The_Ambitious |
Perception: 1d20 + 11 ⇒ (5) + 11 = 16
If he sees Joliryn, he motions his hand side to side at his neck, as if to say "don't come"
Rataji PBP |
"Marnarius. How did it go?"
Aspis Agent |
Stealth: 1d20 + 8 ⇒ (15) + 8 = 23
The_Ambitious |
Unarmed Strike (lethal): 1d20 + 13 ⇒ (10) + 13 = 23
Damage: 1d8 + 6 ⇒ (6) + 6 = 12
Knockout Strike: 1d20 + 8 ⇒ (11) + 8 = 19
If hit, make a DC18 Fortitude save or unconscious for 1d6 rounds, gets another save chance each round after this one
Damage: 1d8 + 6 ⇒ (8) + 6 = 14
Unconscious Rounds: 1d6 ⇒ 6
Ietsuna Shohiraj |
3-2-2 |
GM Lari |
P: 1d20 + 11 - 5 ⇒ (14) + 11 - 5 = 20
Once Joliryn has departed, you strike!
Caught off guard, the man crumples to the ground unconscious. There are plenty of isolated areas in the woods where you might hide a body for at least the hour before you're scheduled to enter Skyreach, and probably for the duration of your entire mission. If you'd like a longer-term solution that might take more investigation or creativity.
Once you have the opportunity to look at the body more closely, in addition to Nethysian robes, he carries a potion and four scrolls, all unlabeled, as well as two vials of alchemist's fire, two smokesticks, everburning turch, a masterwork breastplate, light crossbow with 20 bolts, a quarterstaff, a silver unholy symbol of Nethys, a wayfinder, and 287 gp.
Zurnzal sneaks up on Arminaldi, knocking him unconscious with a quick one-two punch. As he stands over the unconscious body, it doesn't seem that he's noticed you.
Rataji PBP |
"Keys? was someone careless, perhaps? Any any distraction will be helpful, Marnarius. Well done team. "
"I spent my time gathering information. They have [i]something[i] special planned this year. Its more crowded than usual, more personnae importanti milling about, but no one knows anything. I suspect it has to do with the finished sky key. How embarrassing for them if it were stolen before they could complete their mischief with it, no?"
"I'm a little worried about Zey, though. No one knows where he's at which means he'll be at the worst place possible. Probably cuddling with the sky key, though I did hear he was up to his ears with sorting out the patrols in sky reach and along the walls, which is NOT good news for us. We may face some challenges when we get in the citadel, but if he's overwhelmed and communications are strained it may be possible to bluff our way past. Unless it is a paladin. They can smell an agent out too easily unless you have the right non-detection spell going."
"One good piece of news is that I noticed that they were unloading kegs from carts on the Center House lawns. I think a little extra spice in their drinks might be in order if anyone here thought to bring any."
3-2-2 |
"I have a potential distraction of my own. If you think an animated mammoth could draw some eyes away. But it would require subtlety and careful sleight of hand or finesse. I could use some assistance, I it could be spared."
Rataji PBP |
The_Ambitious |
That's a move action, and all that will be done that round, second round is a full round action to coup de grace. First set of dice is for CDG, second is if he saves his 1/rd DC 18 Fort save to wake up since I can't CDG then
Zurnzal releases a heavy pounding force into the unconscious man, hoping for a kill
Coup De Grac, auto-crit: 2d8 + 1d6 + 24 ⇒ (6, 5) + (5) + 24 = 40
If awakened, full attack Unarmed: 1d20 + 12 ⇒ (13) + 12 = 25
Damage: 1d8 + 12 ⇒ (7) + 12 = 19
Attack #2: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d8 + 12 ⇒ (7) + 12 = 19
After killing the man and hiding the body, he draws out the quarterstaff to complete his look of the man, and uses his disguise kit for the physical features. He then heads back to meet with the group, making sure to let them know who he his.
Disguise: 1d20 + 13 ⇒ (11) + 13 = 24
Aspis Agent |
The idea is to be seen waiting, hoping he will approach her so she can ask why he wanted to be alone with the man
GM Lari |
Phase 2
Rataji and Marnarius: What's your plan? If nothing else, you can always try to gather information either in general or about a specific topic.
A final blow to the head
After putting an end to the man's life and hiding the body, you quickly disguise yourself in his clothing.
Zurnzal comes out of the woods, dressed in robes that seem to match those Arminaldi was wearing earlier.
Joliryn looks at Zurnzal expectantly.
Reposting the general description as it's new to Shohiraj
The columned arcades of Seeker's Plaza spread out in several directions, expanded repeatedly to make space for more "heroes" of the Society. Most visitors head towards the the central corridors, where Gregaro Voth, Selmius Foster, and other founding fathers are honored.
The courtyard where you enter celebrates more recent accomplishments. One statue dominated each side of the courtyard, and two larger constructions, surrounded by velvet ropes, vie for space in the central area.
Closest to you, you find the following statues. While it's not very crowded, getting close enough to interact with a statue might take some explanation or subtlety (Bluff, Stealth, or alternate solutions). 322's task requires three Disable Device checks.
West Wall
A bony, hook-nosed woman in a plain dress glares down at the plaza, fiendish heritage evidenced by her two small horns and pointed tail. She stands as if beginning a spellcasting gesture, with the horned owl on her shoulder posed as if about to take flight. But the true focal point of the statue is the eyes, which seem to follow the viewer wherever they go, and those who stare back for too long find themselves strangely unnerved...
The plaque beneath the statue reads:
Vetis
Venture Captain
Distinguished Archivist
Ornelos Chair Professor of Metavancian Enchantment Theory, Acadamae
Savior of the Society, Ruby Phoenix Tournament Champion, Breacher of the Hall of Wards, Vanquisher of the Runelord Krune
East Wall
Nine fluffy tails somewhat obscure the heroic pose of a Kitsune riding a magic carpet. Though lifeless, his eyes seem sharp and knowing; one side of his mouth curves into a sly grin.
The plaque beneath reads:
Awe and be Inspired young Pathfinder by the likeness of Kayama Liong whose silver tongue and agile wit kept all of Golarion asking:
"What does the fox say?"
North Wall
A man sits astride a winged pig. Both are heavily armored, and covered in holy symbols of Iomedae.
His plaque reads:
Aster Fournisechs, Paladin of Iomedae
Slayed Kurshu the Undying, Herald of the wicked goddess Lissala.
South Wall
A hulking block of granite sits in the corner of Seeker's Plaza. Upon closer inspection, you find that on one side of it is a deep carving, inlaid with bronze. Below a harsh bearded face are the words "Ever Unyielding: Ivar, Son of Ivarr"
By it's nature, the statue blocks a small part of the plaza from view. A pair of Pathfinders have taken advantage of the privacy for a bit of "alone time".
Courtyard #1
The larger statue in the courtyard appears to be massive scorpion-like creature, with unusually angular and geometric features. One large eye dominates its face. At first glance, it might be easy to overlook its rider, if not for her dramatic draconic wings. Though scaly, clawed, and bearing a snout full of pointy teeth, the construct rider's childish glee betrays her gnomish origin.
The plaque reads:
Zapit and "Fluffy"
Delver of Rachikan, Charter of the Scar of the Spider, and Presser of Buttons of All Varieties"
Courtyard #2
The other central statue is only slightly smaller. An elf, bow drawn in a dramatic pose, sits astride a massive mammoth, armored in barding emblazoned with the Glyph of the Open Road. The remnants of a crushed babau are visible under one of the mammoth's massive feet.
The plaque reads:
Lari and Tiny
Veterans of the Tanglebriar, Defenders of Nerosyan, and Heroes of the Fifth Mendevian Crusade, and Openers of the Gates of Jormudun
3-2-2 |
"I can try myself, but you seem more...adept at the underhanded."
Rataji PBP |
I'm not sure if he does or not. Probably just has contact poison. If not, is there some way of using a knowledge roll to whip something up to spoil their food in a way that leaves them sickened? Failing that Rataji will go hang out around Sky Reach and try to figure out the patrols.
GM Lari |
After that, an attempt to dose the food will require either subtlety (Stealth, Sleight of Hand, etc.) deception (Bluff, etc.), or an alternative solution. There are quite a few approaches you might take. I'll leave the details up to you.
Ietsuna Shohiraj |
Plant hexagon: 1d20 + 17 ⇒ (5) + 17 = 22
Rataji PBP |
Kn Nature: 1d20 + 15 ⇒ (15) + 15 = 30
Kn Local: 1d20 + 15 ⇒ (1) + 15 = 16
With all the exotic plants they keep on the grounds, it is pretty easy to find a number of potential sources of poison.
"Don't they have a patch of black lotus in the botanical gardens all fenced off? It doesn't take much of that to kill someone, but in lighter doses it causes hallucinations and madness. Now if we could get a handful of that, we might even get them attacking each other!"
GM Lari |
Marnarius' years in the Hao Jin Tapestry taught him what is and is not safe to eat, sometimes through unpleasant trial and error.
Likewise, Rataji's studies at the Magaambya included extensive botanical studies, both plants native to the Mwangi Expanse and more exotic ones from across Golarion.
Between Marnarius' practical and Rataji's academic expertise, the two of you are easily able to scour the grounds and retrieve pocketfuls of toxic berries, fungi, and bark.
Details for how you plan to deliver your new supplies are encouraged.
It's easy for Shohiraj to slip behind the velvet ropes, and installing the device securely is trivial for someone of her expertise. Writing flashes across its polished surface in a language Shohiraj doesn't recognize, with an alphabet that seems deeply disturbing.
As it straps into place, the elf gets an inherent sense of how to activate it. By calling out to the entity it is attached to by name, and declaring that the stars command them, it will allow the device to take control of the statue. You should be able to activate it from up to a mile away, as long as you're on the same plane.
Standard Pregen |
He then moves to do exactly that, striving to avoid notice.
Stealth: 1d20 + 12 ⇒ (12) + 12 = 24.
Specifically, I know kitchens and storerooms can be chaotic places. I am not aiming to poison the food that is currently being served; rather, I am aiming to taint the vats of stew and other delicacies that are in the process of being prepared, as well as some of the stocks that will be used, once the current batch has been finished.
3-2-2 |
"That was good." she whispers to Shohiraj as she continues her stroll through the plaza. And it seems you placed it correctly. I can...feel it. When the time comes to truly begin, I can make it romp."
Looking around, 'Teresa' muses quietly. "What do you think the others are doing? Do you think they may have schemes of their own?"
Ietsuna Shohiraj |
Having completed her task with Teresa Shohiraj heads over the the Centre House and makes discrete enquiries to determine if anyone knows anything about this mysterious Tapestry or the Sky Key.
The_Ambitious |
First, what business did you have with that man? It's concluded. Second, I don't suppose you have his name?
The_Ambitious |
Zurnzal starts to show off his new clothing and gear
I'll leave you to decide what that task was
And heads back to the tent to finish his preparations for the mission.
GM Lari |
Joliryn, the below assumes that you're following up with 322 and Shohiraj. Zurnzal, if you're joining one group or the other, feel free, just include your costume change in your post. If you're going somewhere else, that's fine too.
As "Teresa" and Shohiraj exit Seeker's Plaza, you catch a familiar halfling woman approaching you. To your relief, it is Joliryn.
Wanted to give you a chance to meet up before moving on to new locations.
With the kitchen staff so fixated on going about their jobs, nobody seems to notice Marnarius make his way over to the prep areas. When the cooks aren't looking, he's able to garnish some desserts with toxic berries, slip poisonous roots into simmering soups, and fold a handful of dangerous mushrooms into waiting salads.
Some sort of delivery attempt from Rataji? If you'd rather leave it all in Marnarius' hands, he could make a second check, ideally with a different skill.
The_Ambitious |
Rataji PBP |
Actually, Rataji is in the distraction business. While Marnarius is adding to he meals, Rataji is telling the cooks, loudly, how to do their business and causing a distraction.
"What's this? The mix in this salad is all off!!! There should be more endives and less spinach! I think that sauce would be much better with a little red wine. Here let me add a little."
bluff: 1d20 + 15 ⇒ (4) + 15 = 19
GM Lari |
The kitchen staff at first meets Rataji's complaints with glares and muttered curses, but when he starts to try and add the wine, the head chef leaps into action. Despite being a heavyset man, he moves with startling agility, swatting the bottle out of Rataji's hand and sending it tumbling to the floor, shattering.
Disarm: 1d20 + 3 ⇒ (19) + 3 = 22
In a thick Galtan accent, he shouts, "Non! I do not tell you how to desecrate tombs. You do not tell me how to make food! Get out! Out now! Desna, give me strength!"
The chaos keeps the staff's attention fixed, creating enough of an opportunity for Marnarius to finish distributing the gathered goods and make a quick exit.
3-2-2 |
"That issue may have already been taken care of. Butwe may have time before he calls us back to begin. Show me, if you like."
Aspis Agent |
Already carved in larger-than-life proportions, the stone statue of Durvin Gest towers over the surrounding lawn on a pedestal flanked by angelic figures and carved with elaborate friezes depicting some of his most famous voyages.
Rataji PBP |
Rataji and Marnarius arrive back at the tent.
GM Lari |
Sounds like pretty much everyone is ready to go or will be very soon, so...
At this point, ushers begin informing everyone in attendance to gather on the north lawn for a speech by the Master of Swords. This provides you with an opportunity to slip into the tower unnoticed, and head towards your first destination, the vaults under Skyreach.
Once you begin navigating the hallways, you’ll need to avoid the skeleton crew of guards on staff. You can attempt a Disguise check to blend in, or a Stealth check to avoid notice. Thanks to Joliryn’s advice, Stealth checks will get +2 circumstance bonus. Please roll the skill of your choice now. Unless you specify otherwise, I'll roll the same skill for you on any future checks.
As you approach the tower, you suddenly feel a weight in your pocket, and an icy chill of metal that penetrates through the intervening layers of clothing. Checking the pocket, you find a strange lantern, made of twisted, exotic black metal.
You can also activate the device you planted in Seeker’s Plaza at any time to grant a one-time re-roll to yourself or one of your allies on a Disguise or Stealth.
You’ll need to make at least one successful Disguise check during your time in Skyreach so that your disguise leaves a lasting impression. Once that’s done, you have your choice of Disguise or Stealth for any subsequent checks.
Rataji PBP |
Rataji Casts Disguise Self on himself and looks just like a patrolling guard in mithril chain with a longsword at his side, complete with Wayfinder displayed prominently as an amulet. His features have been altered to have a lighter skin tone and heavier bulk.
Disguise: 1d20 + 12 ⇒ (8) + 12 = 20
It will last for 70 minutes.
3-2-2 |
As Rataji and the other head towards the central tower, 322 moves with them, conjuring a garb of shadow around herslef as she does so. She is unsure of where the wizard is taking them first, but that is not her concern right now.
Nor is that chill. Or that bulge. No,no focus now. Thinking about it makes you panic, makes you despair, makes you angry. Focus.
Activating my Cloak of Darkness. Let me know when an hour passes and I will have to renew it.
Stealth: 1d20 + 10 + 4 ⇒ (17) + 10 + 4 = 31
The_Ambitious |
Disguise: 1d20 + 13 ⇒ (15) + 13 = 28
Zurnzal does his best to duplicate the stature and physical behavior of his victim.
Aspis Agent |
Before we go Joliryn will gather everyone around here and say "I have some information...
When traveling to the vaults beneath Skyreach or to the Hao Jin Tapestry chamber, you and your allies gain a +2 bonus on Stealth checks to avoid Pathfinder patrols.
In addition, she has information on Aram Zey: [b]“Aram Zey typically relies on his learned magical abilities to invoke destructive and defensive magic, but his scroll collection indicates that he has many written incantations that feature powerful wards and glyphs. A particularly powerful illusion spell is stored near one end of his office’s shelf, the better to snatch it up in case of intruders. We should avoid his office at all costs unless invited, for there are too many protective spells sealing the door for my infiltrator to parse what each of them is, much less how to unravel them.”
She then looks at the others "is there anything one of you can share that will help us in this endeavor?"
Stealth take 10: 10 + 8 + 2 = 20
GM, I will take 10 if allowed on future rolls as well
Rataji PBP |
Not sure if everyone was there when he said this, so I'll repeate it just in case:
"I spent my time gathering information. They have something special planned this year. Its more crowded than usual, more personnae importanti milling about, but no one knows anything. I suspect it has to do with the finished sky key. How embarrassing for them if it were stolen before they could complete their mischief with it, no?"
"I'm a little worried about Zey, though. No one knows where he's at which means he'll be at the worst place possible. Probably cuddling with the sky key, though I did hear he was up to his ears with sorting out the patrols in sky reach and along the walls, which is NOT good news for us. We may face some challenges when we get in the citadel, but if he's overwhelmed and communications are strained it may be possible to bluff our way past. Unless it is a paladin. They can smell an agent out too easily unless you have the right non-detection spell going."
"Marnarius and I poisoned the food and drink, so be careful about what you eat around here."
GM Lari |
Navigating the hallways is easy for most of you, passing virtually unseen as you make your way to the narrow corridors of the lower levels.
1d20 + 14 ⇒ (9) + 14 = 231d20 + 14 ⇒ (13) + 14 = 27
Disable: 1d20 + 22 ⇒ (16) + 22 = 38
S W: 1d20 + 6 ⇒ (12) + 6 = 18
Inspecting the door, Shohiraj detects a trap set to trigger if anyone opens the door without a key. Fortunately, she has the key and is able to open the door easily. She does get a vague sense of discomfort as the door slides open, though.
Rataji Perc: 1d20 + 2 ⇒ (17) + 2 = 19
Marnarius Perc: 1d20 + 11 ⇒ (1) + 11 = 12
322 Perc: 1d20 + 2 ⇒ (11) + 2 = 13
Shohiraj Perc: 1d20 + 5 ⇒ (8) + 5 = 13
Joliryn Perc: 1d20 + 1 ⇒ (4) + 1 = 5
Zurnzal Perc: 1d20 + 11 ⇒ (18) + 11 = 29
INITIATIVE
Rataji: 1d20 + 5 ⇒ (6) + 5 = 11
Marnarius: 1d20 + 2 ⇒ (11) + 2 = 13
322: 1d20 + 2 ⇒ (15) + 2 = 17
Shohiraj: 1d20 + 5 ⇒ (5) + 5 = 10
Joliryn: 1d20 + 4 ⇒ (4) + 4 = 8
Zurnzal: 1d20 + 2 ⇒ (17) + 2 = 19
R: 1d20 + 6 ⇒ (18) + 6 = 24
B: 1d20 + 6 ⇒ (12) + 6 = 18
G: 1d20 + 5 ⇒ (15) + 5 = 20
V: 1d20 + 5 ⇒ (18) + 5 = 23
Rows of low shelves laden with scrolls, books, and the odd relic line this well-lit hall. At its far end stands a small fountain that emits a small amount of steam—enough to keep this dry room’s humidity constant. Six decorative columns, each one densely carved with animal imagery and fanciful whorls, stand along the walls, and a pair of lounging lizard statues rest on a dais at the north end of the room.
Surprise Round
Everyone is caught off guard as the two lounging lizards burst into motion, along with two statues of stony lizards that detach from the walls near the door. Two statues at the far end of the room begin loping down the central corridor.
B T: 1d20 + 6 ⇒ (4) + 6 = 10
CMB: 1d20 + 8 ⇒ (20) + 8 = 28
R T: 1d20 + 6 ⇒ (19) + 6 = 25
CMB: 1d20 + 8 ⇒ (9) + 8 = 17
The reptiles climbing on the walls lash out with their tongues. One strikes Zurnzal and drags him forward.
Round 1
The chameleon who has grappled Zurnzal releases the half-orc, biting a sizable chunk out of his flesh. Its counterpart also tries, but fails.
The lead lizard rushes forward, flaring its frill dramatically, carving another bite out of Zurnzal.
Red Bite, Flank: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
Damage: 2d6 + 6 ⇒ (5, 1) + 6 = 12
Blue Bite, Flank: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10
Green Charge: 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29
Damage: 2d6 + 6 ⇒ (5, 3) + 6 = 14
Zurnzal WIll: 1d20 + 5 ⇒ (15) + 5 = 20
There are two types of creatures here. Please roll two Nature checks and one Planes for IDs. The party may act. Zurnzal is grabbed by Red.
The parry may act. Because this is a more complex combat (and I'm running a similar one alongside), I'll try to keep close track of ongoing damage and conditions than I normally do. Let me know if anything seems wrong.
Zurnzal: 39/65
Rataji PBP |
Kn Nature: 1d20 + 15 ⇒ (8) + 15 = 23
Kn Nature: 1d20 + 15 ⇒ (5) + 15 = 20
Kn Planes: 1d20 + 15 ⇒ (4) + 15 = 19
Not very helpful
Looking for special defenses, vulnerabilities, and special attacks in that order.