GMDrP's PbP Gameday V Serpent's Ire (8) (Inactive)

Game Master DrParty06


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Bluerise Maps

Roll20 maps link


OK, I'm in.


Male Human (taldan) Fighter (Aldori Swordlord) 03

I'm here as well, just give me some time to create the new character sheet


Dot

Grand Lodge

Rataji the Disgraced

Checking in!


Bluerise Maps

You have been summoned to Aspis Consortium headquarters in Ostenso for a meeting. You are not told who you will be meeting with. However, it's clear that should you wish to attend any meetings (or anything besides the Boneyard) in the future you will attend this meeting.

Word gets around about these sorts of meetings and several of you have received correspondence from a contact, while a couple others feel compelled to review some events of their past year.

You each have access to a handout in Roll20. They should be popped up when you join the table. If they are not, click on the 3rd tab in the upper right and then the handout.

Mission Briefing:
The Hall of Blades is as ostentatious as the rest of the Aspis Building in Ostenso, which serves as the headquarters for Consortium operations worldwide. Thousands of swords and knives of every size and curvature hang from racks, populate glass-covered display cases, and even constitute the frameworks of a trio of deadly chandeliers. With an expression halfway between bitter and bored, a Chelish man in a richly embroidered jacket, whom you recognize as Iaovin Ratarion silently assesses each of his agents in turn over steepled fingers before taking a glass of wine in one hand.

“Let it never be said that the Aspis Consortium lacks a sense of humor. Fortunately for some of you,” he adds before swirling the glass and taking a sip,

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

Mr. Ratarion pauses for effect before continuing. “This Nidalese facility is hidden within or beneath a plantation known
as Wirholt’s Rictus, with which the Consortium does business twice yearly. I’ve never received reports of a clandestine operation beneath those hills, so they’ve no doubt found ways to hide their presence. Your job is to ferret them out; secure any records that can inform me to their plans, contacts, or other safe houses; kill any of the traitorous operatives, and leave their hideout a smoldering ruin that sends a clear signal to their friends. Do whatever you can to avoid raising the alarm. If they’re smart—and assume they are—they’re also prepared to destroy key evidence if they suspect they’re under attack.”

He pauses in a moment of self-reflection. “I did say something about mercy, didn’t I? Perhaps that was an exaggeration. Regardless, do you have any questions? I hope you have questions. The last team that didn’t ask questions flubbed their mission and found themselves tragically unemployed—fatally so, in some cases.”


Do we know the identity of any key personnel at this facility?


Map!

"Seems straightforward enough," Eramay remarks, voice clear and confident. "What legitimate business does this plantation pretend to do? They must have a cover story."

Grand Lodge

Rataji the Disgraced

Rataji likes the idea of thinning the ranks of the Consortium.

What better way to climb to the top?

"You stated that the Consortium does business with Wirholt's Rictus twice a year. What sort of business is it and when is the Consortium due for their next visit?"


Bluerise Maps

Ratarion looks to Zurnzal, "If we knew who worked at this facility, or even how to access it, we wouldn't be sending you to find and destroy it. If you bring back some names and information, that would be very useful in making sure the Kornholm Agenda is fully eradicated."

He then looks to Eramay, "The Nidalese are obsessed with pain, and some of them grow bored with whipping themselves and driving spikes into one another’s flesh. Wirholt’s Rictus grows a wide variety of medicinal plants, which its employees convert into a wealth of pain-inducing chemicals and drugs."

Looking to Rataji, he continues, "The market for such curiosities is rather sparse beyond Nidal, but the Consortium makes enough money shipping the stuff to distant ports that we can afford to send a convoy
there twice a year. Our last convoy visited the plantation about a month ago, so we aren't expected back for at least a season.”

He continues looking at each of you in turn, "You do understand that means you can't be flashing your badges to everyone, don't you?"


Yes, of course. Perhaps we need to go under the guise of independent buyers or the like.


Doppelganger

"That goes without saying. I'm confident I can blend in just fine... although I'm worried some of the ones you chose for this mission are not as skilled with appearances. But surely their other skills will make up for that..." says Thestil in an almost joking tone.


Bluerise Maps

"You're learning. Are there any other details of the mission I can help you with? It would be unfortunate for you to fail and me to have to find another way to strike at the Kornholm Agenda."


Map!

Eramay neglects to react to either Iaovin or Thestil's jabs.

"Remaining unseen is blending in," Eramay suggests. "A group of 6 may raise alarms, but a group of two or three less so," she says, thinking splitting into teams may be an ideal approach.

The elf and the half-orc should have no trouble on the quiet side. Thestil and Rataji seem more of the blend-in type. That leaves Falth...

"Is there anything else we know about the Korholm Agenda? Any other projects? Associates?"

Grand Lodge

Rataji the Disgraced

Blending in seems like a good idea to Rataji.

"We will need the names of who runs Wirholt's Rictus if we are going to present ourselves as prospective buyer. Would it hurt anyone's feelings if we presented ourselves as members of the Pathfinder's Society on a quest to purchase medicinal herbs. It is the same trick that the Kornholm Agenda used to disgrace me. I would love to pay them back using there own methods. It may draw them out of hiding thinking that they are on the aggressors and we would just be defending ourselves."


Bluerise Maps

"You have some of their former associates in your midst, my loyal Eramay. Rataji here. And Shohiraj and Zurnzal. They assure me they've been duped, and that they are truly interested in working for the Consortium. I suppose we'll find out their true motivations together."
"As for the fools that accompanied them on their foray to Absalom - the dancing halfling, the vengeful one, and that experiment - they aren't here, so I can only assume their loyalties lie elsewhere."

"We don't know much about their other projects, but my sources tell me that they are doing occult, possibly extraplanar, research at this site."

Grand Lodge

Rataji the Disgraced

Rataji stiffens that the accusation and glares at Ratarion.

"I was never a member of the Kornholm Agenda. I received order and a promotion to lead that raid on the Pathfinders. One does not question orders from Aspis Consortium with consequences. There was no way any of us could have known that the orders were false. We should have been warned that the Agenda was out there working against us and using Consortium members as pawns."

Calming himself he leans back in his chair and picks up his wine glass.

"This time will be different. I have no reason to doubt the orders I am receiving. I know who is using me as a pawn today and why. I will have my revenge on those who played me for a fool."


All this time Falth stood in silence, trying not to break something by accident.

'Hope I don't have to kill them right now. I just need a little companionship... Well, of course, I can kill them later. But first, I want at least to talk. Everybody just die so fast around me... Nobody to chat to...'

At some point he still loses concentration and leaning on the stand, he pushes on the glass display. There is a loud crunch, and the glass falls on a collection of knives. In the room hangs an unpleasant silence.

'Oh s~#&.'

'Eeehem. In general, everything is clear. To know all, kill all. As usual. Will be done as effectively... like now. It seems to be a coincidence, but... people are burning, houses are burning, everything is burning, someone runs and stumbles, falling on his own sword... Fun and in a big way. In short, everything we love. Breeze. Ready to move in.'


Doppelganger

"Charming. Can we go now? I suppose we can find out something about Wirholt’s Rictus along the way..." says Thestil sounding eager to be on her way.


Indeed, lets head out.


Bluerise Maps

"Very well. Make sure to leave that blade in it's case Falth. It's worth more there than in your hands, despite that glass."

You travel northwest from Ostenso a few days journey through the Menador Mountains and into the foothills of the Mindspin Mountains to the Wirholt's Rictus plantation near the small town of Brimstone Springs.

The plantation manor sits high on a hill giving a view of the surrounding lands, which are filled with rolling rows of cultivated bushes, shrubs, and grasses.

You can determine that the location labeled as 1 on the new map is the manor house itself without approaching too closely.

Easily enough, one of your party can scout more closely and quickly gain an idea of what the remainder of the buildings are.

Building List:
1 - Manor House
2 - Greenhouses
3 - Warehouse
4 - Processing Facilities
5 - Residences
6 - Smokehouses
7 - Kuthute Shrine
8 - Threshing Yard

You are free to approach from any direction you choose. We will be using a mechanic similar to that used in Serpent's Rise - there will be 2 phases of 20 minutes each. During each phase you can visit 2 locations and perform a significant action at one of the locations. Casting a buff spell doesn't count against this total. You can split into as many or as few groups as you would like and are free to meet between phases. At the beginning of each phase, you must make a skill check to avoid detection related to your method of approach.


Lets get a closer look then. Zurnzal will try to approach from the south, trying to remain unseen as he gets a better look at the courtyard.

Stealth: 1d20 + 13 ⇒ (9) + 13 = 22


Map!

"Remember, we are a team. If you arouse suspicions, this goes poorly for all of us," Eramay tells the group, her gaze subconsciously lingering on Falth. "Cover each other's backs."

I would like to use my 'Squad Commander' tactician ability. If combat is triggered during the next hour, each willing combatant gains the benefit of the Escape Route teamwork feat.

"Play to your strengths- -you know your capabilities. I'm headed to the warehouse. I'll get a look at their cargo, see if there's any contraband. Let's meet here (our starting point, just off the map?) and regroup in about 20 minutes or so. We cannot fail."

Hopefully, there's no one at the warehouse, otherwise, Eramay will pose as a private buyer getting a glimpse 'before the salesman starts exaggerating the quality of the product.'

Bluff: 1d20 + 7 ⇒ (12) + 7 = 19


Human Init.+5, Perc.+15 | Low light vision, Trap Spotter | Unchained Rogue 8 | AC 20/15/15 (Danger Sense +2, Uncanny Dodge) | HP 50/51 | F+5,R+13,W+8 (Danger Sense, Evasion) |

The Taldan woman, wrapped tight in dark leather armor and closely packed gear of all types barely sticking out from her pack and sheaths, had remained exceptionally silent during the briefing with the Patron. Even quiet however, her eyes remain bright and sharp, taking in all of Iaovin's words while glancing occasionally to Rataji and Zurzinel... and even more to the three she does not recognize.

Again, apologies for being late. Question: Could Shohiraj have picked up a cold iron dagger before she left the city? She should have the gold (and pretty much only for that, otherwise a silver one would join it).

---

Once the group nears the outskirts of the Rictus plantation, the quiet thief finally whispers out. "Clear spot for a facility's under the manor. Less people going to and fro, plenty of chances for a 'decorative' architecture to disguise the real floorplan. Of course its the obvious spot too, and likely guarded."

She nods at Eramay's suggestion. "Understood. I can scope one or two of the plants. If you're sneaking I'd say spread, but any of you feel like spinning a yarn might be best to do it in pairs. Only thing more suspicious than unexpected guests is a lone unexpected guest."

As she begins to leave, she pauses for a moment and adds. "Rataji. Zurnzal. Not enough of us left from that cluster' it seems. Let's not go down further." The Taldan then sneaks off in the direction of the closest processing plant, as her armor shifts in appearance to a very dark set of field clothes.

Stealth: 1d20 + 16 ⇒ (4) + 16 = 20

Grand Lodge

Rataji the Disgraced

Sneaking around is not Rataji's style. He watches the compound from a distance waiting for the others to return.

Looking for guards and other people.

Perception: 1d20 + 1 ⇒ (8) + 1 = 9


Falth has no specific plan. Just a feeling that soon something will happen. And again, he will be blamed.

'I guess I'll go with...' - whats her name? - '...with taldan rogue. I will cover her if something happens.'

Stealth: 1d20 + 20 ⇒ (17) + 20 = 37
Perception: 1d20 + 14 ⇒ (3) + 14 = 17 anything dangerous or interesting


Doppelganger

Thestil follows the others until Eramay splits from the main group:"Very well then. I shall go to the manor house. I trust my ability to belnd in. Remember, if asked we are a group of merchants, here to browse some special herbs for a Kuthunite party"

So saying the woman suddenly changes features resembling more and more a devout of Zon - Kuthun...

Disguise check: 1d20 + 35 ⇒ (17) + 35 = 52

Perception check: 1d20 + 12 ⇒ (9) + 12 = 21


Bluerise Maps

Shohiraj you're fine on that purchase. Sorry, for the delayed post. I should be on a better schedule now that I'm in the right state and my thesis is completed.

Falth & Shohiraj:
Five pharmacists are spread between the two buildings of the processing facilities. They are working diligently over steaming cauldrons, grinding items with mortar and pestle, moving liquids between glassware, and rolling cigars. You notice there is a locked chest sitting on a desk that looks like it might hold important research notes. You also notice that one of the pharmacists has a ring of keys that is jangling on his belt. At least for the moment, they have not taken notice of you.

Zurnzal:
You first encounter the greenhouses. One is filled with seedlings in various stages of growth, while the second contains fully grown plants that appear delicate. In a gust of wind, you notice that some of the glass panels seem loose and could be loosened more easily. There are a couple workers talking in one of them that you could try to overhear using your significant action for the phase, if you choose.

Eramay:
You make your way inside the warehouse without any trouble. There are a couple workers moving materials around, but they seem to actively avoid trying to notice you. The warehouse is packed full of baled leaves, tools, containers of drugs, and a stock of food. You also hear some animal noises coming from the northern wing.

Thestil:
The manor sits inside a walled compound surrounded by a hedgerow. The obvious entrance is a gate that appears to currently be closed and locked. You think it's possible, though perhaps slightly difficult, to climb the walls. To do so without being noticed, is another challenge.

Rataji:
You're intently trying to overhear something useful, but so far can only hear the fly that is buzzing around your face.

GM Notes:

Zurnzal - Greenhouse
Eramay - Warehouse
Shohiraj - Processing Plant
Rataji - Distance
Falth - Processing Plant
Thestil - Manor
1


GM:
Zurnzal will take the opportunity to eavesdrop and see what he might learn.

Dark Archive

Male Mostly Human GM

Zurnzal:
Perception check?


GM:
I don't mind you rolling for me if it speeds up the game, just FYI. Perception: 1d20 + 13 ⇒ (3) + 13 = 16


Doppelganger

Considering her options Thestil decides against trying to infiltrate the manor all alone and moves towards the Kuthute Shrine instead checking it out carefully.

Perception check: 1d20 + 12 ⇒ (16) + 12 = 28

Remember Thestil is disguised as a khutute merchant


Bluerise Maps

Zurnzal:
You hear the workers refer to the plants as harrowleaf, saw-edge heather, pathos berries, night nettle tea, and somnus root.
One says to the other, "Wasn't Maldyr supposed to be helping us today?"
The other replies, "Yes, but he got pulled for product testing by Halvair."
"I'd love to see the notes he's got stashed in his processing facility."

Thestil:
In your Kuthite disguise, you are able to make your way inside the shrine without notice. The door is heavy and just inside is a thick curtain. It's dark and sound is muted. No one is here currently, but there are a number of large torture devices and sundry torture implements spread across a few tables. These items include five daggers, a silver light mace, and a silver-tipped cat o' nine tails. Should you find any of them interesting, you don't think they would be missed.


Map!

@GM:
Eramay glares at any workers that meet her eyes, but otherwise does her best to ignore them.

She'll glance through the boxes briefly, but her focus will be on searching towards where those animal noises seem to come from.

Perception: 1d20 + 17 ⇒ (12) + 17 = 29


Bluerise Maps

Eramay:
There are a few horses, a cow, and a couple sheep in impromptu stalls in the northern wing of the warehouse. Having moved away from where the workers were, you can hear that they have begun to chat, but can't quite make out what they are saying.

You can use your significant action for the phase and that 29 Perception to gather information from them or can explore a different location.


Map!

Sounds good to me.


Bluerise Maps

Eramay:
"Did you recognize that person?"

"No, it must have just been a merchant looking to do business with Temarra."

"I just hope it wasn't someone from the Umbral Court."

"Well, they won't be able to get in the gates to the manor without Temarra or Halvair. Temarra will find them immediately, if they try to."

"Is that what happened to Etan?"

"No, he got curious about the pipes. He heard some voices from them. He asked Temarra about them and disappeared into the manor to never be heard from again."

"Ah, yeah, I've wondered why there would be such big pipes coming up from the ground - there about a foot right? I guess the grates keep birds out. You didn't hear me say anything about that though."


Doppelganger

"Interesting stuff... I guess I could always take the mace and the cat o nine tails... they will implement this form nicely..."

Thestil takes the two implements of pain and once sure there's nothing else noteworthy insie the torture chamber she leaves it moving towards the processing facilities instead.


Human Init.+5, Perc.+15 | Low light vision, Trap Spotter | Unchained Rogue 8 | AC 20/15/15 (Danger Sense +2, Uncanny Dodge) | HP 50/51 | F+5,R+13,W+8 (Danger Sense, Evasion) |

Processing Plant:
Shohiraj starts for a moment when she hears someone creep up behind her. Hand ready to pull out a dagger, the Taldan turns only to see that Faith has follow her. She lets out a sigh and looses her grip. "Not one for divide and conquer then? Fine. We're here: tell me if your thinking what I am.

As the two do a quick reconnaissance of the two small buildings, Shohiraj moves them into a quiet corner and whispers again to Faith.

"So, a half-dozen disaffected - or just busy, either way works for us - workers, a locked chest, and a set of keys. Seems as good a time as any to begin liberating some things to get more info. I'm gonna try to get the key ring and see what's in the box. Cover me and distract if things go wrong?

As her clothing shifts to resemble that of the pharmacists, Shohiraj begins to carefully make her way towards the keyed man.

Would that be a Sleight of Hand check? If so: Sleight of Hand: 1d20 + 17 ⇒ (8) + 17 = 25


Map!

Eramay will take note of the information, and leave as quietly as possible, peering into one of the smokehouses on her way out.

Otherwise regrouping at the rendezvous point.


Bluerise Maps

Processing Plant:
Shohiraj calmly slides past Halvair, who is focused on his work and liberates him of his keys.
Using them to open the chest can be done during this phase, but it will require another set of rolls to go unnoticed in opening (likely stealth), identify the interesting research (intelligence, knowledge(nature), or linguistics), and take that file (sleight of hand).

Dice:
Stealth: 1d20 + 16 ⇒ (14) + 16 = 30


Human Init.+5, Perc.+15 | Low light vision, Trap Spotter | Unchained Rogue 8 | AC 20/15/15 (Danger Sense +2, Uncanny Dodge) | HP 50/51 | F+5,R+13,W+8 (Danger Sense, Evasion) |

Processing Plant:
Keys in hand, Shohiraj makes her way back over towards where Faith was hiding. She starts as now Thestil also appears to be there. What part of 'spread' is so difficult to understand...

Shaking off her frustration, the theif whispers. "Keys snatched. Now we get to see what they're working on. "

She breaks off towards the chest, carefully timing her movements to avoid notice.

Stealth: 1d20 + 16 ⇒ (11) + 16 = 27

Once at the chest, the rogue unlocks it. Poring over the papers however she frowns as it reveals reams and reams of careful writings and semi-nonsensical math. Of course. What'd you expect A: a nice red folder marked 'incriminating details'?

She tries to sift through the documents as best she can, but eventually takes as much of the files as can carry and hold and slips out before someone notices her presence.
Int: 1d20 + 1 ⇒ (15) + 1 = 16
Sleight of Hand: 1d20 + 18 ⇒ (18) + 18 = 36

GM:
Could I make a separate check (like Sleight of Hand perhaps) to pocket some of these documents before Faith or Thestil notice them?

Grand Lodge

Rataji the Disgraced

Rataji waits impatiently at the rendezvous point.

"Where are these people they should have been back by now? My guess is that everything is going well since no alarm has been raised and nothing is on fire yet. Very unConsortium like if you ask me. Maybe we can pull this off.


Bluerise Maps

Falth, Shohiraj, Thestil:
Shohiraj slips past the workers without notice and quickly finds the key to pop open the chest. She's done this sort of thing before, and she knows that the file marked "Special Medicines" must have something interesting in it. She slips the contents of the file out, placing some blank paper in its place.

Shohiraj and Falth think it would be a good idea to leave the processing plant before they get noticed and find Thestil on her way there as they are leaving.

Shohiraj:
While swapping the papers, you can make a quick copy of the notes for your own purposes with another Sleight of Hand check.

You now have access to a new handout in Roll20. Phase 1 has ended, and you can meetup should you choose to share information.

GM Notes:
2s, 2e, p2


Zurnzal will indeed meetup with the others and share what he has overheard and seen.


Human Init.+5, Perc.+15 | Low light vision, Trap Spotter | Unchained Rogue 8 | AC 20/15/15 (Danger Sense +2, Uncanny Dodge) | HP 50/51 | F+5,R+13,W+8 (Danger Sense, Evasion) |

GM:
Sleight of Hand: 1d20 + 18 ⇒ (6) + 18 = 24

Once they make their way back to a safer nook, the thief lays out some of the details about the "Medicines" being produced here to the others.

"So, looks like beyond the typical pain inducers they're cooking up plenty of dulling narcotics too. With enough nasty side effects about nightmares that I'm not exactly thrilled to go find out why they want more and more of it at the manor.

Which, obvious as it may be, is looking more and more to be a likely place to scope out next. Cliche or not, good shot the compound's real 'in' is in there. What about you, did you lot find anything strange around here?"


Human Init.+5, Perc.+15 | Low light vision, Trap Spotter | Unchained Rogue 8 | AC 20/15/15 (Danger Sense +2, Uncanny Dodge) | HP 50/51 | F+5,R+13,W+8 (Danger Sense, Evasion) |

GM:
Re-roll SoH, 3 GM stars: 1d20 + 18 + 3 ⇒ (15) + 18 + 3 = 36


Doppelganger

Thestil notices the others coming out of the processing plant and rejoins them:"I was just ready to explore the plant but you preceeded me. Found anything interesting? I can't say my discoveries were exciting..."


Map!

"The manor is likely the way in, but the compound is underneath it. There are small grated pipes scattered throughout the fields, according to a couple of loose lipped warehouse workers- -ventilation for an underground facility, maybe.

Two people can get us into the manor- -Temarra and Halvair- -anyone meet anyone with those names? From the conversation, sounds like Temarra's a guard or lookout or something- -quote "Temarra would find them immediately" endqoute. They think I might be an agent of the Umbral Court; I saw no reason to correct them."

Eramay nods to Thestil. "Interesting or not, let's hear what you learned; leave no stone unturned, even uninteresting stones."


'I just tried not to break anything this time. Partner coped with everything perfectly.'

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