First Steps

Game Master CRobledo

In your first mission as a Pathfinder agent, the head of the Grand Lodge sends you on a number of missions throughout the metropolis of Absalom, pitting you against traps,thieves, and even an unruly devil, all in the pursuit of knowledge.


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Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

Bet he wants my sceptor Vermin thinks to himself.


With his hand open, the servant seems immovable in front of the door. Like all Osiriani natives, they sometimes seem to have all the time in the world...

Dark Archive

Init +2 (+6)|AC12/Touch11/Flatfoot11/CMD 10|HP 8/[8]|Fort:+1 ;Ref:+1 ;Wil+3|Percept +1/Sense Motive +8 Human Chellish Male Wizard/1 Egorian Academy Infernal Binder

Luccinus gives the servant a haughty look, even stained blue as he is, and maintaining his glare, hands the scepter backwards without looking to the rest of the pathfinders.


The servant accepts the scepter, and stashes it behind his back under his robes. He bows respectfully, and beckons the party to follow him back up into the main structure of the estate.

After climbing through the same hallways that lead you to the vault, you find yourself back on the main floor, at the atrium. You are greeted by the doorman, who tells you that the map and permits as well as any other treasure you found in the vaults is yours to keep, but that master Amenopheus has left for the day.

It has only been around one hour since you entered the estate, but you are relieved to see the sun at the streets of Absalom again. With 2 tasks completed, it is time to move to the next.

handout updated


Male Human Paladin/ 1

"There was a man in a store near the docks, a matter of a rare book or collection of rare books, shall that be our next destination?" Sohali asks, glad to be back out of the vault and under the warmth of the days sun. As he walks along the streets it is easily noted that he has left his bow strung for now but is carrying it harnessed to his back alongside the quiver of arrows.

Grand Lodge

Male Human Gunslinger/1

I would enjoy perusing through those books. Does anyone disagree? Dunn says while licking his thumb and rubbing at his blue stained skin.

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

Vermin follows the group mumbling something about the butler saying they could keep what they found but not getting to keep the scepter. He looks sad.

Dark Archive

Init +2 (+6)|AC12/Touch11/Flatfoot11/CMD 10|HP 8/[8]|Fort:+1 ;Ref:+1 ;Wil+3|Percept +1/Sense Motive +8 Human Chellish Male Wizard/1 Egorian Academy Infernal Binder

Lead on.

Shadow Lodge

Male Human AC14/Touch11/Flatfoot13/CMD 14 || HP 14 || Init +5 || Perception +0; Sense Motive +5 || Fort:+4; Ref:+1; Will+2

Long Overdue Spellcraft Check: 1d20 + 6 ⇒ (7) + 6 = 13

"I support going for the books. Lead the way."


working on getting to the hotel room. Will post next scene then :)

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

Do not forget we found a wand. I do not recall who has it so I will assume Vermin does, for a moment anyway.

Vermin hands Xavier a stick. Oh yea. Found this in the metal box. See if you can figger it out.


As you find your way down to the Absalom Docks you realize it is almost the opposite of the neighborhood you were just in. Much seedier place, you see what you can only think are petty thieves and deckhands roaming the docks. With little trouble, you are able to track Guaril Karela, at the small curio shop, The Pickled Imp. You make your way to the shop and go in.

This creepy shop contains myriad odds and ends, most bereft of any discernible use. A number of malformed creatures and creature parts bob in jars on a long, prominent shelf, a tiny fetal devil centered in this macabre lineup. The shopkeeper, a greasy-haired Varisian with a thin mustache, shouts from behind the cluttered counter:

"Ah yes, I see the Pathfinders have arrived. I’m glad Ambrus was able to lend a few of his new recruits to help me. Please come in and let me tell you what I need." Looking around as if to be absolutely certain no customers are browsing the aisles of knock-off Thuvian burial urns or supposed Azlanti porcelain, he begins again.

"Well met. I am Guaril Karela. A friend of mine has a warehouse near here and he received a parcel on behalf of me and some of my associates, but there’s a problem. See, Master Gelbane had to leave town in a hurry and our shipment is still waiting at his warehouse. Rumor is he ended up in trouble with the law and the place was seized. I heard tell from someone down at the docks that some creep was snooping around his warehouse just the other night, so I want to make sure nothing of mine was taken. He keeps all kinds of things, from beer to nails, in that old pelican, but every now and then he stores something really special. This is one of those cases.

"There’s a big crate marked with three crows arranged in a triangle. Inside that crate is a smaller container with a few books and papers in it. That’s the only parcel I’m interested in, and as far as I’m concerned, you can help yourself to the rest of the crate. Honestly, anything else you want in the place too. I’m sure the once things get sorted out, the city will seize most everything else anyway.

"My associates and I often work with the Pathfinders when it comes to special relics and documents, getting them in and out of ports and across borders where the authorities ask too many questions. Most people don’t realize what they have and frankly many don’t deserve to have it, so sometimes we help take the goods off their hands. If things work out well and you get this done, I’d be glad to talk with you more and help you out with any future endeavors, as long as you help me out too. I’m good at returning favors, trust me."

Dark Archive

Init +2 (+6)|AC12/Touch11/Flatfoot11/CMD 10|HP 8/[8]|Fort:+1 ;Ref:+1 ;Wil+3|Percept +1/Sense Motive +8 Human Chellish Male Wizard/1 Egorian Academy Infernal Binder

Ah, yes. The 'grey' side of the Pathfinder Society we've all heard about, says Luccinus drily as he gives a mocking bow.

Very well, its appropriate that any orientation include such missions. I will do what I can.


Male Human Paladin/ 1

"This does not seem to be the sort of work my vows would allow me to undertake" Sohali says with a slight bow "I do not curse or condone you but perhaps it would help my conscience if I were to go outside and study the rustic architecture"

Good to his word the Paladin quietly exists the shop and stands near the entrance studying the docks, apprently with a keen eye towards the architecture.

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

Vermin listens to the small man with great interest. His new friends see him nodding his head affirmatively at some of the points Guaril makes. This is a rich city. he observes. It would be wrong for it to take your property, or the property of others. I would be pleased to help you recover what is yours, master Karela.

Shadow Lodge

Male Human AC14/Touch11/Flatfoot13/CMD 14 || HP 14 || Init +5 || Perception +0; Sense Motive +5 || Fort:+4; Ref:+1; Will+2

Xavier gives Vermin a small smile before saying to Guaril, "We would be glad to help - what kinds of goods do you imagine we'll stumble across? Would it be worth our while to sort through the...misplaced...cargo?"


"It is a warehouse after all, right? I would expect to find all sort of goodies in there! On the same token though, it has been abandoned for some time, so it is possible most of not all of the valuables have been removed.

"And don't worry so much. As the Andorans would say, we are 'liberating' these documents before the city seizes them and locks them up in a room."

"As far as I've heard, there are of course no guards or investigators standing at the warehouse until tomorrow. Which is part of why I wanted to move on this today."

Dark Archive

Init +2 (+6)|AC12/Touch11/Flatfoot11/CMD 10|HP 8/[8]|Fort:+1 ;Ref:+1 ;Wil+3|Percept +1/Sense Motive +8 Human Chellish Male Wizard/1 Egorian Academy Infernal Binder

Luccinus grimaces and holds up a hand.

The less you say on that matter, the better.


"In that case, you probably should be on your way."

"Unless I can interest you in this fine Osiriani rug. You see I acquired this from a real Osiriani noble who rescued it from a mummy's tomb! It is almost a museum relic! But I would be willing to part with it for the right price..." he rambles on for a bit.

Grand Lodge

Male Human Gunslinger/1

I agree with Luccinus. I don't think we need all the gritty details. Dunn, has an unpleasant look on his face. I will do as the Decemvirate requires but I don't have to agree with it. He begins fidgeting with his weapons and nervously adjusts them repeatedly.

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

Vermin is confused what the fuss is all about. Returning this fine merchant's property is just and right if you ask me. And it is our assignment to boot, so let us do as the man says, and be about it. Vermin leaves the store, gathers the Paladin outside, and heads to the warehouse.

Dark Archive

Init +2 (+6)|AC12/Touch11/Flatfoot11/CMD 10|HP 8/[8]|Fort:+1 ;Ref:+1 ;Wil+3|Percept +1/Sense Motive +8 Human Chellish Male Wizard/1 Egorian Academy Infernal Binder

You misunderstand us, Luccinus says, speaking to the Pathfinder.

We will do as asked - it is required of us... its the legal details that are... distasteful.


Do you want to do anything else at the store or do you want to try and find the warehouse?

Dark Archive

Init +2 (+6)|AC12/Touch11/Flatfoot11/CMD 10|HP 8/[8]|Fort:+1 ;Ref:+1 ;Wil+3|Percept +1/Sense Motive +8 Human Chellish Male Wizard/1 Egorian Academy Infernal Binder

Nothing at the store for me

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

Paladin and I are outside.


Perched on the end of a long pier fifteen feet above the water, the warehouse appears to struggle against its own roof, threatening to sag into the bay below. No light shines from the building’s windows and only the movement of gulls and pelicans stirs the scene.

The building looks abandoned and in disrepair. The windows are dark and dirty and provide no view into the structure’s interior. A small boat bobs in the water below, tethered to the pier by a stout, salt-crusted rope.

Knowledge (local) 15:
Called pelican warehouses, these buildings perch at the end of piers, allowing a ship to load and unload farther out from the busier docks. Many of them either accommodate smaller vessels that are in a hurry or larger ships unable to find an open dock. Rare these days, most pelican warehouses lie in disrepair, withered from storms and salt, and every year it seems another one falls into the harbor. An increased tax on this type of property keeps many of the owners from rebuilding and some have even relinquished the titles to their small warehouses, allowing them to fall into the hands of squatters and smugglers—or into the bay itself.

Map up. you are all standing on the pier where the "1b" label is. Let me know what you are planning to do as well as marching orders

Shadow Lodge

Male Human AC14/Touch11/Flatfoot13/CMD 14 || HP 14 || Init +5 || Perception +0; Sense Motive +5 || Fort:+4; Ref:+1; Will+2

Xavier hangs near the middle of the group. He will, once again, wait for one of the armored fellows to lead the way into the unknown.

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

Vermin scans the scene, looking for guards, threats, traps, etc.

Perception:
1d20 + 8 ⇒ (8) + 8 = 16

I wonder if this old doc will even hold me.

Anyone have Knowledge Engineering?

Dark Archive

Init +2 (+6)|AC12/Touch11/Flatfoot11/CMD 10|HP 8/[8]|Fort:+1 ;Ref:+1 ;Wil+3|Percept +1/Sense Motive +8 Human Chellish Male Wizard/1 Egorian Academy Infernal Binder

Spent all my skills on being 'social' :(

Luccunis moves with care to the door of the warehouse... eyes scanning for danger (M5)

DM can make any perception rolls for me as needed

Grand Lodge

Male Human Gunslinger/1

Dunn remains at the rear of the party (B5). Keeping a watchful eye for anything unusual. Perception:1d20 + 6 ⇒ (12) + 6 = 18
Knowledge(local):1d20 + 5 ⇒ (15) + 5 = 20 Proceed with caution friends. These pelican warehouses often become hideouts for unsavory sorts. Dunn draws his pistol, and checks that it is loaded and ready for use.


Vermin's perception check doesn't tell you much more than what you already know. You do not hear any voices coming from the warehouse, only the random crash of the waves under the flooring of the dock and some type of miscellaneous common vermin, which you also heard in a lot of warehouses on your way to this pier.

The front door is pretty decrepit, but seems to be barred from the inside. You don't think it would take too much to break the door down if you chose to.

There are a few broken windows within climbable range as well. Looking in, there doesn't seem to be any light coming from inside the warehouse either.

Luccinus's Perception check: 1d20 + 2 ⇒ (12) + 2 = 14

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

Vermin moves up with Luccinus. If these boards can hold Luccinus in his metal armor, then it should hold me. he thinks.

He first checks out the door, looking for traps, and then, using his darkvision looks inside via the window.

Door perception: 1d20 + 8 ⇒ (1) + 8 = 9

Looking in the window: 1d20 + 8 ⇒ (12) + 8 = 20

Dark Archive

Init +2 (+6)|AC12/Touch11/Flatfoot11/CMD 10|HP 8/[8]|Fort:+1 ;Ref:+1 ;Wil+3|Percept +1/Sense Motive +8 Human Chellish Male Wizard/1 Egorian Academy Infernal Binder

Clear?, Lucinnus asks Vermin as he peers in the window.


New map up with what Vermin sees with darkvision

Darkness fills the warehouse, the ambient light from outside blocked by a filthy, oily film on the structure’s few windows. Throughout the warehouse, crates, boxes, and barrels lean against each other in vaguely sorted stacks. A lingering smell indicates some of the contents are certainly spoiled.

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

Clear. Vermin confirms. At least where I can see.

Dark Archive

Init +2 (+6)|AC12/Touch11/Flatfoot11/CMD 10|HP 8/[8]|Fort:+1 ;Ref:+1 ;Wil+3|Percept +1/Sense Motive +8 Human Chellish Male Wizard/1 Egorian Academy Infernal Binder

Good

Lucinnus takes a step back and then kicks his armoured leg hard into the door near the door frame.

1d20 + 4 ⇒ (8) + 4 = 12

Shadow Lodge

Male Human AC14/Touch11/Flatfoot13/CMD 14 || HP 14 || Init +5 || Perception +0; Sense Motive +5 || Fort:+4; Ref:+1; Will+2

"Do you need some help with that?" Xavier asks. He moves beside Luccinus and kicks as well.

Aid Another (or my own kick, if I've missed my chance): 1d20 + 3 ⇒ (19) + 3 = 22

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

Seeing Luccinus's intent, If there is room, Vermin assists with a kick of his own.

Kick - 1d20 + 4 ⇒ (16) + 4 = 20


With a loud *CRACK* the wooden beam barring the other side of the door is reduced to splinters. Without too much more trouble afterwards, you are able to shimmy the rest of the door open.

Dark Archive

Init +2 (+6)|AC12/Touch11/Flatfoot11/CMD 10|HP 8/[8]|Fort:+1 ;Ref:+1 ;Wil+3|Percept +1/Sense Motive +8 Human Chellish Male Wizard/1 Egorian Academy Infernal Binder

Luccinus stalks into the room, his shield held defensively and ready for action.


Luccinus de Concorezio wrote:
Luccinus stalks into the room, his shield held defensively and ready for action.

would you like to move to a specific spot to get a better view of the room?

Grand Lodge

Male Human Gunslinger/1

Dunn continues to scan his surroundings, watching for the man Vermin had seen earlier that day. Perception:1d20 + 6 ⇒ (18) + 6 = 24

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

Vermin moves in after Luccinus. He will move to O2, unless that is where Luccinus ends up (then O1). He will have both shield and club ready.

Dark Archive

Init +2 (+6)|AC12/Touch11/Flatfoot11/CMD 10|HP 8/[8]|Fort:+1 ;Ref:+1 ;Wil+3|Percept +1/Sense Motive +8 Human Chellish Male Wizard/1 Egorian Academy Infernal Binder
GM Nel wrote:
Luccinus de Concorezio wrote:
Luccinus stalks into the room, his shield held defensively and ready for action.
would you like to move to a specific spot to get a better view of the room?

I dont think the map has been updated with the locations in side but move me 4 squares in where ever you think appropriate.


Luccinus and Vermin go into the warehouse. Everything in here is old and musty, and a thick layer of dust covers all the items in the room. To the east (top of the map) stacks of empty coffins are piled against the wall.

To the west, piles of crates litter the floor. Smaller crates are piled closer to the center of the warehouse (3-5ft tall, rough terrain, partial cover), while bigger boxes (7-10 ft tall) are piled against the outer walls (climbable).

Vermin can see pretty much the same he could see from the window. Boxes block line of sight to the back.

T3 or so should provide view to the back of the warehouse. Uploading new map now in case.

Shadow Lodge

Male Human AC14/Touch11/Flatfoot13/CMD 14 || HP 14 || Init +5 || Perception +0; Sense Motive +5 || Fort:+4; Ref:+1; Will+2

Xavier moves to the lone crate in the middle of the room and inspects it.

Double-move to R4 (unless I can get there in one).

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors
Luccinus de Concorezio wrote:
GM Nel wrote:
Luccinus de Concorezio wrote:
Luccinus stalks into the room, his shield held defensively and ready for action.
would you like to move to a specific spot to get a better view of the room?
I dont think the map has been updated with the locations in side but move me 4 squares in where ever you think appropriate.

Clicking on the map refreshed and enlarged it for me, showing the numbers and letters.

Dark Archive

Init +2 (+6)|AC12/Touch11/Flatfoot11/CMD 10|HP 8/[8]|Fort:+1 ;Ref:+1 ;Wil+3|Percept +1/Sense Motive +8 Human Chellish Male Wizard/1 Egorian Academy Infernal Binder

Q3 where you have me is good


Xavier Charlevesque wrote:

Xavier moves to the lone crate in the middle of the room and inspects it.

Double-move to R4 (unless I can get there in one).

not in initiative, so no worries about moves and double moves yet

Map updated. Xavier inspects the middle crate. It is quite large, about 7'x7'x7', but no sign of the three crows printed on it. You do hear a very feint repetitive creaking sound (like someone sitting in an old rocking chair) from the far end of the warehouse, but can't see it at this light.

Map: Warehouse 4


Male Human Paladin/ 1

Sohali follows slightly behind the general group his bow once again drawn and an arrow nocked ready for action. His pace is slow and it is easy to tell that he is a little uneasy with the idea of breaking and entering even if it is for a just cause.

Going to move to N4 to try and take advantage of the boxes as cover while watching the warehouse for movement, whole readied action schtick again since it seems to be an alright idea :P

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