GM Endless Forms' PFS 06-03 The Technic Siege (Inactive)

Game Master Mike Tuholski

A 5-9 PFS scenario played at the 8-9 subtier (4 player adjustments).

Sharrowsmith Exports | Nantambu


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The Flaxseed Pathfinder Lodge

You are awaiting your briefing with your fellow agents.

Feel free to introduce yourselves and RP. I'll be at GenCon for the rest of the week so the briefing will likely come on Monday at the earliest.

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

Wreck the half-orc, if he isn't in his tribal painted full plate, with the symbol of Gorum etched into it, you would see, just like his plate, he is covered in tattoos. He has a very fine cloak on, and a very thick belt too

He has a few scars on his body, also, carrying a greataxe that seems to be translucent at times. Also a Comp Longbow he carries around.
At a glance he looks mean and scary, but once you get to know him...
He's a friendly guy, a bit slow maybe. But he has a good heart and is always there to protect. A true defender

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

Ill get a post up later.

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

dot .

Grand Lodge

Active Buffs:
Addiction: Angel's Trumpet
Assassin 10 HP: 63/63 | AC 20 | T 16 | FF 14 | Fort +9 | Ref +14 | Will +4 | CMD 22 | Initiative +6 | Perception +13 | Sense +0 | Disable +22 | Kn.(Arc./Local/Nat./Rel.) +20
Resources:
Mutagen: 1/1 | Bombs 19/19 | Extracts - 1st: 7/7; 2nd: 6/6; 3rd: 5/5; 4th: 1/1 | CLW Wand - 31 charges | Poisons: -- (DC --) 6/6; -- (DC --) 5/6

George waits quietly in the corner, his polished obsidian mask gleaming from the nearby candles. His monkey familiar is bouncing around with a small rubber ball, throwing it annoyingly against the wall before chasing it down.

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

The tiny halfling walks into the room, looking as if she owned the place. She took a small plate of whatever repast was provided during the briefing, and not so subtly begins looking at her fellow teammates, trying to take their individual measure. She nodded toward the heavily armored half Orc, expecting his axe arm to be very useful for whatever faces them. She wrinkled her nose at seeing the monkey playing in the corner, however. Casters and their stinky familiars, she thought.

Grand Lodge

Active Buffs:
Addiction: Angel's Trumpet
Assassin 10 HP: 63/63 | AC 20 | T 16 | FF 14 | Fort +9 | Ref +14 | Will +4 | CMD 22 | Initiative +6 | Perception +13 | Sense +0 | Disable +22 | Kn.(Arc./Local/Nat./Rel.) +20
Resources:
Mutagen: 1/1 | Bombs 19/19 | Extracts - 1st: 7/7; 2nd: 6/6; 3rd: 5/5; 4th: 1/1 | CLW Wand - 31 charges | Poisons: -- (DC --) 6/6; -- (DC --) 5/6

>Casters...

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

she only sees a familiar. They are associated with casters :P

Wreck laughs
"Man has monkey! Wreck think monkey funny! Come here monkey!" a big smile on his face as he crouches down to call the monkey

-Posted with Wayfinder

Grand Lodge

Active Buffs:
Addiction: Angel's Trumpet
Assassin 10 HP: 63/63 | AC 20 | T 16 | FF 14 | Fort +9 | Ref +14 | Will +4 | CMD 22 | Initiative +6 | Perception +13 | Sense +0 | Disable +22 | Kn.(Arc./Local/Nat./Rel.) +20
Resources:
Mutagen: 1/1 | Bombs 19/19 | Extracts - 1st: 7/7; 2nd: 6/6; 3rd: 5/5; 4th: 1/1 | CLW Wand - 31 charges | Poisons: -- (DC --) 6/6; -- (DC --) 5/6

Oh, I know! :D

Mr. Chips throws the ball at Wreck's face.

Ranged Touch: 1d20 + 6 ⇒ (9) + 6 = 15

The ball bounces off of Wreck's noggin. Mr. Chips scurries after it.

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

Wreck laughs loudly, obviously entertained by the antics of the monkey
"Monkey good. Wreck also play! Throw ball to Wreck monkey!"

-Posted with Wayfinder

Grand Lodge

Active Buffs:
Addiction: Angel's Trumpet
Assassin 10 HP: 63/63 | AC 20 | T 16 | FF 14 | Fort +9 | Ref +14 | Will +4 | CMD 22 | Initiative +6 | Perception +13 | Sense +0 | Disable +22 | Kn.(Arc./Local/Nat./Rel.) +20
Resources:
Mutagen: 1/1 | Bombs 19/19 | Extracts - 1st: 7/7; 2nd: 6/6; 3rd: 5/5; 4th: 1/1 | CLW Wand - 31 charges | Poisons: -- (DC --) 6/6; -- (DC --) 5/6

Ook. Mr. Chips bounces the ball of the ceiling at Wreck.

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

Wreck catches the ball
Okay, now Wreck throw back at monkey!
Wreck hurls the ball at the monkey!
Str Check: 1d20 + 6 ⇒ (17) + 6 = 23

Scarab Sages

Human Pistolero Gunslinger 6 / Alchemist 2 | HP 64/64 | AC 25 [F 17 T 19] | CMD 28 | F+11 R+16 W+6 | Init +10| Perc +11/+16 | Grit 2/4

Maps stands off to the side. He is a tall weathered man with a thin dour face, a dingy longcoat, and stringy unkempt hair. He's either recently returned from a journey, or just not that interested in personal grooming. Behind him, leaning against the wall, is a well-made guisarme with a cold iron blade. He observes the others silently, but does not join in the revelry or even crack a smile, though he does nod in solemn greeting to Wreck and Fendahl, two Pathfinders he has traveled with before.

As he waits, his hands work with quick and precise motions to clean and maintain a finely-crafted double-barreled firearm. At one point he draws aside his coat to retrieve a cleaning rod from a holster, revealing a gleaming chain shirt, a second firearm, and a collection of throwing blades. Observant eyes also notice strange tattoos peeking from the cuffs and collar of his coat.

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

Wreck gets up and strides to Maps, the half orc thrusts his hand out
Good to see Maps again! LAst Wreck saw Maps, small bird riding big bird at small town!

Grand Lodge

Active Buffs:
Addiction: Angel's Trumpet
Assassin 10 HP: 63/63 | AC 20 | T 16 | FF 14 | Fort +9 | Ref +14 | Will +4 | CMD 22 | Initiative +6 | Perception +13 | Sense +0 | Disable +22 | Kn.(Arc./Local/Nat./Rel.) +20
Resources:
Mutagen: 1/1 | Bombs 19/19 | Extracts - 1st: 7/7; 2nd: 6/6; 3rd: 5/5; 4th: 1/1 | CLW Wand - 31 charges | Poisons: -- (DC --) 6/6; -- (DC --) 5/6

Reflex Save: 1d20 + 7 ⇒ (17) + 7 = 24

Mr. Chips jumps out of the way, grabs the ball and bounces it off of Wreck's head again. Then, he sticks his tongue out. Ook Ook!

That's enough Mr. Chips. George snaps his fingers and Mr. Chips run under George's coat and up his leg, under his long cloak. George walks over and picks up the rubber ball, holding it at his collar. A small monkey hand pops out of the cloak's collar and grabs the tiny ball.

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

Shel rolls her eyes at the revelry. Unlike the personality of "normal" halflings, she didn't appear interested in any fun and games before hearing more about the mission. She sat idly by, sipping her tea and waiting for her directions. Going to be tough whipping this lot into a cohesive team, she thinks.

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

You see a half-elf with a hint of wild in his appearance, especially his silvery hair and sideburns.
His armor has bits of horn and covered with markings from the far East.

Close by, there is a lion that follows Fendahl closely, watching for commands or an occasional treat from his companion.

"Hrrmm, it is an honor to serve with you all."

He bows deeply to the collective members assembled.

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

The half orc throws his hands up
"Ah! Pointy ear cat person man is here too! Wreck greets warmly!" he goes to greet Fehn

-Posted with Wayfinder

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

Fendahl greets Wreck ...

"Ahhh Master Wreck, I have not seen you since defending the siege on Nesting Swallow...you and Master Maps. Fortune brings us together again. We shall prevail against anything with your arms and Map's aim. "

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

The half orc smiles broadly
Yes, little town with bird bandits. I just said so to friend Maps!


The Flaxseed Pathfinder Lodge

Took a break from GenCon for the night so thought I would check in and get this moving:

Master of Scrolls Kreighton Shaine absentmindedly wanders into the room and spends a few moments chatting with you all before eventually remembering that he came here to give you a mission. He thinks for a moment and then begins his briefing:

“As I’m sure you’ve heard by now, the Society recently acquired what we believe to be the very core of the fabled Sky Key. The entirety of the organization is now focused on finding the four remaining pieces of the mysterious, fractured item, as well as finding any information we can regarding Numerian technology.

“We received word than an agent in Nantambu has obtained a copy of A Thread of Silver. The original copy of this book was stolen from the Technic League in Numeria generations ago. Since that time, several copies have surfaced. In each case, however, the books’ owners were savagely murdered and the copies were destroyed by Technic League agents.

“We don’t know if the book that was purchased is legitimate, but the very mention of its name is treacherous. Venture-Captain Nieford Sharrowsmith is off on an important expedition, so the Nantambu lodge is in the hands of our trusted associate, Aya Allahe. I need you to travel to the covert lodge—in the back of Sharrowsmith’s Exports on the outskirts of Nantambu. Take this coin and show it to the guards standing outside the inner sanctum. Tell them that you require an appraisal. They will recognize the coin and let Aya know you’ve arrived. Work with her to make sure the existence of the book remains a secret and see it safely to Absalom. No one must learn we purchased the book or of our operations in Nantambu.”

---

You may know something about the Technic League already.

DC 15 KN (local):
The Technique League is a formerly secret society whose chief goal is the acquisition of personal and worldly power through magic and ancient technology.

DC 20 KN (local):
The League is incredibly protective of their secrets and power, and they ruthlessly hunt down those who leave Numeria with technology or knowledge thereof, including such books as A Thread of Silver. Those said to possess such jealously guarded secrets are often brutally murdered to maintain the League’s sole control of such technology.

DC 30 KN (local):
Many believe the Technic League is the true power behind Numeria’s ruler, Kevoth-Kul, who holds the title “Black Sovereign.” Members are said to meld technology into their very bodies, and use it to fuel their magic and vice-versa.

You may know something about the esoteric book A Thread of Silver.

DC 15 KN (arcana):
This incredibly rare book is said to contain an account of the first ventures into the largely unexplored Numerian dungeon known as Silver Mount.

DC 20 KN (arcana):
The original copy of this book was stolen from the Technic League, and since then the cabal has hunted down any who are said to own a copy, or know the secrets possessed within.

DC 30 KN (arcana):
Should the Pathfinder Society gain access to a legitimate copy of this rare book, it could provide incredible insight into the Sky Key and other Numerian technology that has heretofore been beyond the organization’s reach and understanding.

You may know something of the city of Nantambu. If you are from the Mwangi Expanse you gain a +5 circumstance bonus on this check.

DC 10 KN (local):
Nantambu is the Mwangi Expanse’s second largest city, with a population of over 14,000 people of mostly Zenj and Bonuwat tribal heritage. It is the home of the Magaambya, one Golarion’s oldest and most storied academies of arcane knowledge.

DC 15 KN (local):
Members of Zenj tribes are believed to be the most populous of the Mwangi peoples, living in hundreds of small tribes in the jungles and savannas of the Mwangi Expanse. Some of the tribes live in villages alongside the region’s many rivers while others are nomadic herders who graze their cattle or goats in the Expanse’s grasslands and hills. The Bonuwat are seafarers, and as such are often the group most encountered by the outside world. The Mwangi found in ports such as Bloodcove or the Shackles tend to be Bonuwat. They are excellent fishermen and sailors.

DC 20 KN (local):
Nantambu maintains a remarkable aura of security and normalcy despite the lack of defensive fortifications or a standing army, primarily due to its strong magical history.

DC 25 KN (local):
The tallest tower in Nantambu is known as the Natambiyan. The gold-flecked tower is said to contain the Watcher’s Stone of Jatembe, a magical scrying globe used by Old-Mage Jatembe himself.

Pathfinder agents who have studied arcane history likely recall stories of the Old-Mage Jatembe and his Ten Magic Warriors.

DC 15 KN (arcana or history):
After Earthfall ushered in the Age of Darkness, it is said that Old-Mage Jatembe and his Ten Magic Warriors fought to reclaim fragments of civilization and enlightenment in the aftermath of the comprehensive cultural collapse. Their followers were said to have settled Nantambu near the end of the Age of Anguish and built the Magaambya to stand as Garund’s center of learning.

DC 20 KN (arcana or history):
The magic perfected by Old-Mage Jatembe and taught in the Magaambya today blends arcane study with natural magic, creating a unique hybrid of scholarship and druidism.

DC 25 KN (arcana or history):
Old-Mage Jatembe is said to have learned secrets whispered by the severed head of the ancient god of serpentfolk, Ydersius, before sewing shut its lips once more. He also slew the King of Biting Ants and sealed away the ruins of the Doorway to the Red Star. He was even known to have communed with angels and devils as an equal, using any means available to ensure the safety and survival of his people.

DC 30 KN (arcana or history):
Legends provide few details of the fate of Old-Mage Jatembe, however, there are those who believed he was actually an incarnation of Nethys, the All-Seeing God of Magic.

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

Wreck looks at the captain
"So Wreck and fellow Pathfinders go get book thing and make sure book thing safe and stuff. Does other people know that book is there?"

-Posted with Wayfinder

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

Technic League Knowledge Local 1d20 + 9 ⇒ (14) + 9 = 23

Natambu Knowledge Local 1d20 + 9 ⇒ (16) + 9 = 25

Shel fills the others in on what she knows about the Technic League. Please read the first two spoilers under the Technic League.. She also remembered a few stories about Natambu she heard as a teen, and described those as well. Please read all the spoilers under Natambu.

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

Fendahl bows to Shel in respect to her knowledge.

"Hrrmm, you are a fountain of knowledge on the subject. Have you traveled in the area with this Technic League? . "

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

"Nope. I've never been in that area, but I've done a bit of traveling in my day and read a lot at the library in the Grand Lodge. It'd be nice if we could find someone who personally knew the ways of the Technic League, though."

Scarab Sages

Human Pistolero Gunslinger 6 / Alchemist 2 | HP 64/64 | AC 25 [F 17 T 19] | CMD 28 | F+11 R+16 W+6 | Init +10| Perc +11/+16 | Grit 2/4

Maps listens to Kreighton's introduction, his initial curiosity shifting to confusion. The Sage implied this mission might lead to answers for his questions, but Nantambu and The Technic League seem far removed from Osirion and the Wastes.

What is he up to? What should I be looking for here?

Maps will aid another for George on these checks.

Aid Local: 1d20 + 5 ⇒ (4) + 5 = 9
Aid Arcana: 1d20 + 5 ⇒ (16) + 5 = 21
Aid Local: 1d20 + 5 ⇒ (19) + 5 = 24
Aid Arcana: 1d20 + 5 ⇒ (15) + 5 = 20

Grand Lodge

Active Buffs:
Addiction: Angel's Trumpet
Assassin 10 HP: 63/63 | AC 20 | T 16 | FF 14 | Fort +9 | Ref +14 | Will +4 | CMD 22 | Initiative +6 | Perception +13 | Sense +0 | Disable +22 | Kn.(Arc./Local/Nat./Rel.) +20
Resources:
Mutagen: 1/1 | Bombs 19/19 | Extracts - 1st: 7/7; 2nd: 6/6; 3rd: 5/5; 4th: 1/1 | CLW Wand - 31 charges | Poisons: -- (DC --) 6/6; -- (DC --) 5/6

1st Knowledge: 1d20 + 13 ⇒ (17) + 13 = 30
2nd Knowledge: 1d20 + 13 ⇒ (7) + 13 = 20
3rd Knowledge: 1d20 + 13 ⇒ (6) + 13 = 19
4th Knowledge: 1d20 + 13 ⇒ (1) + 13 = 14

George ponders... HARD!


The Flaxseed Pathfinder Lodge
Wreck wrote:

Wreck looks at the captain

"So Wreck and fellow Pathfinders go get book thing and make sure book thing safe and stuff. Does other people know that book is there?"

"Yes, it seems you have the gist of the mission. We certainly hope that no one knows the book is there but the ever-watchful Technic League may already have suspicions. Make sure they don't confirm those suspicions."

---

Ok, back from GenCon! I'll give you a little bit longer to make sure no one had anything else to do before heading off to the Mwangi. You will be traveling by boat so it will be quite a long voyage.


The Flaxseed Pathfinder Lodge

You spend a considerable amount of time traveling to the Mwangi via several mundane means to arrive in the city of Nantambu safely. Sharrowsmith’s Exports, which serves as both a thriving marketplace and the front for the Pathfinder Society’s secret lodge in Nantambu stands on the northwestern corner of the city.

Towering wooden gates stand open, leading to a vast courtyard surrounded by thick, stone walls. Dozens of colorful awnings cover rows of tables and carts, as hundreds of customers peruse all manner of exotic goods.

Two large, vaguely human statues rise from a central fountain. Their faces look up to the sky and their gaping mouths overflow with water feeding into the basin below. Beyond the fountain stands an immense stone building lined with monolithic pillars, behind which is a facade carved with great beasts native to the Mwangi jungles.

Two guards stand watch over the bazaar just inside the gates, and two more stand outside the sealed doors to the inner building.

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

Shel presents the coin given earlier and requests the appraisal nonchalantly. "That fountain is beautiful," she comments, trying to make small talk.

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

Fendahl keeps the lion Kirrah in check, not wanting to frighten the crowds in the market.

"Hrrmm, until we know you are welcome, best stay back for a bit. . "

Scarab Sages

Human Pistolero Gunslinger 6 / Alchemist 2 | HP 64/64 | AC 25 [F 17 T 19] | CMD 28 | F+11 R+16 W+6 | Init +10| Perc +11/+16 | Grit 2/4

Maps stays to the rear of the group, watching for trouble or overcurious eyes.

Perception: 1d20 + 15 ⇒ (12) + 15 = 27

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

Wreck whispers
"So Wreck no go greet?"
Wreck always got confused with complicated situations

-Posted with Wayfinder


The Flaxseed Pathfinder Lodge

When presented the coin given to you by Kreighton Shaine, the guards lead you inside the building and ask you to wait in the foyer.

A woman returns with the guard and introduces herself as Aya Allahe. Aya is a Mwangi aasimar woman with golden eyes and lips, smooth dark skin that shines with a celestial radiance, and modest, traditional Mwangi attire. She asks to see the coin and upon its presentation she leads you to the westernmost appraisal room of Sharrowsmith’s Exports.

Once in the room, she welcomes you more formally, “Welcome Pathfinders. It’s good to see that your leaders take your recent acquisition seriously. If you will follow me, I will lead you to your lodge.”

Aya runs her hand along the wall and presses a hidden catch. The wall slowly recedes, revealing a small room lit by a single torch. “Please, follow me.”

Aya leads you through the door, past a vaguely human wooden statue, and into a warmly lit lounge.

“Please think of this as your home away from home. You will find it currently empty, as Nieford departed several weeks ago and took most of his agents with him. The venture-captain left only Arvellos Rand behind to watch over the grounds until he returned.

“Rand had only just arrived in Nantambu with the item whose discovery prompted your visit here. Now, he has now been missing for two days.

“Your precious book is locked in the lodge’s hidden vault, but I fear it may not be safe even there. Rumors ride the winds that strange mechanical creatures have been seen in the corners of the city and dark shadows stalk the night. I fear that the book’s rightful owners are here in my city and it’s only a matter of time before they find this location—putting my investment and my safety at risk.

“From what I have heard of the Technic League, they will stop at nothing to destroy the book and lay waste to any who would stand in their way. It is important that you find Arvellos Rand and make sure no one can connect a copy of A Thread of Silver to our facility. Should the League learn of its location, I fear the defenses of this lodge would not survive their magical and technological onslaught.”

members of The Exchange:
Members of the Exchange faction should be interested in impressing Aya, who is a fellow merchant.

members of the Grand Lodge:
Grand Lodge faction PCs should be interested in surveying the state and defenses of Sharrowsmith’s Exports to ensure that it is in good working order and capable of weathering an attack.

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

Wreck looks around, he knew a thing or two about fighting
"Ma'am? May Wreck look around to see if place can fight back if enemy comes? Wreck promise Wreck not break or touch anything!"

-Posted with Wayfinder

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

"I assume there's no clue as to Rand's whereabouts? I'm pretty good at asking around town, so I might be able to get something on him, if anyone in town has seen him. Once we find Rand, what do we do with him? Bring him back here?"

The Exchange

AC20/Touch15/Flat16/CMD23(25 vs grapple, overun, trip)||HP44[44]|Fort:+5;Ref:+11;Will:+4[+4 vs water, air, and trip]|Percept.+11|Init.+4 Aasimar Ranger (Freebooter) 4 / Bard (Sea Singer) 2

Johender, who had been quiet up to this point, flashes a winning smile at the woman. "Nice to meet you love? When was Rand last seen? How would you advise we go about finding Rand?" Peering around the shop he levels his stare at the comely woman. "What sort of goods do you deal in? What is your position here?"

Diplomacy T10: 10 + 11 = 21

Grand Lodge

Active Buffs:
Addiction: Angel's Trumpet
Assassin 10 HP: 63/63 | AC 20 | T 16 | FF 14 | Fort +9 | Ref +14 | Will +4 | CMD 22 | Initiative +6 | Perception +13 | Sense +0 | Disable +22 | Kn.(Arc./Local/Nat./Rel.) +20
Resources:
Mutagen: 1/1 | Bombs 19/19 | Extracts - 1st: 7/7; 2nd: 6/6; 3rd: 5/5; 4th: 1/1 | CLW Wand - 31 charges | Poisons: -- (DC --) 6/6; -- (DC --) 5/6

George quietly wanders around, surveying the area. His smoked glass mask glinting in the light.

Perception: 1d20 + 10 ⇒ (7) + 10 = 17

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

"Master Wreck, I am with you on that thought. Let us check to the defenses. . "


The Flaxseed Pathfinder Lodge

"I am not sure where Arvellos Rand is. But find Arvellos. Make sure he is safe and ensure he has not exposed the Society’s purchase to the Technic League. Beyond that, you should investigate the rumors of the League’s presence here in Nantambu. There are some in the city who report seeing strange happenings, unusual even by Nantambu’s standards. If the Technic League is indeed in Nantambu, we need to make sure they don’t learn of the Pathfinder Society’s presence or involvement in the book’s acquisition. Maybe you could plant rumors across the city of someone else’s involvement. Perhaps your Aspis Consortium friends in Bloodcove? Whatever it takes to lead the Technic League away from the city."

You have lots of options for what you can do here.

Giving the site a thorough inspection takes one hour and requires a successful Knowledge (engineering) check or Perception check. This may or may not allow you to secure the lodge's defenses against any potential attack.

You can attempt to find field agent Arvellos Rand by canvasing the streets of Nantambu and following the rumors that catch their ears. This will take several checks.

You could decide to start a whispering campaign and redirect any investigation of the sale or acquisition of A Thread of Silver away from the Society.

Aya has several contacts in the city that may aid your efforts. Travelling to and meeting with these contacts takes an hour each, but if the party splits up, you can talk to several of them simultaneously. They can help you in various ways with one of the above strategies or anything else you might think of. They are:

  • Bunda Malinzi: alchemist, specializes in herbal remedies
  • Takna Hunzu: florist
  • Utuma Zbembe: an expert and purveyor of the fantastic

    If you have any other ideas (wandering the streets and listening for rumors is fair game), we can work with that too.

  • Sovereign Court

    Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

    Shel is pretty good at Diplomacy/Know. Local, so she would probably be better served looking for rumors about Rand's whereabouts and talking to the contacts. Seems like splitting up might be the wisest option until we get things figured out.

    Grand Lodge

    Male Half Orc
    VITALS:
    AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
    Fighter 11
    Skills:
    Climb +8(+10), intimidate +24, Swim +8(+10)

    Wreck can take 20 on perc for a total of 20... other than that, he cant do much. Unless he can scare people into telling him stuff :P

    -Posted with Wayfinder

    Grand Lodge

    Active Buffs:
    Addiction: Angel's Trumpet
    Assassin 10 HP: 63/63 | AC 20 | T 16 | FF 14 | Fort +9 | Ref +14 | Will +4 | CMD 22 | Initiative +6 | Perception +13 | Sense +0 | Disable +22 | Kn.(Arc./Local/Nat./Rel.) +20
    Resources:
    Mutagen: 1/1 | Bombs 19/19 | Extracts - 1st: 7/7; 2nd: 6/6; 3rd: 5/5; 4th: 1/1 | CLW Wand - 31 charges | Poisons: -- (DC --) 6/6; -- (DC --) 5/6

    George will perform a thorough inspection of the place.

    Perception: 1d20 + 10 ⇒ (15) + 10 = 25

    Grand Lodge

    Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

    Fendahl follows Wreck and George on the inspection.

    perception : 1d20 + 12 ⇒ (11) + 12 = 23

    it looks like Qadira is retired...second faction Fendahl has lost. He will give a Grand Lodge a try now.. .

    Grand Lodge

    Male Half Orc
    VITALS:
    AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
    Fighter 11
    Skills:
    Climb +8(+10), intimidate +24, Swim +8(+10)

    whooohooo

    -Posted with Wayfinder

    Scarab Sages

    Human Pistolero Gunslinger 6 / Alchemist 2 | HP 64/64 | AC 25 [F 17 T 19] | CMD 28 | F+11 R+16 W+6 | Init +10| Perc +11/+16 | Grit 2/4

    "I'll help here, then hit the streets."

    Maps then takes the time to secure the site with the others.

    Perception: 1d20 + 16 ⇒ (16) + 16 = 32

    ...

    Out in the streets he keeps his eyes peeled for any clues about Arvellos or the Technic League, starting near the docks.

    I'll spend 1 hour doing this.
    Perception: 1d20 + 16 ⇒ (2) + 16 = 18
    Knowledge Local: 1d20 + 5 ⇒ (13) + 5 = 18

    The Exchange

    AC20/Touch15/Flat16/CMD23(25 vs grapple, overun, trip)||HP44[44]|Fort:+5;Ref:+11;Will:+4[+4 vs water, air, and trip]|Percept.+11|Init.+4 Aasimar Ranger (Freebooter) 4 / Bard (Sea Singer) 2

    Johender nods in agreement and begins asking around about Rand.

    Diplomacy: 1d20 + 11 ⇒ (7) + 11 = 18


    The Flaxseed Pathfinder Lodge

    Ok, there's a lot going on with inspecting the Lodge so let's take care of that first. The map is linked up top with the room labels still on to make it easier to keep track of things:

    Sharrowsmith Exports
    You are given free reign to explore the entire building.

    A1. The Grand Bazaar
    Sharrowsmith’s Exports houses one of the most active markets in Nantambu. The open-air bazaar is home to dozens of merchants, many of whom sell their varied wares from beneath colorful awnings. The exterior walls of the compound are made of lightly colored granite and stand 12 feet high. A massive wooden gate in the eastern wall remains open from dawn, when the market opens, until about an hour after dusk, when the merchants begin to close shop. Two large stone statues occupy the interior of a
    centrally located fountain.

    DC 18 Knowledge (geography or history):
    These statues are miniature replicas of the fabled Drowning Stones, an ancient site 400 miles up the Vanji River.

    A2. Foyer
    Beyond the primary structure’s stone doors, the grand foyer of the inner building welcomes merchants from all over Golarion. The room is decorated with Mwangi cultural items and dominated by two large preserved reptiles*. A massive compass rose with ivory inlay dominates the
    center of the floor.

    DC 15 Knowledge (nature):
    The large lizard in the southwest corner is a giant frilled lizard (Pathfinder RPG Bestiary 194) and the creature in the northwest corner is a pachycephalosaurus (Pathfinder RPG Bestiary 3 79). "A pachycephalosaurus is a dinosaur! Dinosaurs are not reptiles!" screams your biologist GM.

    A3. Personal Appraisal Rooms
    These small rooms serve as private meeting rooms for anyone requesting an appraisal of their trade goods. Each room contains a large wood table and simple yet comfortable wooden chairs.

    A4. Luxury Appraisal Rooms
    Reserved for clientele possessing especially rare wares, these rooms are well appointed and spacious enough to appraise large treasures. The northern luxury room contains a secret door in its west wall leading into the Pathfinder Society lodge.

    DC 35 Perception:
    You notice the catch to release the wall panel.

    A5. Sharrowsmith’s Office
    Venture-Captain Nieford Sharrowsmith’s personal office is used to entertain some of Nantambu’s most influential residents. It doubles as a planning room for launching Pathfinder Society activities in the region. A massive oak table occupies much of the room. Several maps lay spread out on its surface, revealing areas of the Mwangi Expanse south of Nantambu.

    DC 21 Knowledge
    (geography):
    One of the maps as an early exploration of northern Sargava.

    Sharrowsmith’s desk sits nestled in the corner of the room. All that remains on his desk is a ledger detailing recent transactions consistent with preparing to supply an extended expedition for a large group of agents.
    Hanging on the west wall is a 20-foot-wide silken tapestry of a large city on the banks of a vast river. Shimmering silver thread depicts a ruined visage of the city superimposed on the image below, creating the appearance of a city at once both whole and desolated.
    DC 30 Knowledge (history or geography) :
    The city is Dokaren, a city on the Defaka River destroyed centuries ago by a deadly artifact called the Song of Extinction.

    Behind the tapestry, a secret door grants access to the Pathfinder Society lodge’s library (area A8).
    DC 28 Perception:
    You find the hidden latch beneath Sharrowsmith’s desk that releases the door.

    DC 15 KN (arcana):
    The suit of Zenj ceremonial armor on display
    in the northeast corner of the office is an animated object missing a particular type of black diamond control gem.

    A6. Secret Foyer
    This passage serves as the main entrance for Society members and their allies heading to and from the bazaar. The room is lit by a single continual flame torch and has two exits, an obvious door to the west (area A7) and a hidden door in the eastern wall, leading to area A4.
    An inert wood golem stands motionless in the passage.

    DC 16 KN (arcana):
    The construction is missing a vital component
    found only in select regions of the Mwangi jungles.

    A7. Lodge Lounge
    This comfortable refuge contains a pair of couches and a lounge chair for traveling agents to rest and recuperate after exploring the harsh jungles that surround Nantambu.

    A8. Library
    The Nantambu lodge is famous for its expansive collection containing thousands of volumes on the Mwangi Expanse, rivaled in the region only by the libraries of the nearby Magaambya. A large wooden decagon table with the Glyph of the Open road engraved into its surface occupies the center of the room. A secret door in the eastern wall leads to area A5.

    DC 30 Perception:
    A better hidden secret door in the room’s southeastern corner leads to the lodge’s secure vault (area A15).

    Characters who spend an hour studying in the library gain a +10 circumstance bonus on a single Knowledge or Survival check relating to the Mwangi Expanse made within 24 hours of such study. A character may benefit from this bonus only once per day, regardless of how many hours she spends studying.

    A9. Kitchen
    A large double-sided fireplace is the central feature of the lodge’s kitchen, which is large enough to comfortably hold over a dozen agents.

    A10. Pantry
    The pantry, normally stocked to the brink with crates and barrels of foodstuffs, now lies nearly empty with only minimal essentials left behind by Sharrowsmith.

    A11. Armory
    The Nantambu lodge’s armory still houses weapons, shields, and a few suits of armor. The PCs can find any simple or martial weapon, any light shield or light suit of armor in the room (none of this equipment is masterwork, magical, or made from special materials). Additionally, the PCs find a cache of adventuring gear left behind by Sharrowsmith. The PCs can rummage through the goods and each find any one piece of equipment listed on Table 6-9 on page 158 of the Pathfinder RPG Core Rulebook, so long as it is valued at less than 150 gp. They are free to use these items throughout the adventure, but any item not expended is returned to the lodge at the adventure’s conclusion.

    A12. Sleeping Quarters
    The Nantambu lodge can comfortably host 12 agents at a time using these simple dormitories. Each room contains a bunk bed and private chest for storing personal items.

    A13. Privy
    The privy of the Nantambu lodge earns much talk from agents travelling through the area for its solid ivory construction.

    A14. Stables
    The lodge’s stables, though currently empty, show signs of recent occupation, with the courtyard beyond its gates covered with month-old hoof prints and wagon ruts. Pathfinders are expected to leave Large or larger companion creatures here during their stay.

    A15. Vault
    The lodge’s vault is accessible only through a secret door hidden behind one of the many bookshelves in the library (area A5). Lined with stone shelves and a small stone table, the vault is home to the lodge’s most precious treasures. The copy of A Thread of Silver lies open on the table. Several other relics line the shelves, including old tablets, pottery and woodcarvings. None of these items are magical, though they’re worth anywhere from several hundred to several thousand gold pieces each.
    The most valuable and useful piece of treasure in the room is the copy of A Thread of Silver which lies at the center of the PCs’ mission. Rules for reading the guide and gaining mechanical benefits as a result of the knowledge contained within can be found on pages 14–15 of Pathfinder Player Companion: Dungeoneer’s Handbook.
    Those without access to these rules may spend 1 hour reading the book in the lodge and attempt a DC 25 Knowledge (engineering) check at the completion of the reading. If successful, the PC gains one of the three listed skill bonuses in the book’s stat block for the remainder of the scenario. A character may benefit from only one such bonus at a time. Those PCs who make a copy of the book (thereby purchasing it from the scenario’s Chronicle sheet), must use the standard dungeon guide rules found in Dungeoneer’s Handbook when using the book in the future.
    A THREAD OF SILVER PRICE 6,700 GP
    ACCURACY +7
    ASSOCIATED SKILL Knowledge (engineering) (DC 25)
    This thick leather-bound book was stolen from the Technic League by unknown hands, and it describes one of the earliest surveys of the Silver Mount of Numeria and nearby ruins. The League’s assassins brutally hunt down anyone with a copy.
    SKILL BONUSES
    • Disable clockwork trap (Disable Device +2)
    • Evaluate Numerian relic (Appraise +4)
    • Identify construct creature (Knowledge [arcana] +4)

    -----------------------------------------------------------------

    Asking around, Johendar hears a rumor about a heavily tattooed Kellid man—a sort of person rarely seen in these parts—dressed in clothes that seemed to be made of solid oil and glass. Maps feels certain that such a man could belong to the Technic League, and be dressed in some of the alien attire their assassins and spellcasters tend to wear.

    Grand Lodge

    Active Buffs:
    Addiction: Angel's Trumpet
    Assassin 10 HP: 63/63 | AC 20 | T 16 | FF 14 | Fort +9 | Ref +14 | Will +4 | CMD 22 | Initiative +6 | Perception +13 | Sense +0 | Disable +22 | Kn.(Arc./Local/Nat./Rel.) +20
    Resources:
    Mutagen: 1/1 | Bombs 19/19 | Extracts - 1st: 7/7; 2nd: 6/6; 3rd: 5/5; 4th: 1/1 | CLW Wand - 31 charges | Poisons: -- (DC --) 6/6; -- (DC --) 5/6

    George is going to be spotty on internet for the next two days as I am travelling back to the United States from Tokyo. Please feel free to bot me if necessary

    Sovereign Court

    Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

    While the others worry about the Lodge, Shel heads off to do what she did, find out more information.

    Diplomacy 1d20 + 9 ⇒ (8) + 9 = 17
    Know. Local 1d20 + 9 ⇒ (15) + 9 = 24

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