DaWay's PFS Rivalry's End (Inactive)

Game Master DaWay


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Lantern Lodge

Male

The Cypher Lodge is one of Riddleport’s finest inns, and Grandmaster Torch currently inhabits its finest suite. Flanked by his ubiquitous half-orc bodyguards and the weasel-faced Varisian businessman Guaril Karela, Torch speaks.

“I cannot overstate how dangerous Dorianna Ouidda is,” the scarred Pathfinder begins. “She wears many masks, and she uses them all to orchestrate the utter destruction of the Pathfinder Society. As a high profile politician in Andoran, she blocked the Society’s expansion into that nation.

As a Gold Agent in the Aspis Consortium, she uses the Consortium’s limitless wealth to frustrate the Society’s business however she can. As the criminal mastermind known as the Spider, she engages in elaborate plots to frame the Pathfinder Society for her misdeeds. Ouidda even hired the Red Mantis Assassins to murder me, although I’m still a step ahead of those assassins for now.

“Dorianna Ouidda is one of the few people on Golarion who know the secret identities of the Decemvirate. She previously crafted an elaborate plot to turn a loyal Venture-Captain against the Decemvirate, and we suspect she is plotting to destroy the Decemvirate even now.

“Loyal Pathfinders have foiled Ouidda’s schemes again and again. We arranged her arrest in Andoran, but she leveraged her political connections and escaped. The time has come for more drastic action.” Torch gestures to the Varisian man at his side. “Guaril has a network of informants here in Riddleport, and they’ve identified the Spider’s lair.” Guaril Karela smoothly adds, “I would say ‘observant acquaintances’ rather than ‘informants,’ but no matter. Ouidda owns a controlling interest in the Weaver’s Parlor, a gambling hall in the Free-Coin District. She transacts private business from ancient chambers beneath the gambling hall, visited by only a few trusted associates. These chambers are accessed through a hidden door at the west end of the gambling hall’s wine cellar.”

Grandmaster Torch continues, “We know the Spider is in her lair now. Enter the chambers beneath the Weaver’s Parlor. Capture Dorianna Ouidda and return with her here. Ouidda may have made notes about the Decemvirate or their identities— bring that information back as well. Let me stress this: Ouidda must be captured alive. We need to learn the extent of her information about the Pathfinder Society and find out whether she has revealed this information to others.”

“You need to make haste, but I don’t want to rush past any questions you have. The better informed you are, the more likely you are to succeed.”

Grand Lodge

Valeros grunts. "I know that place. Has a nice Vudran Pale Ale. Or did, last time I visited this city."

The big warrior scratches his stubbly chin with his gloved hand. "Are we just to barge right in and force our way into the door? Or is there someone on the inside who will let us in?"

Lantern Lodge

Male

Guaril Karela hands you a set of MW manacles, a good lock for the manacles, a featureless hood, and a voluminous cloak to disguise their prisoner as you move through out the city. He then says I don't care how you get in their as long as you bring us Dorianna alive. That isn't negotiable.


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

"Let me get this straight. So it doesn't matter how we get Dorianna, the only thing that matters is she's alive? What about her 'spiderlings' how do you want us to handle them? Who can we trust when we get there?"

Lantern Lodge

Male

Grandmaster Torch speaks up, It's not likely that anyone will be with Dorianna. She doesn't keep any staff or servants in her chambers as far as we know.


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

"Hmm, for someone that has made a lot of enemies, that is quite odd. I figure we should be extra careful. Any more hints that you know Grandmaster?"

Grand Lodge

"How do ya know she's there? And do ya know anything about her fighting style -- is she a finger-wiggler, a sword-swinger, what? Are there any known associates or friends who might be present, even if ya think it's 'unlikely'?"

Edit:

Valeros considers his words, and adds, "No offense, Grandmaster Torch. I mean, how many times have ya heard a venture-cap'n giving ya all the promises in the world that they're certain that such-n-such is just so before they send ya off on a mission, and then when the ale hits the floor, turns out nothing could be further from the truth, eh? I'm just trying to cover all the exits, ya see."

Liberty's Edge

hp 68/76 Ac 24 T 15 FF 19 (incl +3 from Barkskin)| Init +9 (+4 in forest / +2 underground) | F+10 R+15 W+6 (+2 vs enchantments +3 vs evil outsiders, evasion)| Perception +16 (+4 in forest, +2 underground, +2 vs humans&undead, +6 vs evil outsiders) | Reroll 1/1

Seems like it could be a nasty job, extracting her from the gambling den without her minions noticing. Do you know of any other exits from her lair than the one in the wine cellar?

The Exchange

Male Wayang Illusionist (Shadowcaster) 5/Veiled Illusionist 2 | HP 39/39, AC 13 (21), FF 11, T 13, F +4, R +5, W +5, Init +7, Perc +6

A well-dressed pointy-nosed Gnome festooned in colourful scarves of red and orange stands from his chair. "Yes, Valeros' question is an excellent one. Knowledge of her skills will make my choice of what magics to prepare much easier." he says.

Lantern Lodge

Male

At Valeros' question. “She’s known to be a persuasive orator who favors enchantment magic, but she isn’t physically powerful.”

At Kyra's question “We know very little, unfortunately. They are her private sanctum, and she only rarely transacts any business there with others. We have heard they have a spider motif, and are very old, but we don’t have any information about their layout.”


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

"So that's how she controls her spiderlings. Interesting."

After checking her inventory, "I believe I'm ready whenever they are."

Liberty's Edge

hp 68/76 Ac 24 T 15 FF 19 (incl +3 from Barkskin)| Init +9 (+4 in forest / +2 underground) | F+10 R+15 W+6 (+2 vs enchantments +3 vs evil outsiders, evasion)| Perception +16 (+4 in forest, +2 underground, +2 vs humans&undead, +6 vs evil outsiders) | Reroll 1/1

I would like some time to pray to Sarenrae to bless our mission. You are free to join me if you want.

Spells memorised: Bless, Silence


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

"May you deity guide me in this mission."

Grand Lodge

Male Human Cavalier 10 (Honor Guard, Strategist) - HP 85/85 ,- AC 25/T: 12/FF: 24 - Perception +13 - F: +10 R: +6/ W: +4* - CMB: +14 - CMD: 27, Speed: 20, Init. +2

Sir Terramor frowns as Torch and Karela explain the mission. A kidnapping seems to him to be beneath the dignity of the Pathfinder Society. But, if this woman is as dangerous as they say, then it may be worth getting his hands dirty. Terramor doesn't give a damn about the secret identities of the Decemvirate, but he is highly protective of the Society as a whole.

"I'm ready when you are," he says, standing and tugging his surcoat into place.

Dark Archive

AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)

A curious mission indeed Master Torch but we'll work hard to get the job done.

The Chellish man in strikingly fashionable clothing and accompanied by a small clerk in dull clothing, turns to the rest.

I advocate guile and stealth - has anyone any enchantments that can be used to disguise our forms? Or perhaps access to such via old quests long past?

Grand Lodge

"I just need to do a little bit of shopping, get my arrows and weapons up to speed. Shouldn't take more than an hour or so."

On vacation this weekend so posting may be a little bit sporadic.

The Exchange

Male Wayang Illusionist (Shadowcaster) 5/Veiled Illusionist 2 | HP 39/39, AC 13 (21), FF 11, T 13, F +4, R +5, W +5, Init +7, Perc +6

"Ah yes! I am an illusionist, and have many such tricks up my sleeve!" the Gnome says.

1d20 + 10 ⇒ (18) + 10 = 28

DC 28 Perception:
This fellow is wearing a disguise! He is not a Gnome, but a Wayang.

"Apologies, my friends, I am Gimble Gumblegamble, Illusionist and collector of scarves!" he says, bowing. "As for disguises, if you wish to purchase scrolls of Disguise Other, I can cast them on you."

Dark Archive

AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)

A capital idea - we can buy those for 25 gold each

Spoiler:

You make yourself - including clothing, armor, weapons, and equipment - look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender.

The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion.

What information do I know about the Weaver’s Parlor? Knowledge local + 9 1d20 + 9 ⇒ (4) + 9 = 13

What information do I know about or can glean about the Spider, Dorianna Ouidda? Knowledge local + 9 1d20 + 9 ⇒ (17) + 9 = 26

The Exchange

Male Wayang Illusionist (Shadowcaster) 5/Veiled Illusionist 2 | HP 39/39, AC 13 (21), FF 11, T 13, F +4, R +5, W +5, Init +7, Perc +6

150gp for Disguise Other, it's 2nd level.

Lantern Lodge

Male

Valdrim:
The Weaver’s Parlor is currently holding a week-long
gambling tournament for wealthy gamblers. Only wellknown
gamblers or those with a large bankroll are admitted.

The other owner in the Weaver’s Parlor is Gaston
Cromarcky, the Overlord of Riddleport. Overlord Cromarcky
shamelessly uses the Gendarmes, Riddleport’s city watch, for
personal events, so the Gendarmes will be providing security
at the Weaver’s Parlor.

One of the Spider’s agents
commissioned the construction of several
clockwork guardians months ago, but the
current whereabouts of those guardians is
unknown. It is rumored that the Spider
uses the guardians herself, as she is
unwilling to trust corruptible mortals to
ward her inner sanctum.

Liberty's Edge

hp 68/76 Ac 24 T 15 FF 19 (incl +3 from Barkskin)| Init +9 (+4 in forest / +2 underground) | F+10 R+15 W+6 (+2 vs enchantments +3 vs evil outsiders, evasion)| Perception +16 (+4 in forest, +2 underground, +2 vs humans&undead, +6 vs evil outsiders) | Reroll 1/1

Is a disguise really necessary? I doubt if anyone in anyone in this gamblers den will recognise me on sight.

Regarding her abilities; I can cast a silence spell on a warrior, if he then moves in close to this Spider it will shut down most of her spell casting for half a minute. What do you think of that strategy?


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

"I can provide scouting abilities, I try to specialize in stealth, not knowing what hit them."

People around the area must know some areas where we can approach the den without being seen, or at least we can try without somebody being suspicious.

Knowledge Local: 1d20 + 7 ⇒ (15) + 7 = 22

Lantern Lodge

Male

Merisiel see Valdrim's spoiler above. You know the first two paragraphs.

Dark Archive

AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)

Why a disguise? Why because The Weaver’s Parlor is currently holding a week-long gambling tournament for wealthy gamblers. Only wellknown gamblers or those with a large bankroll are admitted. The other owner in the Weaver’s Parlor is Gaston Cromarcky, the Overlord of Riddleport. Overlord Cromarcky shamelessly uses the Gendarmes, Riddleport’s city watch, for personal events, so the Gendarmes will be providing security
at the Weaver’s Parlor.

What we need is either some paintings of some big name gamblers likely to be out of town, or some one to make some introductions for some "new talent with deep purses"... The bad side of that is we may need to lay out a few hundred of our own coin to make the appropriate impact... Risky to our personal wealth. Any suggestions?

Grand Lodge

Male Human Cavalier 10 (Honor Guard, Strategist) - HP 85/85 ,- AC 25/T: 12/FF: 24 - Perception +13 - F: +10 R: +6/ W: +4* - CMB: +14 - CMD: 27, Speed: 20, Init. +2

"And how do you know all this?" asks Sir Terramor. "I am not keen on skullduggery. Can't we just kick in the door and arrest the old bat?"


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

"I can vouch that what Valdrim just said is true." reports Merisiel as she let's go of the falcon from her source.

Valdrim beats me to it lol

Grand Lodge

Sir Terramor the Blue Knight wrote:
"And how do you know all this?" asks Sir Terramor. "I am not keen on skullduggery. Can't we just kick in the door and arrest the old bat?"

"I like the way ya think."


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

"So you want to arrest the spider in front of the Overlord, who might be her spiderling, and the whole city watch? That is one way, or I can try and steal one of the invitation, fake it or change its name to one of you guys so we can get in?"

Lantern Lodge

Male

Waiting ready to move you guys on as soon as you decide what you want to do. What ever your plan is Sneak, Bluff, Intimidate, Carouse, just let me know and we can get the appropriate skill to get you to gain entry but the entry:

Adorned with carved columns, the Weaver’s Parlor is a majestic wooden building with a soaring, peaked roof. Above the entry is a sign showing a buxom naked woman weaving a long scarf draped around her hips. Small groups of onlookers crowd around the gambling hall’s windows, but three Gendarmes—the city guard of Riddleport—interview all prospective entrants at the door.

Dark Archive

AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)

Just need a little more time to RP it DM DaWay

He ignores the question as to where he got the information and focuses on Merisel.

Altering an invitation? Ambitious and Audacious - I like it. It could work very well if we have the right disguises. A scroll of Disguise Self I have already in my possession will set me up as I have some skill at magic. Disguise Other Scrolls may be costly investment for you others but worth it.

We could stack 'angles' so our main ploy is the faked invite, then backed with bluff checks (I can try aid another) for additional circumstance bonuses or visa versa

Who can we talk to to get a map or basic layout of the place before we go in there?

Lantern Lodge

Male

Unfortunately we don't know the layout, you will have to get a lay of the land while you are there.

Grand Lodge

Merisiel PreGen Rogue wrote:
"So you want to arrest the spider in front of the Overlord, who might be her spiderling, and the whole city watch? That is one way, or I can try and steal one of the invitation, fake it or change its name to one of you guys so we can get in?"

Valeros considers the elf's words, and nods, "Well,Merisiel, I've worked with ya plenty of times and I trust yer ability to lift anything that ain't nailed down. Kicking in the door does appeal to me -- I vote for that as plan B. But I think Meri's got Plan A."

Grand Lodge

Male Human Cavalier 10 (Honor Guard, Strategist) - HP 85/85 ,- AC 25/T: 12/FF: 24 - Perception +13 - F: +10 R: +6/ W: +4* - CMB: +14 - CMD: 27, Speed: 20, Init. +2

Sir Terramor rolls his eyes and grins at Valeros, knowing when he's beaten, at least temporarily. Although the plan sounds tedious to him, he knows that eventually the sneaking will stop and the night's dirty work will begin.

Liberty's Edge

hp 68/76 Ac 24 T 15 FF 19 (incl +3 from Barkskin)| Init +9 (+4 in forest / +2 underground) | F+10 R+15 W+6 (+2 vs enchantments +3 vs evil outsiders, evasion)| Perception +16 (+4 in forest, +2 underground, +2 vs humans&undead, +6 vs evil outsiders) | Reroll 1/1

Ah, I did not know about the tournament. Who will be disguised as the rich gamber? I suppose the others should pose as bodyguards and servants.

Dark Archive

AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)

I'd say body guards are not a good ploy. The city guard are providing security and they hate to have private security trying to run things. My bet is that any security will be turned away at the door. I'd say a Gamblers consortium is a better bet, each gamblers but mutually supporting financially - its not unheard of.


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

In front of the 'gambler's house',

"Let me scout ahead,"

Perception: 1d20 + 10 ⇒ (1) + 10 = 11 Is there anyone guarding the windows or rear entrances?

Stealth: 1d20 + 11 ⇒ (20) + 11 = 31 Merisiel will sneak by stealthily to grab 4 invitations

Acrobatics: 1d20 + 11 ⇒ (7) + 11 = 18 Moving like rogue,

"Well, here's the invitations." as she hands them over to the group.

Lantern Lodge

Male

There are only three guards that you see posted outside. The windows are clear. Two guards in the front and one in the rear. You may consider yourself safely inside the building.

Grand Lodge

All of us or just Merisiel?"

Lantern Lodge

Male

just Merisiel, the rest of you will have to get your way into the gambling hall somehow.


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

What do I see inside? Just like a regular gambling hall full of rich people? If ever they walk the front door are the guards going to get hostile at them?

Knowledge Local: 1d20 + 11 ⇒ (13) + 11 = 24 on who are the people inside?

Lantern Lodge

Male

Kinda waiting for everyone else to get inside. But I can give you an idea of what you are working with.

Once inside the Weaver’s Parlor, the PCs have no problem fitting in. Many of the gamblers are eccentric, so those attending the tournament display a variety of styles and mannerisms. Several entrants earned their fortunes through piracy and swagger about in gaudy clothing; other notable gamblers include a halfling sailor accompanied by a wiselooking ape, a white-clad devotee of the Prophecies of Kalistrade, and a set of suave Varisian triplets. Harried servers and attendants bustle throughout the Weaver’s Parlor, meeting the often-peculiar demands of the eclectic clientele with practiced smiles. Several Gendarmes provide security in the gambling hall, but they concentrate their attention on the gaming tables rather than the comings and goings of the PCs.

The unlocked entrance to the wine cellar is discreetly tucked beneath the stairs leading up to the second-story balcony. Because of the constant bustle of boisterous gamblers and their entourages, this entrance is not closely watched, so the PCs can descend to the wine cellar with ease; however, the PCs are welcome to play up their cover story and interact with the patrons before continuing with their primary mission.

Liberty's Edge

hp 68/76 Ac 24 T 15 FF 19 (incl +3 from Barkskin)| Init +9 (+4 in forest / +2 underground) | F+10 R+15 W+6 (+2 vs enchantments +3 vs evil outsiders, evasion)| Perception +16 (+4 in forest, +2 underground, +2 vs humans&undead, +6 vs evil outsiders) | Reroll 1/1

Eolowyn quickly casts a spell and then approaches the guards, with the others in tow.

Good day, me and my friends would like to join the tournament. If you would be so kind to let us in that would be most appreciated.

Diplomacy: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16
+1 From Guidance

If Merisiel gave us invitations Eolowyn will hand these over.

I looked at all the character sheets; as Kyra is the only one with any diplomacy I decided to continue. Feel free to aid me though...


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

Merisiel goes to the front door,

"Where have you been? I have been waiting all this time inside, anyway let's go and make money!"

Sleight of Hand: 1d20 + 11 ⇒ (19) + 11 = 30
Merisiel will discreetly hand over the invitations to Eolowyn,

Diplomacy Aid: 1d20 ⇒ 16
Merisiel will try to sweet talk with the guards.

Dark Archive

AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)

We are here and well glad to be so. My good fortune awaits beyond those doors - Please conduct us in so we may have our turn to win the largess that awaits within doorman, addressing the guards as nonchalantly as if they were nothing more than armed servants.

He hands the man on the door 10 gold coins with a smile.

Diplomacy Aid Another1d20 + 2 ⇒ (4) + 2 = 6

The result being that he comes off slightly 'oily' and perhaps not to the groups favour.

I have a smattering of Diplomacy but nothing like that +9. I think I will invest in extra traits at some point and get that changed to a class skill

Lantern Lodge

Male

This is a high stakes game. We need to see that you can cover your expenses inside. Please present your coin purses.

Just give me a total of how much gold your character has on them. Your Diplomacy rolls have been taken into account.

The Exchange

Male Wayang Illusionist (Shadowcaster) 5/Veiled Illusionist 2 | HP 39/39, AC 13 (21), FF 11, T 13, F +4, R +5, W +5, Init +7, Perc +6

Your Gnomish comrade arrives dressed gaudily in a fine outfit dripping with gold and jewels. "My purse? Of course! Of COURSE! You must be sure that I, Gimble GumbleGAMBLE am who I say I am! Haha!" he says, removing a heavy pouch from his belt.

Bluff, and have 500gp in Gold, Platinum and gems. 1d20 + 5 ⇒ (8) + 5 = 13

Dark Archive

AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)

1100

Liberty's Edge

hp 68/76 Ac 24 T 15 FF 19 (incl +3 from Barkskin)| Init +9 (+4 in forest / +2 underground) | F+10 R+15 W+6 (+2 vs enchantments +3 vs evil outsiders, evasion)| Perception +16 (+4 in forest, +2 underground, +2 vs humans&undead, +6 vs evil outsiders) | Reroll 1/1

Eoloeyn presents her purse.

Here you are

32 gold

Grand Lodge

Valeros waves his coin purse under the fellow's nose, hoping it will look fuller than it is if he can't get a close look. "Hey, yer wasting our time, buddy, let us in!" Diplomacy (srt of) aid another: 1d20 ⇒ 13

137 gp

Lantern Lodge

Male

The guard looks at your group, nods to Valdrim and quips Well at least one of you came ready to gamble. . We steps aside and holds open the door for you.

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