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173 posts. Alias of Liz Courts (Webstore Gninja Minion).


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Matteos, you haven't posted in the PbP for a month. Are you still able to contribute?


Gevtodt:
The guard patrols are fairly light in the early hours of the morning. It should be fairly simple to avoid any patrols if the four of you decided to approach the fishery from land.


The foggiest time of day in Korvosa is early morning, from about 3am to sunrise (approximately 8am).


A Knowledge (nature) or Knowledge (local) check will give you more information about the local fog conditions. Without actually going to location, you're not going to get any further useful information. Gevtodt can make a Knowledge (local) check regarding guard routes and patrol sizes, if he so desires.


Dunzeltoff Haelcannon wrote:
(without Jericho I guess none of us actually have a relative being held by Lamm, right?)

Not directly, no. But those that are being held are a relative of somebody, right? ;)

Please, discuss your plans to get to the fishery and find out what's what.


The elder smiles up at Dunzeltoff, stretching out as he sets down his quill. "Oh, they've been performing for a good hour or so - probably will dance for the rest of the night too. As for what I'm working on, I'm examining some research papers from my students. I teach at the Academae, you see."

As the waitress brings in a candelabra for him at Dunzeltoff's request, he grins. "Aye, I've given these eyes enough of a workout in the dark. Some light could be useful." The elder jumps when Gevtodt sneaks up on him. "What the devil! Oh! Young whip...wait, haven't I seen you somewhere before? Oh yes...I recall...'A Day at the Fair' yes?"

The waitress comes back with a pitcher of ale, refilling your mug and a heavy plate of finger foods - sausages, rolls, filled pastries, steamed mussels and slices of frost melon. She fills Matteos' drink to the brim, smiling warmly as she saunters away.


Go in sequence for now.


Don't worry, I haven't forgotten you guys. Slammed at work, will try to post this evening.


A younger age is fine by me - I think I was using 18 as a filler. I'll get my copy of the character sheet updated.


The four of you make your way from Lancet Street to Eodred's Walk. The night is cool but not quite cold yet. People are coming home from a night spent at the tavern, but you all make your way to Aram's Crown. As Dunzeltoff mentioned, the Walk is filled with brightly dressed dancers who spin their glaives around, tossing them up into the air and catching them by the gauze streamers tied to them.

Aram's Crown is unassuming and simple - the interior is cramped and is standing room only. Narrow stairs leading to an upper level opens up to a balcony overlooking Eodred's Walk. The upper deck is empty save for a tired looked waitress and an elderly human with a pile of papers and a book splayed out in from of him. Bits of differently colored paper stick out of the tome at odd angles. The table at the edge of the balcony is unoccupied, and Dunzeltoff makes a beeline for it.

Matteos walks over to the waitress, guessing successfully that the bar has something better than watered ale to serve (Knowledge {local} 18). Turning his charm on, the waitress smiles shyly back, and heads downstairs, and you all sit down at the table.

Knowledge (local) for Gevtodt: 25
Knowledge (local) for Matteos: 26

Looks like the Aid Another worked. :D
Knowledge (local) with Aid Another x3: Westpier is a rundown section of West Dock, busy but not successful. It earns just enough as a whole to keep dock rentals low and is a common place for fishermen to haul in their catches to be cleaned and sold. Ironically enough, West Dock lies in close proximity to Citadel Volshyenek which serves as the city's jail, and many of the gaolers and their families live in the surrounding High Bridge and Pillar Hill areas. Lamm's choice of residency in this area goes to prove that he's thumbing his nose at the guards, all while committing his criminal acts in view of the Citadel itself.


As Matteos:
Zellara is a mysterious figure, and the group gathered here isn't what you'd expect. Her piercing gaze at you as she read the cards unnerved you, particularly when she came to your card. You have no personal connection to Lamm, as far as you know, what could she mean? The guard's disguise, however good it was, wasn't quite enough to hide the crispness of his stance that you've come to associate with the guard. You know that the docks are always full of rough and tumble types, but Westpier is tame compared to the Narrows in Old Korvosa. You turn to the dwarf, "Where did you have in mind to have discussions, sir? A place full of hearty ales and pretty dancing girls? Or somewhere more serious, like the view of the Hanging Judge's place of work?"

As Gevtodt:
You stand up to leave, opening the door for the others. "Let's go, we've taken up enough of Zellara's evening, and if we want a quiet seat somewhere, we'd best get started."

Matteos stands up, eager to find out why he's such a figure in Zellara's reading and perhaps in your shared futures.


Dunzeltoff:
You're fairly sure that the glaive dancers will be performing at Eodred's Walk, a nice open area for their dances. Eodred's Walk is also home to a small plethora of shops and taverns, and you recall that Aram's Crown is fairly quiet and unassuming for a meeting.

I will wait to reveal the results of the Knowledge (local) check about Westpier 17 when you get to your meeting location.

----

Zellara turns to all of you. "Thank you for your patience...I will await you here tomorrow, at the same time, for any further news. May Desna grace you all with peaceful dreams."

With that, she gracefully gathers up the cards and rises in the same smooth motion. Turning, she walks upstairs in silence, leaving the four of you to discuss your plans.


Dunzeltoff Haelcannon wrote:
If we can 'talk it over' later, can we 'aid each other' to combine our collective knowledge...?

Yes, you may.

Zellara shakes her head. "Sadly, I have no further information - I could not get any closer without being discovered. Come back here if you need to get in touch with me."

You can make another Knowledge (local) check to find where the glaive-dancers might be performing.


Matteos, I missed your earlier question...D'oh!
"The guards are somewhat...constrained, and he hasn't caused enough real trouble to be of much concern. You four, however, have a bit more of a vested interest in him. I hope it is enough," Zellara replies.

Everybody:
Make Knowledge (local) checks to learn more about Westpier 17 and the surrounding area.

Dunzeltoff:

Spoiler:

Knowledge (Harrow) results: Zellara's skill with the deck is apparent, but without more exposure to Harrow readings, you're not sure what she means by the dismissal of the cards.
Sense Motive results: Zellara's enthusiasm is transparent - you do not detect any falsity in her statements.


Gevtodt would be the best person to answer your questions about the Harrow Deck (in-game at any rate). Out of game, of course, is a different matter.

The initial four cards you received represented the four of you in your state before the Harrowing. The four new cards you received represent your role as it regards the question asked. Each question corresponds to a particular suit of cards - these role cards are drawn from that suit. A Harrowing relies upon a 3x3 grid, which represents Past, Present and Future and the cards also correspond to the Nine Alignments. Here's an example:

Positive Past | Positive Present | Positive Future
Unclear Past | Unclear Present | Unclear Future
Negative Past | Negative Present | Negative Future

LG | NG | CG
LN | TN | CN
LE | NE | CE

Now, each of the Harrow cards has a symbol (Hammer, Key, Shield, Book, Star, Crown) which represents the six ability score BUT the position of the symbol on the cards represents its alignment. (Example: The Demon's Lantern is Key card, but the Key symbol is in the "Chaotic Evil" position.)

To perform a Harrowing, the position of the cards is taken into account when explaining the spread. A True Match is when the position of the card in the spread matches the position of the symbol on the card. A Partial Match is when the spread and symbol match on either axis. An Opposite Match is when the card is completely reverse of the symbol's position (Example: If the Demon's Lantern card appeared in the Lawful Good position). Opposite Matches are considered misaligned, which means that they are interpreted reverse of their normal meanings. True and Opposite matches are always interpreted, while Partial Matches are interpreted when there is no True/Opposite match. Cards that do not match are not intrepreted, and I usually flip the cards over so I don't read them.

There you go, Harrowing 101. :D


Harrow Points
For the first adventure, each of you receive three Harrow points from Zellara's reading, which you can use for the following.


  • Dexterity rerolls: Spend a point to reroll any one Initiative check, Reflex save, attack roll modified by Dexterity, or Dexterity-based skill check. You must abide by the new result (although you can continue to reroll with additional Harrow Points.
  • Dodge Bonus: Spend a point to gain a +1 Dodge bonus to AC for one encounter. You can spend up to 3 Harrow Points in this manner.
  • Speed increase: Spend a point to increase your base speed by 10-ft for one encounter - you cannot spend multiple Harrow Points to increase your speed multiple times in one encounter.

Any unspent points are lost at the end of the adventure. In addition, each of you will receive Dexterity-based bonuses at certain points in the adventure (which I will reveal when they come up).


As you draw from the nine cards Zellara placed in front of you, each of you turns your card over to reveal the face.

Dunzeltoff: A rabbit dressed in rakish garb and holding a broken rapier. Zellara nods at you. "The Rabbit Prince. He represents battle, and that any opponent can fall, no matter how brave or skilled."

Gevtodt: A landslide with a gaping maw and what could be eyes barrels down a mountainside, overtaking a wagon and destroying what is in its path. "The Avalanche," Zellara says. "Unreasoning disaster, whether caused by you or prevented by you."

Matteos: A bog-like scenery is depicted, with a man's hand outstretched towards brightly glowing lights dancing just out of reach. "The Demon's Lantern - trickery and deceit, they represent something just beyond your grasp."

Zarak: A towering figure juggles an elephant, a clock tower, a boat and boulders in his hands. He smiles broadly, without a care in the world. "The Juggler - fate and the gods. He represents someone who dabbles in the destinies of others, but losing his rhythm can prove disaster, maintaining it, good fortunes."

She repeats Dunzeltoff's question. "What should we beware of to make sure that we cleanse this poison at its root so it may spread no further?"

Zellara reshuffles the cards back into the deck, spinning the cards expertly between her fingers. The candle flames flare as she set out cards in a 3 by 3 square. Flipping over the first column of cards, she reveals The Avalanche, The Forge (a dwarf surrounded by flames and fiery creatures working with hammer and anvil, blue sparks flying), and The Midwife (a halfing with a bloody apron, holding a red-skinned child with horns and a tail). She turns over the Midwife, dismissing its placement in the reading. Tapping the Avalanche, she looks at Gevtodt. "This poison has affected you personally, driving you to where you are now. The Avalanche has consumed one you knew, but in that, you have your own passions now, separate from the one you lost."

She smiles as she looks at the Forge card. "A True match! Its placement in the spread denotes its importance! While the past it refers to is unclear, but something or someone worked hard to pursue the same goal as you - to stop Lamm. Perhaps they were not successful, but maybe the information will still prove valid."

With great reverence, Zellara turns over the middle column, revealing the Big Sky (a man with broken shackles, holding his hands up in praise towards a blue sky and bright sun), the Tyrant (a curled dragon with a sinister look and holding a bleeding egg in his claws) and the Carnival (a child running frightened from masqueraded creatures and puppets). She turns over the Tyrant and the Carnival, saying "No match for those two...but the Big Sky is the positive present! Someone is breaking free, perhaps from Lamm's influence? Maybe they can help you."

Zellara caresses the final column of cards, using her fingertips to turn them over. From top to bottom, the Paladin (figured dressed in golden armor, holding a sword at the ready), the Liar (a snake-bodied woman holding a dead flower bouquet and a smirking expression on her face), and the Demon's Lantern. A small frown crosses her face. "Lamm is not a foe to be trifled with. You must stand strong despite adversity," she says, tapping the Paladin, "and beware of treacherous loves and obsessions," tapping the Liar. "Most of all," she says slowly, looking at Matteos when she speaks, "beware of getting into an impossible situation. Lamm is not above deceit, lies, and blackmail to get away, and he may use you to that end."

Please see the Discussion thread for more game-related information.


Zarak:

Spoiler:

A long year has passed since your arrival in Korvosa, a long year spent surviving from day to day in the Shingles, trying to remember who you are before you washed up on the shore. Tantalizing dreams so real you can taste the road dust in your mouth when you wake from them have plagued you since your arrival, returning every night. The visions, for that is what you believe they are, have taken you down the same path in your mind, always eerily clear when dreaming, but flitting away to the deep recesses of your mind when waking.

Your needs are little, subsisting solely on the sea air that wafts in through your open windows overlooking the spectacular view of Castle Korvosa. Your neighbor, a pretty human artist by the name of Trinia, has endlessly tried to get you to pose in her ramshackle studio that also doubles as her home, but you've steadfastly refused. Your earlier experiences trying to befriend the residents ended badly, and you've been hesitant ever since.

Still, Trinia's bubbly personality is relentless, and she showed up one morning last week, arms full of some of the finest food the Reefclaw Run Market had to offer, and the two of you enjoyed an early morning repast on top of the building you reside in. As you enjoyed the early morning, Trinia presented you with a fine charcoal sketch of you and the landscape, lounging on the roof top and looking down onto Citadel Volshyenek, the jail you got to know intimately.

This morning started out slightly differently. After a long night, tossing and turning and unable to sleep, you finally collapsed, exhausted. This time, the dreams were clearer, and this time, you remembered them. The fresh scent of spilled blood penetrates your senses, and you are aware of a hundred different wounds all over your body. A battle, a tremendous one, surrounds you, the cawing of crows and the moans of the wounded all around. Your hand clasps a long sword, glistening still with the pure silvery metal of the blade despite the gore-slick crimson staining it. You stand before a stone door, watching as several strong people, people you know, yet don't know, people you trust, close the massive opening, the howling of some beast deep within the yawning opening clawing at your very soul. A spellcaster steps forward, intoning some ritual from a black scroll. Spidery white runes crawl across the surface of the door, penetrating the stone and embedding themselves deeply. You watch as the spellcaster collapses, the scroll crumbling to dust. Several of your commanders (are you a leader? a general?) support the spellcaster up, who shakily bows to you as he is taken away. One of your commanders, a man you trust implicitly, steps forward, speaking in some language unknown to you. His helm is elaborate, a crouching bird of some sort tooled in gold and silver. Two bright red plumes are atop the helm, which perfectly match his ruby-colored eyes. He gives you a smile that borders on a smirk. Did you say something humorous?

You awake from the dream with a start, suddenly unaware of where you are, but the sharp odors of your own sweat bring you to your senses. A quick bath should clear your mind, you feel, and go down to the communal baths nearby to think upon the startlingly real dream. Dressing yourself afterwards, you find a card tucked in your coat pocket, a card that makes your stomach churn.

A creature identical to your commander's helm curls around itself on the card, the colors vivid and brilliant, but the gaze staring back at you is the same gaze from your commander from your dream. Turning over the card, you see a message written in a strong hand on the back.

"I know what Gaedren has done to you. He has wronged me as well. I know where he dwells, yet cannot strike at him. Come to my home at 3 Lancet Street at sunset. Others like you will be there. Gaedren must face his fate, and justice must be done."

You decide to put the dream away, wondering if you can finally find the reasons for Lamm's misdeeds against you.

*wiggles her fingers Scooby-Doo style*
I'm going to swap you and Jericho's place out in the scene. RP away!

Gevtodt, Matteos, Dunzeltoff:
I'm swapping out Jericho for Zarak...Proceed as normal.


Zarak, your choice of Exotic Weapons as a Weapon Group is unavailable to you at first level, as it requires a BAB of +1 or better. Please select a different one!

Also, send me an email at dm.lilith@gmail.com so I can send you a Pathfinder Alpha character sheet. :D


Everybody say "Hi" to Zarak Ceol, Lazaro's character for this shindig. For the sake of where we're at in the story, I'll be doing a direct swap-out (with some loose ties - we'll get to that eventually).


Zarak Ceol wrote:
I was thinking about going with the Framed trait. Since the +2 Spellcraft check doesn't fit, and Psicraft isn't a skill would it be possible to get the +2 to another class skill?

Psicraft isn't a skill in the Alpha 3 rules, no...but it is still a valid skill for psychic classes. I would let you apply the the trait's bonus to Psicraft instead of Spellcraft.

...Though tying in your existing backstory to Lamm could be interesting. I look forward to it. :D


Zarak Ceol wrote:
Zarak at your service

Excellent. I'll be looking over your character sheet here shortly. I'll probably just swap you out immediately in Jericho's place, just as soon as you pick a Gaedren-focused trait from the CotCT Player's Guide. :D


Lazaro! I need you to polish off Zarak Ceol! Stunty is bowing out at this point.


Stunty_the_Dwarf wrote:
I think I'm going to need to bow out. I'm just not "feeling it" like I hoped I would, and I think that's going to take away from the enjoyment of everyone.

Awww...bummer dude! :( I really enjoy Jericho's character and background - I'll have to keep him handy. :D

Okay, said important info I mentioned: In order to keep things flowing smoothly, I'd like to see a post at least every day, if not more. GentleGiant, I know you're in Denmark, so I'll keep that in mind. If you have not posted within a certain time frame, I will NPC your character. That time frame is 36 hours from the last post to account for time zone differences. I know holidays are coming up in the US this weekend, so I will not expect any posts during that time period.

Alright, off to get a replacement for Jericho...


Jericho:
Zellara nods at you as you make your introduction. "Jericho, a fine name...you look familiar though..."

Dunzeltoff:
"A single question, a single reading, that is how it works...As for Lamm's operations, I only know he makes his way through fear, intimidation and blackmail, but I don't know any of the thugs he has working for him. Those that serve him willingly are just as bad as he is, if not worse, but those that serve him out of fear are to be pitied."

Spoiler:

Sense Motive/Perception results: You get the impression that she is hiding something, but what that might be, you're not sure. You notice a slight flare of candlelight when she speaks of Lamm.

Matteos:
Zellara smiles warmly back at you. "A charmer, aren't you Matt? Lamm is more slippery than a river eel - simply bringing him into the Guards isn't enough. You must have damning proof of his crimes for the authorities."

Gevtodt:

Spoiler:

You notice Zellara's eyes flick towards you as she finishes speaking with Matteos.

Zellara finishes shuffling the deck, then withdraws nine of the cards, fanning them out in front of her. "Each of you, choose a card...that card will represent your role in the Harrowing, as well as a future event..."

Please see the Discussion thread for some important info.


"I am aware of your anguish, young dwarf, and that was reason enough to contact you," she says in a soft and clear voice, taking your card and shuffling it neatly into the rest of the deck. With a gentle flick of her wrist, the remaining three cards sail through the air, spinning across the table top and shuffling themselves into the deck.

"My thanks for putting up with my unconventional method of contacting all of you. I have reason to remain hidden, you see - a terrible man would see great harm done to me if he knew I was reaching out for help. This is a man you know, for he has done something terrible to each of you as well. I speak, of course, of Gaedren Lamm, a man whose cruelty and capacity to destroy the lives of those he touches are matched only by his gift for avoiding reprisal. You see, a year ago, his thieves stole this, my Harrow deck, from me. It is important to me, an heirloom passed down through a dozen generations, and also my sole means of support. When pickpockets stole it, my son, Eran, tracked them down. The thieves were in the employ of Gaedren Lamm, and in reward for finding them, Gaedren murdered my son." Zellara's impassive face breaks, her voice choking as she mentions her son. Blinking away tears, she continues.

"I sought help from the Guard, but they turned me away. And so I asked around. I paid bribes. I consulted my Harrow deck for advice. And recently, I was rewarded - I found out where Gaedren dwells. He can be found in an old fishery north of here at Westpier 17, where he trains his abducted children to be pickpockets and counts his stolen treasures," she says, giving a meaningful glance at Jericho.

"And now, I need your help. I cannot hope to face this man on my own, and the Guard moves so slowly that if I were to go to them, Gaedren would certainly know of their coming well in advance," she says. A hint of desperation creeps into her voice. "Even if they did arrest him - what guarantee would I have he would be punished? This criminal has evaded the law for decades. But you know of these frustrations as well, for word on the street has it that Gaedren has wronged each of you, too. So there we are. It is time for him to pay," she finishes, setting down the shuffled deck with a firm hand on the table.

"You all, no doubt, have questions a-plenty. I have answers to a few, but the cards might reveal more...I offer a reading, free, to aid you in this task," she says, tapping the stack of cards.


Dunzeltoff:

Spoiler:

Sense Motive results: Everyone seems to be holding their cards close to their chest, not quite ready to reveal their reasons for gathering here.
Perception (Scent) results: The air in the home, while covered with the cloying odor of incense, is stale, almost musty, as if the windows have not been opened in many days.

Everyone:
The front door opens with a slight creak, and an attractive middle-aged Varisian woman with long dark hair walks into the room. She smiles at you all, saying "Thank you for coming. I hope that the wine and bread were enough to sate you?"

She sits down at the table, producing a deck of cards from a pocket, their gilt edges flickering in the candle light as she expertly shuffles and cuts the deck. "My methods of contacting you were...imprecise and unusual, so I don't quite know your names...please, introduce yourselves. I am, as you might have gathered, Zellara." She waves a free hand towards the chairs, indicating you to take a seat if you have not already.


Michael Kortes wrote:
A Pre-Consult with "The Lilith" may become routine. Perhaps there should be a gp cost.

Eeeexcellent...*rubs hands together, shuffles cards*


Michael Kortes wrote:
"Will any playtesters survive the Pact Stone Pyramid"?

Oooh! A good one! The cards speak thusly...

A Shield! A Shield to protect you from the ills that may befall you within the Pyramid...

Role Cards: The Tangled Briar (Player 1), The Desert (Player 2), The Sickness (Player 3), and The Waxworks (Player 4). Assuming a standard four player group. :P

Spread:
The Vision - The Dance (Partial) - The Marriage
The Waxworks (ROLE) - The Cricket (Partial) - The Betrayal
The Queen Mother (Partial) - The Snakebite (Partial) - The Forge

The fourth player's past will come to the fore within the Pyramid - their inaction in the past opens up knowledge that they had previously hidden. The fourth player might need coercion to reveal the knowledge key to surviving.

A path well chosen leads to a treasure, but the treasure might be poisoned - beware a trap.

No clear presentation of the future exists - a diplomatic agreement between two parties is the best choice to survive, though deceit might prove a path with unforseen consequences. Greater ills could befall if the party chooses to survive through a rigorous trial by fire.


Dunzeltoff, Shoanti would be a perfect language to have handy. The Janderhoff dwarves serve as a trade intermediary between Korvosa and the Shoanti tribes that live in the area.


Dunzeltoff

Spoiler:

The tapestry with the shrouded figure grabs your attention, but you cannot recall anything significant about it in the religious readings that you've read. Perhaps a representation of a servant of Zon-Kuthon, the Lord of Loss? The rest of the decor is much more pleasant and is associated with Desna, the goddess of dreams, and a common theme with many fortune tellers. The other two tapestries you are not sure of.
I'll answer your languages query in the Discussion thread, and you did get a religion bonus to the tapestry inquiry.

Gevtodt

Spoiler:

The downstairs seems fairly sparse. The back entrance is loosely barred, and the kitchen smells faintly of stale food and sour wine. The stairway leading to the upper floor has a couple of wall hangings and empty candle sconces.

The wine is fair, certainly not the best, but passable. You examine the note on the table.

Matteos

Spoiler:

Make a Sense Motive check on Gevtodt.

As Jericho:
I grunt at the dwarf's pretty words, waiting for this person to show up.

Everybody: Feel free to introduce yourselves to each other. Ham it up! :D


For Jericho:

Spoiler:

The bread is slightly stale, but filling. On the table your find a note. The dwarf was telling the truth after all. You sit down in one of the well-worn chairs.

Gevtodt:

Spoiler:

A closer examination of the young man reveals a handsome youth, dressed in clothing popular with the aristocracy. He's a little bit older than you, with sandy blond hair that's been lightened by the sun, with blue eyes. He carries a rapier at his side with self-assurance.

For Matteos:

Spoiler:

A figure in a darkened cloak and soot-stained clothing walks up next to you, knocking at the door immediately after you. His appearance is striking, with lemon-yellow irises with long blond hair tied back in a tight ponytail at the base of his skull. Something seems vaguely familiar about him, but you can't quite place it (Knowledge {local}, 11).

Matteos & Gevtodt:

Spoiler:

You are greeted at the door by a dwarf dressed in clean-pressed clothing and trimmed hair and beard. "Hello! Oh, I see you have an invitation as well. Come in! Please call me Toff. We're all waiting for our host to appear."

As Matteos:
I nod at the gentleman standing next to me on the doorstep, then introduce myself to the dwarf. "Greetings Toff, I'm Matt," I say, walking into the house.

Matteos & Gevtodt:
The interior of Zellara's is filled with a fragrant haze of flowers and strong spice. The haze comes from several sticks of incense smoldering in wall-mounted burners that look like butterfly-winged elves. The smoke itself seems to soften edges and gives the room a dream-like feel. The walls are draped with brocaded tapestries, one showing a black-skulled beast juggling men's hearts, another showing a pair of angels dancing on atop a snow-blasted mountain. A third tapestry on the far wall depicts a tall hooded figure shrouded in mist, a flaming sword held in a skeletal hand, and you see a shadowy stairway that must lead upstairs. Several brightly-colored rugs cover the floor, but the room's only furnishing are a wooden table covered by a bright red throwcloth and several elegant tall-backed chairs. A basket near the chair reveals a bottle of wine and a loaf of bread, and a piece of paper lies near a stone paperweight.


For Matteos...

Spoiler:

You stealthily (Stealth, 15) avoids any of the guards that patrols the inn, slinking away towards the relative safety of the South Shore district's streets. It is a fine and pleasant morning, but a little chilly. As you put on your doublet, which has a pleasant aroma of orchids, you notice a strange card in the interior pocket. As you examine it, your realize that it is a Harrow card, often used by many Varisian fortunetellers (Knowledge {local}, 25). The face of the card displays a giant juggler, tossing an elephant, a house, a boat, and the top of a clock tower from hand to hand. On the reverse, written in bold ink, is this message:

"I know what Gaedren has done to you, even if you do not. He has wronged me as well. I know where he dwells, yet cannot strike at him. Come to my home at 3 Lancet Street at sunset. Others like you will be there. Gaedren must face his fate, and justice must be done."

The name of Gaedren Lamm is known to you indeed (Knowledge {local}, 25). He's a vile man, given to abusing the women he hired for pleasure, the same women that you grew up with and treated as family. Witnessing his actions when you were younger only cemented your determination not to be like him. The money was too good to be refused, and you remember many times when a young lady would go to Lamm's house and never return, and when you brought up the disappearances, the conversations quickly changed.

The message slowly fades from view, and you quickly try to remember where Lancet Street is (Knowledge {local}, 22). Lancet Street is located near Citadel Volshyenek, the headquarters and main garrison of the Korvosan Guard. The area is known for its mercantile trade, given its proximity to High Bridge and the rest of Midland.

Bitterness swells up in you, and you remember all those times that you wanted to stand up to Gaedren and didn't, and the cowardice shames you. You make the decision to spend the rest of the day in the southern area of Korvosa, stopping at a bathhouse to clean yourself and pay an apprentice mage to freshen your clothing, and make your way towards 3 Lancet Street at the appointed time.

You approach the townhouse, an older building with a dark-stained wood door. Faded gold script spells out "Zellara's" on the door, and pale blue painted butterflies are carved deep into the wood (Perception, 8). Taking a deep breath, you make three sharp raps on the door, holding the Harrow card in your other hand.

Gevtodt:

Spoiler:

As sundown approaches, you start looking around, and as you look one direction, and then back, you suddenly see a handsome young human knocking on the door to Zellara's, seemingly appearing out of nowhere. You would estimate that he's a little shy of six feet tall, with a slim build - it doesn't look like he's lived a life of hard labor. You seem him idly flipping a card in his left hand.

Jericho & Dunzeltoff:

Spoiler:

You both hear a strident knocking at the door.


Question: My performance at the Kendall Amphitheater debuts this eve. How shall it do?

Okay, since this relates to entertainment, we'll draw the Keys suit out of the deck, and have the questioner draw a card from those nine.

The aspiring artist draws the Demon's Lantern out of the deck. The card shows a hand reaching out of the swampy water towards dancing will-o-wisps, taunting with their hope.

This initial draw is the Role Card, which has particular meaning if it shows up in the Harrowing. The trick to Harrow reading is to generalize. Don't get too specific, or you'll paint yourself into a trap. Leave yourself some wiggle room.

"Ahh...the Demon's Lantern. Trickery and deceit, smoke and mirrors. A goal desired - but is it perhaps too far out of your grasp?" the fortune teller replies, taking the suit of Keys and reshuffling them back into the rest of the deck. Shuffling the deck thoroughly, she places nine cards, face down, in a 3 by 3 square. She turns over the cards in the first column on the left. From top to bottom, The Betrayal, The Carnival, and the Idiot; she turns The Betrayal upside down, the Carnival to the left, and the Idiot to the right.

The left column is the past column. I turned the Betrayal card upside down because it's misaligned: it's a neutral evil card, but showed up in the Good row. Misaligned cards are interpreted the opposite way of what they normally are. The Carnival, a chaotic neutral card, is in the lawful neutral position - its Opposite position, so I turn it to the left. The Idiot is a Partial match, meaning either its column or row position is right, so I turn it to the right.

For what cards to interpret, Role cards, True matches, and Opposites are your primary goals, so emphasize them. Next down is Partial matches, then "whatever." However, I have a Misaligned card (the Betrayal), so I'm going to combine The Carnival and The Betrayal to interpret the questioner's past.

"Whimsy and childish desires have ruled your past, and they have grated against society's laws because of it. Capriciousness may rule your actions, but it does not rule your heart - you have been a generous one."

The Carnival represents whimsy, illusions and false dreams. Since it's in the Lawful Neutral position (Opposite), I had those conflict with Society - Lawful Neutral. The Betrayal normally represents selfishness, but since it is misaligned, we'll have it represent generosity.

The artist bites her lower lip, stopping it from trembling. The fortune teller turns over the central column, that which represents the Present. The Courtesan, the Forge, and the Brass Dwarf are all displayed, but the fortune teller turns over the Courtesan and the Brass Dwarf.

I turn over cards that don't match in any way, so I don't interpret them.

"Ah, the Forge. Hard working, strength - see how the fire creatures taunt him so? You will need strength to make it through these unclear times." Slowly, the fortune teller flips over the final column, the column that represents the Future. The Eclipse, The Publican and the Mountain Man - the Publican and the Mountain Man are turned to the right, while the Eclipse is turned to the left. The fortune teller taps the Eclipse.

"Misaligned and Opposite...a good blessing indeed. Unknown abilities will come to the fore, leading you to new opportunities. I believe your Amphitheater performance will go quite well this evening, Ms. Sabor."

Wow, the Eclipse is normally a boner of a card, but because it's in the completely opposite position, it's actually darn good, particularly for the Positive Future position.

"Thank you Zellara," the artist says, sliding a handful of silver and copper to the fortune teller.


GentleGiant wrote:

Hey guys, sorry for going MIA for a while. My RAM kicked it the other day and I'm waiting for a new block to arrive so I can actually boot up my computer again. Don't you just LOVE unforeseen (and expensive) expenses?

It should arrive tomorrow or Tuesday. Currently posting this from a friend's place.

Okay, GG. I will run Matteos in the interim, to get him caught up to the rest of the gang.


Quandary wrote:
Do PCs spontaneously level-up mid-adventure?

I try to give XP out in convenient pauses in the game, so that levelling up makes sense.


Cool, thanks for the insight Quandary.

Also, it was not mentioned in my initial "here's how I play my games" statement, but I consider a natural 1 a failure, and a natural 20 an automatic success as far as skill checks are concerned. Hence Matteos' miraculous "Catching Yourself When Falling" Climb check. I will occasionally make skill checks for you to move along the story, particularly if it's just one roll, but will save the important rolls for you.


Jericho:

Spoiler:

You hear movement from the inside, and you hear a male voice say, "Hold on one moment." The door opens maybe six inches, and you see a short, bearded male figure on the other side. "Hello?"

Dunzeltoff:
Spoiler:

You see a young human, with a day's growth of beard, dressed in a heavy cloak and holding a Harrow card similar to the one you received earlier.

Gevtodt:
Spoiler:

You see the dwarf from earlier open the door for the human.

Matteos:
Spoiler:

Initially, the vines seemed quite sturdy, but as you make your way down the side of the white stone building, they start to give way, and you start to slide uncontrollably, grasping at any of the remaining plants to slow your descent. At the last moment, the trellis guiding the vines up the wall stops your haphazard slide, and you dangle from the woody vines a mere foot off of the ground.

As you alight to the ground, you can see a city street a few hundred feet north of you, and from there, you can make your way back to your home in Old Korvosa.


Quandary wrote:

Of course maps are great, but I'd prefer to just have them up on Photobucket or something,

and just refer to grid squares in my combat posts...

This is what I would prefer to do myself.


How do you guys feel about GlitterComm or similar mapping tools? I was thinking that it would make the combat rounds a lot easier...or we can go traditional and do all combat by post. My schedule slowly keeps filling up...*shakes fist*


Dunzeltoff:

Spoiler:

In the basket is a loaf of crusty bread and a bottle of liquid which you presume is wine. The bread tastes a little stale, but it's still edible.

You hear a knocking at the door.

Gevtodt:

Spoiler:

The human male raps on the door, waiting for a response. He holds a small card in his hand.

Jericho:

Spoiler:

Make a Perception roll.

Matteos:

Spoiler:

From your vantage point, you determined that you are nowhere near Palace Arkona, and not even on the island of Old Korvosa, but in the South Shore district, way on the outer edge of the city. Quietly you make your way to the large windows and stealthily open the door out onto the balcony. Fortunately, the walls and balcony edge are covered with woody vines that are a perfect handhold for making your way down from the third floor suite.

Make a Climb check.



Jericho:

Spoiler:

You determine that the card's stronger aura is from the Divination school, but you can't quite figure out the weaker aura.

After asking around in Midland, you make your way to Lancet Street, finding Zellara's. It is a typical townhouse common to newer and wealthier areas, the dark wooden door painted with pale blue butterflies and gold script indicating the name of the establishment. As you approach, you see a dwarf walk into the building after he knocking several times.

Dunzeltoff:

Spoiler:

Underneath the paperweight, you find the following note.

Gevtodt:

Spoiler:

You manage to overhear the dwarf, saying "Hello? The name's Dunzeltoff. I'm presuming I'm expected, as I received an invitation to this address from a friend of mine" as he walks into Zellara's.

From the west, you see a human male, dressed in well-worn but sturdy clothing and in desperate need of a shave, walking towards your location. He does not appear to have noticed you, though he does look at Zellara's with interest.


Dunzeltoff:

Spoiler:

As you push open the door, you get a good look at the interior of Zellara's. The cozy chamber within this small home is filled with a fragrant haze of flowers and strong spice. The haze comes from several sticks of incense smoldering in wall-mounted burners that look like butterfly-winged elves. The smoke itself seems to soften edges and gives the room a dream-like feel. The walls are draped with brocaded tapestries, one showing a black-skulled beast juggling men's hearts, another showing a pair of angels dancing on atop a snow-blasted mountain. A third tapestry on the far wall depicts a tall hooded figure shrouded in mist, a flaming sword held in a skeletal hand, and you see a shadowy stairway that must lead upstairs. Several brightly-colored rugs cover the floor, but the room's only furnishing are a wooden table covered by a bright red throwcloth and several elegant tall-backed chairs. A basket covered by blue cloth sits under the table. On the table is a piece of paper, held down by a carved stone paperweight.

Gevtodt:

Spoiler:

The dwarf pushes open the door after several strident knocks, and you hear him say something as he pushes open the door.

Make a Perception roll.

Matteos:

Spoiler:

I'm assuming you've gotten dressed... ;) Make a Stealth check.

From your vantage point, you're definitely not on the ground floor of this building. Taking the balcony and exiting in that fashion is certainly plausible, depending on if you can find a suitable length of material to drop you down safely. The other option is to make your exit out through the bedroom door and through the front entrance...which would be easier if you could remember where you were at.

You can either make a Knowledge (local) check to try and determine your whereabouts from the view, or a Wisdom check to try and remember.


Matteos:

Spoiler:

With a start, you realize the coat of arms belong to House Arkona, one of the wealthiest noble houses in Korvosa. Lord Glorio Arkona, head of the House, rules Old Korvosa in all but name. Growing up in the Bridgefront and Narrows areas of Old Korvosa, you heard whispers that an Arkona agent is behind every theft, black market trade and smuggling operation in Old Korvosa, but they've remained free from intrusion and interference. Palace Arkona dominates the view from every rooftop and Shingle-home in Old Korvosa, and you grew up wondering what strange things it held.

However, waking up with one of the House scions might not be the best way to get a personal tour of the Arkona's seat of power.


Matteo:

Spoiler:

Last night's King's Birthday celebration was by far one of your favorites, made even more so by the black-haired and ivory-skinned young lady idly sleeping next to you. Waking up slowly, you find yourself in a luxuriously appointed bedroom suite, replete with a spectacular view of the Pantheon of Many, Castle Korvosa, and the Academae. A table set with an assortment of Mwangi fruits and fresh breads stirs your hunger, and the iced wine from last night's repast is gone, replaced with a silver pitcher and goblets. It is only then that you notice the prominent coat of arms on your acquaintance's cloak, which lays over one of the intricately carved and velvet-cushioned divans in the room.

Knowledge (local) check please.


Dunzeltoff:

Spoiler:

Sense Motive results: You get the impression that the figure in the alley is not a threat to you, but he does seem slightly agitated.

In your earlier examination of the street you did not notice any other figures in alleyways. Most of the street consists of the dual-level home and shops common to Korvosa, and shops range from a carpenter to a tailor to a grocer. There is no answer to your repeated knocks, but you hear the crackle of a hearth fire and the scent of strong incense as you lean closer to the door. You notice that the door is not shut completely, and could open at a mere touch.

Jericho:

Spoiler:

Heading back to your flat, you cast your spell upon the card, and you concentrate. Focusing, you see the glimmering aura that tells you the card is indeed magical, and has two auras imbuing it, the strongest being somewhat moderate.
Please make two Spellcraft checks.
The shared bathing area at your tenement is filled with hanging laundry, but clean, and you enjoy a tepid bath. Gathering your things, you make your way to 3 Lancet Street in Midland.
Please make a Perception check.


Dunzeltoff:

Spoiler:

The figure in the alleyway gives you a curt nod, but continues to watch the building.
You may make a Sense Motive check on the figure.


Dunzeltoff:

Spoiler:

The figure appeared to be watching the location, not you specifically. There is no answer when you knock. There is keyhole just beneath the door.
Make a Perception roll if you'd like to try and determine what's going on inside.


Gevtodt:

Spoiler:

You see a well-dressed dwarf walk onto Lancet Street, and you see him examining Zellara's. He looks around in interest, but he notices you in the alleyway, and the two of you lock eyes.

Dunzeltoff:
Spoiler:

The figure in the alleyway locks gaze with you - he's noticed your approach.

Jericho:
Spoiler:

As you gather up your notes, a blue-backed playing card with gilt edges falls out of your notes and onto the ground. On the back of it, you see the following note written in a bold script in black ink:
"I know what Gaedren has done to you. He has wronged me as well. I know where he dwells, yet cannot strike at him. Come to my home at 3 Lancet Street at sunset. Others like you will be there. Gaedren must face his fate, and justice must be done."
The message slowly fades from view. On the face of the playing card you see a centaur with a wide-brimmed hat and carrying a tinker's assortment of goods on his back. Sword, spear, and a gauntleted fist are the centaur's weapons, and a wide smirk appears on his face. In gold-illuminated script at the bottom are the words "The Wanderer."

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