who hastily covered up the site and vowed never to return.
"Juliet was eventually able to assemble a second team though, and she has about 20 archaeologists there with her now.”
“The terrain between Bloodcove and Azlant Ridge is dense jungle, but the area around Azlant Ridge is mountainous and mostly above the jungle canopy. Creatures such as snakes and monkeys are common, including the violent charau-ka ape-men. There aren’t any communities nearby; Azlant Ridge is quite remote.”
“Unfortunately, you are correct, Sirrah. The Aspis Consortium is in control of Bloodcove, the closest settlement to Azlant Ridge, so they might be involved. Keep a watchful eye for their meddling.”
“I know nothing more about the light than Juliet put in her note. However, there is a large ivory sphere at Azlant Ridge that started glowing six years ago, when an Abyss-touched monster attacked that site. It ceased glowing once the monster was defeated, and hasn’t activated since. Perhaps the glow Juliet reported was a similar phenomenon at a different site.”
Aya gives Fargrim a small smile, "I hope you are correct, but I fear the worst."
"A good question, Esh. Juliet is light-skinned, and has rather unruly black hair. Her smile is enormous, and infectious."
Lissa Villasani
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Lissa takes a couple bites of the melon as Aya speaks. "I see. I'm tapped for questions. Anyone else, or should we get to the road to investigate?"
I think I'm ready to continue.
Fargrim Arikfind
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Fargirm nods. "Perhaps we should pack insect repellent. I have heard the jungle swarms with them. Speaking of which, are any of you equipped to handle swarms?"
Sirrah Lakewell
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Looking to Fargrim, I'm good at running from swarms does that count? Maybe a couple Alchemist's Fires are in order. Miss Aya or Fola do you have any recommendations for dealing with the jungle dangers?
Survival: 1d20 ⇒ 10
Lissa Villasani
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Lissa chuckles at the mention of swarms. "I'm well prepared for dealing with swarms. They won't be nearly the problem they are normally."
Fargrim Arikfind
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Thinking of the dangers of the desert, Fargrim heads into town and calls in at the smithy, purchasing some nice new armour.
Spends 4400 on a Mithril agile breastplate. Selling old studded leather for 12.5
Triblin Runlark
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survival: 1d20 + 3 ⇒ (5) + 3 = 8
"Well, if we have something for swarms, I guess I'll go buy another wand!" Clapping his hands together, the gnome runs out of the room for a moment before popping his head through the entrance. "The name's Triblin Runlark, traveling priest of Sarenrae! Pleased to meet you all!" Head disappearing, the short legged creature makes his way towards a shop.
Getting a wand of Endure Elements for 750 gp.
Esh Kethar
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Esh nods. "I'm ready to go as well. I'll just take some alchemist's fire. Just in case." he says with a worried tone.
Buying 4 alchemists' fire for 80 gp.
GM Granta
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Everyone makes their purchases in town, and the journey passes uneventfully . . .
A series of thin switchback trails climb ever higher out of the jungle. Near the top, a dilapidated camp comes into view. The camp is surrounded by a wooden palisade wall forming a semicircle that both starts and ends at an imposing cliff face looming hundreds of feet above the camp. A gatehouse towers over the palisade, guarding a wooden gate. Near this gate is a large gap of splintered wood, as though some enormous creature recently smashed its way through the wall.
From the gatehouse, a man hails the Pathfinders, "S-STOP RIGHT TH-THERE!"
Fargrim Arikfind
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Fargrim hails the man.
"Good day! We are a team sent out by Aya as the normal missives from your dig had gone missing. "
She gestures to the hole in the fence.
"It seems you have had some trouble. Is Julia here? May we speak with her please?"
diplomacy: 1d20 + 9 ⇒ (17) + 9 = 26
Sirrah Lakewell
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Sirrah scans the area looking for danger.
Perception: 1d20 + 6 ⇒ (8) + 6 = 14
Following Fargrim's lead No need to be scared my good man, you rescuers have arrived. Just assuming by the fear in the man's voice that he needs rescuing.
Lissa Villasani
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Lissa hangs back a little. They really don't want me to try to help them with diplomacy. I'm not the most persuasive, unless I'm setting up a con. When Sirrah begins to scan the horizon, Lissa follows suit.
Perception: 1d20 + 9 ⇒ (16) + 9 = 25
"Have the ape-men been causing trouble again?" she asks as she looks about.
Esh Kethar
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Esh puts on his best smile and waves at the man.
"Hey! What's up? We're on your side! We're pathfinders coming to investigate the ruins!"
Diplo (aid): 1d20 + 8 ⇒ (12) + 8 = 20 Success!
Triblin Runlark
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"Greetings sir! I am here alongside my travelling companions to investigate as to the meanings behind the disappearance of your excavation teams! From the looks of things, your camp seems to have seen better days. May we come in to help out, as well as inquire about the whereabouts of Aya?" Triblin asks, with a smile while holding out his hands above his head.
Aid Diplomacy: 1d20 + 2 ⇒ (6) + 2 = 8
GM Granta
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I hope they're here to take us back to Nantambu safely. The man's shoulders relax from their perch next to his ears, and he pulls out his own wayfinder. "Am I glad to see you! Come on in, ask for Happ Voltz in the camp!"
Happ Voltz is busy at the moment, and asks an underling to give you a tour while he finishes up. In the first room of the underground complex, you see two very large suits of armor standing at attention. In the last room, you find Juliet's makeshift desk, as well as several glyphs on the walls.
Handout #2 in link.
Lissa Villasani
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Happ Voltz? Where's Ms. Dias?
Lissa looks about the camp, suspicious about the lead investigator is missing from the site. However, the tour does help to ease some of her concerns, especially once she sees the unsent note on Juliet's desk.
More and more questions.... hopefully Mr. Voltz came answer them.
Fargrim Arikfind
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"I don't understand these runes.." admits Fargrim.
She looks around at the armour, checking to see if they are magical.
Esh Kethar
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Esh chuckles.
"Me neither ha! But who cares? Oh wait, maybe we should? Have heard the tale about the pathfinders that couldn't read dwarven in a dwarven sky citadel? Quite a nasty one!" he says as they are shown the camp.
After the tour, he claps both his hands and asks the underling "Now, friend. Do you know where is Juliet Dias? What is it all about in here? You seem... afraid. Oh oh wait! Were you attacked? By... like... GIANT APED!!" he shouts as he seems to struggle to maintain his excitement.
Diplomacy: 1d20 + 8 ⇒ (12) + 8 = 20 Just rolling diplomacy to gather information in the camp if the underling doesn't know anything. By the way, are there many people in the camp?
Sirrah Lakewell
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So just one guard up front, how was he armed?
How many other people are mulling around.
Sirrah addresses the guard at the gate. I'm Sirrah, What's your name, mate? What happened to the fence?
-------------
To the underling, I'm Sirrah, what's your name, friend? What happened to the fence over there? How many people are here at the camp? How long have you been at the dig site? What do these large suits of armor represent? What did this place use to be?
----------------
Sirrah sits down at Juilet's desk and kicks his feet up onto it.
After reading the note, I'm guessing Juliet hasn't returned? How long has she been gone now?
GM Granta
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@Fargrim: The armor is not magical.
@Esh: You can see at least a dozen people.
@Sirrah: The guard had a crossbow.
Initiative (Fargrim): 1d20 + 4 ⇒ (7) + 4 = 11
Initiative (Lissa): 1d20 + 3 ⇒ (6) + 3 = 9
Initiative (Sirrah): 1d20 + 6 ⇒ (2) + 6 = 8
Initiative (Triblin): 1d20 + 1 ⇒ (14) + 1 = 15
Initiative (GM): 1d20 + 2 ⇒ (7) + 2 = 9
Perception (Esh): 1d20 + 5 ⇒ (6) + 5 = 11
Perception (Fargrim): 1d20 + 10 ⇒ (1) + 10 = 11
Perception (Lissa): 1d20 + 9 ⇒ (1) + 9 = 10
Perception (Sirrah): 1d20 + 6 ⇒ (5) + 6 = 11
Perception (Triblin): 1d20 + 3 ⇒ (9) + 3 = 12
Position: 1d4 + 2 ⇒ (3) + 2 = 5
Stealth: 1d20 + 5 ⇒ (9) + 5 = 14
Dead Archaeologists: 1d4 ⇒ 3
Round 1
Effects none
- Triblin
- Esh
- Fargrim
- Lissa
- GM
- Sirrah
Neither the guard nor the underling is very talkative. They both seem rushed and distracted. After studying Juliet's note, you meet Happ at one of the dig sites, but shrieking erupts from the palisade breach before you can talk with the archaeologist. You hear several human screams of agony among the animal shrieks, but can't yet see what is happening.
Everybody except Sirrah is up.
Lissa Villasani
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Knowledge(Nature): 1d20 + 9 ⇒ (20) + 9 = 29
Lissa looks up as soon as the sounds of shrieks fills the air, a stream of water springing to life around her. "By the Dreamer, are the monkeys back again?" she mutters as she cautiously moves down one of the tent rows toward the noise.
"Oi!" Lissa calls out upon seeing the primate. "Didn't you all learn the first time?" And with that, she pulls an orb of water out of the air, aims at the monkey, and releases a torrent from it, arching toward the monkey.
Kinetic Blast(EO): 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
Kinetic damage(EO): 3d6 + 6 + 2 ⇒ (4, 3, 5) + 6 + 2 = 20
Immediate action - activate Shroud of Water
Move
Standard action - ready an attack
Esh Kethar
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Esh smiles widely and quickly moves towards the noise, shouting at the foes he sees to come and fight him instead.
Free action as part of a movement: unsheathes rapier
Free action "Come and taste my blade!" he shouts at the foes.
Full-round action: Double move
Esh tries to parry and fight back!
PARRY: MWK Rapier: 1d20 + 7 ⇒ (13) + 7 = 20
RIPOSTE: MWK Rapier: 1d20 + 7 ⇒ (6) + 7 = 13
for Piercing: 1d6 + 3 ⇒ (5) + 3 = 8
Triblin Runlark
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With a snapping motion, a wand appears in the gnome's hand as he moves forward. Raising it high, he offers a blessing towards Sarenrae as a fiery light envelops the group, its aura granting the group battle prowess.
Move, Swift, Wand!
GM Granta
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@Triblin: Bless?
Bite (Red): 1d20 + 1 ⇒ (15) + 1 = 16 HIT! Damage: 1d3 + 1 ⇒ (3) + 1 = 4
Haste (Red): 1d20 + 6 ⇒ (7) + 6 = 13 Miss Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Club (Green): 1d20 + 6 ⇒ (4) + 6 = 10 Miss Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Yellow: 1d20 + 3 ⇒ (12) + 3 = 15 HIT! Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Purple: 1d20 + 3 ⇒ (4) + 3 = 7 Miss Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Round 1-2
Effects bless
- Triblin
- Esh
- Fargrim - 6 damage
- Lissa
- GM
- Sirrah
Triblin leads the way toward the battle, blessing his allies with a wand. Lissa looks frantically for an enemy to hit, but none reveal themselves. The primates all move to surround Fargrim and bring her down. One charau-ka and babboon each bite her, but she avoids the flurry of other attacks.
Everybody is up.
Sirrah Lakewell
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Know Local: 1d20 + 5 ⇒ (16) + 5 = 21
Sirrah rush down toward the sound of combat, drawing his rapier as he goes, and sees the Charau-Kas and baboons overwhelming Fargrim. Double move
Oh bloody hell! What's all this a bunch of poop flingers! What happened to the guard! He exclaims loudly hoping to to draw some of the heat from the lady.
Oh those are Charau-Kas, there screams work the other into a frenzy and they all move faster; oh and there good at throwing things! Oh and they are hardy and fast, but weak minded.
If attacked, spend a panache to:
Parry: 1d20 + 9 ⇒ (19) + 9 = 28
Riposte: 1d20 + 9 ⇒ (7) + 9 = 16
Damage+Precision: 1d6 + 4 + 3 ⇒ (1) + 4 + 3 = 8