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Bag of Holding

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5,191 posts. Alias of James Martin (RPG Superstar 2010 Top 16, 2011 Top 32).


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As Zarta reads the information you've found, her normal cool demeanor seems to break. She re-reads it several times before staring at Blan with open awe on her face. "I... I never knew any of this. I don't... I... Thank you. Thank you for showing this to me." For the moment, she looks very different from her usual cool persona. She looks... human.


Zarta goes along with Blan and stays cool while he shouts. Finally she smacks him hard across the face. "Calm yourself. I have no idea what you're talking about. Be rational and explain yourself. What relic about what ancestor?" You can clearly sense she has no idea what you're talking about.

Zefiro is definitely interested in joining the Dark Archives, provided he can stay very far away from Cheliax until things cool down.


Stitches in Theleb and Manius' sides lead to them having to pause their sprint, but the others make up for it. You're at the docks, watching the pursuers turn the corner when Zefiro's invisibility runs out! You start to turn to fight, but then you hear a familiar whistle... Tamrin pokes his head above a ship's rail, as the gangway is being taken up! You half-carry the Bellflower operatives and rush onboard, as the interrogator of the prison hurls curses and javelins to little effect!

The voyage back to Andoran is mercifully quiet and your wards, the agents and Zefiro heal with time. Venture Captain Hamshanks and Zarta Dralneed await you in a small parlor when you arrive.

Technically the adventure calls for a battle, but honestly, you're in no danger of being defeated, so we'll handwave that. Go ahead and finish the roleplaying and roll your day jobs checks. I'll get the chronicles together!


NPCingPinball's hand is suddenly wreathed in electricity as she grabs a random passerby, leading him to punch a bulky half-orc he thought was responsible! Manius attempts to glare his way through the mob. Intimidate: 1d20 + 11 ⇒ (13) + 11 = 24

As the brawl breaks into true bedlam, the pursuit is stopped behind you.

You hustle onward, seeing the docks ahead, nearly to your rendezvous!

You have the opportunity to thwart your pursuit! The final stretch takes the PCs down Ostenso Harbor’s docks. PCs can attempt Swim checks to
throw off land-bound pursuers, Stealth checks to reach their destination unnoticed, or Constitution checks to just sprint the distance.


Manius and Pinball?

A brawl breaks out, but someone can certainly make it worse! Intimidate check and magic spell options still available!


The band strikes back as Pinball tries to out-sing them, but to no avail! Still, the rest of you manage to creep through the crowd, but the guards make up some ground as you move through!

Ahead you see guards forming a cordon across the street, so spotting a tavern you duck inside to try to find a way out the back. However it's crowded and thick with drunken revelers.

With guards blocking the main streets, the escapees cut through a tavern that’s hosting a boxing match in its fighting pit. The PCs can provoke a brawl that spills into the streets with Intimidate checks, melee attacks that deals nonlethal damage (multiple attackers can contribute to this total), or by casting a spell of 1stlevel or higher that deals damage to a single target (such as magic missile).


NPCingGarret tries to climb the altar! 1d20 + 6 ⇒ (7) + 6 = 13 climb check!

Between Garret and Blan, the altar is climbed, while Pin decries their religious values and Theleb displays another god's prowess!

The pursuit falls behind, while you move on! The outrage and confusion of the crowd blocks your pursuers!

Rushing forward you run into an impromptu musical concert by a band playing patriotic Chelish anthems!

The fugitives pass a street-side band that has gathered a crowd by playing Chelish anthems. The PCs can crash the performance with a successful Perform check, a successful Dexterity check to weave through the crowd, or by casting any illusion spell of 1st-level or higher.


Theleb manages to disrupt the service, but try as they might, Manius and Blan cannot seem to shimmy up the altar..

Anyone else?


Depends on how quickly people post. We're close and if you guys do ALL the challenges for each tab, you'll get ahead fast.


Nothing seems to come from the north, but from the south three hobgoblins advance, looking on alert! You have 1 round before they arrive.


With a mighty heave and several smaller grunts, the wagon is pushed off and food flies everywhere!

You move on!

You turn the corner to nearly run face first into an Asmodean preacher speaking in a fiery rhetoric about the perils of chaos and lawlessness! He preaches from atop a mobile altar, that towers above the assembled crowd!

An Asmodean religious rite begins at a major intersection. PCs can sabotage the service with a successful Bluff or Knowledge (religion) check, a successful Climb check to disruptively scale the impromptu temple, by channeling positive energy in another deity’s name, or by casting any enchantment spell of 1st-level or higher.


And with Ferabras' mighty swing, the bugbear dies in a heap of bloody fur!

Examining him, you can note a magic aura of conjuration on his belt, and a magical transmutation aura coming from inside a humanoid skull hanging on his belt!


Theleb hits the ballons, which Garret disrupts the parade, rolling through the marching lines!

You scramble onward!

You see a loaded wagon in a tight alley up ahead, topped with supplies clearly bound for a food booth or feast.

You can stall oncoming guards with a successful Handle Animal or wild empathy check to panic the draft animals, a successful Disable Device check to unhinge the wagon and send it rolling down the street, or successful Strength check to throw the supplies everywhere.


I think Soran disappeared.

Soran hangs back, unsure about shooting into such a tight space.

The bugbear roars and unslings a greatclub from his back. He swings at Ferabras! Greatclubbin': 1d20 + 12 ⇒ (18) + 12 = 30 for 1d10 + 11 ⇒ (2) + 11 = 13 damage!

Round 2. Heroes are up!

EDIT: Ill omen swing! Greatclubbin': 1d20 + 12 ⇒ (14) + 12 = 26


Throwing food to the masses and handing off what you receive starts a mad scramble! You are able to move ahead, while your pursuit is stopped at the mob scene behind you!

You scramble onward! Directly in front of you is a festive parade, decked in garish reds and deep blacks, celebrating the House of Thrune and the glory of Asmodeus!

The runaways cross the path of a Loyalty Day parade, complete with floats, banners, and dancers. The PCs can bring the parade to a halt with ranged attacks that deal damage to the various decorations (multiple attackers can contribute to this total), a successful Acrobatics check to barge through the marching lines, or by casting any conjuration spell to create an impediment.


Okay, as simple as I can decipher:

This is a chase, like the usual rules, EXCEPT you've got four prisoners who are injured. They're slowing the pace, which means you need to focus on slowing your pursuers. You do this by completing challenges on each card, which slow pursuit. If they catch you, they will attempt to slow you by throwing javelins, but it's assumed (unless the javelins incapacitate someone) you'll keep charging toward safety.

So, on each card you can each attempt the delaying tactics. If you succeed, you delay your pursuit. Depending on how delayed they are, you may not need to fight them once you reach the docks.

I hope that makes sense.


Deciding quickly, you head outside. In the distance you can see Tamrin walking toward you, with the group of Chelish prison guards. His eyes go wide, then he suddenly drops to the ground, screaming in pain. The guards turn to look at him and you take the opportunity to run!

Thus begins the chase! You start at the Bloody Nail, and can move to the next card each round. However for each challenge you perform on that card, you can delay your pursuit. You all act as a group before the pursuers get to go.

You plunge forward, into the festivities! Here a group of Asmodean priests hand out free food to attendees, reminding them from whom the meal comes: House Thrune and Asmodeus! You may Request food and toss it to the hungry (Diplomacy); Snatch food trays to disrupt everything (CMB check); or toss an alchemical item into the food pots (ranged attack to hit!)


The laughter cuts off abruptly as Garret knocks the man out. He slumps to the ground, and you can see several guards inside peering toward you, looking concerned. You have a round before someone comes to check on Galvar; what are you doing?


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He was, but the money in the vault also contains his pay and that of his men, which means he'd be effectively robbing his men, which may make the bribe less appealing.


Sorry, completely missed that trip. It's been an odd week, I plead intellectual laziness!

Galvar hits the floor with a thud, as Pin whispers something obviously hilarious to him because he immediate begins to dissolve into laughter.

Garret I'll let you revise if you need to.


Unfortunately, no, Professor. He just looks like he's responding to a noise outside in the middle of a normal day. However, a Knowledge Religion check might tell you what's going on here...


Galvar reels back from Garret's sudden flurry, but still stands!

init Manius: 1d20 + 0 ⇒ (11) + 0 = 11
init Pinball: 1d20 + 3 ⇒ (16) + 3 = 19
init, Garret: 1d20 + 7 ⇒ (16) + 7 = 23
init, Blanmieux: 1d20 + 0 ⇒ (10) + 0 = 10
init, Theleb: 1d20 + 4 ⇒ (1) + 4 = 5
init, Galvar: 1d20 + 3 ⇒ (8) + 3 = 11

Round 1:
Garret, Pinball, Manius
Galvar
Blan, Theleb

Garret, Pinball and Manius are up!


Soran and Hoshiko?

Ferabras's greatsword swings too high, hitting the rack of pans and causing a terrific racket. His bite seems to connect, causing a bleeding wound and filling his mouth with fur. Mikail's stab barely misses, causing the bugbear to grunt and contort to avoid it. He grunts as Zolarus's magic washes over him, filling him with ill omens.


Galvar's eyes go wide. "There's supposed to be four people in there!" He looks to the guard next to him. "Search the interrogation chamber! Find the other one!" They rush north, moving quickly.

Galvar looks hard at Garret, and mutters something under his breath. It sounds like 'retirement' and 'too old'. He pulls himself together. "Alright, take those prisoners to the Mess and guard them. Hopefully the riot will be over soon and we can get back to normal." He doesn't move from blocking the exit.


You pulled a 25 out of a 6 on the die? Slow clap. Bravo. Anyone want to aid her deception?

Garret:
You get the strange suspicion, in the way the guards are peering at you, that they believe you've been possessed in some way.


With a blessing, Ferabras dives in, nearly skewering the bugbear. The bugbear lets out a growl that sounds wet and wounded.

Initiative:

Ferabras: 1d20 + 1 ⇒ (14) + 1 = 15
Hoshiko: 1d20 + 5 ⇒ (11) + 5 = 16
Mikail: 1d20 + 5 ⇒ (2) + 5 = 7
Soran: 1d20 + 3 ⇒ (6) + 3 = 9
Zolarus: 1d20 ⇒ 18
Tralg: 1d20 + 2 ⇒ (1) + 2 = 3

Round 1:
Zolarus, Hoshiko, Ferabras, Soran, Mikail
Tralg

The heroes are up for Round 1!


Caesare notices a sound, coming toward the hut, like the sound of faint boots marching closer.

Suddenly a flicker of light fills the room and you all see a candlemaker working at his craft. He seems to hear something from outside.


Zefiro is suddenly invisible, and the Bellflower trio are roped to a convincing degree.

Krima looks worried. "You should knock me out. I can claim you tricked me and my cover should be safe." Assuming you agree, you leave her unconscious on the ground, with a large lump rising on her head.

You head toward the entryway, noticing the guards around the perimeter of the prison seem to be watching you closely. Perhaps a little too closely? Sense motive!

Galvar stands in the entry way with three guards just behind him, blocking your way. "What is this?!? You're not authorized to move prisoners!"


You move outside and to the small shop next door, finding the door open. Hundreds of candles fill this shop’s shelves, lying in pale lumps of tallow and wax beneath years of dust. Several small copper kettles hang suspended from an iron rack over a brick hearth. Above the kettles, dozens of half-completed candles hang from iron rods. On a nearby table sits a spool of twisted cotton thread, waiting to be measured and cut into wicks, as well as a variety of wooden molds.

As you look inside, a sudden flickering light fills the room! Perception checks!


Fine and dandy! Let me know when you're ready to roll, and you all get a surprise round before we roll initiative!


There are one halfling and two humans. They look a little in shock, but the halfling recovers enough to tell you their names are Gerdel (halfling), Jokka and Reg. (both human) All three of them are battered, but eager to do whatever they need to do to escape.

Garret slips out of the central prison area and into the prison. He can see Galvar standing in the entry way, talking closely with three other guards. Their voices are low, but Garret overhears the words "scheme" and "escape."


NPCingTheleb blanches when he sees the blood, then channels! Healing: 2d6 ⇒ (1, 3) = 4

Zefiro murmurs a bit and opens his eyes. "Bless me. I never thought I'd see friendly faces again. I never thought I'd see anywhere but here. What are you doing here?"


GenCon was tiring, reviving and awesome. Every year I go and love it and hate having to leave, but I gain a new appreciation for my bed.

Mikail cracks the door... A large cooking fireplace takes up most of the northern wall of this kitchen; a black iron kettle is suspended over the hearth. A long, narrow worktable fills the western half of the room, clearly used for the preparation of food. The southern and eastern walls are covered with shelves holding spices; dry goods; and various pots, pans, large bowls, terrines, and other cooking vessels. A bugbear wearing an apron and wielding a hefty cleaver chops meat of unknown origin while humming tunelessly.


Back and BUMP!


Zefiro sags as you work on his wounds. His eyes flutter, but he doesn't seem able to focus. "Never... talk... won't... talk." he mutters.


Duristan seems to revel in the sheer violence of the hunt and plays with his food far more than is needed. Still, he at least seems somewhat under control now that he's been properly cowed.

Back in the blacksmith shop, the Professor, Caesare and Sonny can hear noises from next door: sounds like a thick substance boiling and the hissing of fire.


Honestly, without a rogue to disable this trap, you're pretty much limited to doing what you did.

Zefiro moans a little and shifts. The other prisoners look worse off.


Two down! Six to go! Let's do this quickly.

1. Attack: 1d20 + 9 ⇒ (2) + 9 = 11 dealing 2d4 + 5 ⇒ (2, 1) + 5 = 8 damage!
2. Attack: 1d20 + 9 ⇒ (16) + 9 = 25 dealing 2d4 + 5 ⇒ (2, 1) + 5 = 8 damage!
3. Attack: 1d20 + 9 ⇒ (8) + 9 = 17 dealing 2d4 + 5 ⇒ (2, 1) + 5 = 8 damage!
4. Attack: 1d20 + 9 ⇒ (14) + 9 = 23 dealing 2d4 + 5 ⇒ (3, 1) + 5 = 9 damage!
5. Attack: 1d20 + 9 ⇒ (1) + 9 = 10 dealing 2d4 + 5 ⇒ (1, 3) + 5 = 9 damage!

Blan moves throughout the room, smashing statues and getting sliced by chains in return. Still, in a few moments the room is silent and the chains go limp. However the prisoners look bloodied and hang limply in their bindings.


Blan Escape Artist: 1d20 ⇒ 1 Blan raises his scythe, but he accidentally nudges a chain overhead. Suddenly the room is alive with whipping chains that bite and cut! Blan manages to destroy this statue, but not before the chains get a chance to attack! Attack vs Blan: 1d20 + 9 ⇒ (15) + 9 = 24 They slice into him for 2d4 + 5 ⇒ (4, 2) + 5 = 11 damage!

In addition, they constrict into the prisoners, dealing 2d4 + 5 ⇒ (4, 3) + 5 = 12 damage! Plus with only a single statue destroyed, the chains still seem determined to attack!

Blan, what are you doing?


The eastern door resists. It's locked, and with a very good lock, it seems. Behind you, Akre mutters "That door. Behind there is the hole downward. Vos keeps the key. His rooms are upstairs."

Hello! For the next week I will be at Gen-Con and/or decompressing after Gen-Con. If you're there, I'll be around the Sagamore Ballroom running PFS all through the Con. Feel free to look me up! However I will probably not be accessing the boards much so feel free to NPC me if needed! Thanks! James


Hello! For the next week I will be at Gen-Con and/or decompressing after Gen-Con. If you're there, I'll be around the Sagamore Ballroom running PFS all through the Con. Feel free to look me up! However I will probably not be accessing the boards much so feel free to NPC me if needed! Thanks! James


Duristan seems to war with himself, eager for the hunt and blood, but instincts telling him to obey his Alpha. He finally whines and rolls over, showing his throat.

Hello! For the next week I will be at Gen-Con and/or decompressing after Gen-Con. If you're there, I'll be around the Sagamore Ballroom running PFS all through the Con. Feel free to look me up! However I will probably not be accessing the boards much so feel free to NPC me if needed! Thanks! James


Duristan cowers before the sheer presence of Risbeth as he snarls and snaps. In a deep gutteral voice he whines "Blood, need blood, want blood. Just the skinny one?" He snaps toward the Professor in an aggressive manner.


Garret makes it through like an acrobat, not touching anything!


Duristan's shakes give way to sobs as he's bent double by pain! Caesare is able to call out a warning as fur begins to sprout all over Duristan's body as his limbs lengthen and his body contorts wolfishly!


The door at the eastern end of the hall is silent, but the western door sounds of faint echoes. The northern door is closed, and the sounds of cooking and humming come from there.


"I followed you. I followed you and they found me. They showed me the truth, you know. They showed me what it means to be a true beast." He sounds resigned and hollow and begins to shake and shiver as he talks.

Sonny, he sounds almost mad to you, clearly something is wrong with this man.


Who is in the room when Blan attacks? I need to know where everyone is, it's kind of important.


Mikail sees a hallways, and directly across the hall is another door, which is the source of the noise and smells.


I'll allow it. They'd get a Perception check vs the DC of your stealth to hear it.

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