Agents of Cheliax: Infiltrating, Subverting and Corrupting for Thrune (Inactive)

Game Master Molech


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In the Empire of Devils ambition and ruthlessness are the norm, and to climb the political ladder in Cheliax one must wield guile and initiative in the very manner of Asmodeus himself.

For your part, you have set your eyes on a new Barony in an ambitious County in a powerful Archduchy.

The young Fort town of Varni is in the badlands and foothills south of The Eismonts, north of Anferita Wood. It is the newest Barony in the small but ambitious Gheredescci County.

Gheredescci County is ruled by Count Vocaturo Spartaco. His wife, Olivia Spartaco is a niece of Archduke Kettermaul Charthagnion. They have no children of their own and so have named their niece, Stella Spartaco, to be the Baroness of Varni.

But this Barony is to be Your stepping-stone, the next ladder on the rung, to real power in Cheliax.

Archduke Kettermaul Charthagnion, the self-styled "Archheathen" of the great Longmarch Archduchy, has worked with Count Vocaturo Spartaco and Countess Olivia Spartaco, to arrange a marriage between the young Baroness Stella Spartaco and a member of House Phandros in Westcrown, Francesco Phandros.

The union of House Spartaco and House Phandros could become quite powerful. And if the marriage is a success, Baroness Stella Spartaco and Baron-Consort Francesco Phandros could become too powerful for you to handle quietly.

The young noble from Westcrown must not arrive in Varni. Or even Gheredessci County.


The caravan with Francesco Phandros is on its way from Westcrown to Gheredescci County now.


Archaeologist Bard 8 HP 64/64| AC 23| T 17| FF 16| Fort +7| Ref +15| Will +10| Init +8 Perc +17 | Concentration +13| AL 7/8 L1 6/6 L2 5/5 L3 3/3

"I propose that we meet them somewhere between the Anferita wood and the inner sea. It narrows down their escape options, and we can drive them towards on or the other as it suits us if we can not finish it in one attempt." Alfred says to the others.

"A way to frame the assassination on one of the bordering countries would not go amiss either."


Female Half Elf Master Summoner 9 HP 65 Max 90 (9d8 + 18) Defence AC23 Touch 16 Flat Footed 18 Fort +7, Ref +10, Will +9 (+11 vs. charm and compulsion); +2 vs. enchantments Immune sleep Summoner Spells Lvl 1 7/7Lvl 2 56/6 Lvl 3 5/5 Summoning Master SLA 13/13

Sound reasoning Alfred. I like your choice of ambush site. It may be more plausible to plant evidence suggesting Francesco Phandros's unfortunate accident was the work of enemies of his house within Cheliax.

If we can establish a suitable rival house or organisation and gather the appropriate "evidence" to be left at the scene. We should ensure there are no survivors and anything we loot is disposed of with great care.


Archaeologist Bard 8 HP 64/64| AC 23| T 17| FF 16| Fort +7| Ref +15| Will +10| Init +8 Perc +17 | Concentration +13| AL 7/8 L1 6/6 L2 5/5 L3 3/3

"Yes a local rival is more likely. We could hire some local mercs or the like to help us with this, give them one or two weapons with another house's symbol on them. Then we make the attack and kill both Phandros and the mercenaries."

"Then bring his body back to Gheredessci and his family, shame we couldn't save him from the attack, though we did try and we did kill his murderers."

"Think that'll work?"


Female Half Elf Master Summoner 9 HP 65 Max 90 (9d8 + 18) Defence AC23 Touch 16 Flat Footed 18 Fort +7, Ref +10, Will +9 (+11 vs. charm and compulsion); +2 vs. enchantments Immune sleep Summoner Spells Lvl 1 7/7Lvl 2 56/6 Lvl 3 5/5 Summoning Master SLA 13/13

Alfred, you are a treacherous individual and a cold blooded murderer! I like you more every minute.

On bringing his body back to his family... I don't favour the idea unless there is a good reason to do so. Why inject ourselves into the matter? Better we remain completely unconnected so far as House Phandros know, even if our misdirection fails.


Stealing items (such as weapons) with heraldry of another House, framing them for an assassination, is possible -- but that House would deny it and try to find a way to prove the items were stolen. Forging the heraldry is possible -- and faster -- but again the House would try to prove its innocence. The greater the House, the more resources they have to find evidence proving their innocence.

That being said....
In Westcrown (where stands House Phandros), Houses Salisfer and Dioso are Phandros' biggest rivals/ enemies. ....Houses Oberigo and Rosala are its biggest "allies." ....And Houses Chard and Nolmon are minor Houses that serve House Phandros (as House Spartaco Serves House Charthagnion. Heck, I guess as all the Houses in the Longmarch Archduchy 'serve' House Charthagnion.) Finally, in the port city of Hinji, the powerful House Ivici -- which is quite small in number -- is a major enemy of House Phandros of Westcrown.

....Don't forget to spend time, now or soon, considering not only how to spin the caravan's loss to House Phandros, but turning yourselves into power-players in Gheredescci County. ....Get the Barony at Varni / Get noticed by the Archduke and even the Queen.

....:

Let me know to what degree you do or do not want me to contribute here. I feel it's a good idea at first because it's so new and you have so little info with which to work. I'll wean myself off of throwing considerations and counter-arguments in the mix asap. But let me know.


Gameplay is now open.


The Cast

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(I love a good group name, any suggestions? Feel free to throw some out as we get Gameplay moving.)

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ALFRED ENSBRIDGE …. NE Halfling Archaeologist Bard —8
Played by Rostam
(From an inconsequential branch of House Arvanxi and the non-noble Ensbridge family. An ambitious traveling performer in the Longmarch Archuchy ready to gain favor from Arvanxi and rise in Cheliax.)
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YAOS HELLBRINGER …. LE Half-Elf Master Summoner —8
Played by Joynt Jezebel
(“The Red Widow” married into House Battori in the capital of Cheliax and is still peripherally part of the great House after her husband’s death. Her Eidolon Red Wing and her Familiar Pale Wing are constant companions.)
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MANIUS BATTORI II …. LE Pactborn Inquisitor of Dispator —8
Played by Almagafor
(Directly descended from Pavel, Manius and Elzibeta Battori who supported Abrgail Thrune I during the Chelaxian civil war. House Battori has maintained loyalty to House Thrune to the present day yet both its tiny size and profusion of mixed-lineage members keep it from becoming too influential.)
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LORD MAGNIUS …. LE Human Investigator —3 / Inquisitor of the HellKnight Godclaw —5
Played by Monkeygod
(Like most in his House, believes and argues that his blood flows straight from the Azlanti Empire and when Aroden walked these lands as a mortal. (very probably House Arvanxi, but perhaps House Phandros or even House Gheradescci of Corentyn))
--subject to revision


Hopefully I didn't jump the gun too early for Gameplay; Discussion didn't really go anywhere and I figured maybe you needed a bit more info before you could decide things. So I started.

.

Just to ensure the setting is sufficiently described, here it is:

1200 feet away from you is a dense tangle of forest and steep hillocks from which Francesco Phandros' caravan is being ambushed by an as yet unknown group.

You are 1200 feet down a clear trail in a smaller tangle of somewhat-dense forest, well hidden.

Three advance scouts for the caravan (having already scouted -- unsuccessfully -- the dense patch of forest where the caravan is now traveling) were two/thirds the way to your hiding spot when the caravan behind them (still in the dense tangle) was ambushed.

They are charging back to help defend Francesco Phandros and the rest of the caravan.


Male Weremonkey Rogue/Ranger/Trickster

Once I settle on which House I hail from, I plan on adding that to my alias' name. Ie Lord Magnus 'x' where x=house name. Hence my posting as my alias mostly, so as not to hit the 10 post mark that prevents me from changing my name.

Its also why I have sort of stayed out of discussion chatter so far. I haven't been feeling so great the last few days so I haven't done much more with my character.

Feeling much better now, and while my weekend's gonna be busy(Friday Night Magic tonight, and possibly Rogue One, the biggest show to date for the independent wrestling company by bro works for and that I help out tomorrow and a mostly free Sun), I should be able to at least contribute to the convo.


No problem, let me know if you want me to roll initiative for you.


It's the weekend afterall so initiative rolls are sufficient until Monday.


Archaeologist Bard 8 HP 64/64| AC 23| T 17| FF 16| Fort +7| Ref +15| Will +10| Init +8 Perc +17 | Concentration +13| AL 7/8 L1 6/6 L2 5/5 L3 3/3

A bit of discussion on options here, we have four that I see:

1 - Just jump in and kill everyone. Probably not the best idea

2 - Aid in killing Phandros then deal with the new comers after, maybe an alliance can be struck?

3 - Kill the new comers, then kill Phandros. Maybe he will let his guard down towards his saviours?

4 - Make one great play. Get our biggest damage dealer in range of Phandros, lay down some CC and buff him up, then assassinate Phandros in one hit, leave and let both Phandros' caravan and the new people figure it out

I'm leaning towards 3 or 4 personally


Running straight there will take a good 5 or 6 rounds (the duration, you all know, of most combats). Or you can use magic to get there in the middle of things.

You have no line of sight to the caravan 1200 feet away in the dense woods.

You DO have line of sight to the three advance scouts who, in addition to not having seen the other ambushers, have no idea you are there.


Female Half Elf Master Summoner 9 HP 65 Max 90 (9d8 + 18) Defence AC23 Touch 16 Flat Footed 18 Fort +7, Ref +10, Will +9 (+11 vs. charm and compulsion); +2 vs. enchantments Immune sleep Summoner Spells Lvl 1 7/7Lvl 2 56/6 Lvl 3 5/5 Summoning Master SLA 13/13

Alfred- I think we should move in and then decide what we should do.

With luck, we will be able to see who is winning and maybe get some idea about who is attacking. This could give us some more information to decide the best course of action.

One positive is it should be easier to "frame" whoever is attacking Phandros with attacking Phandros. It has got a certain plausibility.

This situation is great for my character, a master summoner I mean. I can conjure creatures on the way.


Archaeologist Bard 8 HP 64/64| AC 23| T 17| FF 16| Fort +7| Ref +15| Will +10| Init +8 Perc +17 | Concentration +13| AL 7/8 L1 6/6 L2 5/5 L3 3/3

I agree with moving in first. I had assumed we would do that then choose but forgot to mention that.

Also, I have invisibility sphere. So if we all stay close to me during the closing in everyone will be affected as per invisibility, except we can see others that are under the spheres effects. Here's the PRD link


I'm interested in the manner in which you move that 1200 feet from your current ambush-point hiding spot to the heavy-cover ambush-point where the caravan is being attacked. If you all move together, say, in an area of Invisibility sphere, let me know.

Conventional movement will take about six rounds. Magic can get you there faster if you choose to get there asap. Or you can use divination to see what's going on.


FYI, I'm anticipating a monster day at work tomorrow (Monday).


Archaeologist Bard 8 HP 64/64| AC 23| T 17| FF 16| Fort +7| Ref +15| Will +10| Init +8 Perc +17 | Concentration +13| AL 7/8 L1 6/6 L2 5/5 L3 3/3

Personally, I think that conventional walk up while invisible is the best idea. We get there just as the combat is ending, when people are at their weakest.

If spell casters of lower level than us are present their round/level buffs are gone or almost so, and they have had time to get off one round of healing at best. Also, they are most likely spread out a bit, especially considering that the scouts are headed back from our direction, which is likely to both spread the fight out and make it last an extra round or two as the scouts arrive a bit late.

Getting there faster lets us choose our moment a bit better, but unless the fight is over in 3-4 rounds, our best moment is probably near the end of the fight any way once it is decided.


Male Human Investigator 3/Inquisitor 5

I'm going to assume that this ambush has been our plan for quite awhile now? At least enough for us to have spent time prior gathering information on not just our target, but also the bride-not-to-be, Stella?

If so, I'll make a few Diplomacy checks.

Also, I'm thinking maybe I can be on my own, making my way down the road on horse, to meet with Francesco as a distraction.

I can then 'raise the alarm' and the rest of the group can 'come to the rescue'.

We can drive off the unknown attackers, but preferably not kill them. As they flee, Yaos can send of her eidolon to shadow them, so we can possibly meet with them later. This group of ambushers could be useful as allies.

Meanwhile, we finish the job on Francesco, and then track down what will hopefully be some new friends.


Female Half Elf Master Summoner 9 HP 65 Max 90 (9d8 + 18) Defence AC23 Touch 16 Flat Footed 18 Fort +7, Ref +10, Will +9 (+11 vs. charm and compulsion); +2 vs. enchantments Immune sleep Summoner Spells Lvl 1 7/7Lvl 2 56/6 Lvl 3 5/5 Summoning Master SLA 13/13
Monkeygod wrote:
Feeling much better now, and while my weekend's gonna be busy(Friday Night Magic tonight, and possibly Rogue One, the biggest show to date for the independent wrestling company by bro works for and that I help out tomorrow and a mostly free Sun), I should be able to at least contribute to the convo.

Glad you are recovering.

And another Magic TG player. I guess I should not be surprised.


Female Half Elf Master Summoner 9 HP 65 Max 90 (9d8 + 18) Defence AC23 Touch 16 Flat Footed 18 Fort +7, Ref +10, Will +9 (+11 vs. charm and compulsion); +2 vs. enchantments Immune sleep Summoner Spells Lvl 1 7/7Lvl 2 56/6 Lvl 3 5/5 Summoning Master SLA 13/13

I have read your suggestion Magnius.

My thoughts-

1 First how about you make those diplomacy rolls? More info can't hurt.

2 I don't like the idea of you being by yourself. I rarely like splitting the party. You could be vulnerable and we may well not be able to help if you are attacked.

3 I like the idea of us moving in under the cover of invisibility and seeing what to do when we get closer. We may be able to figure out who they are when we get closer.

4 I can conjure creatures en route. Some flying pigs? No really? Or bring up some Dretches and hit the combatants with multiple stinking clouds.

5 Driving off the attackers then approaching them as possible allies could go bad. We will have fought them and foiled their goals, and then we want to be friends. And if it goes wrong they will know who we are.


Male Human Investigator 3/Inquisitor 5

2) The idea would be for me to more or less move around the same speed as the group. So that we arrive roughly together. Which means you guys need to move as quickly as possible.

3) Invisibility is good, so long as it doesn't slow you down.

4) What's the highest level Summons you can cast?

5) This part of the plan relies entirely on how easy it is to drive them off, and then whether or not they are apart of a much larger group or not.

It is very possible they are just bandits who coincidentally ambushed the caravan at the same time we planned to. Even if not, we might still be able to work with them, due to us potentially having aligned goals.

Alternatively, we could possibly make allies of them without driving them off.

But, a lot of this hinges on my being able to interrupt them and trying to talk to them. Which very well might not be possible. I think its worth the attempt, however.


Female Half Elf Master Summoner 9 HP 65 Max 90 (9d8 + 18) Defence AC23 Touch 16 Flat Footed 18 Fort +7, Ref +10, Will +9 (+11 vs. charm and compulsion); +2 vs. enchantments Immune sleep Summoner Spells Lvl 1 7/7Lvl 2 56/6 Lvl 3 5/5 Summoning Master SLA 13/13

I have 13 uses of Summon Monster IV, the better summoner SLA version. :)

Augmented, Superior and Versatile Summons at that. :) You don't need an army of followers via the leadership feat, you have me.

What about we move in and then you can try talking? If we do that we don't really need invisibility sphere.

I am fully ready to charge in on my pale horse. Of course they could start firing arrows at us, in which case we kill everyone. Grrr.

I think we are waiting on Monkeygod.


You can interrupt them by moving (by whatever means) to the combat site faster than the way Alfred Ensbridge is voting.

Assuming (retroactively, since I already started Gameplay out of impatience) you guys planned your ambush with Lord Magnius Arvanxi approaching Francesco Phandros (his caravan) by horse somewhere on the 1200 foot path ahead of where you are hiding, the other ambushers would still have attacked the caravan first. Your first indication of the approaching caravan would still have been the three advance scouts emerging from the heavy-cover area.

In any case, the Surprise Round, such as it is, was what turned the scouts' heads (and yours) and now the caravan and ambushers are in round one, as are you should you choose to get there asap.

Or, like Alfred Ensbridge is suggesting, you can move invisibly together, taking six rounds -- wherein you can buff &/or summon, the battle can be fought without you, and the other parties run out of their own buffs.

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Please let me know how clear or unclear the scene is that I have set.


Monkeygod is Lord Magnius Arvanxi.

Almagafor is Manius Battori (on whom we are waiting).

(See,.... told ya it would be easy to tell the difference between Manius & Magnius! ;)


Male Human Investigator 3/Inquisitor 5

I don't plan on the Lord part appearing in my alias header, but he is a lord, albeit a minor one.

Ray, you good on my using Diplomacy beforehand? I'll make a few rolls if so, as that's one of my specialties.


This is a Diplomacy to Gather Info on the new Baroness of Varni, Stella Spartaco, niece of Count Vocaturo Spartaco? And another on Francesco Phandros?

How about this: when you guys get to Gheradescci County (and its new Barony of Varni) you can start talking with NPCs and do your Diplomacy to Gather Info on Stella Spartaco and any other notable personage there. You can also use Knowledge: Geography (History/Nobility) to see what you already know.

Since none of the PCs were built to be from Gheradescci County, but rather are coming from further east (Westcrown and the capital), it makes more sense to say this will be your first time in Gheradescci. (Alfred Ensbridge being the exception as he certainly could have passed here once or twice as a travelling performer going from the Capital to Westpool to Westcrown to Hinji to Macini to Corentyn -- but not recently with this ambush in mind.)

And considering that, and that you're intercepting Phandros' caravan between Westcrown and Gheradescci County, you would not have had the time to get to the County yet to gather info.

Regarding info on Francesco Phandros, I think a Knowledge Geography (History/Nobility) check is in order. Some info has been previously given (two Houses that are allies, two that are enemies, and two that serve Phandros).


Archaeologist Bard 8 HP 64/64| AC 23| T 17| FF 16| Fort +7| Ref +15| Will +10| Init +8 Perc +17 | Concentration +13| AL 7/8 L1 6/6 L2 5/5 L3 3/3

I'll bite on the knowledge checks

K(Geography) on Gheradescci County: 1d20 + 11 ⇒ (5) + 11 = 16

K(Geography) on Francesco Phandros: 1d20 + 11 ⇒ (2) + 11 = 13

Well that's unfortunate


Female Half Elf Master Summoner 9 HP 65 Max 90 (9d8 + 18) Defence AC23 Touch 16 Flat Footed 18 Fort +7, Ref +10, Will +9 (+11 vs. charm and compulsion); +2 vs. enchantments Immune sleep Summoner Spells Lvl 1 7/7Lvl 2 56/6 Lvl 3 5/5 Summoning Master SLA 13/13

I too will give it a shot.

K(Geography) on Gheradescci County: 1d20 + 5 ⇒ (1) + 5 = 6

K(Geography) on Francesco Phandros: 1d20 + 5 ⇒ (5) + 5 = 10

In the immortal words of Sergeant Schultz "I know nothing!"


Male Human Investigator 3/Inquisitor 5

While I don't mind the consolidation of the various skills into Geography, is there anyway we could come up with a better name? Especially since it includes Nobility and History which do not necessarily have to tie to a geographical location

K: Geography Gheradescci 1d20 + 10 + 1d6 ⇒ (19) + 10 + (4) = 33

K: Geography Francesco 1d20 + 13 + 1d6 ⇒ (6) + 13 + (1) = 20


Yes, changing what we call Knowledge Geography/History/Nobility is perfectly fine with me. Pathfinder Unchained calls it "Society." That works fine. I'm okay with that or something like, "Lands & Societies." I'm open to any suggestion (or just call it what you want and it'll probably stick). In my Homegame we've been calling it different things depending on the situation (History, Geography, Culture, etc).

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Francesco Phandros (DC 20):
Without the apparent ruthlessness and ambition of many young Chelaxian nobles it's not surprising that his maternal second-cousin's grandfather, House Patriarch Marcus Phandros, has agreed to arrange his marriage to the smaller House Spartaco to be a Baron-Consort. Marcus Phandros is rumored to have not even accepted the wedding invitation in Gheradescci County.

The lad himself is nineteen years old and seems to be more of a scholarly aristocrat-- managing accounts and finances, reading law, and deconstructing poetry and opera. He is known to be especially adept at managing labor from House slaves.

It is a bit incongruous that this urbanite would be moving to live in the wild badlands & rough foothills between The Eismonts and The Anferita Wood.

Knowledge: Local, DC 13: Francesco Phandros is a 3rd level Aristocrat who would advance by marrying a Baroness and becoming a Baron-Consort. (So the marriage would give hime the XP to level to 4th.)


I've sent a PM to Almagafor regarding his Pactborn Inquisitor of Dispator, Manius Battori.

Hopefully he'll be able to join us soon, now that Finals are (presumably) over.

If not, I'll start a separate Recruitment Thread and in a long-and-drawn-out process get another PC to join you. You'll likely be a few weeks into Gameplay before a replacement PC arrives.

Trust me we'll be fine with three PCs, at least for now.


Gheradessci County (DC 33):

Gheradescci County is named from the House that built Citadel Gheradesca so long ago. While no member of that ancient House has ruled the area for many decades, it remains a vital artery for Corentyn, if not the Longmarch Archduchy.
The County seat today is the small town of Spartaco three miles east of the northern edge of Anferita Wood. It is ruled by Count Vocaturo Spartaco, the House Patriarch, and his Countess-Consort, Olivia Spartaco, formerly of House Charthagnion; she is the niece of ArchDuke Kettermaul Charthagnion.

There are three principal areas of Gheradescci County.

The first is the northeast corner “L”-shape section of the Anferita Wood, stretching the NE edge of the forest south for forty miles (and twenty miles-deep into the Wood), and stretching the northern edge west for approximately forty-two miles where the forest ends (also twenty miles-deep into the Wood). This 160-square-mile forested region is where County soldiers become heroes or die. Count Spartaco is responsible for sending troops into this L-shaped stretch of Wood to capture heretics & thieves, kill roving monsters, and seek-and-destroy any potential raiders.

The second feature of Gheradescci County is the long area of rocky foothills and badlands south of The Eismont Mountains. Here, the fort town of Varni has recently been built up as the new Barony for Count Vocaturo Spartaco’s niece, Baroness Stella Spartaco. Varni was built a mile from the site of a recently discovered gold vein; mining continues. While the hills have long been a source of iron and copper, the discovery of gold nine months ago has made House Spartaco and the entire County a bit more ambitious. But the foothills of the Eismont range are no safe haven. Wild beasts have always been a problem for copper and iron miners and plenty of natural hazards abound. The new fort town and her young Baroness are anything but secure.

The final feature of Gheradescci County is a large rectangle of agricultural land east of the foothills and northern stretch of Anferita. eighty-five miles north-to-south and forty miles east-to-west, the heartlands of the county are dotted with villages and farmsteads producing grapes, olives, tomatoes, eggplant, peaches, cherries, plums, Chelaxian wheat and several goat and pig ranches. While the wine produced from the vineyards here is known in Longmarch, much more desirable are the dairy: goat cheese, cream & milk; and the various salamis, pepperonis, capicola, and prosciutto. Here, in sight of the Anferita three miles west and the badland-foothills two miles north, the town of Spartaco serves as Count Vocaturo’s seat, his impressive castle standing sentry over the community of 900 townspeople, loyal to Cheliax.

Two unusual communities stand apart in Gheradescci County. The northern part of the county, on the edge of the foothills and the heartland, holds a small village of mostly Hobgoblins, Mog. Standing as the County’s northern border, these Hobgoblins are a well-trained and even better valued force, keeping the County safe from brigands. Count Vocaturo’s older brother Viscount Mogranzini Spartaco, while not clever enough to have climbed the feudal ladder in Cheliax enough to hold the County, is the second most powerful person in Gheradescci and holds a Keep amongst the Hobgoblin village with his name. His Tiefling wife, Carnacella is said to be more clever and ambitious than he, though she holds no noble blood of her own.

The second unusual village is on the southern edge of Gheradescci County; a mix of Kitsune, Catfolk and Half-Elves live with their human friends in the vineyard village of Valsecchi, named for the Kitsune who founded it, swearing loyalty to Asmodeus, House Thrune, ArchDuke Charthagnion and Count Vocaturo Spartaco. Valsecchi has not taken a wife and has no heirs, though the cosmopolitan members of his village are loyal to him and they are all quite ambitious for their little village and its winery.


In addition to that basic information on Gheradescci County, a DC 33 Knowledge check gets three additional, more specific questions.

Ask away....


Female Half Elf Master Summoner 9 HP 65 Max 90 (9d8 + 18) Defence AC23 Touch 16 Flat Footed 18 Fort +7, Ref +10, Will +9 (+11 vs. charm and compulsion); +2 vs. enchantments Immune sleep Summoner Spells Lvl 1 7/7Lvl 2 56/6 Lvl 3 5/5 Summoning Master SLA 13/13
DM Ray wrote:
FYI, I'm anticipating a monster day at work tomorrow (Monday).

Well, that would make it perfect for Pathfinder.

If I am not mistaken, we have started the gameplay thread.

First, the PCs should decide which of the 2 approaches to take, Magnius's idea of him approaching the Phandros's caravan alone and us faking a rescue or approaching as a group of 3 under the cover of invisibility sphere. I liked the 2nd idea, but suggest we decide. Then Magnius can roll initiative in the gameplay thread and we can start kickin' ass.


Hye, sorry I've not dropped in for a bit. Finals are done but I went through some personal stuff that made it tough to post something. Honestly, I'm still going through it but it's not as it was. I am still having some trouble concentrating, but I'll do what I can.

Here's my mechanics for review for Manius II Battori:

Spoiler:
Manius Battori II

Male Pactborn Inquisitor Dispater(Sanctified Slayer) 8
LE medium humanoid/outsider (human, native)
Str 12, Dex 20, Con 10, Int 12, Wis 20, Cha 10
Base Attack +6, CMB +7, CMD 22
AC 1, Touch 1, Flat-footed 1
Fort +6, Ref +7, Will +11
HP 64 (8d8)
Speed 30ft
Init +10

Attacks:

Feats: Point Blank Shot, Precise Shot, True Love, Improved Monster Lore, Rapid Shot
Teamwork: Allied Spellcaster, Outflank

Traits: Birthmark (Birthmark acts as Holy Symbol, +2 to save vs charm/compulsion), Devil Pact(+1 to Diplomacy with Devils, +1 to Intimidate with other Evil Outsiders)(Based on Dragon Pact), Unearth Secrets (+2 to Sense Motive if trying to determine target's hidden vice, dark impulse, or other hidden desire)

Skills: Bluff (4 ranks + 2 Silver Tongue), Diplomacy (8 ranks + 2 Silver Tongue), Disable Device (4 ranks + 4 Trapfinding), Heal (2 ranks), Intimidate (6 ranks + 4 Stern Gaze), Linguistics (2 ranks), Perception (8 ranks), Ride (2 ranks), Sense Motive (6 ranks + 2 True Love + 4 Stern Gaze), Stealth (8 ranks), Survival (8 ranks)
Knowledges: Arcane (2 ranks), Cosmology (6 ranks), History (2 ranks), Local (2 ranks), Nature and Dungeoneering (2 ranks)
Monster Lore +9

Languages: Chellish, Infernal

Spells: Inquisitor per Day (0th – at Will, 1st - 5, 2nd - 5, 3rd - 3)
Known: Inquisitor (0th – 6, 1st – 5, 2nd – 4, 3rd - 3)
0th – Brand, Create Water, Detect Magic, Guidance, Light, Read Magic, Sift
1st – Bless, Cure Light Wounds, Disguise Self, Divine Favor, Shield of Faith
2nd – Darkness, Detect Thoughts, Hold Person, Undetectable Alignment
3rd – Dispel Magic, Nondetection, Speak With Dead

Special Attacks: Bane(8 rds), Sneak Attack +2d6, Studied Target +2

Special Qualities: Cunning Initiative, Detect Alignment (at will), Discern Lies (8rds), Domain(Conversion Inquisition, Charm of Wisdom, Swaying Word 1/day DC19), Fiendish Resistance (Cold, Electricity, and Fire Resistance 5), Monster Lore, Orisons, Silver Tongue, Skilled, Solo Tactics, Stern Gaze +4, Talented Slayer(Trapfinding(Trapfinding +4 and Danger Sense +2)), Teamwork Feat (x2), Track +4

Favored Class: 8 skill points

Combat Gear:

Other Gear:

Still need to do gear, hopefully I'll be able to get my head straight and knock it out tonight.


Female Half Elf Master Summoner 9 HP 65 Max 90 (9d8 + 18) Defence AC23 Touch 16 Flat Footed 18 Fort +7, Ref +10, Will +9 (+11 vs. charm and compulsion); +2 vs. enchantments Immune sleep Summoner Spells Lvl 1 7/7Lvl 2 56/6 Lvl 3 5/5 Summoning Master SLA 13/13

Sounds like you are having a difficult time Amalgafor. I hope things improve.


@ Manius
That Feat, True Love, was the only thing I saw that bothered me. But looking at it, it seems like a reasonable Feat -- except that I don't anticipate the Completion Benefit Ever happening. If the campaign does somehow play out where that could happen I could certainly include it, but even then it'd likely be in the last moments of the campaign.


Unless asked otherwise, I'm going to go ahead and start Gameplay back up later today -- going on the assumption that you are all moving toward the caravan and the ambush site within Alfred Ensbridge's Invisibility Sphere.

You will be there in six rounds using Full Move actions, or triple the time if you want to buff (or Summon).

Hopefully Manius will be able to be part of this encounter; if not, he'll be here soon.


Archaeologist Bard 8 HP 64/64| AC 23| T 17| FF 16| Fort +7| Ref +15| Will +10| Init +8 Perc +17 | Concentration +13| AL 7/8 L1 6/6 L2 5/5 L3 3/3

Starting up later today sounds good to me. I should mention though that I have a final exam tonight and a funeral to attend tomorrow in the middle of the day, so feel free to bot me to keep the combat moving forward.

Alfred will generally fire shot in the first round without buffing, then if needed use Archaeologists luck in the second round and will stop using rapid shot if his arrows aren't landing.

If Yaos will allow it I will cast the Invisibility Sphere on her, as she has the most non-hostile actions to make and will benefit the most from having the continued invisibility.


Female Half Elf Master Summoner 9 HP 65 Max 90 (9d8 + 18) Defence AC23 Touch 16 Flat Footed 18 Fort +7, Ref +10, Will +9 (+11 vs. charm and compulsion); +2 vs. enchantments Immune sleep Summoner Spells Lvl 1 7/7Lvl 2 56/6 Lvl 3 5/5 Summoning Master SLA 13/13
Alfred Ensbridge wrote:
If Yaos will allow it I will cast the Invisibility Sphere on her, as she has the most non-hostile actions to make and will benefit the most from having the continued invisibility.

Allow it, I will embrace it with open arms. My character rarely if ever directly attacks, so it is an efficient use as you say.

I have some buffs I can cast on you, being haste, enlarge person & shield, if desired.

As well as conjuring up an infernal horde that is.


Magnius Arvanxi, I still need your Initiative in Gameplay.

It's possible that Manius Battori is not going to be here for this encounter -- but if you are -- I need your Initiative in Gameplay as well.

. . . . Feel free to discuss what you want to do in-character in Gameplay, or here in Discussion for out-of-game or metagame discussion.


You moved about half the 1200' distance at full movement before slowing down a bit. You've now just had FOUR Rounds of Movement in which to cast Standard-Action spells while still moving forward, prior to overhearing the bits of conversation from the victors.

At full movement you are three rounds away from the heavy forest area & the caravan.

You can post here what, if anything, you've done while moving forward in those four rounds.

I'm hoping that those four rounds are enough to do whatever buffing or pre-encounter stuff you want to do so you can now move in quickly, arriving in another couple rounds.

And please let me know if there's any confusion on the scene before you.


Female Half Elf Master Summoner 9 HP 65 Max 90 (9d8 + 18) Defence AC23 Touch 16 Flat Footed 18 Fort +7, Ref +10, Will +9 (+11 vs. charm and compulsion); +2 vs. enchantments Immune sleep Summoner Spells Lvl 1 7/7Lvl 2 56/6 Lvl 3 5/5 Summoning Master SLA 13/13

The voices are coming from the same place we are headed, where Phandros's caravan was? And the rangers that were Phandros's caravan's advanced scouts, they are well ahead, or riding back or do we just not know?

I have been waiting as we have rolled initiative and it isn't my turn yet.

However, you, DM Ray I mean wants to get things moving and it seems other players are MIA at the moment. Hardly a surprise so close to Christmas.

Alfred left indications of what his character will do. Yaos will conjure a couple of monsters and use shield. If you want to kick things off we can go.

What I intend to do when we get there I am in 2 or 3 minds. My first thought was the other ambush party seem to be a bunch of decent people intent on, well something good. We can likely negotiate with them, we only want Phandros, or his body if he is dead. I doubt they give a toss about that, and they can free all the halflings they want for all I care.

Then again they are talking of a planned rescue. What that means I don't know, but want to find out.

And finally, 3rd mind, there are a lot of injured people around, some of them powerful. That means lots of magical loot. I want. I know I am thinking like a murder hobo, so sue me.

But all of this is moot for now. Get closer in some shape for trouble if it arises.


The three Rangers (caravan's advance scouts) made it back to defend the caravan a few rounds ago (We segued.).

But it sounds like only the ambushers are still alive.

The ambushers are apparently healing up their injured (Their Wizard, able to cast teleport, is still unconscious.) and performing coups de grace on the caravan members. That fight is over.

And apparently they've been planning to free some Halfling slaves in the caravan for six weeks.

.

Yaos spent three of the four pre-fight rounds summoning two monsters and casting Shield.

Alfred has his bow ready and can attack when you all come into line-of-sight/effect of the caravan in the forest.


Female Half Elf Master Summoner 9 HP 65 Max 90 (9d8 + 18) Defence AC23 Touch 16 Flat Footed 18 Fort +7, Ref +10, Will +9 (+11 vs. charm and compulsion); +2 vs. enchantments Immune sleep Summoner Spells Lvl 1 7/7Lvl 2 56/6 Lvl 3 5/5 Summoning Master SLA 13/13

When I conjure things, do you want the stats put in the post?

And could someone tell me what a Bellflower Agent is, apart from in great danger? And the appropriate response to one is to kill it, yes?


Knowledge: Society DC:12 is enough to know that the Bellflower Network is a horrible thorn in the side of righteous Cheliax: Evil Halflings in an underground conspiracy to free lawfully held slaves. They scurry and plot and raid, stealing slaves across the empire and setting them free. They are but roaches, deserving of the heel of even a peasant's boot.

And they just killed Francesco Phandros and his caravan in their chaotic attempt to free the Phandros slaves that were brought as gift to Baroness Stella Spartaco.

Grand Lodge

@ Yaos, I'll let you decide on how to present your summoned creatures in gameplay. Whatever you think is best.

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