GM Ladile's League of Kick-Ass Dudes: A Pathfinder Society Campaign (Inactive)

Game Master Lady Ladile

Current Scenario: #4-14 My Enemy's Enemy

Maps & Handouts

Spell & AoE Templates

Need to Contact Me?:

If you need to contact me offsite, you can reach me at my email:

freakymagnet@gmail.com


2,601 to 2,650 of 4,580 << first < prev | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | next > last >>
Dark Archive

CG male samsaran cleric of Desna (ecclesitheurge)-3 / wizard (conjurer)-3 | HP 44/44 | AC 17 / 12T / 17FF | CMD 15 | Fort +7, Reflex +4, Will +11; +2 vs death/neg. energy/neg. levels; life bound | | Init +4 | Perception +7, low-light vision; Sense Motive +10 | Speed 40 ft. | Agile Feet 6/6 day | Channel Positive Energy d6, 2/3 day, DC11 | comprehend languages, deathwatch, stabilize 1/1 day | Acid Dart d6+1, 7/7 day | Acid Splash 3/3 day | Conditions: Mage Armor, Shield of Faith, Bless, Moment of Greatness

On their way to see Grandmaster Torch, Lazarus shares what he knows with anyone on the team who seems interested.

Riddleport:
Riddleport is the third-largest city in Varisia after Korvosa and Magnimar, as well as the nation's most northern port. The city is a haven for pirates and sea-faring brigands, who find themselves far to the north of the Arch of Aroden. Since the city is teeming with criminals and rogues of all kinds, Riddleport is full of potential danger and hard-to-avoid intrigue. Also known as the City of Cyphers, Riddleport takes its name from the Cyphergate, a giant stone arch spanning the natural cove around which the city is built. It is covered on both sides with ancient Thassilonian symbols, although their exact meaning is unknown.

Cypher Lodge:
The Cypher Lodge acts as the headquarters for the Order of Cyphers - whose members are commonly known as Cyphermages and dedicated to the study of Varisia's ancient monuments.

Grandmaster Torch:
Grandmaster Torch is something of an enigma. He was once a field agent for the Pathfinder Society, until his career came to an end in one of the tombs he was exploring. Cursed and left for dead by his peers, he nevertheless managed to escape back to Absalom. His true name, like his career as a Pathfinder, has been left behind in that ancient tomb.
After his return to Absalom Grandmaster began accruing favors from the Pathfinder Society. This continued for several decades before he created the infamous Shadow Lodge within the Pathfinder Society, uniting dozens of disillusioned Pathfinders against the masked Decemvirate, whom they claim served only their own interest and not the well-being of the common Pathfinder. This culminated in the breaking off of several splinter groups with the Shadow Lodge in 4710 AR, and a series of attacks on the Grand Lodge and those loyal to it. Finally, the Decemvirate agreed to some of Grandmaster Torch's demands, hoping to end the violence and bring disenfranchised Pathfinders back into the fold.
Since then, Grandmaster Torch has enjoyed a position of importance within the Pathfinder Society, and has assisted the Decemvirate greatly in hunting down rogue Shadow Lodge agents who refuse to be accepted back into the Society.

Inside the lair of Grandmaster Torch, Sid enjoys the steamy humidity in the room, dozing inside the samsaran's robes. Juno sniffs the odd scents in the room and laps at the water in the bath, wrinkling her nose at the sour taste. Her hackles rise at the potential for violence emanating from Torch and his half-orc security detail, but the Embeth hound remains silent as she resumes her vigilant post at the wizard-priest's heel.

After listening to Torch and Gauril Karela present the mission briefing, Lazarus has a few questions.

"Can you tell us more about Dorianna Ouidda? She sounds like a formidable foe. What do you know of her skills and the resources at her disposal?"

"An Aspis Gold Agent would be expected to have a significant number of agents at her beck and call. What do you know of Aspis Consortium organization and activities in and around Riddleport?"

"Infiltation and extraction will be challenging. I'll have to review my spells, and consider how best to prepare, if time permits?" Lazarus asks, uncertain of the time available.

The Exchange

Resources:
Wand of CLW , 43 charges, alchemist’s fire, acid flask, tanglefoot bag, holy water and antitoxin
Active Conditions: none Male human (Taldan) rogue (unchained, knife master) 3 | HP 25/25 | AC 18 , T 14, FF 14 | F: +2, R: +6, W: 0 | CMD 19 | Perc. +5 | Init. +7

Knowledge Local: 1d20 + 7 ⇒ (4) + 7 = 11

Weaver's Parlor...dang never made it to that one...kinda understandable since I have never been to Riddleport before...

Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

"That depends on what the purpose of the lie is, Meredith." Serge holds his palms face up in front of him. "Just as other paladins, I am bound by the tenets of my deity. If dishonesty is required in such a way that it would serve a greater, noble and lawful purpose, it is not immoral. Lying to a shadowy organization to extract someone who is attempting to bring down the Pathfinder Society?" Serge smiles. "I think you get where I am going with this."

Later, Serge scouts around town, talking to the locals.
Diplomacy: 1d20 + 7 ⇒ (1) + 7 = 8

He's about as socially accepted as his blade is accurate, today.

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

"Good. I don't know all of this Paladin stuff. Been more focused on liberation, frankly." Meredith shrugs. "I can spin a lie pretty easily, and Denair can sneak around." She shrugs. "Alright, fine." Meredith heads off to speak to people about the Weaver's Parlor.

Diplomacy: 1d20 + 9 ⇒ (11) + 9 = 20

She returns with a flyer. "Some news about the parlor: There's a week long gambling tournament. You gotta be rich or you gotta be famous." She pauses. "Sounds like we need a lot of money to enter."

"Riddleport's city watch, the Gendarmes, will be providing security there. Gaston Cromarcky uses them for his personal needs, so the so-called Overlord of Riddleport uses them to guard his parlor."

"So... how much money are we going to need to get in there?"


| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

Denair is busy taking care of Frankie. Sounds like it's time for more boring work. Most of this espionage stuff is boring her, and it's annoying the boss.

Dark Archive

CG male samsaran cleric of Desna (ecclesitheurge)-3 / wizard (conjurer)-3 | HP 44/44 | AC 17 / 12T / 17FF | CMD 15 | Fort +7, Reflex +4, Will +11; +2 vs death/neg. energy/neg. levels; life bound | | Init +4 | Perception +7, low-light vision; Sense Motive +10 | Speed 40 ft. | Agile Feet 6/6 day | Channel Positive Energy d6, 2/3 day, DC11 | comprehend languages, deathwatch, stabilize 1/1 day | Acid Dart d6+1, 7/7 day | Acid Splash 3/3 day | Conditions: Mage Armor, Shield of Faith, Bless, Moment of Greatness

Enhanced Diplomacy, Diplomacy to Gather Information: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12
"I wasn't able to learn anything of interest," Lazarus says when he returns from attempt to gather some information. He listens to Meredith and looks over the flyer she brings back.

"I've never developed a taste for, let alone an interest, in gambling. I'd rather give funds I don't need to a worthy charity. How much will this cost us, I wonder?"

Grand Lodge

Ranger-3, Warpriest-3 of Gozreh HP 58, Init +4, Perception +10 (AC 22, touch 12, flat-footed 20) HP 50: Fort +9, Ref +6, Will +8 Languages Common, Draconic, Skald

Jan nods as Torch explains the requirements of the mission.

It's always EASIER to tell someone else how things should be done then to do them yourself it seems.

As far as trying to find out a few things out before heading into the gaming hall, Jan relies upon his Ulfen charm...

Diplomacy (gather information): 1d20 + 5 ⇒ (10) + 5 = 15

"Yeah Denair, I saw that flyer on the wall of a tavern I was drinking at a few days ago. Seems like people will be coming from far and wide to try and win this tournament. I don't know about the rest of you, but I have spent way too much time in the tundra and forests of the North to blend in with these namby-pamby city-folk."

The Exchange

Resources:
Wand of CLW , 43 charges, alchemist’s fire, acid flask, tanglefoot bag, holy water and antitoxin
Active Conditions: none Male human (Taldan) rogue (unchained, knife master) 3 | HP 25/25 | AC 18 , T 14, FF 14 | F: +2, R: +6, W: 0 | CMD 19 | Perc. +5 | Init. +7

"Well we could try bribery here," Yorad grimaces, "but it would cost more than it would to just enter the gambling tournament methinks."" He strokes his goatee in thought, "Wonder how competent these guards are...mebbe we could impersonate them?"

Liberty's Edge

1 person marked this as a favorite.
Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

Sorry I've been away for the weekend taking my nephew back to college. Sounds like Frankie's sort of mission here eh?

Frankie listens on to Laz talk about Mr Torch and some of the places around town "Huh, so he was a Pathfinder, then mad at them and now he's friends again? That's good to hear."

Like Lazarus, Frankie also brings Tilly in to the meeting. Where else was he going to keep his new furry friend? "Hi Mr Torch, I'm Frankie!" He greets him with his usual gusto and smile as Tilly lays on the cool stone floor like a lumpy fur rug.

Gather info: 1d20 + 14 ⇒ (18) + 14 = 32

Thanks to his fun new dog Frankie attracts quite the crowd of old ladies who frequent this gambling hall to waste away their husband's retirement funds. He confirms the other's mentioning the flyer and games, as well as the local guards being on duty.

He also hears this tidbit of fun news "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." He blurts out the mouthful. "I'm not sure how G-Ma Sissy knows it but she does."

"I'd love to go play some games, I'm one of the best game players on my street in Absalom! Dice? Cards? Kickball? Should I go with someone else or maybe dig out my old mustache..." He kneels down and picks up the dogs tail and holds it across under his nose and waggles his eyebrows.

Grand Lodge

Ranger-3, Warpriest-3 of Gozreh HP 58, Init +4, Perception +10 (AC 22, touch 12, flat-footed 20) HP 50: Fort +9, Ref +6, Will +8 Languages Common, Draconic, Skald

After hearing Frankie's detailed information about the clockwork guardians, Jan turns to Lazarus and asks him a series of pretty basic questions that he hopes the Samarian can answer.

"Laz...what exactly is a 'clockwork guardian'? What can we do to defeat them? Is there any equipment we can buy or other preparations we need to make considering this information?"

Jan's unfamiliarity with this type of creature makes him nervous... which he expresses with frustration and curtness.

"Let's get what we need and get this done."

Dark Archive

CG male samsaran cleric of Desna (ecclesitheurge)-3 / wizard (conjurer)-3 | HP 44/44 | AC 17 / 12T / 17FF | CMD 15 | Fort +7, Reflex +4, Will +11; +2 vs death/neg. energy/neg. levels; life bound | | Init +4 | Perception +7, low-light vision; Sense Motive +10 | Speed 40 ft. | Agile Feet 6/6 day | Channel Positive Energy d6, 2/3 day, DC11 | comprehend languages, deathwatch, stabilize 1/1 day | Acid Dart d6+1, 7/7 day | Acid Splash 3/3 day | Conditions: Mage Armor, Shield of Faith, Bless, Moment of Greatness

Guidance, Take 10 Knowledge (arcana) re Clockwork Guardians for 21 or: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14
"Clockwork creatures are arcane constructs, if I recall correctly... "


Kitt
Lazarus wrote:
"Can you tell us more about Dorianna Ouidda? She sounds like a formidable foe. What do you know of her skills and the resources at her disposal?"

"While even I can't say for certain what manner of resources she might have in her lair, I can tell you that Ouidda is known to be a persuasive orator with a flair for illusions and enchantments," Torch answers. "Such tactics are often favored by those who are not physical powerhouses, I might add."

Lazarus wrote:
"An Aspis Gold Agent would be expected to have a significant number of agents at her beck and call. What do you know of Aspis Consortium organization and activities in and around Riddleport?"

Torch chuckles. "Good question. She would have had a significant number of Aspis agents at her disposal but we recently sent another team of agents undercover to infiltrate their recently-established base here in the city."

"Needless to say, that avenue is currently closed to her thanks to some well-managed mischief and sabotage."

Lazarus wrote:
"Infiltation and extraction will be challenging. I'll have to review my spells, and consider how best to prepare, if time permits?"

Here, Torch sighs and rubs the bridge of his nose. "While it would behoove us to move against Ouidda sooner rather than later...I realize that I am asking a great deal of you. Especially considering I am not able to provide you with a complete layout of her lair nor her defenses."

"Under these circumstances, I will allow you some time to prepare and consider your approach - but only a day and no more."
______________

Another post to follow, please stand by~


Season of Ghosts

Once you finish asking your questions of Torch, you all take some time to head out into the city to canvas for more information that might be helpful in the task ahead. After an hour or two you reconvene to share what you've learned. It seems as though there are likely to be a number of ways to gain entry to the Weaver's Parlor, much as Torch had suggested. Options are almost always a good thing!

When Frankie and Tilly return stuffed with candy and dog treats, Frankie passes along a rather worrying rumor about Ouidda's supposed purchase of clockwork guardians. Lazarus considers what he knows about the creatures and is able to recall a fair bit, thanks to having the time to really think on it without distractions or being rushed.

First off, Lazarus knows that these guardians would indeed be classified as constructs as well as clockworks. Beyond that, he also knows...
______________

Laz, you'll get 1 question in addition to what you already know about the type and subtype~

Dark Archive

CG male samsaran cleric of Desna (ecclesitheurge)-3 / wizard (conjurer)-3 | HP 44/44 | AC 17 / 12T / 17FF | CMD 15 | Fort +7, Reflex +4, Will +11; +2 vs death/neg. energy/neg. levels; life bound | | Init +4 | Perception +7, low-light vision; Sense Motive +10 | Speed 40 ft. | Agile Feet 6/6 day | Channel Positive Energy d6, 2/3 day, DC11 | comprehend languages, deathwatch, stabilize 1/1 day | Acid Dart d6+1, 7/7 day | Acid Splash 3/3 day | Conditions: Mage Armor, Shield of Faith, Bless, Moment of Greatness

Lazarus shares what he knows about constructs in general and clockworks more specifically.

"Clockwork guardians are known for their special abilities, including __________."

"I'll need to make some adjustments to my prepared spells. If it's all right with everyone, I'll be ready tomorrow morning."

(I'll update spells in a subsequent post.)
*EDIT* Character sheet updated with spells prepped. Ready to roll.

Grand Lodge

Ranger-3, Warpriest-3 of Gozreh HP 58, Init +4, Perception +10 (AC 22, touch 12, flat-footed 20) HP 50: Fort +9, Ref +6, Will +8 Languages Common, Draconic, Skald

Jan does what he is good at... drinking ale and honoring the Gods!

In addition he informs his companions of the following purchases he made at the market today.

"So Captain Torch said we have to take her alive, so I figured we might need some way of keeping her under control if we capture her... I mean WHEN we capture her. So I picked up a couple pairs of manacles with really good locks on them... the best the iron smiths had for sale."


Season of Ghosts

Lazarus recalls that some of the more powerful variations of clockworks run more efficiently when wound and are also able to enter standby mode as necessary. While on standby, such clockworks remain aware of their surroundings and may swiftly resume normal operations should they be alerted to trouble.

Efficient Winding (Ex) - Some clockworks can function for 2 days per Hit Die every time they are wound.

Standby (Ex) - Some clockworks can place themselves on standby as a standard action. While on standby, these clockworks cannot move or take any actions. They remain aware of their surroundings but take a -4 penalty on Perception checks. Time spent on standby does not count against the clockwork's wind-down duration. These clockworks can exit standby as a swift action — if they do so to initiate combat, they gain a +4 racial bonus on their Initiative check.

Meanwhile, Jan reveals the purchases he'd made at the shops and markets in the city's Wharf District - a second set of masterwork manacles and a superior lock. Though you'd been provided with some manacles, a decent lock, and some clothes by Guaril Karela, the Ulfen clearly believes that there's never a thing as being too prepared!


Season of Ghosts

After canvassing about for some information and making a few additional purchases and preparations each of you retire to your rooms in the Cypher Lodge. While the fee for non-members to stay seems rather exorbitant (20 gold a night!) you get the distinct impression that many of the city's wealthier visitors find it worth the coin for the safety factor alone. Luckily for you, your own fees have been generously taken care of by Grandmaster Torch and so you're able to sleep with one less concern on your minds.

The next morning you rise, enjoy a rather refreshing breakfast in the lodge's main dining hall, and then set out for the Weaver's Parlor. You make your way down through the winding streets of the Windward District, which sits on the slopes of the city's western ridge. Many of the paths have been cut into the stone itself to provide access through this steep district and you notice that several of the multi-story buildings that you pass are interconnected by a series of small bridges.

Though it's a bit of a walk from the city's southern end all the way to the northern end you're at least able to stay on the western side of the Velashu River, making your way through the eponymous River District which runs along both banks. The River District contains numerous shops, but seems to be the primary location for all manner of businesses that rely a steady supply of fresh and moving water. Manufacturing operations such as metal workers, lumber mills, tanners, and cloth makers all line the riverbank...and dump their reeking effluvia directly into the river. A number of sewer pipes also end in this part of town and the entire district reeks of sewage, tannin, and rotten eggs.

After a rather lengthy and smelly walk through the River District the smell begins to fade and you find yourselves entering the Free-Coin District. This district is already quite lively despite the relatively early hour with people hustling and bustling about their business. And after pausing for a moment to take a good look around, you realize that the business is gambling. Numerous shops and gambling halls line the streets, bearing names like 'The Dragon's Hoard', 'Watercress', and 'House of Nabin', and a veritable sea of people seem to come and go largely at will.

This is surely the place you need to be and you know that the Weaver's Parlor must be somewhere close by...
______________

Another post to follow, please stand by~


Season of Ghosts

...and it doesn't take you very long at all to find the place you seek. 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.
______________

The scenario gives a lot of leeway here for how you guys get yourselves inside. Some of the options available to you:

(1) Each of you flashing fat sacks of gold. You're not sure exactly how much is enough, but you'd guess that maybe 2,000 gold in ready cash per person might do it.

(2) Try to smooth-talk (Bluff, Diplomacy, Profession: Gambler) your way in without forking over as much gold. DC 10 + 1 per every 100 gold short you are; ie. DC 20 for 1,000 gold.

(3) Make a DC 20 Climb to get in through an unattended window on the second floor.

(4) Make a DC 20 Disguise check to disguise yourself as someone of import.

(5) Make a DC 21 Intimidate to try and bully the Gendarmes into letting you pass.

(6) Make a DC 19 Stealth to try sneaking in through a service entrance.

(7) Other creative solutions!

Grand Lodge

Ranger-3, Warpriest-3 of Gozreh HP 58, Init +4, Perception +10 (AC 22, touch 12, flat-footed 20) HP 50: Fort +9, Ref +6, Will +8 Languages Common, Draconic, Skald

Jan knows that building a new house and having a couple kids in the near future will undoubtedly put serious constraints on his coin purse so... he would like to stick with the least costly method around.

"I say we just climb right up that wall and onto the second floor! What do the rest of you think? Maybe we should split up and try a couple of different ways of getting inside."

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

Meredith casts Unfetter on Denair. "It's best you and Frankie simply slip your way inside. Be careful."

Once that's done, Meredith casts Spider Climb and simply climbs up to the second story window.


| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

As for Denair, she crouches low to the ground and scuttles through the service entrance, like a fox.

If I can take 10, I will for a DC 26 check. Otherwise:
Stealth: 1d20 + 16 ⇒ (7) + 16 = 23

The Exchange

Resources:
Wand of CLW , 43 charges, alchemist’s fire, acid flask, tanglefoot bag, holy water and antitoxin
Active Conditions: none Male human (Taldan) rogue (unchained, knife master) 3 | HP 25/25 | AC 18 , T 14, FF 14 | F: +2, R: +6, W: 0 | CMD 19 | Perc. +5 | Init. +7

That Meredith...sucha team player... Yorad thinks as he shimmies up the building behind her.

Climb: 1d20 + 7 ⇒ (1) + 7 = 8

Failing to get up the wall on his own he decides to break out his grappling hook and tosses it up to Meredith.

"A little help here...


Season of Ghosts

Behind the Scenes:

1d20 + 4 ⇒ (4) + 4 = 8
1d20 + 4 ⇒ (18) + 4 = 22
1d20 + 4 ⇒ (16) + 4 = 20

As you huddle together and figure out your method of approach you notice that while the three Gendarmes are interviewing prospective entrants, it seems that those who have already been permitted entry are constantly wandering into and out of the gambling hall - making their job more difficult than it might otherwise be.

Deciding to capitalize on this rather than stand around, Meredith allows Denair to slip free of the metaphysical bonds that tie them together before casting Spider Climb and scuttling up the side of the building when no one is looking. Denair melds into the shadows and follows though she opts for the rear service entrance, waiting for just the right moment to slip inside as a number of harried servants carry in barrels of wine.

Shaking his head a bit at Meredith's gumption Yorad attempts to follow her up the side of the building. Unfortunately, having no magics at his disposal, he's forced to try and climb the waterspout only to slip and fall after making it only a few feet. The rattling is enough to draw the attention of one of the Gendarmes, who sticks his head around the corner.

"Hey, watch your step! We got enough to do here as it is," he calls out, apparently under the impression that Yorad must've tripped and stumbled into the metal spout. He also, thankfully, fails to notice the grappling hook Yorad has hidden behind his back. "You here to play? If so, get over here and let's see the coins. If not, make like a tree and get outta here!"

Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

Diplomacy: 1d20 + 7 ⇒ (7) + 7 = 14
"I apologize about my friend here," Serge nudges Yorad. "But I assure you we are here for the right purposes." He hefts out his backpack containing over 9,000 gold pieces, a big smile on his face.

___
My inventory isn't quite up to date on my sheet on the boards. Serge actually has near 10k gold. Saving up for that new armor.


Season of Ghosts

To clarify: the Gendarmes do not seem to actually be taking anyone's gold at the entrance but they are checking to see how much prospective entrants are carrying. So just having a lot of gold on hand will do the trick; you're not actually handing it over to them.


Season of Ghosts

The gendarme that hollered at Yorad, as well as the other two at the door, whistle appreciatively as Serge steps up and pats his backpack that seems to be practically bursting at the seams with gold.

"Well now, that's more like it," one of them chuckles. The trio step aside, allowing Serge the room to pass by. "Have fun and good luck," he continues, winking at his comrades. "Just try not to lose it all!"

He turns and considers Yorad for a moment before looking over at Serge. "He's with you, eh? Next time you might wanna spend a bit more of that cash when you're hiring, if you know what I mean. But hell, ain't none of my business and you're allowed one bodyguard, companion, whatever. Go on, go on," he continues, nodding at Yorad and jerking his thumb towards the door. "Try not to break anything while you're inside, alright?"

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

Almost as if he's paralyzed with options and possibilities at the front door, Frankie lets Denny drag him through a service entrance behind her. Take 10 stealth: 22

I truly am paralyzed by my options here and its best to just glide in to keep things moving!

Dark Archive

CG male samsaran cleric of Desna (ecclesitheurge)-3 / wizard (conjurer)-3 | HP 44/44 | AC 17 / 12T / 17FF | CMD 15 | Fort +7, Reflex +4, Will +11; +2 vs death/neg. energy/neg. levels; life bound | | Init +4 | Perception +7, low-light vision; Sense Motive +10 | Speed 40 ft. | Agile Feet 6/6 day | Channel Positive Energy d6, 2/3 day, DC11 | comprehend languages, deathwatch, stabilize 1/1 day | Acid Dart d6+1, 7/7 day | Acid Splash 3/3 day | Conditions: Mage Armor, Shield of Faith, Bless, Moment of Greatness

Prior to leaving the lair of Grandmaster Torch, Lazarus sees to the needs of Juno, ensuring she'll be taken care of while he's gone.

Arriving outside the Weaver's Parlor and exercising some discretion, Lazarus uses his wand to cast mage armor on himself, mutters a prayer and draws his wand of monkey fish and activates it, enabling him to follow the other members of the team scaling the exterior to get in through an unattended window on the second floor.
(35 and 46 charges remaining, respectively)
Guidance, Monkey Fish, Climber's Kit, Climb DC20: Take 10 for 22 or: 1d20 + 12 ⇒ (19) + 12 = 31


Season of Ghosts

Taking advantage of the distraction that is Serge and Yorad at the front door, Denair darts back out of the service entrance and drags Frankie in with her while Lazarus swiftly armors himself with magic and scales the wall up to the second floor window behind Meredith.

That just leaves Jan outside, alone...
______________

Everyone's left poor Jan to fend for himself!

Grand Lodge

Ranger-3, Warpriest-3 of Gozreh HP 58, Init +4, Perception +10 (AC 22, touch 12, flat-footed 20) HP 50: Fort +9, Ref +6, Will +8 Languages Common, Draconic, Skald

Seeing how easy Serge entered without the loss of his hard earned gold, Jan walks up and points at Serge while hefting his own bag- which is not nearly as impressive (containing only 470 gp).

"I'm with those two guys... he needs someone to help him lug that huge back of gold around with him."


Season of Ghosts

As Jan walks up and hefts his own (much smaller) bag of gold, the trio of gendarmes look at each other and roll their eyes. One of them, the apparent 'leader' of the bunch, shakes his head and holds up his hand, palm outward.

"Nope, no can do. Only one escort, bodyguard, valet, whatever per entrant. And you clearly ain't got the coin to be an entrant yourself. Now why don't you-"

One of the other gendarmes coughs, causing the leader to look over with an irritated expression.

"What, Fergus?"

"Uh, well, you let that one halfling with the ape go in and all he did was flash some gems," Fergus remarks. "I reckon if he's got something else of worth to gamble with, that's good enough, ain't it? I bet it'd be good enough for the Boss," he finishes with a pointed look.

The leader sighs and pinches the bridge of his nose. "Alright, alright, fine. You clearly ain't got the gold but d'you got anything else of value? Gems, a gold statue of Calistria, magic rug, something?"

Grand Lodge

Ranger-3, Warpriest-3 of Gozreh HP 58, Init +4, Perception +10 (AC 22, touch 12, flat-footed 20) HP 50: Fort +9, Ref +6, Will +8 Languages Common, Draconic, Skald

Reacting to the guard just said, Jan pulls back his cloak to reveal his mithral breastplate.

"I am sure I could get a few gold pieces for this fine piece of armor if it comes down to it. Or how about this cloak... it's made from the fur of a dire wolf (+1 cloak of resistance) or this fine belt I took from a defeated Frost-Kin (+2 strength belt). Are these good enough?"


Season of Ghosts

"Oh yeahhh, that'll do the trick," the trio nod in agreement. "That fur cloak alone would fetch a pretty penny, I'd bet - ain't fur 'in' right now? I think it is. Anyway yeah, you're good to go, have fun and don't let 'em strip you naked in there!"

The leader of the trio gives Jan a hearty slap on the back and steps aside, allowing him to enter. Though you're all a bit spread out - Lazarus and Meredith on the second floor, Denair and Frankie in the back of the building, Jan, Serge, and Yorad at the main entrance - you're all now inside in the Weaver's Parlor. From here, you remember that you need to find the wine cellar in order to access the secret chambers below...
______________

Another post to follow, please stand by~


1 person marked this as a favorite.
Season of Ghosts

The interior of the Weaver's Parlor is abuzz with activity and a great deal of noise. The main gambling hall, where Serge, Yorad, and Jan stand, is packed with all manner of high-rolling gamblers. Some swagger about dressed head to toe in bright, gaudy clothing while others look as though they just came in from a hard day in the fields but exude a quiet confidence that hints that their fortunes are greater than one might guess from their appearance. Over at the blackjack table the three men spot the halfling sailor the gendarmes mentioned earlier, accompanied by a rather large but wise-looking ape wearing a top hat and monocle. At the roulette wheel stand a white-clad devotee of the Prophecies of Kalistrade and a set of suave-looking Varisian triplets, among others.

On both floors and back in the kitchen where Denair and Frankie have ended up harried servers and attendants hustle and bustle, attending to the peculiar and mundane demands of the Weaver's clientele with practiced smiles. Some are even dressed in rather revealing outfits, appearing as incubi and succcubi.
Several gendarmes can also be seen dotting the casino floor, acting as security, but their attention is obviously focused on the gaming tables rather than the comings and goings of the clientele themselves.

Given all the activity, as well as the eccentric nature of the Weaver's clientele, you now see why Grandmaster Torch wasn't too concerned about the eccentric appearances of your own group. Fitting in here should be a walk in the park.
______________

Weaver's Parlor (1st Floor)

Weaver's Parlor (2nd Floor)

Optional Mood Music


Season of Ghosts

At this point you may interact with some of the other patrons and play up your cover stories, if you wish, or you may get right down to business and head for the wine cellar. Up to you folks!

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

"Oooo Denny look at all this weird food!" Frankie wiggles and dodges around cooks and waiters alike as he scouts through the room with practiced ease. His eyes surveying for the highest level sweets he can find, his tongue being held in check with his two front teeth until he finds his prize.

Escape Artist: 1d20 + 8 ⇒ (6) + 8 = 14
Perception: 1d20 + 13 ⇒ (4) + 13 = 17

The sheer volume of things though has his head spinning and more than once he bounces off the legs of someone. "Sorry! Sorry! Is there a bathroom near here?" He tries to deflect scrutiny with his boyish charms.

Take 10 bluff: 26

Dark Archive

CG male samsaran cleric of Desna (ecclesitheurge)-3 / wizard (conjurer)-3 | HP 44/44 | AC 17 / 12T / 17FF | CMD 15 | Fort +7, Reflex +4, Will +11; +2 vs death/neg. energy/neg. levels; life bound | | Init +4 | Perception +7, low-light vision; Sense Motive +10 | Speed 40 ft. | Agile Feet 6/6 day | Channel Positive Energy d6, 2/3 day, DC11 | comprehend languages, deathwatch, stabilize 1/1 day | Acid Dart d6+1, 7/7 day | Acid Splash 3/3 day | Conditions: Mage Armor, Shield of Faith, Bless, Moment of Greatness

Take 20 Perception for 27 or: 1d20 + 7 ⇒ (20) + 7 = 27
Lazarus takes a look around, then he casts message on himself and Meredith.

"Shall we take a look around?" Lazarus whispers to the summoner.


| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

Wow. At least they're not dressed boring. Denair thinks. "W-wait, Frankie." The boy hustles off, and Denair follows.

Stealth: 1d20 + 13 ⇒ (14) + 13 = 27

Quietly.

Perception: 1d20 + 14 ⇒ (11) + 14 = 25
She also keeps an eye out for the wine cellar.

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |
Lazarus Logos wrote:
"Shall we take a look around?" Lazarus whispers to the summoner.

She nods. "Yeah. But I gotta warn ya. Denair is much better at spotting than I am."

Perception: 1d20 ⇒ 11
Meredith tries to keep quiet as they explore the upper rooms.

Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

"Oh, dear. How does no one even look at him suspiciously when he has such a child-like appearance?" Serge wonders aloud, watching Frankie rush off. "Very well, Jan, Yorad, let's see about finding this wine cellar. Unless you fancy yourselves more of the gambling types?" The paladin shrugs. "I'll pass, even with this much gold on me."

Serge looks for a bartender who may be serving glasses of wine, or bottles for the VIPs.

Perception: 1d20 + 2 ⇒ (6) + 2 = 8

The Exchange

Resources:
Wand of CLW , 43 charges, alchemist’s fire, acid flask, tanglefoot bag, holy water and antitoxin
Active Conditions: none Male human (Taldan) rogue (unchained, knife master) 3 | HP 25/25 | AC 18 , T 14, FF 14 | F: +2, R: +6, W: 0 | CMD 19 | Perc. +5 | Init. +7

On seeing himself back here in his element brings a smile to Yorad's face. When one of the 'succubi' slips by him offering a drink with a nod and a wink, it takes some self-control for him to refuse.

Maybe later...ehh, probably not...

"I think if you want to find the cellar Mister, you don't just ask where is your cellar. First," Yorad points to one of the tables where the high rolling action is taking place, "You start there...then you get thirsty...REALLY thirsty...And you ask for the best wine they have, the stuff they keep out of sight." He gives the paladin a wink, "Get my drift?"

Grand Lodge

Ranger-3, Warpriest-3 of Gozreh HP 58, Init +4, Perception +10 (AC 22, touch 12, flat-footed 20) HP 50: Fort +9, Ref +6, Will +8 Languages Common, Draconic, Skald

Jan is no stranger to taverns and other houses of entertainment, all before he settled down of course! Sticking with what he knows best, Jan will head towards what he believes to be the bar area.

There has to be something worth seeing over here.

After ordering an ale, Jan will take a long look of his area and try and determine if there are any ways down, such as stairs or the like.

Perception: 1d20 + 9 ⇒ (11) + 9 = 20


Season of Ghosts

In addition to figuring out just where the wine cellar is, most of you individually come to the conclusion that it might not hurt to scope out the rest of the Weaver's Parlor - after all, knowing the layout of the building might come in handy later on.

Lazarus & Meredith:

Having emerged into what appears to be some sort of employee 'break room' on the Weaver's second floor, the two of you slip out and into a small, narrow hallway. Meredith surreptitiously cracks open a door to her right, revealing a rather large walk-in closet jam-packed with various costumes in varying sizes. Just as she pulls the door to, footsteps are heard and a frazzled-looking man emerges from a stairwell at the far end of the hallway.

"You two! What are you doing up here!?" he barks, striding towards you. "Why aren't you in costume yet? I need you down there serving drinks pronto!"

Frankie & Denair:

Denair quickly slinks into the shadows under one of the kitchen tables as Frankie finds himself buffeted about by many legs as he turns around and around....until he manages to spot an enormous plate of cookies sitting on the nearby counter. Just as he manages to reach up and swipe one, a shadow falls over him as a rather large woman dressed in an apron and chef's hat peers down at him - luckily for him, her expression is more concerned than angry.

"Oh sweetie, what are you doing back here? Where are your parents?"

Serge, Yorad, Jan:

With most of you decidedly not interested in actually gambling, you spread out a bit and begin looking around for anything that might be an entrance to the wine cellar. Serge and Yorad both look around for anyone that might be serving the 'good stuff' but it's hard to tell just what any of the servers are carrying as they scurry back and forth.

Jan, on the other hand, ambles up to the bar and casually orders an ale for himself. While he waits, he takes the opportunity to get a better look around...

Jan, feel free to open the spoiler below.

Spoiler:

It's easy to miss but you finally spot a door discretely tucked into the corner just behind the stairs leading up to the second floor.

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

"My parents? I only have a Mom for parents. She's not usually home so I gotta find my own food usually, and I haven't eaten much of ANYTHING all day! Mind if I try a few of these scrumptious looking cookies before I go back to work?" He flashes his blue eyes and boy-like smile as he reaches for more cookies...

Diplomacy: 1d20 + 14 ⇒ (3) + 14 = 17

Dark Archive

1 person marked this as a favorite.
CG male samsaran cleric of Desna (ecclesitheurge)-3 / wizard (conjurer)-3 | HP 44/44 | AC 17 / 12T / 17FF | CMD 15 | Fort +7, Reflex +4, Will +11; +2 vs death/neg. energy/neg. levels; life bound | | Init +4 | Perception +7, low-light vision; Sense Motive +10 | Speed 40 ft. | Agile Feet 6/6 day | Channel Positive Energy d6, 2/3 day, DC11 | comprehend languages, deathwatch, stabilize 1/1 day | Acid Dart d6+1, 7/7 day | Acid Splash 3/3 day | Conditions: Mage Armor, Shield of Faith, Bless, Moment of Greatness

Lazarus whispers, "I doubt I'd make a convincing cocktail waitress. However, we might convince him we were a pair of amorous patrons looking for a quiet spot to, em, express our passions in private..."

The samsaran's pale blue cheeks blush a bright shade of purple, looking more like bruises than embarrassment. Under his breath, he mutters a prayer to the Song of Spheres.

He smoothes his robes and runs a hand through his long dark hair. "Excuse me, but you're mistaken. I was just, em, looking for somewhere to show this lady, em, some of the finer Tian uses for a humanoid's tongue."

Liberty's Edge

1 person marked this as a favorite.
Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

I'm gonna regret this.

Bluff: 1d20 + 9 ⇒ (20) + 9 = 29

Without hesitation, Meredith grabs Lazarus and kisses him deeply. For a moment, the world seems to stop. After a moment, she releases the Samsaran.

"Hmpf. I thought no one notice me on my break, but... catch me after my shift, hon." She gives Laz a wink.

"Sorry, boss! He gave me one hell of a tip- I couldn't say no. We're all getting rich in one way or another tonight." She leaves most of her gear near Lazarus.

She heads to wardrobe room and rifles through the many different costumes. All of them earning a frown from her. "It's not how much you reveal, but how much you conceal that makes it interesting..."

Eventually she finds something that reveals her middrift abdomen and shows off her biceps. She dons a cap, looks at herself in the mirror... and smiles.

"If Nelket saw me like this..." she chuckles and turns towards the stairs. "Hey boss, which way to the drinks? It's my first day here, sorry!"


| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

Denair giggles as Frankie sweet talks another lady into giving up the sweets. As that happens, she slips underneath one of the tables, looking for exits to different floors.

Stealth: 1d20 + 13 ⇒ (18) + 13 = 31
Perception: 1d20 + 14 ⇒ (14) + 14 = 28

Grand Lodge

Ranger-3, Warpriest-3 of Gozreh HP 58, Init +4, Perception +10 (AC 22, touch 12, flat-footed 20) HP 50: Fort +9, Ref +6, Will +8 Languages Common, Draconic, Skald

Jan smiles at his discovery... but makes sure to finish his ale and orders a shot of the not so good stuff to chase it down.

After meeting up with his colleagues (Serge and Yorad), Jan quietly tells them, "Hey, there is a concealed door that leads up to the second floor over there", nodding his head the general direction.

"Let's get the rest of the gang together and go check it out!"


Season of Ghosts

Lazarus & Meredith

The man's jaw drops as Meredith suddenly grabs Lazarus and plants a deep and very convincing kiss on the samsaran. He flushes bright red and holds up one hand as though to shield his eyes.

"Whoa, whoa, whoa...look, there's a time and a place and this sure isn't it! Save it for when you're off duty," he grumbles, shaking his head. "Look, I'll let this go just this once since you're new," he continues, scowling at Meredith, "but don't let me catch you bringing anyone up here again, alright? This floor's supposed to be off-limits to visitors and patrons, ya know."

As Meredith casually strolls back into the costume closet to find something more appropriate to wear, the boss turns to Lazarus. "Back downstairs, man. Go grab a cold drink or something," he sighs, making a jerking motion towards the stairs with his thumb. "The patrons are bad enough but now I have to worry about the staff, too?? Gaston doesn't pay me enough for this s%&$..."

The man's grumbling continues as Lazarus (presumably) makes for the stairs and Meredith slips into something a little more revealing. When she finally emerges from the costume closet and inquires as to where she should get started, he rolls his eyes.

"Guess you wouldn't have seen it on the way up here since you had other things on your mind," the boss replies, sarcasm dripping from his voice, "but the bar's just to the left as you come off the stairs. Now get going!"


Season of Ghosts

Frankie & Denair

"I see, I see," the lady-chef remarks kindly. "And of course you can have more cookies," she adds. "But how did you get into my kitchen, dear heart? Does your mother work here or are you lost? Surely you don't actually work here on your own, do you?"

While Frankie is getting the grandmother-liest of third degrees, Denair takes the opportunity to slip out from under one table and underneath another closer to a door on the opposite wall from the one she and Frankie had entered from. Enough staff are bustling in and out through this door that she's able to get plenty of glimpses into the room beyond, which appears to be a very large and busy gambling hall. And as luck would have it, she can even see Serge and Yorad standing on the other side, near the front entrance. The pair seem to be looking around for something or someone.

In addition to the glimpses caught through the main kitchen door, Denair also notices that there are some stairs over in the northeast corner of the kitchen that appear to lead down.

2,601 to 2,650 of 4,580 << first < prev | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Ladile & the Pathfinder Society Present: Faithless & Forgotten, Part 1 - Let Bygones Be All Messageboards

Want to post a reply? Sign in.