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Diver

GM-Sveden's page

206 posts. Alias of sveden.


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http://paizo.com/campaigns/SvsFirstStepsPart1InServiceToLore/gameplay&p age=8#386

Alliver, are you still interested in this scenario? Is your character going to do anything besides be silent or are you not finding anything worth doing in character?


Ticco:
The runes on the key match the runes on the red lacquered chest. The runes seem to be more stylized magic symbols as opposed to having any real meaning


save: 1d20 + 2 ⇒ (19) + 2 = 21

The rest of the party watches as the gnome walks directly through the sturdy looking copper chest.

Anyone who interacts with the cooper chest gets a +4 on their will save to disbelieve the apparent illusion. Until then your minds are doing mental gymnastics trying to figure out what you just witnessed

Ticco:
The chest in its entirety is an illusion. There is nothing there.


Satisfied Ticco turns his magic towards the items in the room.

Detect Magic, roughly 9-10 rounds

Ticco:

Your initial scan of the room shows several fields of magic.

The Copper Banded chest gives off a faint aura.

The Steel chest gives off a faint aura.

The Rune Etched Key also gives off a faint aura.

The cooper chest emanates illusion magic. The other magic items in this room are a mystery to Ticco.

GM:

1d20 + 4 ⇒ (14) + 4 = 18
1d20 + 4 ⇒ (1) + 4 = 5
1d20 + 4 ⇒ (10) + 4 = 14


save vs poison: 1d20 + 2 ⇒ (9) + 2 = 11

Ticco shrugs off the poison and sets to work placing fire to the basket.

Casually rolling the ball of flame off the ends of his fingers the ball ignites the natural fibers of the basket.

Its smolders and fizzles when the majority is burned. Leaving a scorch mark on the desk as well as revealing a rune-etched key.


Ticco glares at the basket as a ball of fire appears floating above his palm.


Ticco will need to make another poison save soon. Anyone who can knows that snakes are poisonous might be able to figure that out.


We'll assume you looked at the jar first since I totally glossed over the basket peeking in your post

Ticco's curiosity is rewarded with a peck on the nose from the tiny red and black viper coiled at the bottom of the basket.

attack: 1d20 + 5 ⇒ (7) + 5 = 12

1 non-lethal DMG

Ticco swings his head back in reaction but its too late. The viper bites Ticco's nose and cartwheels wildly through the air at the sudden motion. The snake turns end over end as it is flung from the gnome's face. When the snake lands it scurries through a small crack in the wall and is gone.

save vs poison: 1d20 + 2 ⇒ (6) + 2 = 8
CON DMG: 1d2 ⇒ 1

Ticco feels weak. He can feel the poison in his bones.


This gallon jar is about half full with a clear liquid. At the bottom of the jar is a jeweled brass key.


As the party files into the room the servant closes the door behind you. A key turns from the outside and the door is locked. No doorknob or keyhole are visible on this side of the door.

Written on the back of the door is a message:

Within these cases lies your quest and your way out.

In the far corner of the room is another closed, and presumably locked, door. This one appears to have a keyhole and doorknob.


Karal sweeps his magic detecting beam across the room.

Karal:

Your initial scan of the room shows several fields of magic.

The Copper Banded chest gives off a faint aura.

The Steel chest also gives off a faint aura.

You aren't sure what type of magic is present but that seems to be everything magical in the room.


Ticco saunters into the room.

A plain stone room contains three chests: a copper-banded chest of smooth, dark wood; a red lacquered chest; and what looks to be a cube of solid steel. Behind the chests sits a low table holding a clear glass jar half full of liquid and a covered wicker basket.

I'll wait until this evening before posting again. Allowing the rest of the party to enter the room at their leisure.


The servant leads you across the sprawling estate to a set of stone stairs leading down into a cool basement. The corridor of stone ends in a plain wooden door.

Opening the door the servant motions for you to enter.


“Good day to you, Pathfinders. I am Amenopheus, the Sapphire Sage, advisor to Master Salhar. Knowing this was coming, I spoke with Master Salhar at length on the subject and have this to say."

He takes a measured breath and begins what can only be a long winded speech

“Since Osirion was reopened to exploration a decade ago, adventurers, historians, and treasure-seekers flock to my country by the hundreds, perhaps thousands. While most families with ancestral burial vaults maintain guards and keep their sites out of the hands of casual thieves, not all families have the wealth or power to restrict everyone, and as we all know, not every defense is perfectly secure. Unscrupulous tomb robbers and maligned merchant organizations cause Osirion to bleed relics into the Inner Sea—something the descendents of Ancient Osirion cannot afford.

We Osiriani have thousands of years of rich history coursing through our veins, and while that power has been out of focus in recent years, we are content to wait, knowing our enemies will wear themselves down. As they fall into arrogance, folly, or greed, we wait for our return to power, knowing we bear the riches of our ancestors at our feet.

Master Salhar remains impressed by the Pathfinder Society, orating in their favor a handful of times in front of Absalom’s Grand Council, in fact. Due to previous relationships between him and the Society, Master Salhar has agreed to grant permission to the Pathfinder Society to explore his family’s vaults below Sothis. The only thing he requires is that you retrieve the map of the vaults from his own vault here.

The servant will lead you to the basement and show you the room.

The Sapphire Sage’s eyes twinkle as he smirks knowingly, then he turns back to reading his book as though he had never been disturbed.

Slipping back into the room the servant bows once again and motions for you to follow.


The Wise Quarter lives up to its reputation. Opulent estates sprawl behind neatly kept gardens.

Arriving at Dremdhet Salhar's estate you are ushered past the tall wrought iron gate by a guard who nods at your stated business. Clearly you are expected.

A servant at the door greets you with a low bow and a few words.

"Master Salhar sends his deepest regrets as he has been called away on important council business. Master Amenopheus will receive you in his stead. Please follow me."

After a few turns down richly decorated corridors you are ushered into the presence of Amenopheus, the Saphire Sage.

He sits behind an ornate desk patterned with gold leaf and supported by four bronze legs molded to look like those of a Sphinx.

The tanned wizard motions for you to enter with one hand while finishing the page he was reading.


You are correct. It seems you must visit the offices of Dremdhet Salhar in the Wise Quarter


Ollysta raises an eyebrow at Wren

"Oh? You are wounded. I thought it a joke I did not comprehend since your approach was so brusque. We of course would be happy to help."

She motions to member of the temple and the two talk in hushed tones. After a short trip to the storeroom the attendant returns and presents Wren with a potion of Cure Light Wounds.


"She drinks during the day? And the children take jobs to pay for their keep?"

"This is worse than I could have imagined. It seems the Silver Crusade's resources would be better invested elsewhere."

Ollysta stands and turns to each of you and offers her thanks.

"Please give my best to Venture Captain Valsin. And please remember the Silver Crusade in your prayers. It seems we could use the help."


Ha! Took me like 2 minutes to puzzle out what Ticco meant by statues.


Ollysta takes the offered bottle and turns it over in her hands to read the label.

"A bottle of brandy? Please explain Ticco. Although a damnable habit, consumption of alcohol is not illegal in Absalom. Also, marbles? Are you speaking of idioms or toys?"


Bump.


Upon returning to temple in the Ascendant Court you are once again brought before Ollysta Zadrian to report your findings.

"Ah yes! Welcome back. That was fast. Did you have a chance to interview Madame Baltwin?"


Can I assume the party returns post haste to the Silver Crusade?


A few of the children run screaming through the front door following after Ticco. Others can be seen running up the stairs and a few dare to run through the parlor into the kitchen.

Auntie Batlwin's presence is felt once again as the sounds of shouting and slamming doors comes from the upper floor.

Storming down the stairs the befuddled caretaker bursts through the front door and begins yelling at the children to get back inside.

She shoots Ticco a withering look while the children with bright blue hair attempt to not look jovial as they file back inside.

One of the neighbors who came outside to watch the disturbance lets out a loud guffaw as Auntie totters back into the house with her skirts tucked into her hose.


Wren slips into the empty kitchen. It is neat and tidy. The floors and counters gleam with a polished shine. The smell of harsh cleaning powders stings the nose.

Next to the sink a few clean dishes rest long since dried.

Wren doesn't have to look far to find what she is looking for however. As sitting next a few tins of flour and sugar is half empty bottle of Uncle Fuzzytoes' brandy.


From inside the house you hear the screams of and laughter of many children. Karal sees a boy and a girl, both with hair as loud as their open mouths, come shooting past the front door and run screaming upstairs.

A few other children run circles around Ticco as he comes running from the back of the house.

From upstairs the muffled sound of an woman's voice can be heard but not understood. It sounds like Auntie Baltwin yelling from behind a few closed doors.


What is the rest of the party doing? Where did you go after sending Ticco inside?


Ticco hears a few of the children quiet down as he peers through the door.

A few of the children are staring incredulously at the blue haired gnome staring at them.

One of the marble boys opens the door wider and says warmly,

"Hello gnome, sir. What are you doing back here? Did you want to play marbles after all? Can't play marbles indoors, Auntie doesn't like that."


I stared at the post all day long and didn't update. Some sort of mental block methinks.

I'll try and post something before 11pm CST tonight.


Auntie Baltwin finishes her tea and beings to collect empty cups and saucers.

"Well thank you again for dropping off the package. Please give Mistress Zadrian my thanks as well. If you will excuse me I have dinner preparations to begin."


Sipping her tea delicately you'd never know it was mostly brandy.

"Hmm well there are about a dozen right now. We just had a new child arrive last week to round it out to an even twelve."


Its a fair to fine quality brandy.


The tea does not detect as poisonous.


Auntie Baltwin returns with a fine silver tray holding a china tea set.

"Please sit down."

She begins pouring five cups of strong black tea.

Upon hearing Karal's offer of his services Auntie B, frowns a bit.

"That is not necessary. Growing up the oldest of nine brothers and sisters I have had my share of practice. I've been caring for children for over 60 years."

She then hands saucers and cups to the party before producing a small flask and topping off her cup.

Offering the flask she states,
"Would anyone like a tipple?"


GM:

1d20 + 3 + 8 ⇒ (18) + 3 + 8 = 29
1d20 + 8 ⇒ (16) + 8 = 24

The old crone takes one look at Ticco and scowls.

"Where do you think you are going? Does this look like a home for gnomes?!

Questions? About what? And I'm sorry but I don't allow strangers to bother the sick."

Auntie Baltwin seems to regain her composure after shooing Ticco away from the door.

"How about a nice cup of tea? You boys and girls look dusty after your trek from the Foreign quarter. Please have a seat I will be right back with some tea."

She gestures to a few chair on her porch and waits for your response.


Buuuuump.


GM:

1d20 + 8 ⇒ (16) + 8 = 24

Auntie Batlwin, measures Wren with her gaze.

"Oh mai yes, it sometimes is but I've been caring for children my entire life so at least I have practice. Thank you for bringing the medicine."

She looks from hand to hand for the package.

GM:

Wren: 1d20 + 6 ⇒ (9) + 6 = 15
Ticco: 1d20 + 0 ⇒ (10) + 0 = 10
Karal: 1d20 + 7 ⇒ (2) + 7 = 9
Alliver: 1d20 + 3 ⇒ (2) + 3 = 5

Wren:
Wren you get the sense that she doesn't think much of your companions and that she is eager to get the package and see you off.


As Ticco stands, an old woman appears at the door.

"Boys, what have I told you about bothering strangers? Now come inside and get cleaned up, we'll be eating dinner soon."

"Y'mam."

The gang of marble shooters collects their prized possessions and scurry inside.

Walking to the edge of the porch, Auntie Baltwin surveys the group standing before her. Her gaze settles on Wren.

"Is there something I can help you with Miss?"


Thomas and Steffan take the offered snack but the third boy seems more intent on finding the best angle for his next marble than talking.

In response to Karal's last question the two boys give each other a sideways glance.

Steffan gets a serious look on his face as he explains,

"Auntie Baltwin is a great cook and she helped me get well when I was sick with a bad cough. The only thing I don't like is the chores."

Thomas remains silent but nods at his friend's statement.

GM:

Wren: 1d20 + 2 ⇒ (8) + 2 = 10
Ticco: 1d20 + 2 ⇒ (1) + 2 = 3
Karal: 1d20 + 7 ⇒ (3) + 7 = 10
Alliver: 1d20 + 5 ⇒ (3) + 5 = 8

Both boys look behind them towards the orphanage and stiffen. Suddenly returning to their marbles.

The party's eyes follow the children's glance back to the porch but see nothing but a black cat disappearing inside the house.


Karal, you have definitely gotten Thomas to open up to you. The other two are a little more wary. IE an additional Diplo check on each boy warm them up.


GM:

Steffan: 1d20 + 1 ⇒ (20) + 1 = 21
Thomas: 1d20 + 1 ⇒ (2) + 1 = 3
Lionel: 1d20 + 1 ⇒ (2) + 1 = 3

As Karal approaches the three boys look up expecting to be told to move aside by the approaching adult. They are pleased to be greeted with such an exciting prospect as playing marbles with a Dwarf.

One of the boys speaks up clearly more swayed by Karal's speech than the other two.

"Hi, what's your name? Mine is Thomas. Would you like to play marbles too? I guess this place is OK. Its better than being hungry."

He makes room for you by shoving one of the smaller children aside.

One of the boys, slightly older than Thomas, chides him for rough-housing.

"Thomas! What are you doing pushing a stranger like that? Auntie Baltwin wouldn't be happy."

The boy, who introduces himself as Steffan, picks Ticco up off the ground and apologizes.

"For a minute there I thought you was just some new kid but then I remembered there ain't no gnomes in this orphanage."


Wren, Karal:

As you head to the orphanage you get an uneasy feeling. You can't quite place it but you swear you are being watched.

After a short trip across the city you find the Orphanage in the Eastgate District easily.

Nearly swarming with cats and children, Auntie Baltwin's fine upper-class home appears to be clean and in good condition considering the number and ages of its inhabitants. Three youngsters shoot marbles in the dirt near the side porch, and a glance inside the open front door provides a view of strewn toys and more cats. A few children take care of chores, while coughs and sneezes softly erupt from the children’s dormitories upstairs.


Alrighty... was waiting to see if anyone else was chiming in but we shall proceed directly yo ze orphanage.


Exiting the temple, the directions point you towards a residential area of the Eastgate district.

GM:

W: 1d20 + 6 ⇒ (10) + 6 = 16
T: 1d20 + 0 ⇒ (2) + 0 = 2
K: 1d20 + 7 ⇒ (9) + 7 = 16
A: 1d20 + 3 ⇒ (1) + 3 = 4

What now intrepid couriers of justice?


"Excellent, we appreciate your help in this matter."

Ollysta hands the parcel to Karal.

"If there is nothing else, Mistress Baldwin is expecting this delivery this afternoon."


OK sorry for not posting ahead of time about my absence. Just got done hosting a large sporting tournament Friday-Monday.


Making your way north, the party once again passes through the busy Coins to the Ascendant Court district. Arriving at the Temple of the Shining Star, a massive temple to Sarenrae, you are immediately directed to Ollysta Zadrian.

The head of the Silver Crusade is a woman young in years but strong in her faith and service as a Paladin of Sarenrae.

She notices your arrival and strides across the room to greet you.

“Thank the light of Sarenrae you have arrived! I knew Venture Captain Valsin would come through for us in the Silver Crusade. I desperately need you to bring medicine to an orphanage and let me know if the headmistress, Gilga Baltwin, is deserving of our charity.

Since our doors opened, the needy have clamored for our aid, and I suspect some are abusing our generosity. It may sound paranoid, but there are plenty of dishonest people out in the world eager for easy gold.

But perhaps you are not familiar with our cause here in the Silver Crusade? After discovering so many factions splintered the Society, a number of us banded together to proliferate the cause of charity and kindness using the Society’s resources. As it is said, ‘The Dawn brings new light’ and I’ve made it my life’s work to use our recent darkness to bring a new light to the world and to the Pathfinder Society.

I apologize for straying off point. Will you bring this parcel of medicine to Auntie Baltwin’s Home for Recovery in the Eastgate District?”


After returning the box of papers and books to Guaril you have two tasks remaining

Tasklist


Remember, the books and papers are to be delivered to Guaril


Alliver scans the spines of the books and reads, Practical Thaumaturgy In Accordance with Creation, Geographic Anomalies of the Inner Sea, Under Kaer Maga: A Trial and Travel, Physiology of Dragons: An Illustrated Reference, Lost Sarusan.

I'd kill for the chance to read thru 'A Trial and Travel'.

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