Ascension - Mageocracy

Game Master bbangerter

Pit


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I'm fairly confident we'll find more than just Rocosmia there at Garden Street. The rest of the group (she's likely a Bard, maybe Street Performer archetype if her background isn't a lie) includes some sort of warrior-priest named Hazan, a rogue-type named Digger and a catfolk named Drewan who is likely a ranged combat specialist. They also have two members (Dev and Jake) that we don't know much about. It's possible one is a Summoner. That would explain how the "humanoid" (an eidolon then) would be able to vanish once held; the summoner just dismissed him. Overall, the group sounds somewhat weak in up-front fighting but we should still be prepared. The advantage we'll have is they think they have the jump on us when they don't.

Is everyone ready to move on then to the cliffs? Roland plans to disguise as a guard just before we head out from the Tower.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Oh interesting. That catfolk is a man, right? Probably not the one Rilumin and I have been seeing around.

Is this group one of the other factions, the rebels maybe? I didn't think they were being played, but maybe it is the faction being NPCed.


The catfolk is a man, and not the female one working for the Theives' Guild. I think she is a minor player and likely not relevant right now. On something of a meta-game level, I suspect Roscomia et al are/were the Rebellion faction. GM Ascension previously said that faction is now defunct but that the Rebellion as such is still a going concern.


-1 wis Half-Elf Ranger (Skirmisher) 7 - HP 73/77

I'd buy the arrows, but i dont recall having been given any money... the items i have are the ones i started with.


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

Wife in labor with our second child, I'm likely offline for a few days.


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Grats!


Serelina Bellafini wrote:
Wife in labor with our second child, I'm likely offline for a few days.

Congratulations.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Congratulations!


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

After two days in hospital, was a false alarm. However, things are still progressing... may not be around often. We shall see.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

I'm going to update my intrigue board soon with recent clues. Here's what I've got so far, let me know if I've missed anything worth adding.

-Nikado
-The catfolk woman (Rebellion?)
-Radgar's Seaside 'base'
-Dether's venture (A non-entity for us?)
-Saul Lepehi (we need to know what Radgar needed from him)
-The rebellion faction crew we seem to be coming up against (Will probably wait until after this raid In-Game-Tonight before altering the board so as to include anything learned here)

Roland, I only skimmed your interrogation with Hezek. Anything juicy learned there?


Leo: Couple things to consider concerning the intrigue board.

1) Nikado: I'd hold off adding anything about him until after our raid. His relevance should be a lot clearer then.

2) Milah: This is the catfolk woman I believe you are referring to. Per our interrogations of Tasem and Kleonna, we know that she works for the Mistress' wing of the Thieves' Guild. No fixed location for her but she hung around the Brothel keeping an eye out while that location was a going concern. She is the one that attacked Leo when he was en route to the Guards to get help. Given how Leo basically toyed with her (and that Rilumin, who showed up moments later, could have absolutely crushed her had he been able to get an angle on his shot) I do not think she'll be much of a future bother.

3 and 5) Radgar's Seaside location: good to remember this, but not sure there is anything to follow up on here aside from Saul Lepehi's identity and what Radgar wanted from him.

4) Dether: Yeah, I still don't know what to make of this guy. I don't see his stated plan as anything relevant to our group's goals.

5) The Rebellion Crew: I'd hold off on much of an update until after Roland's "date" tonight. We know some about them already, see my notes in the "Criminals and other Malcontents" Tab, about half-way down. This comes from our first interrogation of Hezek.

6) Roland's "interrogation"/dupe of Hezek: actually several nuggets here, including info from Hezek's notes found earlier:

a) Red Rock Project: this is some unknown operation that the Rebellion faction (same folks tying up most of the Masters in Gumlat) has going. No idea what exactly it is other than it is "almost complete" and "agents are there to set it in motion". Hezek didn't say it was in Coran, but it very well might be. Checking out the Red Stone mines here might yield more clues.

b) Bannali: He's known to us already (also in Criminals/Malcontents Tab), but new info here suggests that he is a wild card that the Rebellion does trust either. "Warped by Abyssal forces", he's insane and likely up to no good. He is willing to hurt innocents, something Hezek felt would hurt the Rebellion's cause.

c) The Rebellion has no other safe houses in the city aside from The Crow. Looks like the Crow's reputation for being anti-Mageocracy is well-deserved.....

d) LT Banmor: A (or the) leader of the Rebellion and the guy likely pulling the strings. We've known of him. He communicated with Hezek via messenger bird and is likely still in Gumlat. Hezek doesn't know exactly where he is.

e) Documents: At some point documents were created that ensured the Mageocracy doesn't receive "help from the North". Not sure who exactly this refers to, the Fran maybe. Someone named "A" does not know these are forged. If we could figure out who "A" is it could change who is willing to support our side.

f) Rebellion Reinforcements: Hezek's notes mention "still no word on a path through for our allies". Not sure what this refers to.

e) Rebellion Cells: Apparently the Rebellion has other operating cells that are intentionally not aware of each other. Not sure if any others are in Coran or not.

g) Hezek's Banished Brethren: Another path we have been aware of but never really followed up. Hezek has weird powers, and was part of a now-defunct noble house that was banished by the Mageocracy for unknown reasons. This banishment may have led to both resentment and extra powers.

Think that's about it. I wish there was an easy way to merge the info I put together before with the visual link-up you're doing via the Intrigue Board.

EDIT: Hezek knows a LOT more than he is telling us, some of which could be critical. Were I still playing a LE character, I'd support torturing the crap out of Hezek until he broke and told us everything. As it is, Roland won't recommend that but the other PC's should come away from Roland's explanation of his talk with Hezek with the understanding that there was a lot he did not get.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Re: Hezek

I'm not sure if anyone in the tower knows this spell, but if so maybe we can plant the idea of the guy turning over more information for immunity.


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

At hospital with new baby arriving! May be a day or two...


I'm traveling for a couple of days so posting might be limited


@GM: Roland is being forthright and honest with the merchants. His sense motive is up; he doesn't know if he can trust them yet, but he sees considerable potential in allying with them. So, as of yet at least, no bluff checks.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Ditto. Probably doing a wave of detect magic checks, though if they're as geared up as us, he'll probably get tired of checking the specifics and just read as far as "the most powerful effect" on each.


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

@GM, at your discretion, an appropriate knowledge local could fill the Merchants in on a bit of Serelina's background since it was very interwoven with their guild.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

@GM: I'm not sure if this'll come up or not (I have no clue why they are seeking a meeting with us), but are the timelines close enough that if they are asking something of us, we can ask something of them in return within our current timeline?

Example: Let's say they want us to accomplish X for them. We can say yes, but since we're super busy with many things already, we ask them to look into either the pesh trade, Radgar, or the red-rock project for us.

It could be useful since many of our foes might be on the look out for us, but not necessarily them.


Yes, the timelines are close enough that they could assist you with things as well.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Cool!

I'm officially declaring my sense-motive on each of the merchants for their reactions when Leo approaches them and speaks to them, with the purpose of catching if they're trying to hide anything (most importantly about the red-stone project)


All: do we want to talk with the Merchants about the Pesh angle? They had investigation pesh-related matters before and told us what they were up to, so I could see the benefit. The one caveat is that differing feeling about the pesh trade (against the law vs lucrative business) may mean a divide in our goals. That said, I'd lean towards telling them. We did have that messenger boy who came to us today saying Rosuc wanted to meet, likely regarding his out of town pesh link being here. The Merchants could help with that if we trust them. What say you all?


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

agreed


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

Sure. I see little benefit in not informing them.


I am heading out of town Tuesday through Sunday, and will have limited internet access. I may or may not be able to post during that time.


M Humanborn

FYI, i'm currently primarily posting from my cell phone, dealing with crappy Hawaii hotel wi-fi (it's like they expect me to go outside or something) for four days until i fly to a different hotel with unknown wi-fi potency for an unknown number of days.

So, while i will be posting, they will be slightly more infrequent and most typically brief.

Copy/pasted to all games.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Sorry guys, my schedule recently has been crazy. I'll try to catch up and post sometime today if I find the time.


I hope those in the US enjoyed their Thanksgiving Holiday weekend.


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

@Ian, instead of cold iron, you might just want to get a bunch of potions of bless weapon. 50 gold is a bargain for that one.


FYI, I'm making a slight change to how I run things to help things move along more during the social encounters. Anyone should feel free to speak, ask questions, whatever. In these cases I will use the highest diplomacy/bluff/intimidate skill from those characters present in the situation. This will allow anyone to ask questions, threaten, etc without feeling like they will mess things up because their character isn't skilled at it, while also allowing the game to keep moving if the 'face' character is unable to post for whatever reason.


-1 wis Half-Elf Ranger (Skirmisher) 7 - HP 73/77
GM Ascension wrote:
FYI, I'm making a slight change to how I run things to help things move along more during the social encounters. Anyone should feel free to speak, ask questions, whatever. In these cases I will use the highest diplomacy/bluff/intimidate skill from those characters present in the situation. This will allow anyone to ask questions, threaten, etc without feeling like they will mess things up because their character isn't skilled at it, while also allowing the game to keep moving if the 'face' character is unable to post for whatever reason.

that sounds like a pretty good idea


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Agreed.

Should we still consider using the skill at cross purposes? For example, if Serelina is trying to be intimidating, Roland is trying to be diplomatic, and Leo is trying to be deceptive... this can be a cluster f*@* of influences all altering a person's response. Should we try to refrain from mixing our intentions, or are you saying that my deception and Serelina's intimidate won't harm Roland's persuasion if he rolled the highest? Simply, his influence will be the one used?


If using cross purposes I'd roll for only the highest number from that type. E.g, Serelina and Ian are trying to intimidate (but no one else is), I'd take the highest skill from the two of them. So they might improve attitude towards Roland on his successful diplomacy skill, but dislike Ian/Serelina on a failed intimidate.


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

I will be less available than normal for the next couple of weeks due to Holiday travel. I will still try to post at least once a day, but if I am holding things up please take an action on my behalf.

Merry Christmas and Happy Holidays.


Serelina Bellafini wrote:

I will be less available than normal for the next couple of weeks due to Holiday travel. I will still try to post at least once a day, but if I am holding things up please take an action on my behalf.

Merry Christmas and Happy Holidays.

I expect from next week till after new years is going to be pretty slow. My posting rate will be sporadic during that time, and only if there is something to post to. If everyone is busy that is fine too.

And Merry Christmas everyone.


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Merry christmas :)


Yep, Merry Christmas all!


M Humanborn

Happy Holidays, denominational or otherwise!


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

Group:

Do we want to try and take on/arrest the half-orc while Roland is otherwise occupied?

If so, Serelina's plan would be to keep distance and cast phantasmal killer, etc. him once he refuses to be arrested by Leo and Ian.

Thoughts?


All: I would recommend trying to kill/capture the half-orc Hazzan. Coming into this situation, we knew it would be fluid as we really didn't know what to expect from the Rebellion side. They could have collectively jumped Roland as soon as they saw him, waited until he was inside and jumped him there, had Rocosmia lead away into an ambush elsewhere, etc etc. Many possibilities. By getting Rilumin into a very good position, and Leo there but in disguise, we set ourselves up the best to have the fight happen right here.

Background on the group we are probably going to fight: these are the folks who killed one of the Tower masters. So we have clear grounds to arrest/kill any/all of them and I'd imagine avenging such a crime would rank pretty high in the Tower's eyes.

The Rebellion group consists of 1) Rocosmia (this is "Sami" that Roland is with), an irfrit, probably a street performer bard but maybe a sorceress; 2) Hazzan, a "warrior-priest" half-orc; 3) Digger (probably a rogue focused on face skills), 4) Drewan (a catfolk, possibly an archer type), 5) and 6) Dev and Jake. We know very little about the last two other than Dev is "misshapen" and Jake is human. One of the last two is likely a summoner with a smaller eidolon used for scouting.

Given the composition of the group, we're much better getting the jump on them than vice versa. One of their number is tied up with Roland, while another (Hazzan) is literally a sitting duck. Not sure if he'll just let himself be arrested or not, but if he fights back the damage Ian and Rilumin could do in one full-round action would likely drop him.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

I'm not sure, was there an invisible enemy somewhere during this fight, and if so, are they accounted for, or should be we looking for them?


It appears the only invisible person was Sami, who cast Haste. Serelina had See Invis active the whole time, so she would have seen any other invisible creatures.

For some reason, two of the rebels didn't show up: Dev and Jake. We know very little about either of these two, other than one is very likely a summoner and the little horned guy Roland grappled is his Eidolon. Not sure why Dev and Jake were not physically here for the fight.


After some worries early on, the fight with the Rebellion NPC's went our way. We killed/incapacitated half their crew, have their gear, and the rest were either never visible or ran off just after making themselves known. Not half bad!

In hindsight, I do wish that we had had Leo take the "Llewellyn" disguise while having Roland outside in Eidolon form. That might have saved some tense moments with Ian getting roughed up. Something to remember in the future. Also, I think we should look to buy some potions of see invisibility for the party. Serelina can glitterdust, but hard to do so when we don't even know where to cast the spell. Maybe we set aside a portion of the sale value of the items we just took for this?


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

Serelina typically has see invisibility and glitterdust memorized, the issue was that we had fought several battles today and she was almost entirely out of spells. I agree that some potions would be worth while.

@GM - we've been moving at a fairly breakneck pace for a while now (non-stop since I joined the game anyhow). As a wizard, Serelina will eventually require some downtime to add some spells to her spellbook, craft scrolls, etc. or will end up at a real disadvantage. Any chance we will be getting some of that time soon?


Roland La Vallette wrote:

After some worries early on, the fight with the Rebellion NPC's went our way. We killed/incapacitated half their crew, have their gear, and the rest were either never visible or ran off just after making themselves known. Not half bad!

In hindsight, I do wish that we had had Leo take the "Llewellyn" disguise while having Roland outside in Eidolon form. That might have saved some tense moments with Ian getting roughed up. Something to remember in the future. Also, I think we should look to buy some potions of see invisibility for the party. Serelina can glitterdust, but hard to do so when we don't even know where to cast the spell. Maybe we set aside a portion of the sale value of the items we just took for this?

As a personal only spell, see invisibility is not available in potion form.

As to downtime, that is in part up to the team. If the group wants to take a 1-2 day break in game world time, you are free to do so (of course events will continue in the world - another guard murdered every night by Radgar, etc).


M Humanborn
GM Ascension wrote:
As a personal only spell, see invisibility is not available in potion form.

but you can make an "Elixir" of it as a one-use Wondrous Item


-1 wis Half-Elf Ranger (Skirmisher) 7 - HP 73/77

Rilumin could use the arrows, the haversack, and could also use the magical greatsword (to replace his current greatsword) HOWEVER since i think i have only drawn the thing once, if that greatsword is an improvement for anyone else, then it would be better suited for them than Rilumin.


Roland doesn't need any of the items. Pretty sure Rilumin could have all the items he mentioned.

Anyone else want dibs on the loot pile items? After everyone has chimed in I'll add up the remainder. It will be good for us to have cash to spend on additional items!

@GM: what's your take on Elixirs of See Invisibility, as Tenro mentioned above?


I've never actually seen the rule in pathfinder that elixirs can be made into any spell. Was that a 3.5 thing? At best it seems it would require GM allowment as a custom magic item.

I'd told the thieves group a long time ago that I wouldn't allow personal spells to be made for custom magic items, so unless someone can point me to something I missing with elixirs, then no.


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

I'd like a giants belt someday :D


If we can sell most of this loot you just might be able to buy one.

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