GM Erich's 7-98 Serpent's Ire for PbP Gameday V (Inactive)

Game Master Thereus, Silver Crusader

Serpent's Ire for PbP Gameday V

Combat Map


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Grand Lodge

Fate in the Future ||| xxx2 ||| xxx3

This will be the gameplay thread to begin October 12th.


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Reaching Rings: AC 20; Fort +7; Ref +11; Will +9 (+1 vs emotion); Perc +9 (darkvision) Leashy HP 30/38

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Male Enchanter/8 (HP 58/58 | AC:11 | T:11 | FF:10 | CMB: 3 | CMD:14 | Fort:+5 | Ref:+7 | Will:+10 | Init:+5 | Perc: +2 | Speed 30)

dot


Various


Yes, a dot is welcomed.


Male Enchanter/8 (HP 58/58 | AC:11 | T:11 | FF:10 | CMB: 3 | CMD:14 | Fort:+5 | Ref:+7 | Will:+10 | Init:+5 | Perc: +2 | Speed 30)

dot

Grand Lodge

Fate in the Future ||| xxx2 ||| xxx3

The Hall of Blades is as ostentatious as the rest of the Aspis Building in Ostenso, which serves as the headquarters for Consortium operations worldwide. Thousands of swords and knives of every size and curvature hang from racks, populate glass-covered display cases, and even constitute the frameworks of a trio of deadly chandeliers.

With an expression halfway between bitter and bored, a Chelish man in a richly embroidered jacket silently assesses each of his agents in turn over steepled fingers before taking a glass of wine in one hand. “Let it never be said that the Aspis Consortium lacks a sense of humor. Fortunately for some of you,” he adds before swirling the glass and taking a sip, “it also has an underreported appreciation for mercy."

“It is now apparent that the Korholm Agenda, a rogue faction within the Consortium, has been provoking the Pathfinder Society into violence against us, all the while maneuvering for a power play whose details are above your pay grade. We’ve come to an understanding with the Society that by sharing intelligence about these upstarts, we can better crush them and get back to the ugly business of clawing at each other’s throats. Pathfinder agents recently uncovered troubling evidence that the Korholm Agenda has been siphoning hard-earned gold from our accounts to fund an operation in eastern Nidal. Take note: stealing from the Consortium is a bad idea because a powerful Patron—me, Iaovin Ratarion—will send a team of armed professionals—that’s you—to make an example by destroying everything you hold dear.”

Mr. Ratarion pauses for effect before continuing. “This Nidalese facility is hidden within or beneath a plantation known as Wirholt’s Rictus, with which the Consortium does business twice yearly. I’ve never received reports of a clandestine operation beneath those hills, so they’ve no doubt found ways to hide their presence. Your job is to ferret them out; secure any records that can inform me to their plans, contacts, or other safe houses; kill any of the traitorous operatives, and leave their hideout a smoldering ruin that sends a clear signal to their friends. Do whatever you can to avoid raising the alarm. If they’re smart—and assume they are—they’re also prepared to destroy key evidence if they suspect they’re under attack.”

He pauses in a moment of self-reflection. “I did say something about mercy, didn’t I? Perhaps that was an exaggeration. Regardless, do you have any questions? I hope you have questions. The last team that didn’t ask questions flubbed their mission and found themselves tragically unemployed—fatally so, in some cases.”

Also, please see the PM I have sent to each of you individually. It represents an important letter or journal entry for your character.


Reaching Rings: AC 20; Fort +7; Ref +11; Will +9 (+1 vs emotion); Perc +9 (darkvision) Leashy HP 30/38

Falth rumbles.

"Right, kill everyone and find out who they have been working with... so we can kill them too?"

He thinks for a bit.

"Smoking ruins... so okay for the alarm to be raised once there is nobody left to destroy the leads?"

He looks around the rest of the group.

"I'm guessing we don't just ride in and knock down the gates. What do we know of the layout of this place? Can you bring out last agents who visited the place here for us to interrogate? That would help us decide if we are to sneak in or...take an alternative approach."

Grand Lodge

Female Human Unchained Rogue 7 | HP 42/45 | AC (20)19 T (16)15 FF (20)19 Uncanny Dodge | F +3 R +10 Evasion W +6 | CMB +6 CMD 21 | Speed 30' Init +5 Perc +14(16) Lowlight Vision, Trapspotter, Danger Sense +2, EFFECTS: Disgu, displace

A young woman, a pair of goggles on her forehead, brown hair pulled back tightly into a neat ponytail listens on, her eyes listening keenly. She has a rapier in her belt and a light crossbow hung across her back. I small, nondescript backpack underneath that. She's dressed in standard looking explorers gear that is well kept and clean.

Once Falth has finished with his questions she pipes in "I'll need the layout, as he says, to figure out some plans of egress. Are they scheduled to be doing business in the near future? That could complicate matters or provide us with some cover to be snooping around the area."

She bites her lip a moment, deep in thought and continues "If securing information is key, do we have a means to snuff out fire in case evidence is being burned?"


Male Enchanter/8 (HP 58/58 | AC:11 | T:11 | FF:10 | CMB: 3 | CMD:14 | Fort:+5 | Ref:+7 | Will:+10 | Init:+5 | Perc: +2 | Speed 30)

"My friends... Although death and destruction is a enjoyable pastime, and I have to admit quite a sight, there are always other, less noticeable means of gathering the evidence that we need... And there is always the possibility of enjoying the demise of an opponent when they realize that their only choice is their own death.

Looking around the room Be wise, and allow me to utilize my skills so we can go unnoticed before destroying everything in your path..."


Dot


Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13

Zurnzal:
Zurnzal The Ambitious:

Serpent’s Ire pregen (PFS Pbp Gameday 5 - 10/12/16)

ZURNZAL
Male half-orc brawler 6/assassin 2 (Advanced Class Guide 23)
NE Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +13

DEFENSE
AC 19, touch 14, flat-footed 16 (+5 armor, +1 deflection, +2 Dex, +1 dodge)
hp 72 (8 HD; 6d10+2d8+22)
Fort +9, Ref +10, Will +7, +1 vs. poison
Defensive Abilities orc ferocity, uncanny dodge

OFFENSE
Speed 30 ft.
Melee unarmed strike +16/+11 (1d8+8) or
mwk short sword +13/+8 (1d6+5/19–20)
Ranged mwk composite shortbow +10/+5 (1d6+5/×3)
Special Attacks brawler’s flurry, brawler’s strike (magic), close weapon mastery, death attack (DC 14), knockout strike (DC 18), maneuver training (dirty trick +1), martial flexibility (swift action) 6/day, sneak attack +1d6

STATISTICS
Str 20, Dex 14, Con 12, Int 14, Wis 14, Cha 8
Base Atk +7; CMB +12 (+15 dirty trick, +14 disarm, +14 trip); CMD 26 (29 vs. dirty trick, 28 vs. disarm, 28 vs. trip)

Feats Combat Expertise, Improved Disarm, Improved Dirty TrickAPG, Improved Trip, Improved Unarmed Strike, Toughness, Weapon Focus (unarmed strike)

Skills Acrobatics +13, Climb +11, Disguise +10, Intimidate +9, Perception +13, Sense Motive +13, Stealth +13; Racial Modifiers +2 Intimidate

Languages Common, Giant, Orc, Varisian

SQ martial training, orc blood, poison use

Combat Gear Gaels’ revenge poison (2 doses), potion of cure serious wounds, potion of invisibility, quick runner’s shirtUE, sandals of the lightest stepUE, antitoxin, tanglefoot bags (2); Other Gear +2 brawling studded leather, mwk composite shortbow (+5 Str) with 40 arrows, 20 cold iron arrows, and 10 silver arrows, mwk short sword, amulet of mighty fists +1, belt of giant strength +2, cloak of resistance +2, ring of protection +1, disguise kit, bronze Aspis badge, 7 gp

SPECIAL ABILITIES

+2 Brawling Studded Leather: This armor grants Zurnzal a +2 bonus on unarmed attack and damage rolls, including combat maneuver checks made to grapple.

Brawler’s Flurry (Ex): When Zurnzal makes a full-attack, he has the Two- Weapon Fighting feat while using unarmed strikes, close weapons, and monk weapons, and he adds his full Strength modifier to all attacks.

Brawler’s Strike (Ex): Zurnzal’s unarmed attacks count as magic.

Close Weapon Mastery (Ex): Zurnzal can deal 1d6 damage with any weapon from the close weapon group (such as daggers) if he wants.

Desperate Assassination: During the first part of this adventure, Zurnzal can attempt a desperate assassination to silence a witness and negate a strike against the party; he can only do this once, and it can only prevent the last strike that would call the guards. In order to negate this strike, Zurnzal must succeed at a DC 20 Stealth check.

Gael’s Revenge Poison: Zurnzal can safely apply this contact poison (save Fort DC 18; frequency 1/round for 6 rounds; effect 1d3 Dex; cure 2 saves) to his glove or boot as a standard action and deliver it with an unarmed strike.

Improved Dirty Trick: Zurnzal does not provoke an attack of opportunity when using the dirty trick combat maneuver. He gains a +2 bonus on combat maneuver checks to perform dirty tricks and to CMD to defend against them.

Knockout Strike(Ex): Once per day Zurnzal can attempt a one-hit knockout, declaring his attempt before rolling his unarmed attack roll. If he hits and deals damage, the target must succeed at a DC 18 Fortitude save or fall unconscious for 1d6 rounds. The target receives a new save each round to wake up. This ability doesn’t work if the target is immune to critical hits or nonlethal damage.

Martial Flexibility (Ex): Zurnzal can spend a move action to gain any two combat feats he doesn’t possess, as long as he meets the prerequisites, or he can spend a swift action to gain any one combat feat. He keeps the feat for 1 minute. If he uses the ability again before that time, he loses all the feats from the previous use. If the feat has a daily limit and he picks it more than once, it doesn’t reset the limit. Good choices include Greater Trip or Power Attack.

Martial Training (Ex): Zurnzal counts his brawler levels as both fighter levels and monk levels for the purpose of qualifying for combat feats.

Quick Runner’s Shirt: Once per day as a swift action, Zurnzal can activate this shirt to take an additional move action to move and then immediately end his turn, losing any unspent actions.

Sandals of Quick Reaction: When Zurnzal acts on the surprise round, he can take both a standard and a move action.

Although some half-orcs born in Lastwall find acceptance, many green-skinned children raised in that border nation wither under the accusing gazes of warrior families that have lost loved ones to the orc hordes. Zurnzal grew up burdened by his neighbors’ assumptions, who often assumed he might yet become a feral beast, despite his gentle heart and service to the community. Even after leaving Lastwall, he has always strived to measure up to his old neighbors’ impossible standards. However, over the years his noble goal has twisted into barely controlled anger.

He first drew the Aspis Consortium’s attention while working the dangerous Umbral Basis caravan circuit between Molthune and Nidal, where he distinguished himself as a powerful combatant. The consortium seemed like an idea way to get ahead
in life and away from Lastwall, but the half-orc quickly realized that he was as typecast there as anywhere. Most bronze agents simply saw him as another orc-blooded brute to be unleashed at the enemy like an attack dog. Only Madreki Gael—an agent who later joined a faction called the Korholm Agenda—saw the half-orc as anything more than hired muscle, and he began grooming Zurnzal for full Aspis membership.

The half-orc distinguished himself during a raid on the Pathfinders’ Grand Lodge, earned his bronze badge, and traveled to Nirmathas to help his patron further. However, the Society was quick to follow and disrupt Madreki’s schemes. Furthermore, the Aspis Consortium deemed the Korholm Agenda traitors, including Zurnzal. Rather than hope for leniency, Zurnzal found it more profitable to betray Madreki Gael and traded intelligence of his patron in exchange for an official pardon. While the half-orc’s career still suffered a setback, he trusts that by accepting a dangerous mission he can regain the Consortium’s full trust.


Thestil Shadowtongue | Doppelganger Mesmerist 4 | HP 60/72 | AC 19; Tch 12; FF 17 | F +7; R +9; W +13 | CMB+12; CMD 24 | Speed 30 ft | Init +1 | Bladed Belt +13/+8 (1d12+8/×3) | Perc +12

An unusually attractive young woman smirks at the others.

"Indeed...we will fight where we must, but I prefer doing things a little cleaner. I'm hopeful they won't even realize we were there."

She thinks for a minute, then says "This Wirholt’s Rictus...when is the next scheduled business with it? What is the bi-annual business conducted there?"


Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13

A large half-orc in leather armor sits quietly listening, the only noise coming from him is the crack of his knuckles. He recognized Shohiraj and Rataji from the raid on the Lodge and knew they were both capable agents. He assumed they were in the same situation as he, trying to make amends for their association with that low-life, Madreki. At just the thought of his name, Zurnzal punched his fist into his opposite hand.

He nods his head in agreement to Shohiraj's questions. "Yes, you mentioned the Consortium does business twice yearly with this plantation. Might this be one of those times? And exactly what kind of business do we do with them?" he asks. He is about to speak when the woman asks the same question he was going to ask. "Hmm, don't know her. I wonder what her story is.

"I don't mind sneaking in, but I prefer to leave a message and a dead body is a good message. Helps keep everyone in line."

Lol, ninja'd on my first post.


Reaching Rings: AC 20; Fort +7; Ref +11; Will +9 (+1 vs emotion); Perc +9 (darkvision) Leashy HP 30/38

"Sneaking is for cowards. " says the Tiefling offering his clear opinion.

"But can be useful sometimes. Rest assured, there will be dead bodies at the end. They might not see us coming, but you can be sure there will be nobody left to see us going."


Male Enchanter/8 (HP 58/58 | AC:11 | T:11 | FF:10 | CMB: 3 | CMD:14 | Fort:+5 | Ref:+7 | Will:+10 | Init:+5 | Perc: +2 | Speed 30)

"I'm not saying that there won't be dead bodies. It wouldn't be interesting if there were not, and what kind of message would that send? However, just blazing often results in warnings being raised... Besides, I enjoy watching our enemies be persuaded, turned, and in return murder their friends...

At the last comment he stares off into the distance, and grins...


Various

Apologies. Wednesday is my longest day on campus.

A calm and collected female Half-elf slowly walks the perimeter of the room, appraising a few choice blades here and there while listening in on the conversations.

Upon hearing [Thestil's] question of business, Eramay peeks an eyebrow. "Ah, yes, an excellent query. While brute force and destruction," she nods to the Tiefling and [Zurnzal], "and subtlety," she gestures to [Rataji] and [Shohirajj], "are both viable avenues of approach, either can also be reserved as backup plans for a... cover."

She addresses [Iaovin] politely, "Depending on our information available, we could approach as... 'agents'... of the Korholm Agenda. They've never seen us, and the organization is secret, so it could be a plausible cover story."

Tapping her chin in thought, she pauses before continuing. "And, if we do not feel secure in our knowledge of the operation, we could instead travel as employees of the state. Nidal is a quite ruthless militaristic theocracy. I know a great deal about their faith and practices. We could act as... 'auditors'. Ensure the plantation is operating within the strictest of margins. For the benefit of the state, of course."


Reaching Rings: AC 20; Fort +7; Ref +11; Will +9 (+1 vs emotion); Perc +9 (darkvision) Leashy HP 30/38

"And break heads where it is not!" smiles the tiefling - expressing approval at the plan.

"Will we need any particular 'roles' if we are to be auditors?"


Various

"Two or three groups should be fine, I would imagine. Organized by ability. One group needs to play the talking game. One group needs to be hidden, and take advantage of the distraction."

"And perhaps even another, if anyone has any ideas. Sabotage could be an option. Anyone have any suggestions? I don't know you as well as you know yourselves, after all."

Grand Lodge

Female Human Unchained Rogue 7 | HP 42/45 | AC (20)19 T (16)15 FF (20)19 Uncanny Dodge | F +3 R +10 Evasion W +6 | CMB +6 CMD 21 | Speed 30' Init +5 Perc +14(16) Lowlight Vision, Trapspotter, Danger Sense +2, EFFECTS: Disgu, displace

"I guess I would say I could do either of those things pretty well. My focus is mostly on the getting in and getting out, I'll leave you all to the grizzly parts. So long as we can get some sort of solid plan together before hand things should go smoothly."


Reaching Rings: AC 20; Fort +7; Ref +11; Will +9 (+1 vs emotion); Perc +9 (darkvision) Leashy HP 30/38

"I'll happily handle the grizzly parts." says the tiefling with relish.

He lowers his voice. "But until then, I will go with the stealthy group."

Grand Lodge

Fate in the Future ||| xxx2 ||| xxx3

Iaovin watches you all concoct your plan with great interest, then clears his throat to clarify a few points.

“Thestil, the Nidalese are obsessed with pain, and some of them grow bored with whipping themselves and driving spikes into one another’s flesh. Wirholt’s Rictus grows a wide variety of medicinal plants, which its employees convert into a wealth of pain-inducing chemicals and drugs. The market for such curiosities is rather sparse beyond Nidal, but the Consortium makes enough money shipping the stuff to distant ports that we can afford to send a convoy there twice a year.”

He then turns to address Eramay.

“Well, Aspis teamsters visited the plantation about a month ago, so they aren’t expected back for at least a season. I suppose, a few of you might be able to lie your way past curious minds, but to get anywhere sensitive, I like your plan to avoid notice even better.”

He smiles momentarily at Shohiraj.

"Ah, a map. Well that shant be necessary, my lovely. The Rictus is very straightforward. Greenhouses, warehouses, and smokehouses to process the stuff, a few hovels for the workers, and a nice comfortable manor for the business staff. Do be careful of the Kuthite shrine though, unless you are into that, of course."

"So, is everything clear as crystal?"


Various

Eramay nods as [Iaovin] speaks.

"Of course. This looks like a competent group."

She appraises everyone once more before continuing.

"I am sure we will prove ourselves resourceful as a team. Planning our attack will be much easier once we can see the layout of the plantation in person."

After tapping her chin again, she adds, "May I assume, given the importance of this mission, that our arrival will be hastened via some sort of... teleportation?"


Thestil Shadowtongue | Doppelganger Mesmerist 4 | HP 60/72 | AC 19; Tch 12; FF 17 | F +7; R +9; W +13 | CMB+12; CMD 24 | Speed 30 ft | Init +1 | Bladed Belt +13/+8 (1d12+8/×3) | Perc +12

"No one will know we were there," Thestil promises.


Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13

Zurnzal continues to listen to the information available and everyone's ideas. "Sounds like we will have to sneak in. I agree, Eramay, that we need to see the place before we can come up with a plan. And I too am interested in how we are getting there."

Grand Lodge

Female Human Unchained Rogue 7 | HP 42/45 | AC (20)19 T (16)15 FF (20)19 Uncanny Dodge | F +3 R +10 Evasion W +6 | CMB +6 CMD 21 | Speed 30' Init +5 Perc +14(16) Lowlight Vision, Trapspotter, Danger Sense +2, EFFECTS: Disgu, displace

After listening to the strong ideas presented Shohiraj speaks up. "I must admit I'm quite fond of the 'inspector' angle. If we can get some proper backstories and some important names to drop it should get us a solid tour of the facility. That tour would give us plenty of information for a stealthy and reasonably safe raid on the place." She says as he mind begins to make calculations.

"Mr Ratarion or Eramay, Do you know of anyone in particular within the Nidal government that could either provide us some sort of credentials or would you know some names we could mention to bolster our claims to inspect the place?"

Maybe I do since I guess I do have a good K Local Knowledge: Local: 1d20 + 12 ⇒ (16) + 12 = 28


Male Enchanter/8 (HP 58/58 | AC:11 | T:11 | FF:10 | CMB: 3 | CMD:14 | Fort:+5 | Ref:+7 | Will:+10 | Init:+5 | Perc: +2 | Speed 30)

"If we are unable to find someone, I may be able to just as easily forge some documents for that purpose as well."


Reaching Rings: AC 20; Fort +7; Ref +11; Will +9 (+1 vs emotion); Perc +9 (darkvision) Leashy HP 30/38

Falth looks a little disappointed at the approach, but holds his tongue for what seems to him like years before offering:

"Never seen much point in lying to folk myself. Too easy to detect. Either don't get seen, or front and center at the best ways."

He shrugs. "But you want to try and talk your way in, be my guest. Either you succeed, or I get a fight. Win-win."


Male Enchanter/8 (HP 58/58 | AC:11 | T:11 | FF:10 | CMB: 3 | CMD:14 | Fort:+5 | Ref:+7 | Will:+10 | Init:+5 | Perc: +2 | Speed 30)

"I'm only offering it as a possibility."

Grand Lodge

Fate in the Future ||| xxx2 ||| xxx3

"Ah, of course Eramay, once we are finished talking and you've made any last minute purchases, I am quite prepared to send you by magical means to Nidal, only a few miles from Wirholt’s Rictus."

"Well, Shohiraj. I'm not sure it would be a in any of our best interests to go fumbling around with official government channels in Nidal for assistance. No telling who might be in league with our many adversaries. But, I suppose I could locate some correspondence that would at least aid in your endeavors."

Translated as he could obtain, at the proper cost (50 gp), a masterwork tool for your linguistics check to forge documents for this mission.


Reaching Rings: AC 20; Fort +7; Ref +11; Will +9 (+1 vs emotion); Perc +9 (darkvision) Leashy HP 30/38

Can they provide samples of writing to copy and names of legitimate people who would sign such a document?

Grand Lodge

Female Human Unchained Rogue 7 | HP 42/45 | AC (20)19 T (16)15 FF (20)19 Uncanny Dodge | F +3 R +10 Evasion W +6 | CMB +6 CMD 21 | Speed 30' Init +5 Perc +14(16) Lowlight Vision, Trapspotter, Danger Sense +2, EFFECTS: Disgu, displace

"Fair enough, the less people we involve the better. Having writing samples does sound like it would be helpful in an accurate forgery. Now that we have a means of getting to Nidal, what are the plans for leaving the area?"

Grand Lodge

Fate in the Future ||| xxx2 ||| xxx3

Falth, that would entirely depend on exactly whom you were trying to impersonate. Given some time, considering you are in the Aspis HQ, many things could be obtained.


Male Enchanter/8 (HP 58/58 | AC:11 | T:11 | FF:10 | CMB: 3 | CMD:14 | Fort:+5 | Ref:+7 | Will:+10 | Init:+5 | Perc: +2 | Speed 30)

I have only 47 gold to my name. I would need the agreement of some of the rest of the party for this to become an available option.

Grand Lodge

Female Human Unchained Rogue 7 | HP 42/45 | AC (20)19 T (16)15 FF (20)19 Uncanny Dodge | F +3 R +10 Evasion W +6 | CMB +6 CMD 21 | Speed 30' Init +5 Perc +14(16) Lowlight Vision, Trapspotter, Danger Sense +2, EFFECTS: Disgu, displace

Shohiraj takes out a small coin purse and counts out 8.5g and slides it over to Rataji, accounting for the bulk of the purse. "Here's my share of the cost. Pony up some gold people, you gotta spend money to make money."


Thestil Shadowtongue | Doppelganger Mesmerist 4 | HP 60/72 | AC 19; Tch 12; FF 17 | F +7; R +9; W +13 | CMB+12; CMD 24 | Speed 30 ft | Init +1 | Bladed Belt +13/+8 (1d12+8/×3) | Perc +12

"I think we will be able to come up with a plan once we are there," Thestil says. "I can be anyone."


Reaching Rings: AC 20; Fort +7; Ref +11; Will +9 (+1 vs emotion); Perc +9 (darkvision) Leashy HP 30/38

"I prefer to be paid for my work, than to pay for the privilege.." mutters Falth.

"How much extra coin do you need?"

Turning to the Gold agent he asks "We need writing of someone of importance in Nidal, anyone really. But ideally someone who can authorize an audit of the facility."

He thinks for a while before adding.

"Is there any particular reason to be careful of the Kuthite shrine ?"


Various
ChuffyTheKnife wrote:
"Is there any particular reason to be careful of the Kuthite shrine ?"

Eramay chuckles, "Not unless you enjoy a good whipping, or other such forms of... entertainment."


Various
GM Erich wrote:
"Ah, of course Eramay, once we are finished talking and you've made any last minute purchases..."

Eramay taps the inside of her arm and frowns.

"Unfortunately, during my last mission, my spring-loaded wrist-sheaths endured their last performance. I can be quick in picking up another set."

Eramay is a scroll user, and she actually has a scroll of Breath of Life. Do you allow scrolls in wrist sheaths? She can afford the 10gp.

Grand Lodge

Fate in the Future ||| xxx2 ||| xxx3

Yes for scrolls in wrist sheaths, spring loaded I take it for the breath of life.


Various

Cool. Thank you. I'll put Breath of Life in one and Cure Moderate in the other, so I can play emergency Healer if needed.


Reaching Rings: AC 20; Fort +7; Ref +11; Will +9 (+1 vs emotion); Perc +9 (darkvision) Leashy HP 30/38

Not that we really seem to have any healing among us.

Grand Lodge

Female Human Unchained Rogue 7 | HP 42/45 | AC (20)19 T (16)15 FF (20)19 Uncanny Dodge | F +3 R +10 Evasion W +6 | CMB +6 CMD 21 | Speed 30' Init +5 Perc +14(16) Lowlight Vision, Trapspotter, Danger Sense +2, EFFECTS: Disgu, displace

"Once we have these forgery materials and Rataji has completed the documents I'm ready to go."

My last post for the next 4 days.


Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13

Zurnzal pulls out a small coin bag and peers inside. He empties the contents into the palm of his hand and offers it to Rataji. "I'm afraid all I have is 7 gold, but if it helps us complete our mission, you can have it," he says with a shrug.


Male Enchanter/8 (HP 58/58 | AC:11 | T:11 | FF:10 | CMB: 3 | CMD:14 | Fort:+5 | Ref:+7 | Will:+10 | Init:+5 | Perc: +2 | Speed 30)

"With your generous donations it appears that we have enough for the tools that I require. Thank you my friends" 50 gold will be spent on masterwork tools in the cast that documents need to be forged. If there is something that needs forging now, I can make those roles. "Shall we get started?"


Thestil Shadowtongue | Doppelganger Mesmerist 4 | HP 60/72 | AC 19; Tch 12; FF 17 | F +7; R +9; W +13 | CMB+12; CMD 24 | Speed 30 ft | Init +1 | Bladed Belt +13/+8 (1d12+8/×3) | Perc +12

"Yeah, let's go," Thestil says.

Grand Lodge

Fate in the Future ||| xxx2 ||| xxx3

Sensing that you are truly ready to go, Iaovin calls for an arcane assistant to the Hall of Blades. With surgical precision she arrives, gathers you all together and unceremoniously casts her spell. You feel the violent tugging on your body as you are pulled away from the Aspis headquarters, and wholly regenerate just a few miles from Wirholt’s Rictus. Quickly you find cover and use it to make your way to your goal.

A sickly odor hangs in the air, and grows stronger as you approach. The sound of a dozen or so workers fill the air and aid to silence your footfalls. When you clear the last foothill, the active farm presents itself, all at once imposing and comfortable.

The plantation manor sits atop one of the higher hills, giving it a commanding view of the rolling rows of cultivated bushes, shrubs, and grasses. As you scan further, the layout of the plantation becomes apparent.

Basic Map Key:

1. Manor with a 10-foot-tall wall, gate, and perimeter of shrubs
2. A trio of greenhouses made of wood and glass
3. Warehouse and barn
4. These two buildings are for processing the plants
5. Three barracks and a kitchen house (as well as a dozen other houses are scattered throughout the plantation - not shown)
6. Smokehouses
7. A metal and bone rendition of the dark god Zon Kuthon's unholy symbol adorns the front entrance of this building.
8. Threshing yard

Game mechanic for this section of the adventure:

For this initial exploration and infiltration part of the scenario, the game will be divided into phases (representing roughly 20 minutes of game time). During each of the phases you each can do a major action at one location (such as gather information or searching) and a minor action at another location (such as quick perception or casting a spell on a colleague). So decide what you want to do for this first phase and based on that we will proceed.


Various

Eramay gathers the group into a huddle.

I would prefer to make my choice after everyone else. Alternatively, if someone has any suggestions for my Major/Minor actions, such as using a scroll or assisting them on a skill check, then please let it be known.


Reaching Rings: AC 20; Fort +7; Ref +11; Will +9 (+1 vs emotion); Perc +9 (darkvision) Leashy HP 30/38

"I" suggests Falth " shall go and inspect the workers barracks. Who knows what might be left lying around there. " he smiles an evil smile.

"If any of you would like some assistance, I'll be happy to help. Let us hope all the accidents befall others."

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