The Shards of Oberon

Game Master FangDragon


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Map / Loot CG Female Aasimar Gestalt Divine Marksman Ranger Arrowsong Minstrel Bard 6 | HP 27/45 | AC 19 / T 14 / FF 15 | Fort +6 / Ref +9 / Will +6 | Initiative +4 | CMB +7 / CMD +20 | Perception +15 | Diplomacy +15 | Bardic Performance 13/18 | Spells 1st 4/4 2nd 3/3 | Darkvision 60 feet | SR 8 vs. Evil | Active Effects: None

Knowledge Engineering: 1d20 + 15 ⇒ (12) + 15 = 27

Zendara realizes that the people outside might be able to knock down the door, if/when they realize what is going on, so she moves a bunch of furniture against the door and dismisses the Silence spell so they can hear if someone is trying to get in.

Zendara gathers up the gold, then tries to help Edwin figure out the rod.
Spellcraft: 1d20 + 6 ⇒ (2) + 6 = 8 (fail)

Hopefully Yukarii would know.

Zendara checks to see if the vampire is solidifying yet. If not, she casts Comprehend Languages and tries to figure out the ledger, looking up from time to time to check on the vampire.

Comprehend Languages should work for anything non-magical. If it is magical, then she also has Read Magic.

If the vampire is solidifying, then she goes over and stakes it.


Palace of Birdsong| War for the crown maps

Working together you quickly pile most of the room's furniture against the door. This should slow the goons down once they inevitably realise what's going on.

Zendara then casts a Comprehend Languages spell, revealing the title of the book to be Worklog #15 for the glory of our dark master. Beyond that however the following pages seem to be meaningless, Zendara feels certain that the book is magically encrypted - and that breaking the code will take more time than they have right now.

In game terms you'd need to make a number of linguistics checks to break the code. The party may or may not be able to break the code themselves, however there are a number of NPCs (including from the expedition) who given enough time will be able to do so.

As Zendara went to check on the priestess there was a knock on the door, followed by a muffled cry of, "Hey what's going on in there? Open up!" Then there a thud on the door which makes the living room shake, it seems somebody tried and failed to shoulder barge the door down. This is followed by another loud thud.

Zendara inspects the coffin and finds the priestess to be semi-congealed it won't be long now!

Kn: Religion DC 16:
Perhaps a minute, maybe less. The best time to strike with the stake is just before she's fully congealed.

You probably want to plan your escape. The obvious exit is via the window, which leaves you on a catwalk on the roof of a four story building.


Map / Loot CG Female Aasimar Gestalt Divine Marksman Ranger Arrowsong Minstrel Bard 6 | HP 27/45 | AC 19 / T 14 / FF 15 | Fort +6 / Ref +9 / Will +6 | Initiative +4 | CMB +7 / CMD +20 | Perception +15 | Diplomacy +15 | Bardic Performance 13/18 | Spells 1st 4/4 2nd 3/3 | Darkvision 60 feet | SR 8 vs. Evil | Active Effects: None

Knowledge Religion: 1d20 + 6 ⇒ (19) + 6 = 25 (pass)

Zendara pulls out her rope to make sure it is ready for their escape, tying some strategic knots in it to make it easier to climb, and right before the vampire corpse is fully congealed, she hammers in the spike, confident of her timing.


Palace of Birdsong| War for the crown maps

It was unnerving watching a vampire reform in front of Zendara's eyes. The process was entirely silent and the priestess seemed unaware of her surroundings until the last moment when there was a flash of recognition just as the stake was hammered home.

A thin wail like a wounded animal escaped her lips as her chest sagged as her freshly solidified body turned to dust!

Moments later there was a tremendous crash from the door accompanied by the sound of splintering wood. Time to go!


Male Ratfolk Bladebound Kensai Magus / Silksworn Occultist Gestalt 6 | HP: 51/51 | AC: 29 T: 20 FF: 11 | Saves F:8 R:8 W:5 | Init: 5 | Perc: 14 (darkvision) | CMB: 1 CMD:20 | Speed: 20 ft | active: Mage Armor

Edwin cast a spell, creating several illusory copies of himself, and then activated his boots to increase his speed. Then he headed out the window.

Activating Sudden Speed as a swift action (+30 movement for one minute).

Casting Mirror Image

Mirror Images: 1d4 + 2 ⇒ (4) + 2 = 6

50ft movement rate


F Tiefling Gestalt [Swashy 1 (inspired blade) /Alchemist 6 (Grenadier)][Investigator 7 (Empiricist)] AC: 21/15/16
Stats:
HP 62/62, F +7 R+11 W+6, init +7, darkvision, Perc +14 (+1 vs traps)

As Zendara kills the priestess, a rhyming is heard from nearby.

"That was the nail in her coffin,
the stake in the game aimed high.
For whatever evil you no longer can do,
we bid you bye bye."

Xindyra, with cat's grace, gets out the window.


Map / Loot CG Female Aasimar Gestalt Divine Marksman Ranger Arrowsong Minstrel Bard 6 | HP 27/45 | AC 19 / T 14 / FF 15 | Fort +6 / Ref +9 / Will +6 | Initiative +4 | CMB +7 / CMD +20 | Perception +15 | Diplomacy +15 | Bardic Performance 13/18 | Spells 1st 4/4 2nd 3/3 | Darkvision 60 feet | SR 8 vs. Evil | Active Effects: None

Zendara grabs anything left in the dust pile in case the woman had magical gear on her, then she stows that and her anytool in her bandolier.

She makes sure that everyone else is out, then exits herself. Out on the catwalk, she ties off the rope, dropping the other end to the ground. She guards the rope, shooting anyone who approaches it, then after everyone is down, she unties it again and jumps, casting featherfall at the last minute so that the end of her fall is soft.

Then, presumably, they race away into the night. Or, you know, fight it out, if this is a fight scene.


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F Tiefling Gestalt [Swashy 1 (inspired blade) /Alchemist 6 (Grenadier)][Investigator 7 (Empiricist)] AC: 21/15/16
Stats:
HP 62/62, F +7 R+11 W+6, init +7, darkvision, Perc +14 (+1 vs traps)

Or set the place on fire with an alchemist bomb?


Map / Loot CG Female Aasimar Gestalt Divine Marksman Ranger Arrowsong Minstrel Bard 6 | HP 27/45 | AC 19 / T 14 / FF 15 | Fort +6 / Ref +9 / Will +6 | Initiative +4 | CMB +7 / CMD +20 | Perception +15 | Diplomacy +15 | Bardic Performance 13/18 | Spells 1st 4/4 2nd 3/3 | Darkvision 60 feet | SR 8 vs. Evil | Active Effects: None

Love that plan. Maybe drop one in the furniture by the door before going out the window. Do you have something like that?


F Tiefling Gestalt [Swashy 1 (inspired blade) /Alchemist 6 (Grenadier)][Investigator 7 (Empiricist)] AC: 21/15/16
Stats:
HP 62/62, F +7 R+11 W+6, init +7, darkvision, Perc +14 (+1 vs traps)

I haven't used any today, so tossing a firebomb at the flammables, gladly. Let em burn. ^^

Xindyra tosses a little parting gift when she goes out...

Fire dmg: 3d6 + 5 ⇒ (5, 3, 1) + 5 = 14


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female half-elf Sor/Spir 7 | HP 42/42 THP 0 | AC 16, TAC 12, FF 14 | F + 9, R +6, W +8 | CMB +2, CMD 14 | dark Vision 60ft; light blindness; Per +7 (9) | Spiritualist Spells: 1st 4/5, 2nd 4/4. 3rd 2/2; Sorcer Spells: 1st 4/7, 2nd 2/6. 4/4 3rd | Active: light blind, mage armor, false life

Yukarii examined the rod while they waited on the vampire to re-form so they could end her. She had little else to do while they waited after all so it was time well spent.

Spellcraft on the rod: 1d20 + 11 ⇒ (18) + 11 = 29

When the vampire finally formed and was staked Yukarii looked on with a strange mixture of hatred and sympathy for the creature. As the vampire turned into dust Yukarii offered a short prayer that Noralla would guide her to the other side.

Yukarii quickly conjured an illusion of a heavy tapestry across the opening to the room, all the better to keep the light out, and headed towards the rope. She was already heading down the rope while maintaining the illusion as long as she could to help buy them time to flee.

Silent Image DC 16.


Palace of Birdsong| War for the crown maps

Theres a fight for sure if you stick around, but this can go in one of several ways.

Zendara finds little of value, and the huge crashing noise from the door dissuades her from lingering to search more thoroughly through the dust.

She races though the living room in time to see Xendara throwing a volatile cocktail through the hole that's been hacked into the door. The unstable chemicals ignited with a deep woomph! Behind the door a dozen or so suited goons jumped back in alarm as the paintings and the carpet in the foyer caught fire!

Yukarii summoned an illusion obscuring your escape and quickly you make your way the trash filled ally below using Zendara's rope.

I assume the plan is to make a swift exit? The cult is going to be up in arms now...


Map / Loot CG Female Aasimar Gestalt Divine Marksman Ranger Arrowsong Minstrel Bard 6 | HP 27/45 | AC 19 / T 14 / FF 15 | Fort +6 / Ref +9 / Will +6 | Initiative +4 | CMB +7 / CMD +20 | Perception +15 | Diplomacy +15 | Bardic Performance 13/18 | Spells 1st 4/4 2nd 3/3 | Darkvision 60 feet | SR 8 vs. Evil | Active Effects: None

Once they are in the alley, Zendara is relived to see that they probably won't have to fight, as long as they are speedy in their departure.

They run.

Also, what did Yukarii find out about the rod?

Linguistics checks for when they stop and have time to examine the ledger & papers more thoroughly:

Linguistics: 1d20 + 6 ⇒ (16) + 6 = 22
Linguistics: 1d20 + 6 ⇒ (14) + 6 = 20


Palace of Birdsong| War for the crown maps

The DC was 25 so yes Yukarii identified the rod. Lets remember those linguistics rolls for later.

In the distance you hear shouting from the roof as you duck into a side alley and attempt to put some distance between yourself and the hornet's nest you just stole several very valuable things from.

Who?: 1d4 ⇒ 1 Edwin
Will: 1d20 + 5 ⇒ (15) + 5 = 20 <--- PASS

Edwin:
You felt something brushing your mind, but you managed to shut whatever it was out! Spellcraft DC 18[ooc]
Spoiler:
You recognise the tell-tale touch of a scrying spell, one you managed to resist!

The area you're in looks extremely shabby, with narrow streets full of potholes and decomposing trash. The time pitted walls are so covered by graffiti there's no glimpse of the original surface. There are fewer passers by than you'd expect at this time of day, and they all seem to be in a rush to be somewhere else, often looking over their shoulders nervously.

So where do you want to go?


F Tiefling Gestalt [Swashy 1 (inspired blade) /Alchemist 6 (Grenadier)][Investigator 7 (Empiricist)] AC: 21/15/16
Stats:
HP 62/62, F +7 R+11 W+6, init +7, darkvision, Perc +14 (+1 vs traps)

"Hey gang, so now that we've killed both a local crime lord, and a vampire priestess of a doom cult, set fire to their study, made off with treasured items...", as she's counting on her fingers, "should we leave this place altogether and review those papers in some safe place?
Or do we remain in town with the investigation first?"

Inspired perception, good hiding places?: 1d20 + 14 + 1d6 ⇒ (10) + 14 + (6) = 30


Map / Loot CG Female Aasimar Gestalt Divine Marksman Ranger Arrowsong Minstrel Bard 6 | HP 27/45 | AC 19 / T 14 / FF 15 | Fort +6 / Ref +9 / Will +6 | Initiative +4 | CMB +7 / CMD +20 | Perception +15 | Diplomacy +15 | Bardic Performance 13/18 | Spells 1st 4/4 2nd 3/3 | Darkvision 60 feet | SR 8 vs. Evil | Active Effects: None

Did we have a room somewhere? I don't remember? If not, yeah, let's get out of here... hope the papers are what we need. Unless... do we want to find evil wife/murderess first? Leaving her around to slaughter people probably isn't a good idea.


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Male Ratfolk Bladebound Kensai Magus / Silksworn Occultist Gestalt 6 | HP: 51/51 | AC: 29 T: 20 FF: 11 | Saves F:8 R:8 W:5 | Init: 5 | Perc: 14 (darkvision) | CMB: 1 CMD:20 | Speed: 20 ft | active: Mage Armor

Spellcraft: 1d20 + 13 ⇒ (16) + 13 = 29

Edwin said, "I think someone tried to scry on me, but failed."

He looked around for the best escape route to evade their pursuers.

Perception: 1d20 + 14 ⇒ (15) + 14 = 29

If the enemies seem to be close, Edwin will cast Fog Cloud, waiting for others to clear move clear of the hostiles first.

Trying to get away from the pursuers.


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female half-elf Sor/Spir 7 | HP 42/42 THP 0 | AC 16, TAC 12, FF 14 | F + 9, R +6, W +8 | CMB +2, CMD 14 | dark Vision 60ft; light blindness; Per +7 (9) | Spiritualist Spells: 1st 4/5, 2nd 4/4. 3rd 2/2; Sorcer Spells: 1st 4/7, 2nd 2/6. 4/4 3rd | Active: light blind, mage armor, false life

"I think we need to find somewhere safe to spend our time examine what we have found," she looked to Edwin as he mentioned that he felt like he was being scryed on and added, "Preferably somewhere hard to identify magically and that we can at least partly disguise."


Male Ratfolk Bladebound Kensai Magus / Silksworn Occultist Gestalt 6 | HP: 51/51 | AC: 29 T: 20 FF: 11 | Saves F:8 R:8 W:5 | Init: 5 | Perc: 14 (darkvision) | CMB: 1 CMD:20 | Speed: 20 ft | active: Mage Armor

Note that Edwin is aware that his saving throw succeeded, foiling the scrying attempt.


Palace of Birdsong| War for the crown maps

Cliff's notes:
The sapient darkness you encountered on the nautilus was a fragment of the all-consuming evil summoned by Nylathotep in a ritual which was intended to herald the way for the return of the outer gods (about as bad as it gets). They where not summoned although something nearly as bad happened, the darkness devoured the core of the planet leasing to the sundering. This happened thousands of years ago.

You are aware Oberon used to have a very high tech society but this was all but snuffed out by the sundering although remnants remain. One of those remounts was Vesta the city mind fighting a lonely and ultimately futile battle against the darkness.

With your help Vesta's mind escaped. Vesta theorised there where at least three different ways of combating the darkness. One involved a high tech route, re-directing pure energy from the the solarwells through to the destroy the darkness. Another (divine magic approach) involved investigate Waiaki Island on which the musical mysterious standing stones (easter island style) where supposedly linked with some project of Elodin the Creator. (There was a hypothetical arcane route but this was very vague with nothing solid to go on).

A about ten days ago game time, Dr Munroe asked you to find Andrea and look up his old friend Mike Tomlins. Dr Munroe and Mirriam were checking out another town, they intended to link up with you - ideally a few days ago.

Andrea was ritually murdered by an assassin called Red - who turns out to be the estranged wife of Administrator Da Vorre.

You learned that Andrea was killed over her thesis which investigated the standing stones - she had cracked an ancient language on the stone and claimed she knew the true purpose of the stones - they acted as a portal to Elodin's realm. Based on your best guesses, Cinder Crater would be the most likely location of Elodin's enclave.

You met Mike and Azarra was very suspicious of him, although as far as you can tell he's just a geologist. He's offered to guide you to Cinder Crater to go gold and diamond prospecting, he seemed genuinely excited by the idea. He cautioned you that it was a dangerous trip.

Red had been shacking up with a brute called Mr Teller who was involved with the cult of Nylathotep. Mr Teller was overconfident and got killed.

You have been staying at the Wayfarer's Inn, which seems reputable enough at Mike's suggestion.


Map / Loot CG Female Aasimar Gestalt Divine Marksman Ranger Arrowsong Minstrel Bard 6 | HP 27/45 | AC 19 / T 14 / FF 15 | Fort +6 / Ref +9 / Will +6 | Initiative +4 | CMB +7 / CMD +20 | Perception +15 | Diplomacy +15 | Bardic Performance 13/18 | Spells 1st 4/4 2nd 3/3 | Darkvision 60 feet | SR 8 vs. Evil | Active Effects: None

Okay, let's hide and check out the papers and after that decide whether to take out DeVorre's wife, then maybe meet up with Dr Munroe before we go do the dig? He might want to be there.

If Xindyra is able to find us a safe space now, then let's head there. If not, let's go check out of the Wayfarer's Inn, warn them to post extra guards, and then I'm thinking... let's go crash Administrator DeVorre's place? If we're careful, and maybe use some disguises, no one will find us or expect us there, except perhaps his wife, *if* she comes home, and if she does, then well... she's basically begging us to kill her. And we definitely should have burned down that freaking place... was hoping it would catch on fire from that bomb. :)


Palace of Birdsong| War for the crown maps

Xindrya doesn't spot anywhere that looks promising in the immediate area, however she and Edwin notice several shadows moving up on the roof tops, you are being watched.

Kn: Local DC 18:
This area of town is gangland. While some of the gangs have been infiltrated by the cult of Nyarlathotep, most haven't (yet). Lingering in this area could be regarded as a challenge.

Sense Motive DC 16

Spoiler:
You don't yet sense hostile intent, but this could change.

Edwin let me know if you want to cast that spell or do something else. You are perhaps fifteen minutes walk from the 'better' part of town which is run by the casinos.

Kn: Local DC 18:
The casinos are effectually run by several local maffias, bigger more organised gangs. They encourage many undesirable things (drug use, gambling and prostitution) but they won't tolerate anything that might scare away the punters, such as open violence in the streets.

Let me know where you decide to go. You certainly could go to Administrator DeVorre's place, or the Wayfarer's Inn. Some other options include heading out of town with Mike, or even going back to the airship. There are a number of NPCs on the expedition who are experts in various obscure languages, mathematics and magic who might help. The down side is time and more people knowing about this discovery which has already claimed at least one life so far.


Male Ratfolk Bladebound Kensai Magus / Silksworn Occultist Gestalt 6 | HP: 51/51 | AC: 29 T: 20 FF: 11 | Saves F:8 R:8 W:5 | Init: 5 | Perc: 14 (darkvision) | CMB: 1 CMD:20 | Speed: 20 ft | active: Mage Armor

Edwin told his friends, "I can see several shadows moving on the rooftops. I think we're being watched. We need to lose the eyes on us; I can create a fog bank to cover us while we slip away. Is everyone ready for that?"

Edwin doesn't have any ranks in Knowledge Local (it's not a class skill for him).


Map / Loot CG Female Aasimar Gestalt Divine Marksman Ranger Arrowsong Minstrel Bard 6 | HP 27/45 | AC 19 / T 14 / FF 15 | Fort +6 / Ref +9 / Will +6 | Initiative +4 | CMB +7 / CMD +20 | Perception +15 | Diplomacy +15 | Bardic Performance 13/18 | Spells 1st 4/4 2nd 3/3 | Darkvision 60 feet | SR 8 vs. Evil | Active Effects: None

Knowledge Local: 1d20 + 6 ⇒ (5) + 6 = 11 (fail)
Knowledge Local: 1d20 + 6 ⇒ (1) + 6 = 7 (fail)

Back to the inn, or to DeVorre's place? Or to a casino perhaps, to make sure we lose the tails in the crowds?


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F Tiefling Gestalt [Swashy 1 (inspired blade) /Alchemist 6 (Grenadier)][Investigator 7 (Empiricist)] AC: 21/15/16
Stats:
HP 62/62, F +7 R+11 W+6, init +7, darkvision, Perc +14 (+1 vs traps)

Inspired Kn. Local: 1d20 + 10 + 1d6 ⇒ (13) + 10 + (3) = 26
Inspired sense motive: 1d20 + 13 + 1d6 ⇒ (16) + 13 + (5) = 34
Inspired Kn. Local: 1d20 + 10 + 1d6 ⇒ (19) + 10 + (4) = 33

Looking occasionally upwards, "From cult base to gangland. Given we're on their turf, they might see too long our presence as a potential challenge. The cult is supposedly to have a couple of agents embedded in some of the gangs, but not all of them.
But they won't openly resort to violence. Their bosses would cut off their family jewels for that."


Palace of Birdsong| War for the crown maps

Still here, been waiting for you to make a decision :)

While you discuss what to do a number of hard looking men start to take notice of you loitering in the area.

Sense Motive DC 16:
You think you can simply walk away at this stage, but if you linger a fight is likely to break out. You lot look dangerous and they want to protect their turf.


Male Ratfolk Bladebound Kensai Magus / Silksworn Occultist Gestalt 6 | HP: 51/51 | AC: 29 T: 20 FF: 11 | Saves F:8 R:8 W:5 | Init: 5 | Perc: 14 (darkvision) | CMB: 1 CMD:20 | Speed: 20 ft | active: Mage Armor

sense motive: 1d20 + 5 ⇒ (8) + 5 = 13 fail

What are the possible choices? I don't understand what our options are. Note that Edwin is untrained in Knowledge Local; he's going to have to rely on someone else.


Palace of Birdsong| War for the crown maps

I think Zendara wants to study the book. To do that you need to go somewhere safe, the area where you're in is very much not safe! You might go back to the Wayfarer's Inn. Perhaps you could impose yourself on administrator Da Vorre. You might go on a hike with Mike the geologist to visit Cinder Crater. You could decide to retreat back to the safety of the air ship or do something else entirely!


Male Ratfolk Bladebound Kensai Magus / Silksworn Occultist Gestalt 6 | HP: 51/51 | AC: 29 T: 20 FF: 11 | Saves F:8 R:8 W:5 | Init: 5 | Perc: 14 (darkvision) | CMB: 1 CMD:20 | Speed: 20 ft | active: Mage Armor

Edwin wasn't sure that the safest choice was. He suggested, "Maybe go back to the Inn? I could cast a Fog Cloud spell, when the pursuers would be presented with a choice of several directions for following us."

He renewed his Message spell on the party.

I don't have a strong opinion on the best choice.


Map / Loot CG Female Aasimar Gestalt Divine Marksman Ranger Arrowsong Minstrel Bard 6 | HP 27/45 | AC 19 / T 14 / FF 15 | Fort +6 / Ref +9 / Will +6 | Initiative +4 | CMB +7 / CMD +20 | Perception +15 | Diplomacy +15 | Bardic Performance 13/18 | Spells 1st 4/4 2nd 3/3 | Darkvision 60 feet | SR 8 vs. Evil | Active Effects: None

Sense Motive: 1d20 + 5 ⇒ (10) + 5 = 15 (fail)

Zairiah moves off in the direction of the casinos, not sure who was following them, but wanting to shake off the tail before they headed elsewhere.

If Xindyra reports that they lost their tail(s), then she'll turn towards the inn, but when they get there, she advises them that they should probably not stay long.

She takes a look at the papers at this point, in her room, just to see what they have, not reading it thoroughly. After she gets the gist of what it is, then she packs up all of her stuff, with a better idea at least of their assets.

That's one step, but we still need to decide whether to kill assassin chick or get the heck out of Dodge. Maybe knowing what is in the papers will give us more insight into that decision. I mean, she totally needs to die, but I'm not guaranteeing that we can find her easily.


Palace of Birdsong| War for the crown maps

The local toughs mostly loose interest when you leave the area although you had a tail until you got near the casinos. It seemed they wouldn't go west of el camino street for whatever reason.

Zendara lead the group back to the Wayfarer's inn where the lady on reception said, "Hey you folks are popular, there are several messages for you." She then hands you a pair of envelopes.

Envelope #1:
Guess you're busy, I've been busy too I've rented all the prospecting gear I was talking about and I've packed my portable hole with plenty of food. I think I'll be ready to go to Cinder Crater tomorrow if you're still game. Probably go myself anyway although it's a tad sketchy on your own out there."[/b]

Mike

Envelope #2:
"I managed to track Mike down and I'm gutted about Andrea. I didn't know her but I heard Xindrya did, I'm so sorry. Anyway by the sounds of it she was onto something very interesting. We should link up! By the way did Mike really talk you into going prospecting? He's trying to rope me into it too!"

Dr Munroe

Up in your rooms, Zendara starts studying the book. It proves to be really quite an unsettling tome, with diagrams of devils, demons and warped things from beyond the stars. Even the leather binding is disturbing for Zendara has a horrible feeling it's tanned human skin.

Zendara:

Much of the contents of the book is obscure and magically protected and written in several different hands. Much of it so far resists her attempts to translate it, but she made some headway with a very neat hand Zendara suspected may have been that of the dead vampire priestess. Her words form a sort of diary, albeit one that was never intended to be read by another. Still with this Zendara gets a picture of how the cult operates, they operate like spies in cells, with only the leader of each cell knowing their mission. Each cell leader is only trusted with the minimum information needed and they get their instructions from their superiors who work in cells of their own.

The cult likes to spread, it seems they've had great success in parts of the Kez although getting close to the imperial court had proven impossible so far. Similarly the cult's tentacles have spread across large swathes of the merchant league. Their typical MO is to move into a new town where they seek to take a segment of the criminal underworld. Here in Port William they'd chosen drugs and prostitution but the casinos and the cult of nysos where putting up unexpected resistance.

Zendara uncovers several lists, the first contained the names of twelve people to be killed. Most of the names were crossed out and of those only Andrea Meedes's name meant anything to Zendara. The final two names on the list which hadn't been crossed out yet were: Mike Tomlin and Sheriff Belgaum.

There was a record of payments for various things, it seemed the Assasin Red had been doing an awful lot of work for the cult. Clearly she was wealthy although the payments where sometimes in drugs which suggested Red had unhealthy and expensive habits.

Zendara roll me a will save please.


Map / Loot CG Female Aasimar Gestalt Divine Marksman Ranger Arrowsong Minstrel Bard 6 | HP 27/45 | AC 19 / T 14 / FF 15 | Fort +6 / Ref +9 / Will +6 | Initiative +4 | CMB +7 / CMD +20 | Perception +15 | Diplomacy +15 | Bardic Performance 13/18 | Spells 1st 4/4 2nd 3/3 | Darkvision 60 feet | SR 8 vs. Evil | Active Effects: None

Will Save: 1d20 + 6 ⇒ (14) + 6 = 20

Zendara suggests they write back to Mike and agree to go, and send a note to Dr. Munroe telling him to join them as well.

After Zendara reads a little of the book

And assuming she made her will save and isn't incapacitated or dead or whatever...

she realizes that Mike's name is on the list.

She talks to the group

Okay, let's pack up and go find Mike now. His name is on the assassinate list, so presumably Red will find us... we don't have to find her. We just have to be there to make sure she can't pull it off.

She wraps the book in something so she doesn't have to touch it anymore, and then adds

There is also a Sheriff Belgaum on the list. We should warn him before we go.

She grabs her stuff, and asks the way to the Sheriff's place as they leave.


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Male Ratfolk Bladebound Kensai Magus / Silksworn Occultist Gestalt 6 | HP: 51/51 | AC: 29 T: 20 FF: 11 | Saves F:8 R:8 W:5 | Init: 5 | Perc: 14 (darkvision) | CMB: 1 CMD:20 | Speed: 20 ft | active: Mage Armor

Edwin agreed, "I think we should agree to go with Mike to the Cinder Crater. Warning Sheriff Belgaum first is proably a good idea!"


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female half-elf Sor/Spir 7 | HP 42/42 THP 0 | AC 16, TAC 12, FF 14 | F + 9, R +6, W +8 | CMB +2, CMD 14 | dark Vision 60ft; light blindness; Per +7 (9) | Spiritualist Spells: 1st 4/5, 2nd 4/4. 3rd 2/2; Sorcer Spells: 1st 4/7, 2nd 2/6. 4/4 3rd | Active: light blind, mage armor, false life

Yukarii nodded in agreement with the pair and said, "I agree, that makes the most sense to me as well."


Palace of Birdsong| War for the crown maps

OK how do you want to contact the Sheriff? There is a rudimentary postal service although it's not super reliable. You could hike out there or perhaps send a message magically (you don't know if he has a pen of automatic writing). Re meeting up with Mike you think he'll check back here later, you could hang around or leave a message at reception.

Everything was quitet but suddenly Zendara suddenly felt like something was watching her, or perhaps more accurately something was watching the book. This feeling lasted for a few seconds before fading.


Map / Loot CG Female Aasimar Gestalt Divine Marksman Ranger Arrowsong Minstrel Bard 6 | HP 27/45 | AC 19 / T 14 / FF 15 | Fort +6 / Ref +9 / Will +6 | Initiative +4 | CMB +7 / CMD +20 | Perception +15 | Diplomacy +15 | Bardic Performance 13/18 | Spells 1st 4/4 2nd 3/3 | Darkvision 60 feet | SR 8 vs. Evil | Active Effects: None

Someone was just scrying on us I think... or on the book at least. We need to go.

I was hoping this book was going to be Andrea's work, so we understood more about what we were getting into... but instead we haven't learned much.

What do you mean about the sheriff? Have we met him already? The guy at the mine? I thought he was a local here. If he is back at the mine, do we have a way to magically contact him at distance? Do you have a spell like that Yukarii?

Since they can't contact the sheriff yet, they start off to find Mike.


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Palace of Birdsong| War for the crown maps

Yes you've met Sheriff Caleb Belgaum who is back at the mining town.

Kn: Local DC 18:
You know of a few outdoors and hardware stores in Port William that Mike was likely to visit. After trying a few you catch up with him in P&Q Milleners where Mike was. Looking for a new hat to keep his head warm.

Mike waved you over when he saw you, saying "Ah there you are! Well I'm pretty much all set, are you ready to set off? I'm quite looking forward to this I must say."


Map / Loot CG Female Aasimar Gestalt Divine Marksman Ranger Arrowsong Minstrel Bard 6 | HP 27/45 | AC 19 / T 14 / FF 15 | Fort +6 / Ref +9 / Will +6 | Initiative +4 | CMB +7 / CMD +20 | Perception +15 | Diplomacy +15 | Bardic Performance 13/18 | Spells 1st 4/4 2nd 3/3 | Darkvision 60 feet | SR 8 vs. Evil | Active Effects: None

Knowledge Local: 1d20 + 6 ⇒ (7) + 6 = 13 (fail)


Palace of Birdsong| War for the crown maps

Some options: You can hang around at the inn and Mike will come here eventually. You could try to find him, perhaps ask around (diplomacy) to if anyone has seen him.


Map / Loot CG Female Aasimar Gestalt Divine Marksman Ranger Arrowsong Minstrel Bard 6 | HP 27/45 | AC 19 / T 14 / FF 15 | Fort +6 / Ref +9 / Will +6 | Initiative +4 | CMB +7 / CMD +20 | Perception +15 | Diplomacy +15 | Bardic Performance 13/18 | Spells 1st 4/4 2nd 3/3 | Darkvision 60 feet | SR 8 vs. Evil | Active Effects: None

Zendara sends off a message to the Sheriff, warning him (through the most reliable means possible), then asks around about supply places where they might find Mike.

Diplomacy (gather information): 1d20 + 15 ⇒ (4) + 15 = 19


Zendara makes some discrete inquiries and it turns out Mike asked around for evening restaurant recommendations and the several people had recommended Zoyer's an unpretentious gem of a restaurant that specialised in hearty spiced stews and broths.

A short cab ride later you find yourself on a quiet lane with a grand view overlooking the port where you see airships come and go. Behind that the grand expanse of blue-white banded by layers of clouds as you look over the edge into the planet's fractured interior.

From within the restaurant comes enticing smells and low key chatter, you recognise several voices - those of Dr Munroe, Prof Dexter and Mike. You step in and Miriam spots you. She calls out to you as you approach, "Oh you found us! Great. We were debating sending out a search party. Xavier was sure we'd bump into you sooner or later, but Mike was getting worried."


Palace of Birdsong| War for the crown maps

I may need to make an Alias for Mike.

Mike replied, "Mariam I know you are not bothered by anything, however the fact remains Port Milliam is not exactly the safest of towns for visitors."


Map / Loot CG Female Aasimar Gestalt Divine Marksman Ranger Arrowsong Minstrel Bard 6 | HP 27/45 | AC 19 / T 14 / FF 15 | Fort +6 / Ref +9 / Will +6 | Initiative +4 | CMB +7 / CMD +20 | Perception +15 | Diplomacy +15 | Bardic Performance 13/18 | Spells 1st 4/4 2nd 3/3 | Darkvision 60 feet | SR 8 vs. Evil | Active Effects: None

I'm glad we found you.

Quietly, so as not to make a scene or pass the information further than their own table, she informs the additions to the group that there are assassins gunning for Mike and for Sheriff Caleb down at the mines, and about the vampire that they killed, and that someone keeps trying to scry, so they are most likely on a hit list as well by now.


Palace of Birdsong| War for the crown maps

Going to give Edwin and Yukarii and Xindrya to add something if they like before moving on.


Male Ratfolk Bladebound Kensai Magus / Silksworn Occultist Gestalt 6 | HP: 51/51 | AC: 29 T: 20 FF: 11 | Saves F:8 R:8 W:5 | Init: 5 | Perc: 14 (darkvision) | CMB: 1 CMD:20 | Speed: 20 ft | active: Mage Armor

Edwin replied to Mike, "It seems that the cult of Nyarlathotep is active in this town; we need to be on our guard. We're ready to go with you to the Cinder Crater."


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F Tiefling Gestalt [Swashy 1 (inspired blade) /Alchemist 6 (Grenadier)][Investigator 7 (Empiricist)] AC: 21/15/16
Stats:
HP 62/62, F +7 R+11 W+6, init +7, darkvision, Perc +14 (+1 vs traps)

"Right, if only we could bombard that ominous place from orbit, and be sure of its destruction.
But alas, killing their high priestess will have to do."

"Still, killing a vampiric high priestess, good job us, i say."


Init+2 HP45 AC20 T13 FF17 | CMD 22 | fort +7 ref+7 will+5 | Resource Tracker
Skills:
Acro+8 Appra+5 Bluff+10 Climb+8 Diplo+10 DDevive+10 KnArcarna+7 KnDungeon+7 KnEng+7 KnHist+9 KnLocal+7 KnNature+7 KnNoble+7 KnPlanes+7 KnReligion+7 Linguistics+5 Oratory +7 Perception+12 Ride+6 SMotive+6 Spellcraft +8 Swim+8

"Sounds like you've been busy!" said Dr Munroe. He finished the last morsel on his plate, left a generous pile of coins on the table and stood up saying, "Well I think it's about time we left. A spot of hiking sound like a plan."

Prof Dexter and Mike agreed and several minutes later your group was headed north towards the outskirts of town.

Kn: Geography DC 16 or Local DC 16:
If you take the next left you'll be on the main road leading out of town. The terrain outside is mostly treeless with a gentle slope to the north heading towards the mountain.

"So what's all this about scrying?" he asked as you walked, "Are they after one of you, or something else?"

Perception DC 28:
You saw a flicker of movement for the second time a block back. Somebody reasonably skilled is following you.


F Tiefling Gestalt [Swashy 1 (inspired blade) /Alchemist 6 (Grenadier)][Investigator 7 (Empiricist)] AC: 21/15/16
Stats:
HP 62/62, F +7 R+11 W+6, init +7, darkvision, Perc +14 (+1 vs traps)

Inspired Kn. Geography: 1d20 + 10 + 1d6 ⇒ (8) + 10 + (2) = 20
Inspired perception: 1d20 + 14 + 1d6 ⇒ (15) + 14 + (2) = 31

At a particular spot,
"Hmm, i believe if we go that way, we'll get back on the road leading out of town. Mostly treeless sloped ground, if i recall."

"Oh, and i noticed someone following us. Should we feign ignorance, and arrange an ambush? Or just scare them off by declaring they've been spotted?"


Map / Loot CG Female Aasimar Gestalt Divine Marksman Ranger Arrowsong Minstrel Bard 6 | HP 27/45 | AC 19 / T 14 / FF 15 | Fort +6 / Ref +9 / Will +6 | Initiative +4 | CMB +7 / CMD +20 | Perception +15 | Diplomacy +15 | Bardic Performance 13/18 | Spells 1st 4/4 2nd 3/3 | Darkvision 60 feet | SR 8 vs. Evil | Active Effects: None

Kn. Geography: 1d20 + 6 ⇒ (1) + 6 = 7 (fail)
Perception: 1d20 + 15 ⇒ (5) + 15 = 20 (fail)

After Xindyra informs her of their tail, Zendara lowers her voice a bit so it won't carry and says

I think feign ignorance. If it is Red, we want her to catch up so we can get rid of the menace.

She smiles and laughs, feigning ignorance.

Bluff: 1d20 + 18 ⇒ (12) + 18 = 30


Palace of Birdsong| War for the crown maps

"Let's head out of town like we haven't a care in the world, see what they do..." suggested Mike softly.

More loudly he started explaining some of the mining equipment he'd rented getting more excited as he went, "Got to take it a fair step, portable holes are a god send for that by the way. Anyway I've got us a pair of highbanker slices, a mechanical shaker table, and a number of old fashioned gold pans. They all operate on the same principle, gems and precious metals are heavier than the host rock. Using the action of waves and gravity they wash away the light stuff leaving us with the interesting stuff. I also rented some enchanted rock crushers and alchemical assay equipment so we can figure how much gold and silver are trapped up in the ore. I'll bet it's loads, lots of mineralised quartz veins up there with those little rotted cavities were the gold likes to hang out!"

Professor Dexter rolled her eyes at Mike's enthusiasm but Dr Munroe was clearly finding it interesting.

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