GM Ietsuna |
With a flash of light and a stomach-churning shift, the cool, saline air of Absalom collapses into the stifling, wet heat of the Garundi coast. Within moments, sweat begins to ooze from your pores as the fetid stink of the local climate envelopes you like a damp blanket.
The scroll in Aram Zey’s hands crumbles into dust, its magic spent. The Pathfinder Society’s Master of Spells removes his hat and begins fanning himself. All right Pathfinders, welcome to the blistering hole that is the Mwangi Expanse. Any of you who bother to keep up with your Chronicles know that the Society has an archaelogical expedition working in the Terwa Uplands about 80 miles northwest of our position. Of course, I doubt if more than half of you read anything but dirty poetry, so allow me to sum up: the Azlant Ridge site shouldn’t be there. There are no known Azlanti sights in the Mwangi Expanse, but here we are. It may be the best-preserved evidence that the Azlanti at least visited the Mwangi Expanse. A servant of Angazhan called Ruthazek the Silverback King claims the site, too. His troops have laid siege to it and our people are starving, dying from disease, and running low on ammunition and personnel, which is where you come in.
Zey points north through the treeline, to where a ragtag city of boardwalks and wooden buildings straddles a swampy, red river delta. Your first stop is Bloodcove. He chokes out the word as if it insulted his mother. The Azlant Ridge site needs supplies, and Bloodcove is the nearest trade port. They need 2 tons of food and clean water, five crates of arrows and crossbow bolts, and clean dressings for wounds. House Cartahegn is your best choice as the Society works with them occasionally. We already arranged payment to a caravan leader named Raimondo Scevola several weeks ago. Make contact with him to carry everything north. Also, look for a man named Senzer somewhere in town. He was an alchemist funneling potions and information to our team in the Uplands, but he went silent a month ago. You need to find out why and get that stream of potions flowing again.
Don’t think this will be a simple trip to the market. Bloodcove is a pit founded by pirates and run by criminals—scum with no sense of achievement or appreciation for arcane advancement. Even worse, it’s a stronghold of the Aspis Consortium, which loves nothing more than perverting and profiting from Pathfinder discoveries like Azlant Ridge. Keep your heads down and do nothing to attract suspicion; perhaps adopt a disguise. Normally I don’t give a damn if you heroic types kick in doors, make asses of yourselves, and die, but more than your lives rests on your shoulders now. If you fail and the Azlant Ridge site receives no backup, it will surely fall.
Aram hands over a coin pouch. “As I said, we arranged payment for your caravan some time ago. This should cover the cost of supplies. If you dip into your own resources and manage to survive, the Society will attempt to reimburse you. Once you deal with that business, head northwest. He presents a sealed scrollcase and an ornate, golden key on a leather thong. Guard these with your lives. The key’s exact purpose eludes me, but the symbol it bears is repeated on a doorway at Azlant Ridge. The scrollcase contains a map to the dig site. My magics secure the case, though, and it will explode violently if opened within five miles of Bloodcove.
Ask your questions now. I return to Absalom the moment I believe you capable of getting to Bloodcove.
As a group you need to decide on how you want to avoid detection as Pathfinder agents in Bloodcove. You might choose to try to keep a low profile while in town or try to pass yourselves off as merchants or Mwangi traders or pirates/mercenaries or even PFS turncoats looking to join the Aspis.
Arileth PFS |
Arlieth immediately wonders what possessed her to wear a skin-tight leather catsuit into this clime. With a quick look around to take in her surroundings, she turns to Aram Zey as he speaks.
"Any of you who bother to keep up with your Chronicles know that the Society has an archaelogical expedition working in the Terwa Uplands about 80 miles northwest of our position. Of course, I doubt if more than half of you read anything but dirty poetry--"
The blond-haired elf scowls at Zey. "Hey! I'll have you know that the Book of Joy is far more than 'dirty poetry,' thank-you-very-much!" Tugging at the collar of her catsuit, she fans her face with her other hand. Arileth's features threaten to cloud over, and after a moment she is pouting like she has a personal thundercloud over her head.
Diplomacy (gather information): 1d20 + 2 ⇒ (2) + 2 = 4
Princess Mindy |
Diplomacy to assist Kyunjiro: 1d20 ⇒ 15 -->+2 to Kyunjiro's check
Seated at the table next to the elf lady and the kitsune is a creature with pale blue skin. In front of her are an assortments of gadgets, clockwork toys and porcelain figurines. She has a few bags at her feet, suggesting that she has done some shopping before this meeting.
After Master Zey leaves, she says, "Ah... the Garundi coast! that explains why I was invited to assist you in this mission! I won't need a disguise as many of my kin live nearby!" Turning her head sideways she points at her gills.
Arileth PFS |
"I'm always in favor of trickery," the elven cleric of the goddess of trickery says.
Erhun Gabarris |
The silent tall man who was waiting in a corner, listening, speaks
I do favor honor and sincerity, in acts and words, instead of deception. But with stakes so high, I understand that you must be.. adaptable. So among the lawless pirates we will go, takes our cargo and watch it to safety until Azlant Ridge.
GM Ietsuna |
1 person marked this as a favorite. |
You each can choose your own method of concealment/going undetected. I just wanted you all to share your thoughts. It will come in to play. Lets move on and just let me know which option you choose please
The humid stink of Bloodcove mingles with the reek of sweat and the sickly-sweet odor of tropical plants and exotic tobaccos. The foyer of the guild house looks more like a tavern than a place of business, with tables carved from dark jungle woods and overstuffed cushions. Older men and women mingle or brood over their drinks, while strapping young toughs claim the area around the cold hearth.
Across the room, a swarthy, moustachioed man bellows in anger. He sweeps an arm across the tabletop shared with a red cheeked companion, spilling drinks and playing cards onto the carpet. You bashterd, he drunkenly shrieks, You scheating bashterd, Elanzo! I need thoshe animalsh! I have a client who she paid fer my caravan!
His companion wrings the remains of his drink out of his shirt. No one cares, Scevola. Those were the stakes, and your horses will be chow for my men before we set sail in the morning!
You shlipped shomethin in mah drink! You’re taking my horshesh over mah dead body!
Elanzo simply shrugs at this and snaps his fingers. The large brutes gathered by the hearth stand up and begin moving toward the pair.
Map of the guild foyer is up. Scevola is Red, Elanzo is Blue, Her crew members are Yellow, Purple and Green. Please put yourself in the room where you would be.
Princess Mindy |
Princess Mindy takes a few steps back behind one of the tables in the east wing, at a safe distance from the whole thing...
Surprised at Elanzo's aggressive and brazen behavior, she calls upon the mystic powers of ancient Hurricane Kings of times gone by. Her ancient brass compass twinkles briefly with magic, despite its cracked sight glass, and with a fresh sea breeze momentarily breaking the dreadful heat, a celestial eagle flies into the entrance, and begins to attack Elanzo's purple-robed crewman!
Meanwhile, Princess Mindy loads her crossbow!
Standard to summon via Servitor (Sp) ability; move to load.
Celestial Eagle Tank |
Celestial Eagle Full Attack, including flank.
Smite Evil: Add +1 to all dmg rolls if Purple is evil
talon1: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13 for 1d4 + 2 ⇒ (4) + 2 = 6 p/s dmg.
talon1: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21 for 1d4 + 2 ⇒ (2) + 2 = 4 p/s dmg.
bite: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17 for 1d4 + 2 ⇒ (1) + 2 = 3 b/p/s dmg.
Smith Valsin |
Dear lord! I've been refreshing the Game thread every day since last Sunday looking for that "(X New)", but nothing came. Today I accidentally click on Gameplay and suddenly I've missed the introduction!
The final pathfinder that seemed to have kept his mouth shut up until this point, lost in thought, suddenly shakes his head as he realizes the situation. He puts down a glass of whisky in the bar's counter and looks towards the trouble, before seeing a giant eagle attack!
I'm guessing we'll move on to initiative now. If we have a surprise round (probably don't), Smith will pull out his gun.
GM Ietsuna |
Ok, so Mindy can you please confirm that your summon takes 1 round to perform. I believe that is the case, but have limited experience with occultists. That gives you all 1 round before the fight breaks out and we enter initiative, unless someone else jump starts it.
Princess Mindy |
Standard action 'Servitor' ability; look at the spoilered class feature under her alias. It lasts 1 min each time too.
GM Ietsuna |
Ok. I did read your alias, but was questioning the "functions as summon monster 1" since summon monster 1 has a cast time of 1 round. It is a standard action so we are in combat.
Princess Mindy: 1d20 + 5 ⇒ (2) + 5 = 7
Smith Valsin: 1d20 + 4 ⇒ (7) + 4 = 11
Erhun Gabarris: 1d20 + 1 ⇒ (2) + 1 = 3
Kyunjiro: 1d20 + 4 ⇒ (5) + 4 = 9
Arileth: 1d20 + 3 ⇒ (5) + 3 = 8
Elanzo: 1d20 + 2 ⇒ (17) + 2 = 19
Crew: 1d20 + 4 ⇒ (13) + 4 = 17
Elazo moves to put his back to the wall and his crew advance on you. The eagle takes out the purple shirted crewman in one flurry of attacks.
The yellow crewmember draws a scimitar and swings at Kyunjiro
Scimitar Vs Kyunjiro: 1d20 + 3 ⇒ (4) + 3 = 7 damage: 1d6 + 2 ⇒ (3) + 2 = 5
Likewise the green shirted crewmember moves to engage the eagle.
Scimitar Vs Eagle: 1d20 + 3 ⇒ (7) + 3 = 10 damage: 1d6 + 2 ⇒ (6) + 2 = 8
Both swings by the sailors miss their intended targets.
Combat Round 1 - Bold May Act
Elanzo
Crew (Purple, Yellow, Green)
Smith
Kyunjiro
Arileth
Mindy + Eagle
Erhun
Princess Mindy |
Ok. I did read your alias, but was questioning the "functions as summon monster 1" since summon monster 1 has a cast time of 1 round. It is a standard action so we are in combat.
I know, it's pretty good. I think Summoners have it the same way too. It's the one schtick for that character though, and I can't do it all day... unlike a sword and board fighter a.k.a. King of the Low Levels :P
Smith Valsin |
Smith goes for the table near the hallway, and takes cover if Elanzo shoots something. He shoots the bullet that is still in the barrel to the nearby thug.
Move and standard action to shoot. Only able to do this in the first round of combat, on further rounds I'll have to reload every round.
Pistol att: 1d20 + 6 ⇒ (1) + 6 = 7 (vs Touch AC)
"Crap! Can't believe this happens today of all days!"-he says as his gun jams on him.
Kyunjiro |
"Oh, is that how you wanna play? Ok, ok.
Kyunjiro draws his rapier (move action) and attacks!
Attack: 1d20 + 5 ⇒ (13) + 5 = 18
damage: 1d6 ⇒ 3
Arileth PFS |
Arileth is going with the PFS turncoats angle, fyi.
Arileth facepalms and draws her whip. With a flick of her wrist, she cracks the whip, wrapping it around one of the thugs' ankles and attempting to pull him off his feet. (Aiming for Green.)
Whip, trip: 1d20 + 1 ⇒ (18) + 1 = 19
1d3 + 1 ⇒ (2) + 1 = 3
Trip maneuver: 1d20 + 1 ⇒ (13) + 1 = 14
Smith Valsin |
Take that, chair!
By the way, Smith can go for the PFS turncoats, albeit a bit reluctantly (Smith likes the Society!). Apart from that, if you want to, you can make a Perception check against Smith's disguise!
GM Ietsuna |
Celestial Eagle Tank |
Celestial Eagle Full Attack vs. Green.
talon1: 1d20 + 3 ⇒ (2) + 3 = 5 for 1d4 + 2 ⇒ (2) + 2 = 4 p/s dmg.
talon2: 1d20 + 3 ⇒ (8) + 3 = 11 for 1d4 + 2 ⇒ (2) + 2 = 4 p/s dmg.
bite: 1d20 + 3 ⇒ (13) + 3 = 16 for 1d4 + 2 ⇒ (4) + 2 = 6 b/p/s dmg.
Princess Mindy |
Princess Mindy approaches and one of her two silk gloves shines brightly for a moment. She raises her gloved hand forward, palm out, aiming to encompass all three sailors, and a blast of fire erupts forward.
Burning Hands, Intense Focus +1: 1d4 + 1 ⇒ (4) + 1 = 5 fire dmg. [REF DC 14 for 1/2 dmg]
Smith Valsin |
GM Ietsuna |
Smith's gun misfires as something inside fails to work properly.
Kyunjiro stabs a rapier into the Yellow shirted sailor's leg, drawing blood.
Arileth's whip wraps around greens foot as it raises a welt on his calf. On the whip's return it trips the sailor.
Erhun redesigns a chair into a pile of firewood. Oi, That'll be 5 silvers you hear from the direction of the bar.
The eagle misses with bot claws but sinks its beak into the green sailor and he falls to the floor unconscious.
Yellow Reflex: 1d20 + 0 ⇒ (14) + 0 = 14
Mindy's flames lick at the yellow sailor but they manage to avoid the worst of them. Although they do fall to the floor [ooc[ You aren't sure if they dropped or they are playing dead [/ooc]
Elanzo throws something at Mindy.
Ranged Throw: 1d20 ⇒ 9
The item falls short, but does emit a massive cracking sound. Can I have Mindy and Kyunjiro roll a fort save please?
Combat Round 2 - Bold May Act
Elanzo
Crew (Purple, Yellow (-5), Green)
Smith
Kyunjiro
Arileth
Mindy + Eagle
Erhun
Smith Valsin |
Irritated, Smith will fiddle with his pistol, clearing the chamber and re-screwing the barrel quickly. As the manager yells out, he quickly replies-"We'll cover the chair and any property damage."
He then pulls out a piece of paper from his vest, that seems to contain a dollop of thick goo covering something solid. He loads it into the chamber, the goo magnetizing the pellet into the chamber.
Standard action to repair gun, then move action to reload with an alchemical cartridge
GM Ietsuna |
Ehrun swings at the captain and he drops to the floor, bleeding and unconscious.
Combat over
Scevola staggers to your group offering profuse thanks in a drunken slur or words. He leaves promising to meet you all in the morning.
You find lodging for the night and the following morning arrive to see Scevola awaiting you. He is clearly suffering from a hang-over but is soldiering on. He leads you forth and after a short time you reach the Trading House.
Surrounding a sprawling, two-story trading post is a mass of citizens and merchants alike. Some wear worried expressions and wring their hands, while others shout angrily at a well dressed young woman by the entrance. As I said, shouts the Cartahegn spokesperson from atop a wooden crate, all Cartahegn resources are needed to deal with this emergency with our sugarpress, and our storefront is closed for the remainder of the day or until management resolves the situation. We apologize for the inconvenience, but for now please return to your homes and places of business.As she climbs down, most of the grumbling mob begins to disperse.
Smith Valsin |
Smith approaches the young woman that seems to be Cartahegn, and if able to get a word in with her, he will ask-"Ma'am, it's a pity that the Cartahegns are in an emergency. We were looking to buy from you so much! A pity indeed."
He shrugs and closes his eyes, as if he was about to walk away from her, but before he does so, opens one eye and adds-"Or perhaps fate has made us meet, for it is clear we need your produce, but could it be you need some matters resolved?"
He sidesteps, with one hand in his chest and the other motioning towards the rest of the group-"It just so happens our group has...low standards for mission-taking, so to speak. No coin need leave your hand, only the required goods. What say you, ma'am?"
GM Ietsuna |
Oh yes, says the well-dressed woman of barely twenty summers. This ant situation in the sugarpress is dire! We’re losing thousands of pounds of sugarloaf an hour, and frankly I doubt we’ll be able to turn these clicky beasts back. We expended all the available sword arms just chasing the monsters back into the basement. If more ants show, we’ll surely lose the entire mill. I hope you aren’t here to buy food, because if Cartahegn must continue to devote all its resources to fighting off the ants, expect food prices around Bloodcove to triple overnight!
A shame we have no more soldiers. An idea came to me, you see—my housekeeper makes a sort of lotion that frightens bugs away, and I bet if someone dumped a load of it in the ants’ tunnel, it would keep them away until we could brick it up! You didn’t happen to bring any guards or soldiers with you, did you? If you were hoping to buy food and are willing to help us out, I promise you quite a discount in exchange for your services once we’re open again.
Smith Valsin |
Smith smiles at the prompt offer of a deal-"Wonderful! Straight to the point, and straight to business! I respect that."
"What do you say, colleagues? Up for an ant chase?"-he says as he turns to the group-"Squashing some bugs should be no problem for us, and we can get the supplies we need!"
Erhun Gabarris |
So lets not waste time.But before we go destroying these bothersome ants, Madam, may I ask you a question?
He comes near the Young woman, maybe a little too closer to her taste, and speaks with intensity
Have you spotted or heard troubles by restless dead in the vicinity? Any rumors about undead?
GM Ietsuna |
As she leads you toward the basement door you see wounded soldiers left and right. Some have cuts and bruises, others are missing limbs. No, I have not heard of any undead in the area. These ants have had me pretty tied up.
You descend the stairs into the gloom of the basement after she hands you the fragrant sack.
After the humidity above, the stark dryness of the basement stands out as unsettling, almost as unsettling as the acrid smell and constant, methodical clicking emanating from the darkness. The remains of bags and crates lie scattered across the floor amid a sea of grayish dust.
Map added to slides. Slide 2
Smith Valsin |
Smith approaches not the main door, but what seems to be a staff door for the bar, and tries to open it to see what's inside-"Best we do this quickly folks, wouldn't want to attract unwanted attention to us."
Currently have my gun loaded with an Alchemical Cartridge
GM Ietsuna |
The sugarpress stores all its recipients and shipping information in this dry, musty room. Containing no food and smelling faintly of machine oil, it offers little to attract the vermin and remains untouched.
Erhun Gabarris |
The big pale red-haired man seems a little disappointed that no undead are to be destroyed.
But he's ready to squash some ants, and cautious
Perception: 1d20 + 4 ⇒ (15) + 4 = 19
From time to time, his eyes darts on Smith's strange weapon, but he doesn't dare to ask
Smith Valsin |
Smith continues his way into the basement, motioning Erhun and the rest to follow closely.
Arileth PFS |
Arileth follows after the group, the leather of her catsuit creaking softly with each step. "I forget--did she say how large these ants were? Are we taking dog-sized, or horse-sized?"
GM Ietsuna |
Smith opens the door and peers into the next room.
Intended to store machinery, pipes, and tools for maintaining the furnace, this chamber is more often used by managers looking to catch a quick nap. It too is untouched.
Smith Valsin |
"I hope they're horse-sized, will get us a tale to tell at the tavern."-he says looking back at the group as he opens the door from the nap room, his gun at his side.
Princess Mindy |
"Let there be light!" says Princess Mindy, casting a light spell at the feathery end of a crossbow bolt, then loading it in her crossbow.
"If some of you rely on shadows to be sneaky, I plan to lodge this into something, far away from the group."
For the moment's Mindy's crossbow bolt lights up everything within twenty feet of her, however. She lays a gloved hand over the bolt's fletching to douse the light.