| Terevalis Unctio of House Mysti |
Dalsine Manor is a modern, two-story structure set back from
the main road and surrounded by a twelve-foot brick wall. Its
main gate is shut and guarded, but through it can be seen a
well-kept garden surrounding the house. A carriage covered
in gold filigree and inset with gems stands parked inside the
gate, while another, constructed of modest wood with drawn
shades, waits just outside the gate.
| Terevalis Unctio of House Mysti |
Equipped with the location of Chalfon Dalsine’s home
in the Senate’s Hill district, the PCs should have no
difficulty navigating Oppara’s night-shrouded streets.
Before they can confront Chalfon, however, they must
first deal with two other problems: Baron Jacquo Dalsine,
head of the Pathfinder Society’s Taldor faction, and
Pasha Muhlia Al-Jakri of the rival Qadira faction.
| Terevalis Unctio of House Mysti |
The PCs must gain entry to the manor in order to
retrieve the confiscated documents implicating the
Pathfinder Society in abetting the illegal Sarenite cultists,
and they have several options to do so.
into the manor is for the PCs to convince the house guards
to let them enter, a task complicated by the presence of the
Pasha’s retinue. The guards know that they can’t easily let
one group pass without the other group entering as well,
and have no intention of risking their necks by granting
access to the Qadiran scum with whom they now argue.
If the PCs can calm both sides of the argument, they can
convince the guards to let them pass without further
enraging the Qadiran guards.
Convincing one of the two entourages to back down and
take a breath requires three successful Bluff, Diplomacy,
or Intimidate checks. The PCs may increase their chances
by mentioning several pieces of key information to each
side, granting a cumulative +2 bonus on all future Bluff,
Diplomacy, and Intimidate checks to influence that party.
Mentioning that Chalfon is allied with faceless stalkers or
that Chalfon acts against the will of his family each grants
a bonus to the PCs when they interact with the Taldan
house guards. Mentioning that they rescued the Sarenite
refugees, that they hope to avenge Khismia themselves,
and that they hold evidence that can weaken the Dalsine
name each grants the PCs a bonus when speaking to the
Qadiran guards.
in Tier 3–4, they
must make three DC 19 checks
Once both sides of the conflict have been satisfied, they
back down and allow the PCs to enter the compound,
though they still struggle to hold back rage their at the
opposing faction.
gp in order to quell the conflict long enough to enter the
manor grounds.
The PCs may instead take the opportunity of
the distraction to follow the Pasha’s example and sneak
past the guards entirely. They must first get over the
paizo.com #4304997, JASON RODARTE <jasonrodarte@hotmail.com>, May 14, 2017
paizo.com #4304997, JASON RODARTE <jasonrodarte@hotmail.com>, May 14, 2017
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paizo.com #4304997, JASON RODARTE <jasonrodarte@hotmail.com>, May 14, 2017
paizo.com #4304997, JASON RODARTE <jasonrodarte@hotmail.com>, May 14, 2017
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Optional Encounter
Chalfon’s guard dogs prowl the yard, but may be on the far
side of the manor from the PCs when they cross from the
wall to the house. If less than 1 hour of playtime remains,
skip this combat and jump directly to the battle with
Chalfon Dalsine.
The Dalsine Affair
17
walls, which are 12 feet tall and made of smooth stone,
and require a DC 25 Climb check. While this may be a
difficult task in lower tiers, only a single PC needs to
make the check before dropping a rope and reducing the
difficulty of the check to DC 5 for all other Pathfinders. If
the PCs move to the opposite side of the manor, they may
attempt to gain entry without needing to make Stealth
checks. If they attempt to sneak in within earshot or sight
of the arguing guards, they must first succeed at a DC 15
Stealth check.
options and resort to combat, they face a sizable force of
foes through which they must battle to gain access to the
manor grounds. While the initiation of combat brings
both sides of the conflict into the fray and many of the
combatants fight one another
Liminy Spickett
|
Let's... ignore the spoiler info for the moment and just pick what general option the group thinks we have the best chance at. Diplomacy: Do we have anyone good at diplomacy?, Bribery: Are we all willing to part with some gold?, Stealth: Are any of us particularly bad at stealth?, Combat: Do we feel like going through 1 or more extra combat encounters? Typically only one person needs to be good at Diplomacy, Bribery is cheaper then a Raise Dead or two, Liminy doesn't have any stealth penalties but 1 bad role can cause problems, And I feel the less combat the better.
Evarice Bue
|
Evarice has a +6 to Diplomacy and no Stealth bonuses. She would try the diplomatic route and resort to bribery if it failed.
Garn Harlardorn - animal form
|
Garn is unfortunately indisposed towards speaking any form of speaking at this time, although even in normal times, that can hardly be claim to be one of his strengths. But he certainly would welcome diplomacy first.
PFS CORE - Hádanka
|
GM - Something weird happened with the stealth spoiler and it also gave us info you probably didn't intend.
Hadanka would be disposed toward stealth. He is willing to take his armor off to be sneakier (that would give him a whopping +3). He can be talked out of it if no one else in the group is up to sneaking.
Combat he is ok with, but seems like a stupid option even to him.
He could probably assist on an intimidate(+4), but is more likely to fail a diplomacy (-2).
He has enough for the bribe, but generally dislikes bribery.
But he is not a leader personality, so will go along with the group. Of course like most followers, he will probably grumble under his breath no matter what decision is made. ;)
I think we should sneak in the back and jump the traitor like a jaguar after a hog. While the group is discussing options, Hadanka makes a careful inspection of the perimeter looking for week points to enter. If the sides or back have no visible guards, he will climb the wall to peak inside the grounds.
Evarice Bue
|
Sounds like we try diplomacy first, then. Note that Bluff, Diplomacy and Intimidate are all usable here.
Evarice asks Shelyn for guidance.
"Everyone, please calm down. We need to pass and speak to Chalfon Dalsine. He is suspected of persecuting the Saraenites. Did you know we rescued several of them from capture and brutal torture? We found another group of them, led by one of Dalsine's servants. It was some kind of abberant shapeshifter, and it tried to drain the life from our friends to delay us for as long as possible."
"Dalsine is clearly trying to do something terrible tonight, and I think it has to do with why you're here." She points to the Qadrian guards. "Where is your leader? Let us pass and we shall look in your stead."
Diplomacy: 1d20 + 6 ⇒ (14) + 6 = 20
Diplomacy: 1d20 + 6 ⇒ (19) + 6 = 25
Diplomacy: 1d20 + 6 ⇒ (1) + 6 = 7
Using my GM Reroll, here.
GM Reroll: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19
Much better.
"Now then. May we pass?"
PFS CORE - Hádanka
|
Hadanka cautiously approaches the door and listens without touching if he hears nothing he will move over to look in the left window.
stealth: 1d20 + 0 ⇒ (13) + 0 = 13
perception: 1d20 + 5 ⇒ (19) + 5 = 24
| Terevalis Unctio of House Mysti |
The grounds within the manor’s walls are well tended and
decorated with small statues, topiaries, and the occasional
bench. Everburning torches burn inside colorful lanterns
from many of the grounds’ trees.
| Terevalis Unctio of House Mysti |
The front porch of the manor sports a stylized compass inlaid
in the masonry, and a similar symbol graces the lintel above
the open double doors. Within, the sound of clashing blades
echoes off the marble floor. Suddenly, the sound of combat
ceases with a gruesome thud, and the sound of a laughing
man replaces the metallic din. The furniture in the foyer has
been thrown about, and a growing pool of blood escapes from
a crumpled corpse at the foot of the wide, carpeted stairs.
Evarice Bue
|
Perception: 1d20 + 5 ⇒ (2) + 5 = 7
Evarice doesn't see anything in the area besides the dead body. "Whatever happened, it's recent." She casts Shield Other on Garn. "There we go. We'll share any wounds you take. See if you can get a closer look." She draws her bow. "DALSINE! SHOW YOURSELF!"
Liminy Spickett
|
How much time did it take for us to get to the mansion? Before entering the grounds Liminy would have used his wand of Mage Armor on himself. And reapplied it on Garn and Snowball if the duration was mostly over and Garn agrees. As for here it might be time for initiative. Remember to only bold the characters who can act before the next enemy's action.
Garn Harlardorn - animal form
|
As soon as Garn hears the combat in the adjoining room, he starts growling and snarling, while waving his short foreclaws in the air. In succession, he lays a spell on Snowball, then on himself, then on Hadanka. Their skins thicken to bark-like hardness. Gesturing to Snowball, he then quickly move into the room, standing in front of Evarice, scanning the area with his sharp eyes and sniffing the air for anything hidden.
Cast barkskin on himself, Snowball and Hadanka. Hadanka, you get a +2 to natural AC for 50m.
Garn has scent, i.e. he can detect presence of opponents within 30 feet. If he does, he will take a move action to note the direction of the opponent. In addition, he would do the usual perception.
perception: 1d20 + 10 ⇒ (17) + 10 = 27
Evarice, Garn already has a ring of protection and a cloak of resistance, so does not gain from the +1 deflection bonus to AC or the +1 resistance bonus to saves.
Liminy Spickett
|
Liminy will move in a bit and ready a Glitterdust for if there is a clear indication of where the enemy is. Attacking or being pointed out by one of the animals.
| Terevalis Unctio of House Mysti |
As you enter into the room you see the following:
Chalfon Dalsine stands
laughing at the top of the stairs, an awkwardly aloof look
on his mustachioed face.
| Terevalis Unctio of House Mysti |
Pasha Muhlia al-Jakri stands in a pool of blood over
Baron Jacquo Dalsine’s beheaded corpse, twirling her
twin kukris around her nimble fingers. As the PCs
approach, she bitterly declares that with Khismia’s death,
she’s “done with this whole ‘shadow war for Absalom,’”
and they can keep scouring the world for useless treasures
and risking their lives for delusional fame and worthless
fortunes if they like. She spits on Jacquo’s corpse, then taps her boots and disappears.
| Terevalis Unctio of House Mysti |
| Terevalis Unctio of House Mysti |
Liminy: 1d20 + 8 ⇒ (4) + 8 = 12
Hádanka: 1d20 + 2 ⇒ (13) + 2 = 15
Evarice: 1d20 + 5 ⇒ (14) + 5 = 19
Ragnar: 1d20 + 0 ⇒ (9) + 0 = 9
Gorok: 1d20 + 2 ⇒ (1) + 2 = 3
Garn: 1d20 + 4 ⇒ (15) + 4 = 19
Dalsine: 1d20 + 4 ⇒ (8) + 4 = 12
Order:
Evarice
Garn
Hadanka
Dalsine
Liminy
Ragnar
Gorok
Garn Harlardorn - animal form
|
When a creature detects a scent, ... [it] can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
Garn raises his snout and sniffs the air, alarmed that there is some hidden creature, waiting to ambush his party. Choosing to leave the enemy at the top of the stairs to the rest of the party, Garn dashes in the direction of the scent, roaring at the top of his voice when he reaches the source of the scent.
Move action to determine direction, another move action to move towards the scent until he is within 5 feet. Garn currently has 70ft movement which should be more then enough to reach. I did not move his token because I do not know exactly where. Would trouble the GM to do so.
Gesturing to the location of the hidden creature, Garn commands Snowball to attack.
_Snowball_
|
The obedient creature that he is, Snowball races towards the location that his master had indicated. Although he similarly is unable to see the hidden target, he can smell it as well. As he reaches, he bites down, hoping to still connect.
bite, greater magic fang: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17 for dmg: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10 and if it hits trip: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18
miss chance: 1d100 ⇒ 29 --> missed
I similarly did not move Snowball's token, not knowing where the hidden creature is. Again, trouble the GM to move him. Thanks.
Evarice Bue
|
"So be it. We'll take you down by force!"
Evarice shoots at the man atop the stairs.
Masterwork Composite Longbow: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d8 + 1 ⇒ (4) + 1 = 5
Maybe it will hit him because he's flatfooted?
| Terevalis Unctio of House Mysti |
The arrow goes wide which causes another rush of laughter from the man on the stair case.
The dino and kitty are not able to connect with anything.
Liminy Spickett
|
So if I'm understanding things correctly, Pasha Muhlia al-Jakri was standing over the corpse and just went invisible and Chalfon Dalsine is visible and standing at the top of the stairs laughing at us. Correct?
| Terevalis Unctio of House Mysti |
As the cleric feels the bite of a weapon, twice, one jabs her through the side and a shock of electricity shots through her body
1d20 + 12 - 2 ⇒ (11) + 12 - 2 = 21
1d6 + 3 ⇒ (2) + 3 = 5 damage
5d6 ⇒ (2, 5, 4, 3, 2) = 16 shock
1d20 + 12 - 2 ⇒ (20) + 12 - 2 = 30
Confirm 1d20 + 12 - 2 ⇒ (6) + 12 - 2 = 16
3d6 + 3 ⇒ (3, 3, 2) + 3 = 11
Total: 32 damage
As another Dalsine appears next to her with another laugh.
Evarice Bue
|
That puts me at -8 hp.
Evarice feels something go through her, but she's too late to react. She collapses, bleeding out severely.
Stabilization DC 18: 1d20 + 0 ⇒ (17) + 0 = 17 dammit
Now I'm at -9. I have 10 Con so if someone doesn't stabilize me I'm probably going to die.
Liminy Spickett
|
Having no way to heal Liminy will focus on what he can do,
He will move next to Evarice while pulling his CLW wand and then Glitterdust the Dalsine that stabbed Evarice.
-40 to stealth and DC 20 Will save or blindness.
| Terevalis Unctio of House Mysti |
That puts me at -8 hp.
Evarice feels something go through her, but she's too late to react. She collapses, bleeding out severely.
[dice=Stabilization DC 18]1d20+0 dammit
Now I'm at -9. I have 10 Con so if someone doesn't stabilize me I'm probably going to die.
It would be once you hit -11 correct?