Fjuri's PFS Season 2 PBP CORE "campaign"

Game Master Fjuri

a series of scenarios from seasons 0-2

List of NPCS
Map


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Grand Lodge

Abilities:
Force Missile 8/8, spells per day 1st 4/5, Bonded Item spell 1/1
Male Half-Orc Evoker 1 - HP 5/14 | AC 11 (T 11, FF 10) | Fort +2, Ref +1, Will +3* | Init +1 | Perception +0

Andrezi nods, "We should, then we can turn them in to the Society so they won't be used against the city."

Silver Crusade

M Human Cleric 2 (HP17/17; AC 17 / T 10 / FF 17; F +5, R +1, W +7; Init +0, Perception +3, Heal +8, Kn(R+5, H+4) [dice=Longspear]1d20+4[/dice] [dice=Dmg]1d8+3[/dice]

"I agree," says Longspear. "Best not to let them fall into the wrong hands."

Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

"Did we check the rest of the area?"

If not, Thran will make a tour of the rooms including going up the stairs checking to see what's there

The Exchange

Male Halfling Rogue 2 | HP 15/17 | AC 18 | CMD 14 | F +2 R +8 W +2 | Init +4 | Per +8

I'll roll perception to help Thran out.

Osborn casts his gaze around to assist Thran in looking for items of interest.

Perception: 1d20 + 7 ⇒ (11) + 7 = 18


As Osborn and Thran check the area, they find nothing but grain, grain and some more grain. Meanwhile Andrezi collects the vials in case operatives return.

Yargos, who waited outside, is glad you've stopped this attack. Desperate to find Nessian though, Yargos takes you into the sewer maze of the Puddle District, a waterlogged labyrinth of dangerously flooded tunnels known as the Siphons.
"Continue with me to Grandmaster Torch. Be warned though, he has powerful friend and bodyguards so keep your weapons sheathed."
He stops at what appears to be a vault door. After Yargos spoke a few words at a roster at the side of the door, a muscled half-orc guides opens the door and guides you in.

You are brought before the Grandmaster, a charming, soft-spoken man, but one whose entire body is covered in horrible burn scars. Grandmaster Torch lounges in a shallow pool nursing his scars while two servants gently recycle the water over his charred form.
His two heavily armored, half-orc bodyguards remain close at hand.
"Greetings, pathfinders"
He looks around at the group, taking careful note of everyone in the audience.
"I hear you seek Nessian. I do know the where the upstart Nessian has carved out his new base of operations. But I am reluctant to sell the information. He has the potential to become a future underworld leader in Absolom and that is dangerous information to trade in indeed."
Again, he observes the group, noting the reaction of each individual. Gathering information does seem to come natural to him.
"But of course everything has its price. I estimate this information to be worth about 6,000 gold."

The Exchange

Male Halfling Rogue 2 | HP 15/17 | AC 18 | CMD 14 | F +2 R +8 W +2 | Init +4 | Per +8

Can we diplomacy him. Maybe try to convince him that the Society are better allies to have than Nessian? I can roll but onky have a +1 to diplomacy


That would be an option

The Exchange

Male Halfling Rogue 2 | HP 15/17 | AC 18 | CMD 14 | F +2 R +8 W +2 | Init +4 | Per +8

Osborn tries to speak to Master Torch diplomatically. Having worked in the underword for a time he may have some sway.

diplomacy: 1d20 + 1 ⇒ (14) + 1 = 15


Anything to focus on? Makes it easier to RolePlay a reply.

The Exchange

Male Halfling Rogue 2 | HP 15/17 | AC 18 | CMD 14 | F +2 R +8 W +2 | Init +4 | Per +8

I tell him all of the things that the society could do for him. I even hint at the possibility of some very big scores that may make their way to him if he speaks to the right people in the Exchange faction

Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

"I'm sure we can come to a...mutual beneficial arrangement if we put our minds to it..can't we?"

Thran raises an eyebrow

Assist on diplomacy: 1d20 + 7 ⇒ (7) + 7 = 14

Grand Lodge

Abilities:
Force Missile 8/8, spells per day 1st 4/5, Bonded Item spell 1/1
Male Half-Orc Evoker 1 - HP 5/14 | AC 11 (T 11, FF 10) | Fort +2, Ref +1, Will +3* | Init +1 | Perception +0

"6000 gold won't matter if Nessian successfully summons Black Echelon. The city will be in flames and overrun by the undead."

Assist: 1d20 + 2 ⇒ (13) + 2 = 15


"And you might underestimate the control the young Nessian has over his summoned Echelon. No, no no. I cannot risk meddling now, not for free at least. I'll bankrupt myself.

"But your pathfinders right, young, resourceful, I'm sure you can help me instead with another problem I have. I’ve recently come into possession of a series of safes.
Unfortunately, the safecracker I employed has turned out to be quite useless. If you can coax even three of the five safes open, I could be persuaded to disclose Nessian’s location and dispense with my regular fee entirely. These chests are remarkably unique and I have the foreboding suspicion that, in this case, the receptacles just might be worth more than their contents, so I’d rather you didn’t smash them open. Oh! One more thing: if my diviner warns me you have crossed me and stolen the contents, there will be repercussions.

Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

"This sound something that's right up our alley of expertise. I think we have a deal"

Thran looks at his companions for conformation.

The Exchange

Male Halfling Rogue 2 | HP 15/17 | AC 18 | CMD 14 | F +2 R +8 W +2 | Init +4 | Per +8

Point us in the direction of your safes and we will see what can be done.

Kind of thinking that we need to be cautious here. I can check each for traps, can I get someone to check each for magic auras and stuff please?

Grand Lodge

Abilities:
Force Missile 8/8, spells per day 1st 4/5, Bonded Item spell 1/1
Male Half-Orc Evoker 1 - HP 5/14 | AC 11 (T 11, FF 10) | Fort +2, Ref +1, Will +3* | Init +1 | Perception +0

Andrezi snorts, the terms of the deal sticking in his craw, but he gives a grudging nod to Thran and the others.


As you agree, his guards take you to another room. Before you are 5 chests.

1. The Devil Dial
The lock of this iron cask contains a laughing devil’s
head.
Roll perception twice, or roll perception and disable device.

2. The Box of Golden Faces
This red box has been inset with a trio of golden faces: the
first appears stern, the second angry, and the third fumes
with hatred.
Roll perception and Sense Motive

3. The Riddle Vault
The lid of this stone chest is covered with a relief of
carved ivy.
Roll Perception

4. The Smooth Stone Chest
This sealed stone chest has no visible lock or hinges. No
decoration or writing of any kind can be found.
Roll Perception

5. The Holed Safe
A strange stylized writing wraps around the whole of this
rectangular chest. Stranger still are the ten small pores
that run along the box’s lid.
Roll Perception

Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

"Osborn..this seems something you should take the lead on. I'll help where I can" Thran says as he points out some small details, some useful..but most completely useless

1
Assist on perception: 1d20 + 0 ⇒ (8) + 0 = 8
Assist on perception: 1d20 + 0 ⇒ (8) + 0 = 8

2
Assist on perception: 1d20 + 0 ⇒ (19) + 0 = 19
Assist on sense motive: 1d20 + 0 ⇒ (12) + 0 = 12

3
Assist on perception: 1d20 + 0 ⇒ (12) + 0 = 12

4
Assist on perception: 1d20 + 0 ⇒ (13) + 0 = 13

5
Assist on perception: 1d20 + 0 ⇒ (10) + 0 = 10

The Exchange

Male Halfling Rogue 2 | HP 15/17 | AC 18 | CMD 14 | F +2 R +8 W +2 | Init +4 | Per +8

I will hold off on rolling for sense motive on box 2. I don't have a very big bonus so Thran's aid could go to someone else who has a better chance maybe?

Osborn looks at the 5 safes

Perception 1 Devil Dial: 1d20 + 7 ⇒ (2) + 7 = 9
Perception 2 Devil Dial: 1d20 + 7 ⇒ (20) + 7 = 27
Disable Device Devil Dial: 1d20 + 10 ⇒ (16) + 10 = 26

Perception Box of Golden Faces: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22

Perception Riddle Vault: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29

Perception Smooth Stone Chest: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22

Perception Holed Safe: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16


1. The Devil Dial
The lock of this iron cask contains a laughing devil’s
head.
Osborn notices the laughing devil's head can turn in both directions. He has no problem opening the lock as he can quiet clearly hear the individual tumblers falling into place.
Inside you find a lost treatise entitled “The Inward Facing Circle” written by Coganaris the Wracker, a famed Chelish devil-binder, along with scrolls of protection from evil and protection from good.

2. The Box of Golden Faces
This red box has been inset with a trio of golden faces: the first appears stern, the second angry, and the third fumes with hatred.
Thran notices (made the assist a regular roll) the box appears to react to intense negative emotion.
choose how to proceed to show this emotion

3. The Riddle Vault
The lid of this stone chest is covered with a relief of
carved ivy.
You find the individual letters of a riddle cleverly carved in between the leaves on the chest’s lid.
"Though different now sounds my name, the spelling still remains the same.
Once prior leap of might, now becomes bird of white."

Solve the riddle. Anyone not English native speaker?

4. The Smooth Stone Chest
This sealed stone chest has no visible lock or hinges. No decoration or writing of any kind can be found.
You cannot find any lock or even opening of any kind. Different tactics?

5. The Holed Safe
A strange stylized writing wraps around the whole of this rectangular chest. Stranger still are the ten small pores that run along the box’s lid.
You discover a hidden panel on one side of the box, but no means to open it. The strange lettering on the box is actually the notes to an ancient forgotten tune. To understand it, you'll need bardic knowledge or some musical perform skill
The pores on the safe are actually the openings of a simple wind instrument which has been built into the workings of the safe. Blowing on the first hole while covering the correct pattern of the remaining holes will enable someone to replicate the upbeat song inscribed on the box. Another perform test is required, this time any blowing/wind instrument specifically

The Exchange

Male Halfling Rogue 2 | HP 15/17 | AC 18 | CMD 14 | F +2 R +8 W +2 | Init +4 | Per +8

Ok, so we have one box open. I think I know the riddle so that is a second. I can't do the musical instrument one and I am not sure we have a bard. It leaves the second box with negative emotions and the fourth box with no visible lock or hinges.

I would like to take a closer look at the Smooth Stone Chest, but I want to make sure it wont hurt me first. While I look closely at it could someone please do a detect magic or similar. If it is a safe it must open somehow.

Perception Look Closely as the Smooth Stone Chest: 1d20 + 7 ⇒ (1) + 7 = 8


Thran is a bard, he also sang the dispell magic scrolls last scenario ;)

Grand Lodge

Abilities:
Force Missile 8/8, spells per day 1st 4/5, Bonded Item spell 1/1
Male Half-Orc Evoker 1 - HP 5/14 | AC 11 (T 11, FF 10) | Fort +2, Ref +1, Will +3* | Init +1 | Perception +0

Which I greatly appreciated.

Andrezi's irritation begins to peak through his facade of acceptance. "Riddles?! Boxes?! This is demeaning. Clearly the riddle answer is 'dove'. And how does Torch know this box is even a chest?"

Andrezi picks up the smooth stone chest and shakes it in irritation to hear if anything rattles inside.

The Exchange

Male Halfling Rogue 2 | HP 15/17 | AC 18 | CMD 14 | F +2 R +8 W +2 | Init +4 | Per +8

I am a bad party mate. Sorry Thran

Silver Crusade

M Human Cleric 2 (HP17/17; AC 17 / T 10 / FF 17; F +5, R +1, W +7; Init +0, Perception +3, Heal +8, Kn(R+5, H+4) [dice=Longspear]1d20+4[/dice] [dice=Dmg]1d8+3[/dice]

Azar casts detect magic, parting the veil between the mundane and magical, to gaze upon the boxes, each in turn.

Silver Crusade

M Human Cleric 2 (HP17/17; AC 17 / T 10 / FF 17; F +5, R +1, W +7; Init +0, Perception +3, Heal +8, Kn(R+5, H+4) [dice=Longspear]1d20+4[/dice] [dice=Dmg]1d8+3[/dice]
Azar "Longspear" wrote:
Azar casts detect magic, parting the veil between the mundane and magical, to gaze upon the boxes, each in turn.

oops. No he doesn't. he doens't have detect magic.

Grand Lodge

Abilities:
Force Missile 8/8, spells per day 1st 4/5, Bonded Item spell 1/1
Male Half-Orc Evoker 1 - HP 5/14 | AC 11 (T 11, FF 10) | Fort +2, Ref +1, Will +3* | Init +1 | Perception +0

Knew I forgot something...

Andrezi again takes paste from his pouch and swipes it over his eyes to reveal magical auras.

Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19
Osborn Brushgather wrote:
I am a bad party mate. Sorry Thran

No problem, I once forgot we had a cleric with us..it happens ;)

Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

This red box has been inset with a trio of golden faces: the first appears stern, the second angry, and the third fumes with hatred.
The box appears to react to intense negative emotion.

"Want me to try to mimic the emotions it shows? Maybe we need to do them in order to get it to open."

If noone objects Thran will look at the stern face sternly..then look at the next one angry and finally look at the one with hatred with hate in his eyes.

Thran then scratches his chin...

"This sort of looks familiar..'

Perform (sing or oratory) take 10: 10 + 7 = 17

"No clue what it means though"

Perform wind instrument untrained: 1d20 + 3 ⇒ (1) + 3 = 4

I'll keep retrying if allowed till I succeed, if possible I'll just take 20 for a 23 total
Perform wind instrument untrained: 1d20 + 3 ⇒ (8) + 3 = 11
Perform wind instrument untrained: 1d20 + 3 ⇒ (4) + 3 = 7
Perform wind instrument untrained: 1d20 + 3 ⇒ (14) + 3 = 17


1. The Devil Dial
finished

2. The Box of Golden Faces
This red box has been inset with a trio of golden faces: the first appears stern, the second angry, and the third fumes with hatred.
Thran notices (made the assist a regular roll) the box appears to react to intense negative emotion.

Thran starts a particular angry sounding speech, his emotions are felt by the rest of the group. Before he's finished, the second box opens with a click. Inside you find a collection of ancient stone miniatures of a Viking army from the Land of the Linnorm Kings.

3. The Riddle Vault
The lid of this stone chest is covered with a relief of
carved ivy.
You find the individual letters of a riddle cleverly carved in between the leaves on the chest’s lid.
"Though different now sounds my name, the spelling still remains the same.
Once prior leap of might, now becomes bird of white."

Andrezi quickly solves the riddle and the box opens. A collection of over 40 rare incenses along with a book of instruction. If burned in the proper combination, the incense collection can replicate a single use of incense of meditation.

4. The Smooth Stone Chest
This sealed stone chest has no visible lock or hinges. No decoration or writing of any kind can be found.
You cannot find any lock or even opening of any kind. Different tactics?

Andrezi Will: 1d20 + 2 ⇒ (8) + 2 = 10
Andrezi realizes the box is magical, but when he interacts with it, it still feels like solid rock. He can't seem to unsee the magic in his mind.
Will when interacting with it

5. The Holed Safe
A strange stylized writing wraps around the whole of this rectangular chest. Stranger still are the ten small pores that run along the box’s lid.
You discover a hidden panel on one side of the box, but no means to open it. The strange lettering on the box is actually the notes to an ancient forgotten tune. To understand it, you'll need bardic knowledge or some musical perform skill
The pores on the safe are actually the openings of a simple wind instrument which has been built into the workings of the safe. Blowing on the first hole while covering the correct pattern of the remaining holes will enable someone to replicate the upbeat song inscribed on the box. Another perform test is required, this time any blowing/wind instrument specifically.

After a few attempts, Thran finds the correct placing of his fingers to produce the notes as he wishes. He plays the tune and the box pops open.
Inside is a scroll collection of a complete symphony written by a Taldan master, now lost to time.

You have opened 4/5 boxes. You want to open the next? Hide/steal the content? Report to Master Torch?

The Exchange

Male Halfling Rogue 2 | HP 15/17 | AC 18 | CMD 14 | F +2 R +8 W +2 | Init +4 | Per +8

Osborn picks up the Smooth Stone Chest and examines it.

Assuming another perception check wont help me anymore. We can't see anything in the sides or top. Can I pick it up and look underneath?

Will to interact with SSC: 1d20 + 2 ⇒ (18) + 2 = 20

Grand Lodge

Abilities:
Force Missile 8/8, spells per day 1st 4/5, Bonded Item spell 1/1
Male Half-Orc Evoker 1 - HP 5/14 | AC 11 (T 11, FF 10) | Fort +2, Ref +1, Will +3* | Init +1 | Perception +0

Osborn opens box:
"Good, now we can get out of here and get the information from Torch. Then we'll be able to end this madness."

Osborn does not open box:
"Anyone else want to try to give that hot tub maniac what he wants?"

Silver Crusade

M Human Cleric 2 (HP17/17; AC 17 / T 10 / FF 17; F +5, R +1, W +7; Init +0, Perception +3, Heal +8, Kn(R+5, H+4) [dice=Longspear]1d20+4[/dice] [dice=Dmg]1d8+3[/dice]

Longspear examines the smooth stone chest.

Will to interact: 1d20 + 6 ⇒ (14) + 6 = 20

Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

"Let's go show Torch our findings and get on with this. We are in a hurry after all (I think)"

The Exchange

Male Halfling Rogue 2 | HP 15/17 | AC 18 | CMD 14 | F +2 R +8 W +2 | Init +4 | Per +8

Unsure of what he may find Osborn continues to inspect the Smooth Stone Chest.

Silver Crusade

M Human Cleric 2 (HP17/17; AC 17 / T 10 / FF 17; F +5, R +1, W +7; Init +0, Perception +3, Heal +8, Kn(R+5, H+4) [dice=Longspear]1d20+4[/dice] [dice=Dmg]1d8+3[/dice]

Longspear continues to examine the Smooth Stone Chest.

If this doesn't work out, let's move it along and return to Grandmaster Torch.

The Exchange

Male Halfling Rogue 2 | HP 15/17 | AC 18 | CMD 14 | F +2 R +8 W +2 | Init +4 | Per +8

I am with you Azar.

Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

Thran looks over everyone's shoulders to see how they are progressing.


Sorry for no posts, the hotel didn't have wifi despite advertised. Holidays are over.

Osborn can create a mental picture excluding the rocky surface and find the last box opening fairly easy, inside he finds a collection of material components for a wealth of spells (value 500 gp but 70 lbs. of weight).

You report to grandmaster Torch and he reveals that Nessian lairs in a new base of operations nicknamed the Pyramid of the Dog which he has carved out of a ruin of halfcollapsed siege towers, just outside of Absalom. He's glad you opened all 5 of them and hands you 100g each. (this can only be spend during the adventure, after the adventure it is lost/included in the chronicle.)
"De remember that if Nessian discovers you got this information from me, that would be most unprofessional and word about that might spread faster then you think."

***

As you get into the streets, you notice the sun already begins to rise for Oathday.
Perception everyone

Silver Crusade

M Human Cleric 2 (HP17/17; AC 17 / T 10 / FF 17; F +5, R +1, W +7; Init +0, Perception +3, Heal +8, Kn(R+5, H+4) [dice=Longspear]1d20+4[/dice] [dice=Dmg]1d8+3[/dice]

Perception: 1d20 + 3 ⇒ (18) + 3 = 21

The Exchange

Male Halfling Rogue 2 | HP 15/17 | AC 18 | CMD 14 | F +2 R +8 W +2 | Init +4 | Per +8

Perception: 1d20 + 7 ⇒ (7) + 7 = 14


As you are walking towards the location Grandmaster Torch gave, Osborn and Azar notice an interchange of flashing green and orange lights coming from the cliffs in the distance. You recognize this isn't coming from Nessian's "Pyramid".

As you point the signal out to Yargos, he recognizes its
significance instantly.
"Oh no, that is bad. The lights will send a team of Black Echelon operatives to attack Metro-Cathedral, an old church of Abadar.

You know, its very interesting, although worshipers of Abadar have traveled to new parishes ever since the earthquake that laid low the Puddle District, the Metro-Cathedral still has one use: every Oathday morning, the priests of Abadar still play the ritual tune on the Metro-Cathedral’s giant pipe organ to remind all of Absalom to honor its pacts.

According to what I remember from the codebook when the Black Echelon shuts down the giant organ midtune, the sudden disruption becomes the signal for Silent Tide; the awaiting Armada is to apprach to the city and begin its attack run."

Where to, the Cathedral or on to the Pyramid?

The Exchange

Male Halfling Rogue 2 | HP 15/17 | AC 18 | CMD 14 | F +2 R +8 W +2 | Init +4 | Per +8

Osborn has become increasingly concerned about these operatives and expresses his desire to go to the cathedral.

We should go to the cathedral. The armada arriving would be very, very bad.

Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

Perception all though I don't think it's needed anymore but just in case: 1d20 + 0 ⇒ (16) + 0 = 16

"I agree, that would be bad. To the Cathedral - with haste"

Thran makes his way towards the Cathedral

Silver Crusade

M Human Cleric 2 (HP17/17; AC 17 / T 10 / FF 17; F +5, R +1, W +7; Init +0, Perception +3, Heal +8, Kn(R+5, H+4) [dice=Longspear]1d20+4[/dice] [dice=Dmg]1d8+3[/dice]

"Hurry! The Cathedral!" cries Azar, as he breaks into a run.


As you approach the cathedral, a magnificent tune is coming from the cathedral. When you get closer though, the sound starts to break down and become patchy. Then a creepy moment ensues as the sound becomes a cacophony of off-key noise and then suddenly comes to an end.
"hurry, we need to continue the music, before the attack ensues!"
As you enter the large cathedral's doors, you see the last of the clerics being slain. Four Black Echelon operatives have climbed on top of the pipes, their silence aura muffling the music while two other remain standing on the keys, next to the corpses of clerics of Abadar.

Combat Rules:

• The Metro-Cathedral’s massive organ is played by dancing
upon the gigantic white keys. Traveling from white key
to white key requires a DC 5 Jump, Tumble, or Perform
(dance) check. The DC increases by 2 for each additional
key someone attempts to cross in a given round.
• To play the more slender black keys, one either needs to
stand on an adjoining white key and reach up and yank the
key down with a DC 5 Strength check, or climb directly on
top of the black key (Climb DC 10). Leaping from black key
to black key requires a DC 10 or 20 Jump check depending
on the distance between the keys as indicated on the map.
• Anyone who successfully depresses multiple keys in a round
may also make a Perform (keyboard) check as a free action.
A success of 10 or more contributes to the hymn and keeps
the music alive. The higher the result, the more melodious
and impressive the contribution. Provide each PC with a
+2 circumstance bonus to their check for each key they
manage to depress in a single round. If the same PC can
further succeed on a DC 5 Knowledge (Religion) check, they
can actually play the correct popular morning hymns.
• The organ keys are elevated 15 feet off of the ground.
Anyone bull rushed off the keys falls to the stone church
floor below, taking 1d6 damage.
• The organ keys connect to the 30-foot pipes above.
When the PCs arrive, four Black Echelon operatives
will have already climbed up the pipes to block the
possibility of sound coming out. (There are not yet
enough of them to block all of the pipes.) Climbing
the giant twisting maze of brass pipes requires a DC
10 Climb check each round.
• As long as the organ continues to play, anyone of lawful
alignment in the cathedral benefits from the effect of
a bless spell. The bless effect kicks in as long as any
key is depressed, whether it is truly musical or just a
random key which is pushed down during the course
of combat.
Enshrouding Mist (Su) As a full-round action, a Black Echelon
operative may expand the fog that swirls around its body. This
creates a pea-soup fog which extends around the operative in
a 30-foot radius, centered on its body as it moves. The mist
replicates natural fog conditions (DMG 94): anyone attacking
a target inside the mist receives a 20% miss chance. Attackers
inside the mist who are adjacent to their opponents, however,
do not suffer a miss chance. The mist affects both normal and
dark vision alike, and the operative has no special ability to
attack through its own mist. It suffers the same penalty should
it attempt a ranged attack.
Silent Aura (Su) Black Echelon operatives are perfectly silent.
Their silence dampens all noise in their own square as well as
all adjacent squares, just as a silence spell. In addition, although
it has no game effect, anyone caught within the silent aura has
the creepy sensation that he is moving in slow motion. Treat
an operative’s silent aura as caster level 5 for the purpose of
dispelling attempts.

Init Black Echelon: 1d20 + 1 ⇒ (9) + 1 = 10
Init Azar: 1d20 + 0 ⇒ (14) + 0 = 14
Init Andrazi: 1d20 + 1 ⇒ (18) + 1 = 19
Init Larksong: 1d20 + 3 ⇒ (17) + 3 = 20
Init Osborn: 1d20 + 4 ⇒ (18) + 4 = 22
Init Thran: 1d20 + 2 ⇒ (8) + 2 = 10

Combat!
----------
Azar, Andrazi, Larksong, Osborn, Thran

Black Echelon

Silver Crusade

M Human Cleric 2 (HP17/17; AC 17 / T 10 / FF 17; F +5, R +1, W +7; Init +0, Perception +3, Heal +8, Kn(R+5, H+4) [dice=Longspear]1d20+4[/dice] [dice=Dmg]1d8+3[/dice]

Azar runs up the right side of the cathedral pews.

Double move

The Exchange

Male Halfling Rogue 2 | HP 15/17 | AC 18 | CMD 14 | F +2 R +8 W +2 | Init +4 | Per +8

Osborn moves up the centre aisle of the Cathedral

double move

Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

Thran runs after his companions going through the middle and trying to get some cover behind the center altar

Also double moving. I think the big block thing in the middle is some sort of altar providing cover?


The altar, while only four feet high, is of massive granite and grants cover against ranged attacks.

Combat!
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Andrazi, Osborn, Thran

Black Echelon
Azar, Larksong,

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