DM B's PbP Gameday 4 School of Spirits (1-5) (Inactive)

Game Master Beckett

Seven years ago, Pathfinders entered Absalom’s shattered Precipice Quarter in pursuit of a ruby ring but also rescued a strange survivor. She has since grown to adulthood and exhibited a rebellious spirit connected to the ruined school where the Pathfinders found her. The woman’s family has contacted the Society, hoping that its agents can escort her back to the haunted site and unravel the Drownyard’s relentless mysteries.

Init:

[spoiler=INIT ROLLS]
[dice=Andruss]1d20+4[/dice]
[dice=Dumm]1d20+2[/dice]
[dice=Grundar]1d20+3[/dice]
[dice=Quartz]1d20+4[/dice]
[dice=Quint]1d20+7[/dice]
[dice=Skerdo]1d20+2[/dice]
==============================
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

MAP LINK


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Sovereign Court

Wands:
cure light wounds - 37; endure elements - 50; ill omen - 47; mage armor - 46; magic missile - 41
Male Human (Taldan) Witch 5 - Init +8 - AC 16 12 | touch 12| ff 14 10 - hp 29 - Fort +3, Ref +4, Will +6; Speed 30 ft.; Perception +6 (+8)*; Confidante 2/2
Khaya wrote:
Seeing you are about to leave, Khaya, the plant woman, asks that they keep her presence in the Arboretum a secret long enough for her companions to sprout and grow. She wishes to grow a presence of ghoran within the city and then petition the Absalom government to ask for her people to be freed from captivity in Nex.

"Your secret is safe with us, lady Khaya. If you need some help with this petition, I know some friends that can help you. Was a pleasure to meet you."

Andruss does his compliments to her and leave the Arboretum with the others.

... in the Drownyard

Spellcraft: 1d20 + 8 ⇒ (17) + 8 = 25
Perception: 1d20 + 1 ⇒ (4) + 1 = 5

Andruss recognizes what those vials are capable to do with haunts.

"Gentlemen, I'll carry one of these with me. They can harm haunts as long as they manifest. I suggest that somebody take the other and stays alert for any unwelcome spirits on our way".

Then, he waits for J.'s concentration result, with the vial in hand...

Grand Lodge

Male Gnome Alchemist (Grenadier) 7, HP 29 [45], AC 28 [18], Fort +7, Ref +9, Will +4, CMD 14, Init +6, Per +13

"Oh I will!" The gnome says excitedly.

Scarab Sages

|| Phantom Phenomena || || ||

Anyone have an issue with Andruss and Quartz holding the two vials?

I'll give a few more hours for people to respond before pushing forward. :P

Grand Lodge

Male Half-elf UC Barbarian 4/ranger 2 | AC: 20/15/[20] (18/13/[18]) | HP 61/69 | CMB +10, CMD 22 | Fort +10, Ref +6, Will +4 | Init +2 | Perc +12 (+1 vs surprise) | Rage: 8/14
Attack:
2 claws +13 (1d8+13/x2), bite +8 (1d4+11)

Nope, fine with me. Dumm know so little about magic that he'd probably try to drink them :-)

-Posted with Wayfinder

Silver Crusade

Male Human Ranger 2
Vitals:
HP: 18/20 | AC/T/FF: 15/12/13 | Fort +5, Ref +5, Will +1 | CMD: 17 | Perc +6, SM +1

Fine by me as well! Just a quick roll since I'm on mobile...

Perception: 1d20 + 5 ⇒ (2) + 5 = 7

Scarab Sages

|| Phantom Phenomena || || ||

Grundar: 1d20 + 0 ⇒ (9) + 0 = 9
Quint: 1d20 + 7 ⇒ (7) + 7 = 14

Quartz Init: 1d20 + 4 ⇒ (9) + 4 = 13

Only Quartz is notices the sudden vibration in time to react, and having the Haunt Siphon in hand it, begins to swirl and react on it's own.

Damage: 3d6 ⇒ (3, 2, 5) = 10

Unfortunately, that only seems to piss off the restless spirit even more rather than calm it's wrath. The soft vibrations grow, alerting everyone to the danger, (except J. who seems to be deeper into her concentration than ever), and the roof begins to collapse around you. The spirit of a young girl appears in the center of the tempest, glaring at you.

Automatic damage to all: 2d6 ⇒ (3, 4) = 7

Will Save DC 13 (fear):
You are also Shaken for 1 Minute.

Know Religion DC 15:
Finding and laying that girl's corpse to final rest should be enough to exercise the Haunt permanently.

Sovereign Court

Wands:
cure light wounds - 37; endure elements - 50; ill omen - 47; mage armor - 46; magic missile - 41
Male Human (Taldan) Witch 5 - Init +8 - AC 16 12 | touch 12| ff 14 10 - hp 29 - Fort +3, Ref +4, Will +6; Speed 30 ft.; Perception +6 (+8)*; Confidante 2/2

Will DC 13: 1d20 + 3 ⇒ (3) + 3 = 6

I can't make any check to avoid being surprised and use the vial too?

Scarab Sages

|| Phantom Phenomena || || ||

Unfortunately not with Haunts. Only those that make the "Notice" check (the previous Perception or Religion) can act in the Surprise Round. Then, only those that go before Init Count 10 can take either a Standard or Move Action before the Haunt goes. However, there is possibly one more. :P

This is why I love and hate Haunts. Great idea, but terrible implementation. I think it would be better to simply ditch the Notice Check (leaving the Know Religion as they are an Undead Creature), and allow everyone 1 single Round, or even only one single Surprise Round to act. Simple, everyone can act, and still a possible threat.

Sovereign Court

Wands:
cure light wounds - 37; endure elements - 50; ill omen - 47; mage armor - 46; magic missile - 41
Male Human (Taldan) Witch 5 - Init +8 - AC 16 12 | touch 12| ff 14 10 - hp 29 - Fort +3, Ref +4, Will +6; Speed 30 ft.; Perception +6 (+8)*; Confidante 2/2
Ven Lorovox the Seeker wrote:

Unfortunately not with Haunts. Only those that make the "Notice" check (the previous Perception or Religion) can act in the Surprise Round. Then, only those that go before Init Count 10 can take either a Standard or Move Action before the Haunt goes. However, there is possibly one more. :P

This is why I love and hate Haunts. Great idea, but terrible implementation. I think it would be better to simply ditch the Notice Check (leaving the Know Religion as they are an Undead Creature), and allow everyone 1 single Round, or even only one single Surprise Round to act. Simple, everyone can act, and still a possible threat.

Wow, I didn't notice that the perception check was for this. NP. =)

Scarab Sages

|| Phantom Phenomena || || ||

Never seen so many terrible Perception checks in a row. :P

Grand Lodge

Male Half-elf UC Barbarian 4/ranger 2 | AC: 20/15/[20] (18/13/[18]) | HP 61/69 | CMB +10, CMD 22 | Fort +10, Ref +6, Will +4 | Init +2 | Perc +12 (+1 vs surprise) | Rage: 8/14
Attack:
2 claws +13 (1d8+13/x2), bite +8 (1d4+11)

Ah, I treated them a bit differently when I ran Carrion Crown. I treated the notice check as similar to an opposed Perception to notice an enemy, and then the haunt always goes on an initiative of 10. I agree, the rules of haunts are kinda weird, but I still had a lot of fun with them in that game.

-Posted with Wayfinder

Grand Lodge

Male Gnome Alchemist (Grenadier) 7, HP 29 [45], AC 28 [18], Fort +7, Ref +9, Will +4, CMD 14, Init +6, Per +13

Will: 1d20 + 2 ⇒ (18) + 2 = 20

Know religion: 1d20 + 6 ⇒ (3) + 6 = 9

Sovereign Court

Male 48/48 HP, AC: 26, T: 12, FF: 21, CMD: 18, F: +8 , R: +2, W: +2, Init +3, Pereption +0, CG Male Dwarf Phalanx Fighter, Adimantum Lucerne Hammer +8 (1d12+3, x3)MW Dwarven War Ax +8(1d10+3x3)

will: 1d20 + 2 ⇒ (10) + 2 = 12

-Posted with Wayfinder

Sovereign Court

Male 48/48 HP, AC: 26, T: 12, FF: 21, CMD: 18, F: +8 , R: +2, W: +2, Init +3, Pereption +0, CG Male Dwarf Phalanx Fighter, Adimantum Lucerne Hammer +8 (1d12+3, x3)MW Dwarven War Ax +8(1d10+3x3)

dm reroll: 1d20 + 4 ⇒ (2) + 4 = 6

-Posted with Wayfinder

Sovereign Court

Male 48/48 HP, AC: 26, T: 12, FF: 21, CMD: 18, F: +8 , R: +2, W: +2, Init +3, Pereption +0, CG Male Dwarf Phalanx Fighter, Adimantum Lucerne Hammer +8 (1d12+3, x3)MW Dwarven War Ax +8(1d10+3x3)

well damn lol

-Posted with Wayfinder

Grand Lodge

Male Human (3.0P) Gunslinger (Pistolero) 1 Alch 2 | HP 20/20 | AC 18;TCH 15; FF 13; | F +5; R +10; W+3 | CMB +1; CMD 16 | INIT +7; Perc +7 | Grit 2/3; Paper Bullets 32/38; Bullets 18/26; Bomb 2/2; Wands: CLW 44/50

Will save: 1d20 + 3 ⇒ (15) + 3 = 18

A chunk of stone strikes Quint but be seems to hold his resolve in front of the ghostly girl.

What is happening?

Sovereign Court

Male 48/48 HP, AC: 26, T: 12, FF: 21, CMD: 18, F: +8 , R: +2, W: +2, Init +3, Pereption +0, CG Male Dwarf Phalanx Fighter, Adimantum Lucerne Hammer +8 (1d12+3, x3)MW Dwarven War Ax +8(1d10+3x3)

"I dont know but I outa here"

-Posted with Wayfinder

Scarab Sages

|| Phantom Phenomena || || ||
Dumm wrote:

Ah, I treated them a bit differently when I ran Carrion Crown. I treated the notice check as similar to an opposed Perception to notice an enemy, and then the haunt always goes on an initiative of 10. I agree, the rules of haunts are kinda weird, but I still had a lot of fun with them in that game.

-Posted with Wayfinder

That's exactly what just happened. Only Quartz made the Perception check, and acted before Init 10. Since he had called out the Haunt Siphon in hand, (to speed things up by request), I assumed that was his plan, and I just rolled it all out. But it was difficult to deal 15 damage on a 3d6, so didn't put the Haunt to rest permanently. Feel free to go back and check that Perception or Know Religion spoiler.

:p

Sovereign Court

Wands:
cure light wounds - 37; endure elements - 50; ill omen - 47; mage armor - 46; magic missile - 41
Male Human (Taldan) Witch 5 - Init +8 - AC 16 12 | touch 12| ff 14 10 - hp 29 - Fort +3, Ref +4, Will +6; Speed 30 ft.; Perception +6 (+8)*; Confidante 2/2

"Per gods, what's happening here?!", Andruss looks scared 'cause of what happened there.

Shaken for 1 Minute - it sucks. :(

Grand Lodge

Male Half-elf UC Barbarian 4/ranger 2 | AC: 20/15/[20] (18/13/[18]) | HP 61/69 | CMB +10, CMD 22 | Fort +10, Ref +6, Will +4 | Init +2 | Perc +12 (+1 vs surprise) | Rage: 8/14
Attack:
2 claws +13 (1d8+13/x2), bite +8 (1d4+11)

Will: 1d20 + 2 ⇒ (2) + 2 = 4

The sudden, unexplained apparition and the collapsing ceiling are too much for Dumm's faculties. He lets go of his rationale, reverting to his primal state, and dives at J to protect her from the falling debris.

Rage!

-Posted with Wayfinder

Grand Lodge

Male Gnome Alchemist (Grenadier) 7, HP 29 [45], AC 28 [18], Fort +7, Ref +9, Will +4, CMD 14, Init +6, Per +13

"Wow so thats a haunt. I've never experianced one before." Quartz says with a shiver. "Everyone ok?"

Scarab Sages

|| Phantom Phenomena || || ||

After deal with the haunt, J. thanks them for their guidance and protection, but her voice grows distant as if listening for a barely audible whisper. After a moment’s pause, she tells you she is certain another restless force still calls to her from below. Grishan agrees with her and senses a vengeful supernatural presence emanating from inside the entrance to the necropolis. The Haunt caused a small cave in, but one that blocked the door, causing you to spend a little bit of time clearing the way.

Once out of the classroom, you begin to make your way towards the Necropolis. The reek of death chokes this narrow stone corridor, where a trio of corpses slowly rots into the stone.

Heal DC 15:
These people died two months ago, and notices that two of the three people have no signs of physical injury.

On their bodies, you find: three suits of leather armor, three short swords, three oils of magic weapon, two potions of cure light wounds, a scroll of remove disease, a wand of lesser restoration, a wand of protection from evil, a collection of excavation tools and sundry items, and 105 gp. The magic items are each marked with a small Glyph of the Open Road, the symbol of the Pathfinder Society.

The spirit of a young girl with blond hair sits in the center of the room. As you approach, the spirit gets up, turns around, and addresses J., “I’ve been waiting for you a long time, Junia. Waiting for you to come back. Why did you leave me? Won’t you come back to me? Then we can all be friends again.”

J. is paralyzed by fear and guilt, and can only mutter “Cassiel, Cassiel, I’m so sorry, please forgive me” over and over again. Grishan explains that this is the spirit of their friend Cassiel Marlinchen who died with him in the necropolis.

You sense anger rising within the spirit, and if you can speak up quickly on J.'s behalf, you might be able to calm the spirit.

Please make an argument for J.'s and Grishan's innocence and give me a Diplomacy check.

Sovereign Court

Wands:
cure light wounds - 37; endure elements - 50; ill omen - 47; mage armor - 46; magic missile - 41
Male Human (Taldan) Witch 5 - Init +8 - AC 16 12 | touch 12| ff 14 10 - hp 29 - Fort +3, Ref +4, Will +6; Speed 30 ft.; Perception +6 (+8)*; Confidante 2/2
Quartz Fizzlebang wrote:
"Wow so thats a haunt. I've never experianced one before." Quartz says with a shiver. "Everyone ok?"

"Absolutely not!", besides the frightened expression, Andruss looks very wounded, as a club smashed his brain.

1 HP, man... :x

Heal: 1d20 + 1 ⇒ (11) + 1 = 12

EDIT: @Ven Lorovox the Seeker, before I post the 'speech' and the check, can I wait in the last scene if someone heal Andruss? Poor, witch... :'(

EDIT 2: @Ven Lorovox the Seeker,Was Cassiel the daughter of the gardener?

Silver Crusade

Male Human Ranger 2
Vitals:
HP: 18/20 | AC/T/FF: 15/12/13 | Fort +5, Ref +5, Will +1 | CMD: 17 | Perc +6, SM +1

"Yeah, I'm pretty roughed up too," Skerdo grunts. When they find the trio of bodies, he sighs. "Looks like these were some of our former colleagues...wonder what exactly happened to them. Perhaps Andruss should take one of these potions?" He holds one up. "You look like you could use one."

So could I for that matter...at 5/12. But are there people worse off?

When the angry girl's ghost appears, Skerdo holds out both hands, trying to calm her down somewhat. "Now now, Cassiel, there's no need to get angry...I know it's hard for you to understand, but the world outside's moved on." When she's not looking, he loosens his ax in his belt...just in case.

Diplomacy (Aid Another): 1d20 + 1 ⇒ (14) + 1 = 15

Grand Lodge

Male Gnome Alchemist (Grenadier) 7, HP 29 [45], AC 28 [18], Fort +7, Ref +9, Will +4, CMD 14, Init +6, Per +13

I can hit you both with my wand
clw: 1d8 + 1 ⇒ (1) + 1 = 2
clw: 1d8 + 1 ⇒ (1) + 1 = 2

Silver Crusade

Male Human Ranger 2
Vitals:
HP: 18/20 | AC/T/FF: 15/12/13 | Fort +5, Ref +5, Will +1 | CMD: 17 | Perc +6, SM +1

Earlier...

"Thanks, Quartz," Skerdo murmurs as the gnome's wand helps relocate his elbow.

At 7/12.

Grand Lodge

Male Gnome Alchemist (Grenadier) 7, HP 29 [45], AC 28 [18], Fort +7, Ref +9, Will +4, CMD 14, Init +6, Per +13

More bops
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (5) + 1 = 6

Now

"J didn't choose to leave you. She was found unconscious in a tomb. The people who found her took her with them. They brought her back home. If they had know you were her and were her friend they would have found a way for you to come too. J never meant to leave you. She couldn't come back til now because her mother wouldn't let her. You're her friend and the Cap wouldn't leave a friend behind. And thats why shes here now. To find you and help you. We all want to help you." The gnome pleads with the spirit. I'm going out on a few limbs here. I hope they are the right ones. He thinks to himself.

Diplomacy: 1d20 + 7 ⇒ (16) + 7 = 23

Grand Lodge

Male Human (3.0P) Gunslinger (Pistolero) 1 Alch 2 | HP 20/20 | AC 18;TCH 15; FF 13; | F +5; R +10; W+3 | CMB +1; CMD 16 | INIT +7; Perc +7 | Grit 2/3; Paper Bullets 32/38; Bullets 18/26; Bomb 2/2; Wands: CLW 44/50

Quint CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Skerdo CLW: 1d8 + 1 ⇒ (7) + 1 = 8
Andruss CLW: 1d8 + 1 ⇒ (7) + 1 = 8

Quint tends to the wounded. This is more than they warned me of... He shakes his head.

I ain't afraid of no ghosts! He thinks as he recomposes himself with a stern look.

Diplomacy Aid: 1d20 - 2 ⇒ (8) - 2 = 6

Grand Lodge

Male Half-elf UC Barbarian 4/ranger 2 | AC: 20/15/[20] (18/13/[18]) | HP 61/69 | CMB +10, CMD 22 | Fort +10, Ref +6, Will +4 | Init +2 | Perc +12 (+1 vs surprise) | Rage: 8/14
Attack:
2 claws +13 (1d8+13/x2), bite +8 (1d4+11)

8/15,I could use some healing but it's not pressing. I have a wand, just need you to use it.

He relaxes when he realizes the ghost isn't about to attack. He gets up and returns to himself, taking a moment to do so. "We can help if you need we to help."

Aid (Diplomacy) : 1d20 + 1 ⇒ (12) + 1 = 13

-Posted with Wayfinder

Grand Lodge

Male Human (3.0P) Gunslinger (Pistolero) 1 Alch 2 | HP 20/20 | AC 18;TCH 15; FF 13; | F +5; R +10; W+3 | CMB +1; CMD 16 | INIT +7; Perc +7 | Grit 2/3; Paper Bullets 32/38; Bullets 18/26; Bomb 2/2; Wands: CLW 44/50

CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (4) + 1 = 5

Scarab Sages

|| Phantom Phenomena || || ||
Andruss Delsine wrote:


before I post the 'speech' and the check, can I wait in the last scene if someone heal Andruss? Poor, witch... :'(

Certainly. Sorry, I normally assume that everyone in need heal up in between movement. I should have been a bit more clear as many of you are not familiar with how I run. In this case, the last Haunt actually collapsed the ceiling, and it took about a minute to clear the door. (I didn't mention the time there just because really it didn't matter in a sense, everyone could have helped to speed it up, or one person could have taken 20 and eventually got out. There wasn't any danger.) But in general, you can easily heal, in the background between scenes.

Andruss Delsine wrote:
Was Cassiel the daughter of the gardener?

She is indeed. Deris (Who was being called in the Notice Check most failed earlier) was her father, and the mad gardener in Black Waters. Nice catch. :P

J. offers a kind smile at your words, thankful for you all speaking up for her, but before she can say anything for herself, Cassiel speaks, her growing undead rage set aside, "You are right. I see that now. Thank you Grishan, and you too Junia. I had been stuck down here along here for so long, I had forgotten. But I remember now, and I remember some of your friends, too. I remember you staying with us as we died. You didn't leave us."

Cassiels stops for a moment, a look of gentle peace on her spectral face, then suddenly her form explodes in a blinding radiance. At first golden, it soon shifts to white, and then not only her form, but almost as if an aura all around her turns to a soft green. She looks at you all and you feel nothing but serenity. From behind her, materializing from nothingness you see other children, themselves ghostly as well. They walk over to stand near Cassiel, and more and more appear. They smile one last time, then fade from view.

After their departure, finally freed from the darkness and bitterness that had bound them to this place, you can feel the unnaturalness vanish, not only from this room, but the entire Drownyards, and know somehow deep inside that all dark energies have been purged.

J. weeps tears of mixed joy and sadness as a great burden from her past has been lifted. "I think I understand my purpose now. What powers I've been granted, and what I need to do with them. Not every encounter with the supernatural can be resolved with kind words, but some can. . . Some can."

With the Drownyards now purged of it's darkness, J. agrees it's time to leave. The way back up is easy, and nothing troubles your way. As you step out back into the city, suddenly J. stops, looking around confused. She then speaks, but it's not her voice, but rather Grishan's that comes from her mouth, "Brother is here. . ."

A man in a uniform similar to Junia’s, but with more medals and polish, emerges from a side alley at a brisk pace. “Finally, I found you. I heard around the lodge that a team of Pathfinders was headed in to the Tri-Towers Yard.” Andoren Eagle Knight Major Colson Maldris bows his head.

“My brother was one of many children who died when the earthquake hit. As a result, I take great interest in expeditions leading in to that cursed site. The last Pathfinder expedition seven years ago found his body, and as a result, my family was able to give him a proper burial. Those agents also found some...” Colson pauses, and then continues delicately, “reports about my brother’s after-school activities that would have been quite embarrassing if made public. Did you, by chance, find any information about my brother?”

J., hiding Grishan inside of her still, takes a step back behind the group, saying nothing.

Something I want to point out is that this part is a group decision and does affect the Chronicle Sheet and is part of the reporting. With that in mind, everyone gets a "vote" on how the party responds, (most votes wins as far as reporting goes).

Grand Lodge

Male Gnome Alchemist (Grenadier) 7, HP 29 [45], AC 28 [18], Fort +7, Ref +9, Will +4, CMD 14, Init +6, Per +13

Can i sense motive on this guy? I for one want J and Grishan to have the final decision on this situation.

Scarab Sages

|| Phantom Phenomena || || ||

You certainly can. Unfortunately, I don't know if he's lying or not with his arguments. But, as far as the decision goes, neither J. or Grishan will, as per the scenario tell you what to do, because they don't know. Grishan honestly doesn't remember the details. This is purely on you to help decide how things in the future might be affected.

Another way to think about it, as of this scenario, there is no morally right or wrong answer.

Silver Crusade

Male Human Ranger 2
Vitals:
HP: 18/20 | AC/T/FF: 15/12/13 | Fort +5, Ref +5, Will +1 | CMD: 17 | Perc +6, SM +1

Skerdo stares in amazement as the ghostly form vanishes. "Well, I'll be da--uh, struck down," he mutters. Clearing his throat, he addresses J directly. "You know, you done good, ki--J. I think you've got real potential here...you and Grishan. And you wouldn't've caught me saying anything good about the lingering dead not so long ago!"

Somewhat awkwardly, he steps close to her and offers an arm, and a shoulder to cry on if she should want it.

(If she doesn't, he immediately steps back to a few paces behind her, abashed.)

When Major Maldris appears, everything clicks in Skerdo's head. Of course! The leader of that Andoren faction...what do they call themselves...Liberty's Edge. So this is what we've found. He looks hard at the man before them, trying to determine whether this is a good man with bad ancestors, or something more duplicitous...

Sense Motive: 1d20 + 1 ⇒ (3) + 1 = 4

Scarab Sages

|| Phantom Phenomena || || ||
Skerdo Cabeza de Vaca wrote:

Somewhat awkwardly, he steps close to her and offers an arm, and a shoulder to cry on if she should want it.

(If she doesn't, he immediately steps back to a few paces behind her, abashed.)

She accepts your shoulder, and thanks you, thanks you all for helping her in her ordeal.

Skerdo Cabeza de Vaca wrote:
[dice=Sense Motive]1d20+1

He's a shining beacon of pure Paladinhood. . .

Sovereign Court

Wands:
cure light wounds - 37; endure elements - 50; ill omen - 47; mage armor - 46; magic missile - 41
Male Human (Taldan) Witch 5 - Init +8 - AC 16 12 | touch 12| ff 14 10 - hp 29 - Fort +3, Ref +4, Will +6; Speed 30 ft.; Perception +6 (+8)*; Confidante 2/2

Andruss is full HP with 2 charges spended by Quartz: 2 + 6. The others don't need to spend more charges. Thank you so much. :)

"Good evening, my lord. It's a pleasure to meet you here", Andruss greets Colson.

"What was so embarrassing on the report?"

Diplomacy: 1d20 + 8 ⇒ (7) + 8 = 15
Sense Motive: 1d20 + 1 ⇒ (16) + 1 = 17

Scarab Sages

|| Phantom Phenomena || || ||

"I have only heard rumors. Grishan had a brilliant mind, and he was eager to do whatever he could to serve the cause of freedom. I suggested that if he helped the cause of the Eagle Knights before he was old enough to be eligible, they would certainly accept him.”

His words seem to have an affect on J., or more likely on Grishan hiding within her. Colson notices this, but not knowing about Grishan, he simply takes note and continues his explanation.

"These notes paint everyone they touch in a negative light. But, Pathfinders,in situations such as this one, it is important to consider the bigger picture, the greater good, and the unfortunate realities of politics. Skilled orators can take even the hint of scandal and spin it into a mountain to bury their target, preventing almost anyone from seeing the accomplishments and value of the people beneath. Remember what we discovered two years ago, my friends, and the seeds of corruption threatening Andoran that sparked the decision to separate Liberty’s Edge as its own entity."

"Were this information to become public, members of that conspiracy among Andoran’s politicians would use their oratory against all our works, which would deal a crippling blow to our cause’s influence. They would tarnish not only my own reputation, but the reputation of the Liberty’s Edge as a whole, and by extension, the reputations and of all of the Pathfinders who tirelessly work under our banner to promote the cause of freedom. It may even spell the end of our movement to promote the cause of freedom throughout the Inner Sea and beyond!"

As far as you can tell, he does seem to be telling the truth, and not holding anything back.

"If you found them, I simply ask you to hand them over to me to avoid a lot of innocent people being harmed should they become public. I'm not demanding them. I'm not going to try to take them. . . I'm simply asking for you to do the right thing."

Grand Lodge

Male Half-elf UC Barbarian 4/ranger 2 | AC: 20/15/[20] (18/13/[18]) | HP 61/69 | CMB +10, CMD 22 | Fort +10, Ref +6, Will +4 | Init +2 | Perc +12 (+1 vs surprise) | Rage: 8/14
Attack:
2 claws +13 (1d8+13/x2), bite +8 (1d4+11)

Dumm shudders, remembering the shambling corpses he'd encountered all too often in this place. "I wish every dead thing that rises can solve with words. But I am glad you am... are better now, J."

Grand Lodge

Male Human (3.0P) Gunslinger (Pistolero) 1 Alch 2 | HP 20/20 | AC 18;TCH 15; FF 13; | F +5; R +10; W+3 | CMB +1; CMD 16 | INIT +7; Perc +7 | Grit 2/3; Paper Bullets 32/38; Bullets 18/26; Bomb 2/2; Wands: CLW 44/50

Why all of the secrets anyways?

This is alot of bad information to pass over I feel. Especially the Aspis hiring the group to spy on Pathfinders. Morally Quint would feel obligated to turn them over to the Society and clean up some of the corruption.

Scarab Sages

|| Phantom Phenomena || || ||
Quint Zorn wrote:
Why all of the secrets anyways?

See above response. :P

Quint Zorn wrote:
This is alot of bad information to pass over I feel. Especially the Aspis hiring the group to spy on Pathfinders. Morally Quint would feel obligated to turn them over to the Society and clean up some of the corruption.

Well, if you turn it in to him, you are turning it into the Pathfinder Society in the same sense that you would be by turning it into the Grand Lodge Faction. Not even I know what he would do with it afterwards, but something I should point out is that Grishan doesn't remember how he got this information, nor does he remember actually doing it. He does recognize the handwriting as his, but that's really it. It is just as possible that he made a mistake, had a bad day, or was tricked into gathering false intel. Heck it could all be a lie. No one, even me, knows.

Grand Lodge Assistant Developer

Quint Zorn wrote:
No one, even me, knows.

*whistles innocently* Looks like a fun game, guys. I'm curious to see what you decide.

Silver Crusade

Male Human Ranger 2
Vitals:
HP: 18/20 | AC/T/FF: 15/12/13 | Fort +5, Ref +5, Will +1 | CMD: 17 | Perc +6, SM +1

O.o

I feel so honored that we've drawn this attention!

Sovereign Court

Wands:
cure light wounds - 37; endure elements - 50; ill omen - 47; mage armor - 46; magic missile - 41
Male Human (Taldan) Witch 5 - Init +8 - AC 16 12 | touch 12| ff 14 10 - hp 29 - Fort +3, Ref +4, Will +6; Speed 30 ft.; Perception +6 (+8)*; Confidante 2/2
Linda Zayas-Palmer wrote:
Quint Zorn wrote:
No one, even me, knows.
*whistles innocently* Looks like a fun game, guys. I'm curious to see what you decide.

I believe that we have a decision. See the discussion topic. ;)

Scarab Sages

|| Phantom Phenomena || || ||

Maldris is slightly less pleased, but he still thanks you for minimally aiding “preventing what could have been a catastrophe.” Seeing that you can not be swayed to hand over the entire bundle like he asked, Colson Maldris shakes his head sorrowfully and departs, commenting "I hope, whatever ill comes from this decision, your consciences can handle it." As he said, he makes no effort to take the documents, but his final words strike you, leaving a lingering sense of dread, and the nagging question, "did you do the right thing". . .

Once he is gone, J. speaks, echoing the words for Grishan still within her. “Thank you. From me and Grishan too.”

Again, Grishan's voice comes from her body, “I always wanted to be an Eagle Knight like Colson. He got his wings so young, and I wanted to follow him anywhere, and fight for freedom, no matter what.' He pauses for a moment, considering the notes, “Now everyone will know. Colson said he trusted me, but he lied. He hid our family from me.”

Just for the record, the dialogue options would have changed if you chose the other option. :P

Both J. and Grishan have learned much about themselves and their power. J. feels that she is ready to finally leave the Drownyard behind her, but has come to realize that she cannot follow in her mother’s footsteps. She instead wishes to strike out on her own and get to know her newfound powers better. As you return to her estate, J. stops, thinking hard about something rather difficult, so much so that she can't manage to bring her hand up to open the large gate to her manor.

"I've been thinking. I heard what you said earlier, and well, I don't think this life is for me,. . ." pointing with one hand towards the noble estate. Her mother's home. "I'd like to ask one of you to sponsor me into the Pathfinder Society. I've read most of your Chronicles, and I've already dealt with a lot of the dangers and loneliness on my own. I've heard of this, "Field Commission". I think I'm ready, and that's what I want."

The End

Scarab Sages

|| Phantom Phenomena || || ||

What, you thought I was going to let you pretend you might say no. . . :P

Scarab Sages

|| Phantom Phenomena || || ||
Linda Zayas-Palmer wrote:
Quint Zorn wrote:
No one, even me, knows.
*whistles innocently* Looks like a fun game, guys. I'm curious to see what you decide.

Glad you liked it. You know, there is also a chance we might just do another one, should you wish to maybe jump in.

:P

Sovereign Court

Wands:
cure light wounds - 37; endure elements - 50; ill omen - 47; mage armor - 46; magic missile - 41
Male Human (Taldan) Witch 5 - Init +8 - AC 16 12 | touch 12| ff 14 10 - hp 29 - Fort +3, Ref +4, Will +6; Speed 30 ft.; Perception +6 (+8)*; Confidante 2/2
J. wrote:
"I'd like to ask one of you to sponsor me into the Pathfinder Society. I've read most of your Chronicles, and I've already dealt with a lot of the dangers and loneliness on my own. I've heard of this, "Field Commission". I think I'm ready, and that's what I want."

"For sure, my little child. Will be a pleasure for me and the Sovereign Court sponsor you in this new stage of your life. As you read in the Chronicles, be a field agent is very dangerous, but at the same time, is too much glorious. You learn a lot, you save people, you save nations. Let's talk to your mother about this first. Come with me..."

Andruss will talk to Lady Dacilane about J.'s feelings, and offers the assistance of the Sovereign Court in her training as a member of the Society... Since she can contribute with her influence in some efforts of the faction at the right time, of course.

Diplomacy DC 15: 1d20 + 8 ⇒ (8) + 8 = 16

To Lady Dacilante - 3.2) Recruit a named NPC aristocrat, noble, ambassador, or similar figure to cooperate with the faction with a successful Diplomacy or Knowledge (nobility) check (DC = 14 + your character level + 3 for each of this goal’s checked boxes).

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