DM B's PbP GD5 "Serpents' Ire" (Inactive)

Game Master Beckett

A parasitic faction known as the Korholm Agenda has tried to corrupt the upstanding Aspis Consortium from the inside out, all in the vain pursuit of revenge and profit. Now one of the powerful Aspis Patrons has learned that the Korholm Agenda has siphoned the Consortium’s funding to build a base of operations in Nidal. This shall not stand. He has assembled a team of top agents—including both new faces and veterans of the attack on the Grand Lodge a year ago—to infiltrate the operation and shut it down by any means necessary.

Init:

[spoiler=Init Rolls]
[dice=Eramay the Loyalist]1d20+1[/dice]
[dice=Falth the Catastrophe]1d20+8[/dice]
[dice=Rataji the Disgraced]1d20+5[/dice]
[dice=Shohiraj the Professional]1d20+5[/dice]
[dice=Thestil the Enigma]1d20+1[/dice]
[dice=Zurnzal the Ambitious]1d20+2[/dice]
.............................................
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

MAP


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Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Open for dotting. Game does not begin until Oct 12th, though.


dotting

Dark Archive

Tide of Morning The Confirmation Table The Confirmation Table 2

Dot

Dark Archive

Goblins|| ...||Heresy

.


| HP 9/14 SP 12/12 | RP 3/5 | EAC 14; KAC 15 | Fort +0; Ref +5; Will +3 | Init: +2 | Perc: +5, SM: +5; low-light vision | Speed 30ft | charge cloak 1/1 | Active conditions: None. Gender: "Gazigaz" Male CG skittermander xenoseeker envoy 2

Dotting here

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Just wanted to touch base with folks. I've just received the Scenario, so I'll be posting up the characters, likely tomorrow to discuss who wants to play what and how this is going to work.


| HP 9/14 SP 12/12 | RP 3/5 | EAC 14; KAC 15 | Fort +0; Ref +5; Will +3 | Init: +2 | Perc: +5, SM: +5; low-light vision | Speed 30ft | charge cloak 1/1 | Active conditions: None. Gender: "Gazigaz" Male CG skittermander xenoseeker envoy 2

Yay

Dark Archive

Yaa

-Posted with Wayfinder


dot

Liberty's Edge

Male Human Healer/ Warrior 10

dit de dot


AC 24, T 12, FF 22 hp 80/80 Fort +10, Ref +5, Will +8; +2 vs. enchantments Immune sleep Female half-elf cavalier (constable) 8 LE Init +1; Senses low-light vision; Perception +17

Dotting with my Pregen alias.

The Exchange

58/58HP, AC:11, T: 11, FF: 10, CMD: 12, F: +5 , R: +7, W: +10, Init +5, Perception +2, CE Male Human Lvl 8 Enchanter, Light Crossbow +5(1d8)

Dotting with pregen

-Posted with Wayfinder


Shohiraj; Human URogue 8 (hp 51/51; F+4, R+12, W+7 | AC 20/15/15 | Init +5 | Perception +15, Sense Motive +13)

Dot

-Posted with Wayfinder

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Serpent's Ire

You begin the adventure in Ostenso, home of the Aspis Consortium’s headquarters, having gathered there at the behest of invitations that make no pretense of their attendance being optional. Welcome to another chance for your characters to enjoy their decent into evil . . .

Please take a moment to both read the individual little messages that you receive prior to this meeting, and also to take a look at your Pregen's little backstory (even if you had played that character before), prior to jumping into the rest of the initial post below.

Letter to THE LOYALIST:
Agent Eramay,
This will be the first time you’ve knowingly served my interests, but
I assure you we are no strangers. I have reviewed your portfolio and
accomplishments extensively, all of which are most satisfactory. I’ve
requisitioned you from your less pressing duties for a critical mission whose
secrecy is paramount to the Consortium’s future success. Unfortunately, to
prevent my enemies from learning of this assignment, I have had to dredge
the bottom of the scruples barrel. To put it bluntly, you’re the only one I
trust. Some of your comrades respond badly to authority figures, so while
I’m not going to call you the leader of this operation, you’re the leader.
Among your hapless colleagues is a tiefling known as Falth. It’s no
coincidence I’ve recruited his dubious services, for my records show Falth
first came to our attention in eastern Nidal, where I’m sending you. In
fact, his unique psychological profile may even align with your destination,
and I think there’s a connection—even if he doesn’t know it. Keep an eye
on him, and keep an eye out for any information that might explain his
history there. Just don’t shadow him constantly, otherwise he’ll become
nervous and… catch fire or vomit frogs. Just trust me on that; he has a
history. If you do discover anything important, don’t hestitate to act on
that information if it will help the mission.
First and foremost, ensure the mission goes smoothly. This venture won’t
appear anywhere on your official records, but I assure you it will be a
significant boon to your future advancement in the Consortium.
—Iaovin Ratarion

Letter to THE CATASTROPHE:
Falth,
My records show that you have participated in four different assignments
with the Aspis Consortium, all of which you failed in appalling ways. The
Korvosan endeavor was a disaster, and we’re not even going to speak to
the mess you left in Azir. To my vexation, we still don’t know what you
managed to do outside Saringallow, but to this day the locals throw rocks at
our agents and claim we’re werewolves. You have all the charm, reliability,
and inclination for good behavior of an Alkenstar foundry on International
Arson Day, which is a holiday I’ve just made up; it’s called wit. Curiously,
I find myself in need of an agent with your twisted cocktail of talents.
Someone has done a great disservice to the Consortium, and I want to
send that someone a clear message that doing so was a bad idea. I want it
to be your brand of harsh lesson. If that means their home collapses at an
inopportune time, their cow catches fire, or they wake up in several pieces,
so be it. I’ll be very disappointed if you don’t walk away from a smoldering
wreck—disappointed as in “you’ll wake up in several pieces” disappointed.
Finally, let me make it abundantly clear that you’ll be working with a
team, and I expect that team (including you, yes) to maintain a low profile
until you have identified your main target and are prepared to strike. After
that, trust your insane instincts, and avoid killing my other agents.
—Iaovin Ratarion

Letter to THE DISGRACED:
To my prospective partner in profit,
Has a nice ring to it, yes? I’ve always considered myself a fine judge of talent,
and it shames me that our parent organization would cast ill-informed accusations
against your character on such shaky evidence. Don’t think me so blind as your
bitter colleagues. I have several lucrative projects in mind—even one planned in
your Mwangi homeland—that would benefit from your skills. With the right word
to your superiors, I could make that happen.
Of course, there is that matter of your being branded a traitor to the Consortium.
Consider this a down payment on your trust and cooperation: I have already
negotiated a deal of sorts in which you perform a very hush-hush service for the
Consortium in exchange for a full pardon. My connections believe you’re being
sent to retrieve highly classified information held by very nervous people. No
doubt it’s both valuable and a difficult read—something your lowbrow companions
will struggle to comprehend. That’s why you’re so important. Ensure that your
crew is very thorough in finding every last scrap. Each text is one more bank note
for buying your way back to your Aspis badge and a lifetime of prosperity.
Gods speed,
Maiveer Sloan
Executive Director
Bronze House, Magnimar

Letter to THE PROFESSIONAL:
Shohiraj,
I am delighted to hear that you have adopted a cover identity for such noble
reasons—equally pained am I to hear that the Aspis Consortium has betrayed
professional etiquette and painted you as a scapegoat for its own problems. I would
like little more than to claim this an exception to the organization’s otherwise
exemplary behavior, but we both know that would be a lie. My colleague Nefti
and I concluded several years ago—admittedly at sword-point—that working
for the Aspis is like selling incense to fire elementals: lucrative, but inevitably
self-destructive. Between you, Nefti, and me, we’ve started working with the
Pathfinder Society, and they’ve treated the two of us pretty well.
I suspect your recent spat with the Aspis might have you seeking a new employer.
Call me presumptuous, but I’ve already negotiated with the Society to accept
your services and provide you a refuge. As a fair warning, though, venturecaptains
tend to be rather jittery at first around former Consortium hirelings,
so you’re going to need a sign of good faith. I happen to know that you’re going to
infiltrate a covert facility that the Consortium wishes to keep secret. Wouldn’t it
be generous to share those secrets with the Society as well? Be sure that you recover
some of that information, hide it away, and make a copy for your new possible
allies. Succeed, and I can guarantee you a bright future in Absalom.
—Kafar

THE ENIGMA:
<From your Journal>
The most reliable sign that the Aspis Consortium has botched a project is
that they hire us. We cleaned up their disaster in Goka. We would have
repaired their sad excuse for an alliance with the Lissalans, had the
Society’s goons not intercepted our team. Now there’s an upstart band
called the Korholm Agenda who has been stealing money to fund some
clandestine project. Pitiful. The Consortium’s lucky they pay well.
No doubt they’re going to team ourselves up with novices who cannot
guard their own thoughts, and they’re trusting us to keep those fools from
tripping over their own feet—and every alarm. Again, at least they pay
well. If we’re to make a decent profit on this venture, we’ll need to ensure
that it’s a clean job and that we don’t attract too much attention too early.
Also, we’re falling back into the bad habit of recording our innermost
thoughts in writing. We should destroy this silly message. After all,
leaving important documents lying about is what lets the Pathfinders keep
learning of secret plans, and we won’t be guilty of that same nonsense.

THE AMBITIOUS:
<From your Journal>
Even a year later I find myself shaking with rage at the phrase, “Your
friend in Tamran”—the title used by Madreki Gael, the incompetent
Varisian who sponsored my rise in the Aspis Consortium. Madreki
seemed clever enough at first, but he only talked big because he had big
friends. It’s worth remembering that those big friends were the real
source of my troubles. Despite what they and Madreki claimed, they
were running a shady operation called the Korholm Agenda. The Aspis
Consortium sees me as a threat thanks to working for those goons, so it’s up
to me to earn their trust again. Selling out Madreki and all of his secrets
seems to have been a good first step.
It’s not enough. It’s never enough. This has set me back in my plans, and
one of my orc blood’s weaknesses is that I don’t have years to spare. If I
am to achieve the recognition and power I deserve, I must take drastic
action and even greater risks. This upcoming job promises plenty of each.
While I’m in the field, I should keep an eye out for unique advantages I
can make my own. Were I able to see the future, I might know exactly
what I must do. If I had the right equipment, I might destroy all who
challenge me.
Risks and rewards. Risks and rewards.

Once you have read the above portion that is pertinent to you, and also re-read up on your character, please continue. . .

The Hall of Blades is as ostentatious as the rest of the Aspis Building in Ostenso, which serves as the headquarters for Consortium operations worldwide. Thousands of swords and knives of every size and curvature hang from racks, populate glass-covered display cases, and even constitute the frameworks of a trio of deadly chandeliers.

With an expression halfway between bitter and bored, a Chelish man in a richly embroidered jacket silently assesses each of his agents in turn over steepled fingers before taking a glass of wine in one hand. “Let it never be said that the Aspis Consortium lacks a sense of humor. Fortunately for some of you,” he adds before swirling the glass and taking a sip, “it also has an underreported appreciation for mercy."

“It is now apparent that the Korholm Agenda, a rogue faction within the Consortium, has been provoking the Pathfinder Society into violence against us, all the while maneuvering for a power play whose details are above your pay grade. We’ve come to an understanding with the Society that by sharing intelligence about these upstarts, we can better crush them and get back to the ugly business of clawing at each other’s throats. Pathfinder agents recently uncovered troubling evidence that the Korholm Agenda has been siphoning hard-earned gold from our accounts to fund an operation in eastern Nidal. Take note: stealing from the Consortium is a bad idea because a powerful Patron, . . . me, will send a team of armed professionals, . . . that’s you,. . . to make an example by destroying everything you hold dear.”

Mr. Ratarion pauses for effect before continuing. “This Nidalese facility is hidden within or beneath a plantation known as Wirholt’s Rictus, with which the Consortium does business twice yearly. I’ve never received reports of a clandestine operation beneath those hills, so they’ve no doubt found ways to hide their presence. Your job is to ferret them out; secure any records that can inform me to their plans, contacts, or other safe houses; kill any of the traitorous operatives, and leave their hideout a smoldering ruin that sends a clear signal to their friends. Do whatever you can to avoid raising the alarm. If they’re smart—and assume they are—they’re also prepared to destroy key evidence if they suspect they’re under attack.” He pauses in a moment of self-reflection. “I did say something about mercy, didn’t I? Perhaps that was an exaggeration. Regardless, do you have any questions? I hope you have questions. The last team that didn’t ask questions flubbed their mission and found themselves tragically unemployed—fatally so, in some cases.”

Just for clarification, unless I hear otherwise, this Chronicle an be applied to any character between levels 7-9. There are no special Boons for playing the same Pregen in earlier sessions, nor to applying credit to the same PC that I have seen. If I'm wrong, I'll allow you to swap out who gets credit towards the end, and since I know that some of you have the Chronicle for Serpent's Rise, I'll be adding in those extra parts automatically.

The Exchange

58/58HP, AC:11, T: 11, FF: 10, CMD: 12, F: +5 , R: +7, W: +10, Init +5, Perception +2, CE Male Human Lvl 8 Enchanter, Light Crossbow +5(1d8)

"Do we know who their leader is so that we may cut the head of the snake off before they can regroup"

-Posted with Wayfinder

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

"We do not, but we do know a little about their opperation. Based on the intelligence I procured, the Korholm Agenda is performing some kind of occult research there, and possibly with extraplanar influences. It’s also possible that the Agenda uses the site as a training facility or other more mundane outpost. All of you have a wide range of skills that should be enough to handle any challenge.”


NE Male Tiefling Inquisitor of Zyphus 8 |
Generic Attack:
[dice=Melee] 1d20+9; 1d6+2[/dice] [dice=Ranged] 1d20+12; 1d8+3[/dice]
HP: 59/59 | AC: 20 T: 15 FF: 15 CMD: 23 | F+8 R+8 W+10 | Init +8 | Perception +14 (Darkvision 60ft)
Tracked Resources:
Destructive Smite 6/6 | Judgement 3/3 | Spells: 3-3/3; 2-4/5; 1-5/5 | Deadly Weather 8/8 | Bane 8/8

"Mmmm... Yes, I foresee many new souls for Zyphus to harvest. Misfortune abound, there will be a series of... accidents... befalling the Agenda shortly. Nidalese researchers are a grisly matter, of which I have firsthand experience. They shall be paid in kind."

Falth zones out for a moment as he thinks of the twistedly glorious revenge he will extract from them.

Once he refocuses, "What do we know of their resources and territory?"


Shohiraj; Human URogue 8 (hp 51/51; F+4, R+12, W+7 | AC 20/15/15 | Init +5 | Perception +15, Sense Motive +13)

Shohiraj shakes her head when she hears about the operation. "You're sending these butchers in with me? Maybe I should just go in alone, get the info and get out and then the rest can burn the place to the ground." She sighs. "Ok, fine. Sounds like you don't mind us breaking a few...a lot...of eggs along the way. Just don't you all cloud this with needless emotion. It's a job, and we get it done."


AC 24, T 12, FF 22 hp 80/80 Fort +10, Ref +5, Will +8; +2 vs. enchantments Immune sleep Female half-elf cavalier (constable) 8 LE Init +1; Senses low-light vision; Perception +17

Eramay listens closely as they are give the assignment. She gives her fellow agents the once over as she asks a couple of questions, "Is it time for the twice annual business with the plantation or do we need to find a different reason to be in the area? Do you think the Pathfinders will interfere with this mission? In my experience, they can't keep their noses out of things that don't concern them."


Zurznal cracks his knuckles, relishing the idea of not only revenge, but of redeeming himself from the shame of getting tricked into helping the Korholm Agenda. Maybe this path will hold his chance at glory and fame. "We will not fail you." he growls to Ratarion. "Is there anything specific that you are looking for to bring back to you? Or should we destroy everything and anyone we find? Lastly, what of the Plantation itself? How should we handle those running the front for the operation?"


Male NG shirren priest mystic 4 | SP 23/28 HP 30/30 | RP 6/6 | EAC 16; KAC 16 | Fort +3; Ref +2; Will +8 | Init: +1 | Perc: +11, SM: +4 | Speed 30ft | Spells: 1st 2/4 2nd 2/3 | Active conditions: None.

Thestil looks around the room at the others and shakes her head. "It's no wonder the Consortium is falling apart with agents like these. If you paid enough, I would go and take care of this my self. Infiltration is my specialty after all, and it's why you always call when you need help cleaning up a mess. You know by now I prefer to work alone, though I guess I can make use of them as decoys."

A wry smile creeps across her face, and in the blink of an eye, she's turned into an exact clone of Mr. Ratarion, obviously an attempt to mock him. "How do we know the Agenda doesn't have any spies amongst us? They outsmarted you once before after all."


Shohiraj; Human URogue 8 (hp 51/51; F+4, R+12, W+7 | AC 20/15/15 | Init +5 | Perception +15, Sense Motive +13)

Shohiraj gives a low whistle when Thestil changes her appearance. "Well, that could come in handy. If you can get us inside, then maybe there's a chance the rest of these brutes can get the drop of the Agenda. While they're doing that, then you and I can find whatever evidence there is. Then we meet back up and destroy the whole place."

"What can go wrong?" Shohiraj gives a wry smile.


Zurznal takes personal exception to the direction of the conversation. "Yes, anyone can put on a disguise. But it is a true test of skill to not be seen at all. To be the knife in the darkness.." He gives the girls an evil grin "The only evidence of my passing is the evidence I choose to leave behind."


AC 24, T 12, FF 22 hp 80/80 Fort +10, Ref +5, Will +8; +2 vs. enchantments Immune sleep Female half-elf cavalier (constable) 8 LE Init +1; Senses low-light vision; Perception +17

We all have our skills. Here's to the hope they fit together well enough to complete our mission." Eramay raises a wine glass in salute to the others in the room.


Male NG shirren priest mystic 4 | SP 23/28 HP 30/30 | RP 6/6 | EAC 16; KAC 16 | Fort +3; Ref +2; Will +8 | Init: +1 | Perc: +11, SM: +4 | Speed 30ft | Spells: 1st 2/4 2nd 2/3 | Active conditions: None.

"I wouldn't expect a brutish half-orc to truly understand. Being seen is exactly the point." and as she says it, she turns into an exact copy of the brawler. "They see who I want them to see."

Anyone can let me know If I'm being too rude with the roleplay. She's just really full of herself.


NE Male Tiefling Inquisitor of Zyphus 8 |
Generic Attack:
[dice=Melee] 1d20+9; 1d6+2[/dice] [dice=Ranged] 1d20+12; 1d8+3[/dice]
HP: 59/59 | AC: 20 T: 15 FF: 15 CMD: 23 | F+8 R+8 W+10 | Init +8 | Perception +14 (Darkvision 60ft)
Tracked Resources:
Destructive Smite 6/6 | Judgement 3/3 | Spells: 3-3/3; 2-4/5; 1-5/5 | Deadly Weather 8/8 | Bane 8/8

Falth joins Eramay in a toast to their good fortune.

What is good for us is bad for them...

Falth will take a bottle of wine, if it is allowed.

"Being seen, not being seen, what matters is your intention. What matters more is luck. Who is to know when an... accident... is to strike? I think our group has enough variety that they won't even know what hit them."

Having said it a couple of times now, you all seem to get the sense that he gets a little too thrilled when he says 'accident'. Falth takes a brief pause before he says it, as if to savor the anticipation and then takes another afterwards, like he is relishing the moment.


Thestil: nope, we are good! lol, I am enjoying the byplay here.
Zurznal grimaces as Thestil takes his form, but replies "If only your ability to take my shape allowed you to mirror my skills. Perhaps then you would gain some respect for your betters." With this, he turns away, takes a glass and toasts with the others. Acknowledging Falth, he says [b]"I think that you and I, at least, agree on some points here."


AC 24, T 12, FF 22 hp 80/80 Fort +10, Ref +5, Will +8; +2 vs. enchantments Immune sleep Female half-elf cavalier (constable) 8 LE Init +1; Senses low-light vision; Perception +17

"As long as we plan, and execute the plan, we should do well."

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Falth:
Would it be possible to copy/paste your stats one line down on your pregen's character sheet, leaving the "Full Name field blank, and the "HP: 59/59 | AC: 20 T: 15 FF: 15 CMD: 23 | F+8 R+8 W+10 | Init +8 | Perception +14" portion into the Race Field and your "Tracked Resources" into the Class/Level Field.

@ All:
Can I also get everyone to make sure that all of the following information is available for quick view under their character sheets. It DOES NOT need to be in this exact format, but I do need it there for easy viewing.
-
<Name> HP #/# || AC: , T: , FF , CMD: || Fort: , Refl: , Will: (*with any special notes or bonuses such as Evasion or +2 vs Illusions*) || Initiative , Perception (Darkvision, Low-Light Vision, etc. . .) || Alignment Gender Race Class/Level || and a **common mundane attack**[/c]
-
As long as all of this information is there, it can be in whatever order you like, and you are perfectly fine adding to this list, (such as "my tracked resources".
[ooc]* = You do not have to go all out, but really just focus on the ones more common to come up. Generally, I try to make you roll your saves, and I try to add in comments in the spoiler to indicate what sorts of bonuses might apply. Really, the only time I roll this sort of thing for you is when it automatically affects everyone and it's just much faster if I roll for everyone.
** = I prefer something that does not use up your resources, so if I have to post for you, I try to go for something that you are probably not trying to save for something special. Generally speaking, I will not use any of your limited abilities, scrolls, spells, etc . . . UNLESS I believe that there is a very good chance another character will die (or be removed from play such as Sleep) for a long time without your say so.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Iaovin Ratarion watches the contest of wits and intimidation with a degree of pride (in the organization) but also mixed irritation before commenting, "You lot are so focused on saying just how specialized and expert you are, you forgot to show it in action. So, allow me to help you out with a few tips that might be very pertinent to your task at hand; firstly, I wouldn't make your affiliation, or even rank known if you can help it. Aspis teamsters visited the plantation about a month ago, so we aren’t expected back for at least a season. A few of you might be able to lie your way past curious minds, but to get anywhere sensitive, plan to avoid notice."

He pauses for a few moments, allowing you to discuss or comment on that, before continuing onto his next suggestion, "Secondly, while we are working with the Pathfinder Society, I suspect that they trust us as much as I trust them, and we are not friends. Do what you can to. . . appear. . . to keep up the façade, but remember your true loyalties and the traits and actions that the Aspis Consortium rewards."

"Now, if there is nothing else, I have agents ready to send you on your way."

Last chance to make any purchases or swaps before heading out.

When you are ready, a few mages approach and begin to call on their powers to send you travelling the roads of magic into the nation of Nidal.

I'm just going to assume you Take 10 for a few common Gather Information/Know Religion/Know Local or Geography checks to get some basic info about the region, though you also find it's difficult to find out any details or more precise information, almost as if it's a very, very well kept secret.

Eastern Nidal abuts the Mindspin Mountains, providing only middling arable land. The same mineral signatures made famous by the nearby Brimstone Springs also leave the rocky soil uniquely suited to grow a range of rare medicinal plants. The plantation known as Wirholt’s Rictus—its grisly name a reverent tribute to the current owner’s great-grandfather—is one of several such specialized farms that produce much of Avistan’s supply of harrowleaf, saw-edge heather, pathos berries, night nettle tea, and a unique strain of somnus root. While these all have legitimate medicinal uses, the Nidalese value them most when converted into a host of pain-inducing drugs that allow Kuthites to experience and inflict chemically induced pain. There are few buyers outside Nidal, yet the Aspis Consortium takes care to supply those far-flung masochists at considerable cost. Beyond the Consortium, few others transport the niche drugs, leaving Wirholt’s Rictus isolated and unaccustomed to handling visitors.

During the slowest times of the year, the plantation has a staff of approximately 40 souls, swelling to five times that during the peaks of harvest and planting. The owner Temarra oversees the operation year-round, personally flogging those who do not meet their quotas and reporting to the Umbral Court those who don’t seem to enjoy the punishment; to her, these are clearly traitorous souls who have betrayed the Midnight Lord Zon-Kuthon. The result is a loyal workforce that keeps its gossip to a whisper, asks few questions, and rarely challenges a new face, as it probably belongs to a replacement for an incapable employee. The plantation manor sits atop one of the higher
hills, giving it a commanding view of the rolling rows of cultivated bushes, shrubs, and grasses, making it feasible that you could sneak up if desired.

Likewise, I'm including a bit of extra flavor info that otherwise seems like it's not likely to come out unless people go out of their way to look for it, so I've included it under the premise that you spend a few hours off the map observing and things, or will find this out in the near future as you actually go in closer to explore.

1.) The Manor:
This single-story manor is just elegant enough to entertain visiting buyers and just modest enough to let the owner leverage her humble means to demand higher prices. A 10-foot-tall wall, gate, and perimeter of shrubs provide considerable privacy from the rest of the plantation

2.) The Greenhouses:
The elevation and latitude beget a somewhat chilly climate, so frost and reduced sunlight are often a problem during the winter months. A trio of greenhouses made of wood and glass shelters the most sensitive plants and fosters the seedlings for other species until they can be transplanted outside.

3.) The Warehouse:
This is the principle storage site for the plantation’s tools, its food supply, baled leaves, and refined products. The northern wing also serves as an impromptu barn for the few horses and livestock.

4.) Processing Facilities:
These two buildings contain millstones, cauldrons, pestles, delicate glassware, and more. The plantation employs pharmacists versed in testing soil conditions, pulverizing leaves, distilling tinctures, rolling cigars, and a wealth of other tasks to create the finished products exported across Nidal.

5.) Residences:
Three barracks house the field hands and skilled laborers. A kitchen house stands to the southwest. A dozen other houses are scattered throughout the plantation, but the most important workers reside here.

6.) Smokehouses:
Several of the leafy plants must be dried carefully before shipping or processing, all of which happens in these buildings.

7.) Kuthite (Zon-Kuthon) Shrine:
No Nidalese settlement is complete without a place to worship Zon-Kuthon. A metal and bone rendition of the dark god’s unholy symbol adorns the front entrance. A heavy curtain just inside the door helps shut out light and muffle the screams of those within. Many of the residents use this chapel to lash, scar, or otherwise harm themselves in pursuit of the Midnight Lord’s dark approval.

8.) Threshing Yard:
This oval of stucco and aggregate is where the laborers bring dried berries and grains for threshing, removing unwanted husks, skins, and kernels.

From here, you are unable to spot any sort of secret (or even obvious) entrance to the suspected hidden facility, requiring you to head in and infiltrate Wirholt’s Rictus itself to sniff it out.

This part is going to use special rules, involving an unknown number of Phases. Each Phase rep[resents roughly about 20 minutes of time, but are essentially 1 "Turn". You can travel up to two locations per Phase (such as to get a closer look at it), but you may only actually "act" at one per Phase, (for example: gathering information, setting traps, stealing research, pilfering keys, exploring the Kuthite Temple, and infiltrating the manor). The goal is to essentially gather "Investigation Points" while, as a unit NOT rack up Awareness Points (representing the Plantation's residents becoming more suspicious, fearful, or angry at your presence leading to other things).

Each Phase begins with each Character making a skill check to avoid drawing unwanted attention; Bluff (to pretend to be a visiting merchant or fast-talk why the Consortium sent another convoy several months too early), Disguise (to disguise oneself as one of the employees), or Stealth (to avoid notice entirely). It gets more difficult after each Phase, so be careful, and you do not know just how many Phases you have here. NOTE: You do receive one automatic Awareness Point after each Phase, and Every Character is required to participate AT LEAST in one Phase (the first one) as you move into the Plantation area. After that, you may forsake your Turn for each later Phase.

Once you actually arrive at your specific location for the Phase, you need to make another check for that specific location in order to see if you uncover any clues at that site. You are permitted to use Spells and other Abilities in place of a given skill check, if it makes sense, (Invisibility rather than Stealth, for instance, but not Lightningbolt instead of Disguise).

Brief Break-down:
* Act in Phases.
* Each Phase is approx. 20 minutes long
* Each Phase requires a Bluff, Disguise, or Stealth check to not rise suspicion, and then a second Check to learn more info.
* you want to earn Investigation Points but NOT Earn Awareness Points.
* Phase 1, everyone must act. Phase 2-?, you do not have to participate further, but please note that you are no longer going to investigate at each Phase. (Also, you DO NOT have to stay together here, and really should not.) You may Take 10, but not Take 20, unless otherwise noted. <Please note Each Phase that you are Taking 10 or Aiding (and who specifically you are aiding with the same check involved)>. It's probably better to not Aid Another, and instead do your own check, but, unless it's a spell or other sort of ranged ability, you can only Aid someone at your own location.

Before we begin, any OOC questions about how this works? I know this is a very long post, I've done my best to try to condence about 10 pages of material down to a lot more manageable a description, (which the DM is meant to share OOC), but I may have missed something.
Map, (page 2) has been updated.


NE Male Tiefling Inquisitor of Zyphus 8 |
Generic Attack:
[dice=Melee] 1d20+9; 1d6+2[/dice] [dice=Ranged] 1d20+12; 1d8+3[/dice]
HP: 59/59 | AC: 20 T: 15 FF: 15 CMD: 23 | F+8 R+8 W+10 | Init +8 | Perception +14 (Darkvision 60ft)
Tracked Resources:
Destructive Smite 6/6 | Judgement 3/3 | Spells: 3-3/3; 2-4/5; 1-5/5 | Deadly Weather 8/8 | Bane 8/8

Where is the map? Other than that, I think I understand what is going on. Is there a specific way you want posts to look? Is my profile formatting better or worse now?

"Agents, I intend on remaining unseen while investigating this place. How shall we split the locations and cover the most ground? I am experienced in laying traps, tell me if you find a good location for one. I do so enjoy my work..."

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I've added a link at the top of the page (I'd forgotten this one earlier so thanks for the reminder), and also there is one just below my DM Avatar.

It also looks like I misread something, and so the ide is that everyone does move to the same location together, but not as a single unit. So, the party might want to look at the Greenhouse (#2), and so everyone makes their way to the Greenhouse, but travels individual there and looks into slightly different things there.

I think the best way to handle it is to first decide which area you want to explore, and then post something like:
Phase 1
Infiltration check <Bluff/Disguise/Stealth>
And a brief explanation of just exactly what sort of thing you want to attempt or try to accomplish at the location.

For Example:
Phase 1
Location
Disguise: 1d20 + 6 ⇒ (11) + 6 = 17
"Applying some tattered cloths over my armor and trying to appear like one of the common workers, I'll walk, head downcast and devoid of hope towards the building, keeping an eye out for anyone watching. As soon as I find a moment where it seems the cost is clear, I'll slip through one of the windows, (Stealth), or walk up to one of the workers and try to overhear their conversation while their master's are not around (Gather Information), or pretend to be someone that is supposed to be there until I can identify one of the area's managers, and while they are distracted, see if they have anything I can nab in a quick walk-by (Slight-of-Hand)."

This is a very complex (on my end) series of encounters, as some locations, once you get inside, will actually have maps and individual unique encounter locations, while others are done in a very general, almost off screen way. So, the best thing to do, I think, is to make the above Infiltration roll to a special location, and then I'll expand upon it more once you arrive there, and see what sorts of things there are to do.


Male NG shirren priest mystic 4 | SP 23/28 HP 30/30 | RP 6/6 | EAC 16; KAC 16 | Fort +3; Ref +2; Will +8 | Init: +1 | Perc: +11, SM: +4 | Speed 30ft | Spells: 1st 2/4 2nd 2/3 | Active conditions: None.

Couple questions before I post my actions. Does shape changing require an actual Disguise roll, since she has Perfect Copy? I'm also not totally familiar with Detect Thoughts. Do other people know if I'm trying to detect their thoughts? Does this depend on the Will save?


GM: any answers to my questions? "Is there anything specific that you are looking for to bring back to you?

I think that perhaps we should start with the Shrine, but am open to what the group agrees to. My reasoning is that this is their most important place, so perhaps they would use it to guard their secrets too. As for the traps, Falth, I think we should wait on that. I can only see that earning us awareness points right now.


AC 24, T 12, FF 22 hp 80/80 Fort +10, Ref +5, Will +8; +2 vs. enchantments Immune sleep Female half-elf cavalier (constable) 8 LE Init +1; Senses low-light vision; Perception +17

I'm good with starting at the Shrine. See what there is to see. It's also at the edge of the plantation so it should be easier to get to without notice than say the residences.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Pregen Alias wrote:
GM: any answers to my questions? "Is there anything specific that you are looking for to bring back to you?

It was answered before you asked it. :P

DM B wrote:
"Your job is to ferret them out; secure any records that can inform me to their plans, contacts, or other safe houses; kill any of the traitorous operatives, and leave their hideout a smoldering ruin that sends a clear signal to their friends. Do whatever you can to avoid raising the alarm. If they’re smart—and assume they are—they’re also prepared to destroy key evidence if they suspect they’re under attack.”

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
GM Turmoil's pregens wrote:
Couple questions before I post my actions. Does shape changing require an actual Disguise roll, since she has Perfect Copy? I'm also not totally familiar with Detect Thoughts. Do other people know if I'm trying to detect their thoughts? Does this depend on the Will save?

GM T's Pregen:
Your Change Shape ability is a Polymorph effect, so it does act as a Disguise (you have a +35 Disguise check with Change Shape + Perfect Copy), which you can do at will and it lasts indefinitely. Generally speaking, for this, people only really get a check if they are familiar with the target you are mimicking or they are specifically looking into you for some reason, so just walking past a group of people isn't something you need to make a Disguise check for, though trying to walk into a building through security guards might. For Detect Thoughts, it works very similar to spells like Detect Magic, operating over 3 Rounds, but blocked by some materials. Round 1 your simply know that there are intelligent creatures in the area (a 60ft cone). Round 2 you learn how many and the general Int score of said creatures. Round 3 you can start to detect "surface thoughts", similar to Sense Motive but with slightly more detail, but not actually read minds in depth, communicate telepathically, or mind-control. All targets get a Will Save, which just means you might not detect them, (though a second application makes them make a new save each time). You can do it at will and for as long as you concentrate on it.

The shrine’s door is heavy, and a thick curtain inside further insulates the building so that sound does not easily escape, and light does not easily enter. There are also several large torture devices, as well as an assortment of more portable tools for inflicting pain. If the PCs wish to attack, abduct, or interrogate a target, there’s hardly a safer place to do so than here.

Just remember that even though torture is a common element in Nidalese culture, the gaming table isn’t the best place to explore the graphic details; if the PCs want to be evil and physically coerce someone’s compliance, gloss over the process, let them attempt an Intimidate check, and move on.

At this location, you have the following options to try (your Task Roll):

    Perception to search the area
    Trap or Disable Device to set a trap
    Diplomacy to listen in or interact with nameless NPCs in the area
    Intimidate to do some off-screen/PG 13 "evil stuff" with some of the nameless NPC worshipers.

All:
So, a lot of this is very open to thinking outside the box sort of play, so a few examples of things you could try with those rolls might be; pretending to be a travelling Kuthite priest here to check up on the local faithful, faithful followers here to pay your dues in pain, pretending to be some sort of middle management task-master checking up on those inside the shrine, or just sticking to the shadows, which are very prevalent inside the shrine of the Midnight Lord. Just a few example options.

So, can I get an Infiltration Check from everyone, followed by a description of what you want to do, followed by your Task check, (or supplemental abilities replacing the checks). Don't worry about "Phase 1" or "Location: Shrine".


Doh! Sorry!
As per request: Stealth to get to Temple: 1d20 + 13 ⇒ (17) + 13 = 30

Zurznal makes it to the temple and peers through the curtain of horrors. How crude.. he thinks looking over the implements. He then gets to searching the room carefully. He keeps an ear out for any unwanted guests, but his main focus is on the room itself, looking for any hidden areas.

Perception: 1d20 + 13 ⇒ (19) + 13 = 32


NE Male Tiefling Inquisitor of Zyphus 8 |
Generic Attack:
[dice=Melee] 1d20+9; 1d6+2[/dice] [dice=Ranged] 1d20+12; 1d8+3[/dice]
HP: 59/59 | AC: 20 T: 15 FF: 15 CMD: 23 | F+8 R+8 W+10 | Init +8 | Perception +14 (Darkvision 60ft)
Tracked Resources:
Destructive Smite 6/6 | Judgement 3/3 | Spells: 3-3/3; 2-4/5; 1-5/5 | Deadly Weather 8/8 | Bane 8/8

Falth will use stealth to reach the temple as well, taking 10 for a 28 stealth. Once he arrives, he will then use perception (taking 10 for a 24) to attempt to identify any "traitorous operatives" for him to set traps for.


Male NG shirren priest mystic 4 | SP 23/28 HP 30/30 | RP 6/6 | EAC 16; KAC 16 | Fort +3; Ref +2; Will +8 | Init: +1 | Perc: +11, SM: +4 | Speed 30ft | Spells: 1st 2/4 2nd 2/3 | Active conditions: None.

Before they begin their investigation, Thestil approaches Zurznal and stares deeply into his eyes for a moment. "I've made a small connection with your mind to help thwart off any unwanted control over you. Wouldn't want a brute like you turning on us."
Using the Gift of Will mesmerist trick, if you attempt a Will save, you can use Thestil's modifier instead of your own. Last until you use it or I switch my trick.

She also hands out small vials to Zurznal, Falth, and Cari.
Treatment Vials that act as potions and remove the fascinated or shaken condition.

Thestil disguises herself as one some sort of boss and will attempt to use her 'position' to get information out of some of the workers. She concocts a story about someone stealing some of the crops to try to get them to divulge any information about suspicious activities they have seen.

Take 10 for 45 Disguise and 29 Bluff


Thanks!


Shohiraj; Human URogue 8 (hp 51/51; F+4, R+12, W+7 | AC 20/15/15 | Init +5 | Perception +15, Sense Motive +13)

So we do all go to the same place?

Shohiraj sneaks along the perimeter of the property and up behind the Kuthite shrine. Once inside, she rigs one of the torture devices to malfunction and trap the next user so that they can take the person's place on the plantation.

Stealth, take 10: 10 + 16 = 26
Disable Device, take 10: 10 + 24 = 34


AC 24, T 12, FF 22 hp 80/80 Fort +10, Ref +5, Will +8; +2 vs. enchantments Immune sleep Female half-elf cavalier (constable) 8 LE Init +1; Senses low-light vision; Perception +17

Eramay takes the vial with a nod. Lacking any sort of stealth, but quite knowledgeable in the religions of the Inner Sea walks right up to the temple as if she is a traveling Kuthite priest who is here for an inspection of the shrine.

Know Religion: 1d20 + 15 ⇒ (2) + 15 = 17

Once she enters the shrine she attempts to Intimidate a likely candidate into tell her about the leadership of the plantation, any out of the ordinary visitors to the shrine recently.

Intimidate: 1d20 + 10 ⇒ (14) + 10 = 24

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Sorry, super busy day at work yesterday. I'll be updating soon.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Yes, I was mistake at first, believing the point was to have everyone break off for the investigation, but on a second reading, I don't believe that's true, and for the sake of ease of PbP play, everyone will just stay together (as far as by location), but is somewhat acting independently at that location.

Although worshipping Zon-Kuthon is often a personal practice consisting of self-inflicted pain, building a shrine to the Midnight Lord helps encourage piety and deflect any unwanted questions from Nidal’s Umbral Court. Most workers subject themselves to some form of torture at least once a week, whether they “need” it or not. This is also where Temarra publicly performs any punishments to make an example of an employee.

The shrine’s door is heavy, and a thick curtain inside further insulates the building so that sound does not easily escape, and light does not easily enter. There are also several large torture devices, as well as an assortment of more portable tools for inflicting pain.

Aheavy curtain just inside the door helps shut out light and muffle the screams of those within. Many of the residents use this chapel to lash, scar, or otherwise harm themselves in pursuit of the Midnight Lord’s dark approval. Inside the shrine of the Midnight lord you find an assortment of torture devices, with about half of them being specifically designed to be used on one's self, while the others meant to be used on another.

The handful of worshipers inside do not seem to have anything interesting to say, and seem only interested in partaking the rituals of their faith before returning to their dreary life of labor. However, after taking some time to canvas the area, you do find a few items of interest, if not for their value, for their oddity. Among the implements are five daggers, a silver light mace, and a silver-tipped cat o’ nine tails, (treat as a light flail that deals slashing damage).

None are magical in nature, but do seem important, so you nab them before moving on.

Where to next?


NE Male Tiefling Inquisitor of Zyphus 8 |
Generic Attack:
[dice=Melee] 1d20+9; 1d6+2[/dice] [dice=Ranged] 1d20+12; 1d8+3[/dice]
HP: 59/59 | AC: 20 T: 15 FF: 15 CMD: 23 | F+8 R+8 W+10 | Init +8 | Perception +14 (Darkvision 60ft)
Tracked Resources:
Destructive Smite 6/6 | Judgement 3/3 | Spells: 3-3/3; 2-4/5; 1-5/5 | Deadly Weather 8/8 | Bane 8/8

If nobody speaks up, Falth suggests we check out the greenhouse.

Regardless of location, Falth will attempt to stealth and listen in on conversations to find traitors (take 10 on both stealth (28) and perception(24)).

The Exchange

58/58HP, AC:11, T: 11, FF: 10, CMD: 12, F: +5 , R: +7, W: +10, Init +5, Perception +2, CE Male Human Lvl 8 Enchanter, Light Crossbow +5(1d8)

sorry for late post. Work is ruff.

Area 1

Take 10 on bluff for 29

Take 10 on know arcana and planes for 26

Area 2

Take 10 on bluff for 29

Take 10 on know nature for 26

-Posted with Wayfinder


Shohiraj; Human URogue 8 (hp 51/51; F+4, R+12, W+7 | AC 20/15/15 | Init +5 | Perception +15, Sense Motive +13)

Shohiraj points to the warehouse nearby. "Let's try that one. We can see what they're storing in there. It might show us what they've been involved in." She tries to time her dash across the yard when no one is looking.

Stealth: 1d20 + 16 ⇒ (17) + 16 = 33


Zurznal peers back out the door and looks around the complex before turning to the others. "I have to side with Shohiraj. The warehouse is closer. To get to the greenhouses, we would have to move across the center of the compound."

Zurznal will go either way the group decides though.

Stealth: 1d20 + 13 ⇒ (6) + 13 = 19
Perception: 1d20 + 13 ⇒ (4) + 13 = 17

Damn. Taking 10 from now on..


AC 24, T 12, FF 22 hp 80/80 Fort +10, Ref +5, Will +8; +2 vs. enchantments Immune sleep Female half-elf cavalier (constable) 8 LE Init +1; Senses low-light vision; Perception +17

I agree the warehouse is closest, and we can go behind it and get to the smokehouses after that." She waits for an opportune moment to move from the shrine to the warehouse.

Taking 10 Perception for a 27 to see when the safest time to move is.

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