Game Day VI CORE Sun Orchid Scheme (Inactive)

Game Master GHembree

Ambush Map {link}


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Sovereign Court

HP 28/28 | AC20 (15FF, 15T) | Perception +9, Sense Motive +8 | +5 Init | Fort +6, Ref +11, Will +7* | none

Tatiana, like Kent, decides to be very quite and to avoid attracting too much attention from the workers. She hopes to be able to learn more about what Kent found about the link between Lyshnaa and Aspenthar royal family.

Stealth: 1d20 + 8 ⇒ (10) + 8 = 18

The Exchange

Elf Ranger Lvl 4 (Core) HP 31/32 | AC 19 (FF 16 Touch 13) CMD 20| Init +5 | Saves (Fort +5, Reflex +7, Will +3)| Per +10, SenMot +1| Spd 30' Effects Active: None | Low-Light Vision | Favored Enemy: Humans | Spells Prep: Entangle | Favored Terrain: Urban

GUARD BARRICKS

Lannior responds Orders? I'm sorry we are new here. But Drill Sergeant Jaravo said Hadanka here was going to help guard the caravan. I think the rest of us are continuing to get trained, I think may we were suppose to learn how to scout for threats today.

He pauses for a second looking at the others, Am I remembering that right. Yesterday was so busy it seems like a blur.

Grand Lodge

1/2 Orc barb 5, HP:50 of 50, AC:21, Touch:13, Flat Footed:18 F:+6, R:+4, W:+4, Init:+2, Perc:+11 (darkvision)

Correct you are. No order were we given. To guard am I assigned.

The Exchange

Kyonin Half-Elf Bard/Paladin L2/2 | HP: 37/37 | AC:18 T:12 FF:17 | CMB:+5 CMD:17 | Saves F:10 R:9 W:11 (+2 enchantmt, +4 well-versed) | Init:+5 | Per:+8 | Spd: 30 | GM Reroll: 1/1 | Spells: L1 3/3 | Bardic Perf: 10/10 | Smite Evil: 1/1 | Lay On Hands: 5/5 | Conditions:

"While I have some skill in battle, I can perhaps serve best as a scout. As you can see, I am more comofortable in light armor, which does not hamper my movement. And my elven blood has gifted me with sharp eyes." He pauses here briefly to ponder. "What would be the route that we would be travelling though? I am not so familiar with this area, and whether as guards but definitely more so as scouts, it would help to be prepared in advance. Knowing the lay of the land is the definitely the first step in preparation."

diplomacy: 1d20 + 14 ⇒ (18) + 14 = 32

Silver Crusade

LG Human Paladin 4 / Bard 1 / Dragon Disciple 4 *Core*

Jayori gives Enyro a small bow. "I was asked to help should any medical issues crop up during yesterday's more physical training."

He looks around at the shift in training going on. "Though perhaps less call for my services this day, by the look of things."

Did we get any paperwork for the day's work? =)

Dark Archive

PFS #76925-44 Female Gnome Rogue 2/ Sorceror 2 | HP: 39 /39| AC: 15/15/12|Init: +8| Perc: +7| Fort: +4 | Ref: +7| Will: +4| CMB: +4| CMD: 15| Q.Staff: +1;1d4-1| Ray:+4|
Spoiler:
Acro:+6| Appraise:+2| Bluf:+7| C.(Alchemy):+8| Diplo:+8| D.D:+7| E.A:+7| Fly:+3| H.Ani:+3| Heal:+0| Inti:+8| K. (Arc/Dun/at/Loc):+7| Ling:+7| P. (Dance):+8| S.M:+0| Spell:+7| Stealth:+11| Survial:+0| UMD:+3|

Whims simply makes herself helpful as she slips in among the workforce.

Diplomacy 1d20 + 8 ⇒ (10) + 8 = 18
Sense Motive, to understand 'Directions' 1d20 + 0 ⇒ (14) + 0 = 14
Knowledge (Arcana) 1d20 + 7 ⇒ (18) + 7 = 25
Disable Device 1d20 + 7 ⇒ (3) + 7 = 10

Making sure to help others or ask in understanding the directions given, she makes sure to study the layout and the wards being placed.

Silver Crusade

GUARD BARRACKS

Enyro looks at you all suspiciously, but Celebdan manages to assuage his concerns. Looking at some of the other guards, you notice that you're not the only ones confused by his request for written orders, as most of the other guards you were working with over the last two days don't have written orders, either.

"Fine, fine, you can work with me today to plan the route through the desert for tomorrow."

There are several scouts looking over maps, and apparently, Enyro is sending some out into the desert today to actually look at portions of the route.

Everyone give me a sense motive roll, and let me know whether you'd rather stay and look at maps, or actually go travel in the desert today.

Silver Crusade

TRANSPORT WORKSHOP

Kent and Tatiana spend more time sneaking around, watching what's going on at the workshop today than actually helping out.

Whims tries to communicates with the taciturn taskmaster, but doesn't understand him at first. But she's friendly enough that he doesn't seem annoyed by repeating his instructions with a few extra words to make himself more clear.

Her arcane knowledge is put to use for a very interesting task being performed today - the entire transport building is shunted into an extradimensional space, leaving behind a 10-foot cube of iron that serves as the transport’s visible exterior. With the exterior created, another team gets to work covering the cube in chains and locks. Finally, the mages lift the cube onto a collection of floating disk spells. Now you know how such a large building is going to be part of a convoy traveling through the desert.

The Exchange

Elf Ranger Lvl 4 (Core) HP 31/32 | AC 19 (FF 16 Touch 13) CMD 20| Init +5 | Saves (Fort +5, Reflex +7, Will +3)| Per +10, SenMot +1| Spd 30' Effects Active: None | Low-Light Vision | Favored Enemy: Humans | Spells Prep: Entangle | Favored Terrain: Urban

GUARD BARRICKS

Sense Motive: 1d20 + 1 ⇒ (20) + 1 = 21

Lannior volunteers to go out into the desert, as he think getting the actual lay of the land will be beneficial.

Huzzah for Natty 20s!

Grand Lodge

1/2 Orc barb 5, HP:50 of 50, AC:21, Touch:13, Flat Footed:18 F:+6, R:+4, W:+4, Init:+2, Perc:+11 (darkvision)

sense motive: 1d20 + 1 ⇒ (2) + 1 = 3
Self would rather see the trail with eyes than look at meaningless pictures on paper.

Silver Crusade

LG Human Paladin 4 / Bard 1 / Dragon Disciple 4 *Core*

Sense Motive: 1d20 - 1 ⇒ (14) - 1 = 13

Jayori, not being part of the actual work detail, stays behind. It would probably look suspicious were he to go.

The Exchange

Kyonin Half-Elf Bard/Paladin L2/2 | HP: 37/37 | AC:18 T:12 FF:17 | CMB:+5 CMD:17 | Saves F:10 R:9 W:11 (+2 enchantmt, +4 well-versed) | Init:+5 | Per:+8 | Spd: 30 | GM Reroll: 1/1 | Spells: L1 3/3 | Bardic Perf: 10/10 | Smite Evil: 1/1 | Lay On Hands: 5/5 | Conditions:

sense motive: 1d20 - 1 ⇒ (18) - 1 = 17

Celebdan looks back and forth among his team, and also notes Jayori's intent to stay in camp. He thus decides to stay as well, since Lannior and Hadanka would be out. Since he seems to have made some connection with the Enyro, he might be able to find out more from him while working on the maps.

Silver Crusade

GUARD BARRACKS

Lannior and Celebdan notice a halfling scout named Varnic watching the four of you very closely, and you think he may be up to something suspicious. As duties are being assigned for the day, you notice that he's assigned to stay behind and look over maps.

Before Lannior and Hadanka leave to go scouting, do you want to confront him, or do anything?

The Exchange

Elf Ranger Lvl 4 (Core) HP 31/32 | AC 19 (FF 16 Touch 13) CMD 20| Init +5 | Saves (Fort +5, Reflex +7, Will +3)| Per +10, SenMot +1| Spd 30' Effects Active: None | Low-Light Vision | Favored Enemy: Humans | Spells Prep: Entangle | Favored Terrain: Urban

GUARD BARRACKS

Oh of course I do!

Lannior approaches Varnic the halfling, Friend, what troubles you, you wear the worry of it all over your face? Lannior says in a quiet tone, not wanting to be overheard.

The Exchange

Kyonin Half-Elf Bard/Paladin L2/2 | HP: 37/37 | AC:18 T:12 FF:17 | CMB:+5 CMD:17 | Saves F:10 R:9 W:11 (+2 enchantmt, +4 well-versed) | Init:+5 | Per:+8 | Spd: 30 | GM Reroll: 1/1 | Spells: L1 3/3 | Bardic Perf: 10/10 | Smite Evil: 1/1 | Lay On Hands: 5/5 | Conditions:

Celebdan follows and comes up beside Lannior. "Yes, certainly. Varnic, if something is the matter, let us know."

diplomacy, take 10: 10 + 14 = 24

Sovereign Court

HP 28/28 | AC20 (15FF, 15T) | Perception +9, Sense Motive +8 | +5 Init | Fort +6, Ref +11, Will +7* | none

Tatiana tries to get her hands on the documents Whims have seen.

Stealth: 1d20 + 8 ⇒ (5) + 8 = 13

Silver Crusade

Sorry for the delays again. Sundays and Mondays seem to be my busiest days lately (new schedule).

GUARD BARRACKS

The halfling Varnic tells Lannior and Celebdan, "I warn you - I've been watching you and your group. I've been ordered to root out spies and make sure the convoy will be safe. There's something fishy about you, and I'm planning to keep my eye on you."

Based on your earlier Sense Motive rolls, you think this is just an excuse, and he's still hiding something.

TRANSPORT WORKSHOP

Tatiana doesn't see any of the documents laying around from the previous days' investigation. But in observing the chains and locks being put on the transport, she does manage to see where somebody puts down a key, and successfully snags it while he isn't looking.

You also notice some broken lockpicks near the chains and locks used to lock up the transport, indicating that someone has probably been practicing picking the locks.

The Exchange

Elf Ranger Lvl 4 (Core) HP 31/32 | AC 19 (FF 16 Touch 13) CMD 20| Init +5 | Saves (Fort +5, Reflex +7, Will +3)| Per +10, SenMot +1| Spd 30' Effects Active: None | Low-Light Vision | Favored Enemy: Humans | Spells Prep: Entangle | Favored Terrain: Urban

GUARD BARRACKS

I'll keep my eyes on you too! I'm just here trying to make some coin. Pretty sure you are up to something? Lannior doesn't have much skill at bluffing, but he doesn't really know that.

Bluff: 1d20 ⇒ 2

The Exchange

Kyonin Half-Elf Bard/Paladin L2/2 | HP: 37/37 | AC:18 T:12 FF:17 | CMB:+5 CMD:17 | Saves F:10 R:9 W:11 (+2 enchantmt, +4 well-versed) | Init:+5 | Per:+8 | Spd: 30 | GM Reroll: 1/1 | Spells: L1 3/3 | Bardic Perf: 10/10 | Smite Evil: 1/1 | Lay On Hands: 5/5 | Conditions:

Celebdan raises an eyebrow at the accusation. Now with steel in his voice, Celebdan replies, "I will have you know that we are hired legitimately by the leaders of this convoy." Lowering his voice while sharpening his tone, he continues, "But there is a tian saying that the guilty one always fires the first accusation. You are clearly up to something fishy, and if you know what is good for you, you had better own up now!"

intimidation: 1d20 + 14 ⇒ (11) + 14 = 25

Dark Archive

PFS #76925-44 Female Gnome Rogue 2/ Sorceror 2 | HP: 39 /39| AC: 15/15/12|Init: +8| Perc: +7| Fort: +4 | Ref: +7| Will: +4| CMB: +4| CMD: 15| Q.Staff: +1;1d4-1| Ray:+4|
Spoiler:
Acro:+6| Appraise:+2| Bluf:+7| C.(Alchemy):+8| Diplo:+8| D.D:+7| E.A:+7| Fly:+3| H.Ani:+3| Heal:+0| Inti:+8| K. (Arc/Dun/at/Loc):+7| Ling:+7| P. (Dance):+8| S.M:+0| Spell:+7| Stealth:+11| Survial:+0| UMD:+3|

Nicely done.

Silver Crusade

Varnic seems frightened by Celebdan. "I don't have to tell you anything!"

The halfling backs off and tries to get away from you. Do you let him?

I'm assuming you confronted him somewhere relatively private, so nobody else is around.

Grand Lodge

1/2 Orc barb 5, HP:50 of 50, AC:21, Touch:13, Flat Footed:18 F:+6, R:+4, W:+4, Init:+2, Perc:+11 (darkvision)

Hadanka ambles in from the other side. True. I am sure you would rather talk to local Chieftain. You want Self should call him for you?

Indimidate aid: 1d20 + 4 ⇒ (14) + 4 = 18

The Exchange

Elf Ranger Lvl 4 (Core) HP 31/32 | AC 19 (FF 16 Touch 13) CMD 20| Init +5 | Saves (Fort +5, Reflex +7, Will +3)| Per +10, SenMot +1| Spd 30' Effects Active: None | Low-Light Vision | Favored Enemy: Humans | Spells Prep: Entangle | Favored Terrain: Urban

Guard Barricks

Lannior may regret it but he lets the halfling go, thinking they could always lie there way out of things, but a missing halfling might draw more attention.

The Exchange

Kyonin Half-Elf Bard/Paladin L2/2 | HP: 37/37 | AC:18 T:12 FF:17 | CMB:+5 CMD:17 | Saves F:10 R:9 W:11 (+2 enchantmt, +4 well-versed) | Init:+5 | Per:+8 | Spd: 30 | GM Reroll: 1/1 | Spells: L1 3/3 | Bardic Perf: 10/10 | Smite Evil: 1/1 | Lay On Hands: 5/5 | Conditions:

Worrying that the halfling might be a spy himself to sabotage the convoy, Celebdan continues to stand in his path. In a more measured tone, he continues, "You are right. You do not have to say anything, but if we share our suspicions of you to the captain, then you would find that it is to him that you have to say much. Might be better for all present if you just speak with us, and resolve it here and now."

diplomacy: 1d20 + 14 ⇒ (20) + 14 = 34

Silver Crusade

"Fine! Let's see what Enyro thinks of you guys' suspicious behavior!" the halfling challenges you, and tries to get past Celebdan.

The Exchange

Elf Ranger Lvl 4 (Core) HP 31/32 | AC 19 (FF 16 Touch 13) CMD 20| Init +5 | Saves (Fort +5, Reflex +7, Will +3)| Per +10, SenMot +1| Spd 30' Effects Active: None | Low-Light Vision | Favored Enemy: Humans | Spells Prep: Entangle | Favored Terrain: Urban

Lannior looks to Celebdan and follows his lead.

The Exchange

Kyonin Half-Elf Bard/Paladin L2/2 | HP: 37/37 | AC:18 T:12 FF:17 | CMB:+5 CMD:17 | Saves F:10 R:9 W:11 (+2 enchantmt, +4 well-versed) | Init:+5 | Per:+8 | Spd: 30 | GM Reroll: 1/1 | Spells: L1 3/3 | Bardic Perf: 10/10 | Smite Evil: 1/1 | Lay On Hands: 5/5 | Conditions:

"We have done nothing suspicious thus far so that, so feel free to bring whatever made-up accusations you have to Enyro. I took this job to protect the interests of Pashow's trade and I fully intend to do that." With a flourish, Celebdan steps aside and lets the halfling go on his way, before returning to the duties for that day.

Silver Crusade

Varnic rushes away from you, looking back briefly as he goes.

Lannior and Hadanka go with the scouts to help plan the caravan route, while the others stay behind to look over maps and continue training with the guards. You learn the exact route decided for the caravan, as well as scouting out plenty of the terrain in advance, and picking a perfect spot for your ambush.

Enyro doesn't approach you at all about any accusations from Varnic, so you suspect the halfling never talked to him about you.

If there's nothing else any of you want to do, you meet that evening with Lady Ziralia to make last minute preparations for tomorrow's attack on the caravan. Even though Hadanka is supposed to stay in the barracks with the guards, the lady manages to send a messenger for him so that he can join the rest of you in the meeting.

The list of advantages you've earned for the attack on the caravan has been updated. Bear in mind that this only applies to things you learned about the caravan and how to attack it. Other things you've observed, such as Varnic's suspicious behavior, aren't mentioned there.

How much do you tell Lady Zarilia about what you've learned?

Map of ambush site coming soon, so you can plan your attack.

Grand Lodge

Male Half-Elf DEAD

I see no reason to not tell her everything.

The Exchange

Kyonin Half-Elf Bard/Paladin L2/2 | HP: 37/37 | AC:18 T:12 FF:17 | CMB:+5 CMD:17 | Saves F:10 R:9 W:11 (+2 enchantmt, +4 well-versed) | Init:+5 | Per:+8 | Spd: 30 | GM Reroll: 1/1 | Spells: L1 3/3 | Bardic Perf: 10/10 | Smite Evil: 1/1 | Lay On Hands: 5/5 | Conditions:

Wow, that's an impressive list.

"There is something, Lady Zarillia, that I thought I must share with you. While training with the guards, we encountered a rather suspicious-looking halfing by the name of Varnic. He was studying us with great intent. I had worried that our cove were blown but no alarms were sounds. Perhaps he was a spy for another group that intends to carry out a heist as well..."

The Exchange

Elf Ranger Lvl 4 (Core) HP 31/32 | AC 19 (FF 16 Touch 13) CMD 20| Init +5 | Saves (Fort +5, Reflex +7, Will +3)| Per +10, SenMot +1| Spd 30' Effects Active: None | Low-Light Vision | Favored Enemy: Humans | Spells Prep: Entangle | Favored Terrain: Urban

Yes, that Varnic was vexing, he had no proof, so I wasn't worried about what he might say, but he was acting very strangely. Lannior laments.

Yeah I'm okay telling all we know. We are suppose to trust her.

Grand Lodge

1/2 Orc barb 5, HP:50 of 50, AC:21, Touch:13, Flat Footed:18 F:+6, R:+4, W:+4, Init:+2, Perc:+11 (darkvision)

Tell everything we have learned.
Preparation site security is surprisingly lax. Those in charge should never have hired us as casually as happened without any sort of investigation. This is a nearly unique resource we are supposedly guarding.

Dark Archive

PFS #76925-44 Female Gnome Rogue 2/ Sorceror 2 | HP: 39 /39| AC: 15/15/12|Init: +8| Perc: +7| Fort: +4 | Ref: +7| Will: +4| CMB: +4| CMD: 15| Q.Staff: +1;1d4-1| Ray:+4|
Spoiler:
Acro:+6| Appraise:+2| Bluf:+7| C.(Alchemy):+8| Diplo:+8| D.D:+7| E.A:+7| Fly:+3| H.Ani:+3| Heal:+0| Inti:+8| K. (Arc/Dun/at/Loc):+7| Ling:+7| P. (Dance):+8| S.M:+0| Spell:+7| Stealth:+11| Survial:+0| UMD:+3|

"We have gotten a wee bit of information which allows us to strike both within and without. Best of all we got the keys and know how to their traps and locks. Getting what we need and leaving shouldn't be that hard." Whims adds on.

Silver Crusade

LG Human Paladin 4 / Bard 1 / Dragon Disciple 4 *Core*

Jayori shakes his head slightly.

"Security was very lax on this end, to be sure." He says to Lady Zarilia. "That alone should give you concerns going forward."

Sovereign Court

HP 28/28 | AC20 (15FF, 15T) | Perception +9, Sense Motive +8 | +5 Init | Fort +6, Ref +11, Will +7* | none

Tatiana hide nothing of her discovery, and even mention the orders bearing the seal of Lady Zarilla home town.

We also notice some order coming from your home town, have you send order to her, my lady ?

Grand Lodge

Game map | Icons: ◆◇↺

Hi, I'm your GM sub for the reminder of the scenario. I'll aim for getting caught up and making a post in the next day and a half.

Grand Lodge

Male Half-Elf DEAD

No dramas. Take your time - the meter's running ;-)

More seriously, thanks for stepping in!

Sovereign Court

HP 28/28 | AC20 (15FF, 15T) | Perception +9, Sense Motive +8 | +5 Init | Fort +6, Ref +11, Will +7* | none

Thanks GM Glyn!

Grand Lodge

Game map | Icons: ◆◇↺

Ambush Map {link}

Advantages gained during your investigation that could be used to aid in your attack on the convoy:

You have three of the treats Ishyal uses to reward the desert dogs. The PCs can throw a treat as a ranged touch attack targeting a dog’s square (AC 5). If the attack roll hits, the dog spends its first round eating the treat, unless it has already taken damage during the combat. Alternatively, a PC can use a dog treat as supplemental material component, which increases the DC of any enchantment spell that specifically targets animals by 2.

You have chocolate from the guard barracks. You can use the chocolate to poison the dogs during the encounter by throwing it along with a treat. A dog that eats a PC’s portion of chocolate gains the sickened condition for 30 minutes.

You know all of the desert dogs’ command words and develop a rapport with the beasts. These command words allow the PCs to direct the desert dogs’ actions with a successful DC 10 Handle Animal check.
You know about the small secret compartment marked with "X" in the transport building, near the altar.

You know that the animated altar automatically designates any creature holding a glowing vial as the primary target, and all other targets are ignored until the primary target is neutralized.

You know that the animated altar has the following characteristics: hardness, construct traits, darkvision, terrible saving throws, mediocre armor class, pretty good HP, 10 ft reach, two slam attacks plus grab, the constrict ability, and a faster speed than an average construct.

You know about the desert heat trap built into the transport, and have enough information to disable it from almost anywhere in the transport with a DC 10 Disable Device or Use Magic Device check, which you can make untrained. You also have additional information that grants a +4 on that check.

You learned how the guards use dancing lights to communicate via signals in the sky. You learned which patterns will tell the convoy to halt and the escorts to disperse and search the surrounding area for hidden threats.

You learned personal vices of some guard that you can later use against them. By revealing a damning secret or weakness, as a free action, a PC can inflict the staggered condition on a guard for 1d3 rounds. This ability only works once per guard.

One of you who infiltrated the guard barracks can replace one of the guards in the convoy.

You know exactly what route the convoy will take through the desert, and have found an ideal ambush spot along the way. You can easily go there and arrive more than an hour before the convoy, to have time to prepare your ambush.

Because you've gained reputations as trustworthy in the guard barracks, you can walk right up to the convoy and intermingle with the guards and dogs, starting your ambush with a surprise attack from anywhere you want, outside of the transport building.

You know exactly where the hidden door to enter the transport is, which locks and chains surrounding the transport are decoys, and which are the real locks that you'll need to open to get in. You also have keys to those locks.

Meeting with Lady Ziralia:

Seeming pleased Lady Ziralia nods, ”Yes, excellent work so far. We will talk about the other group later, but now is time for you to put that information to use and plan your heist. I’ve brought some items that you might find useful and some gold so that you may purchase any needed supplies. I do expect these items to be returned along with any purchased resources that remain unused.”

Lady Ziralia places several items on the table along with a bag of 3,500gp ”You have tonight to make your plans, for the convoy acquires it fake sun orchid elixir outside the Citadel of the Alchemist at daybreak and the transport returns to Pashow via the meandering route you discovered. I believe Hadanka will need to rejoin the convoy within a few hours. I assume you will find a way to distract most of the convoy guards so that you only have a handful to deal with instead of the full complement of two dozen. I will expect a full report after the Heist. Good Luck!”

{Pashow’s population is less than a 5000, so items are limited to those of 2,000gp or less (also, limited by fame maximum, PFS available rules and Core availability) Remember items purchased with Ziralia gold or loaned are only usable through the end of this adventure.}

Items provided by Lady Ziralia:

Adamantine Morningstar:

You may choose between 1 small or medium adamantine morningstar. (limit 1 per party)

1d6 small
1d8 medium

Ignores up to 20pts of hardness. Simple weapon proficiency. 2x crit on a nat 20.

Eyes of the Eagle :

These lenses are made of special crystal and fit over the eyes of the wearer.
They grant a +5 competence bonus on Perception checks. Both lenses must be worn to gain the benefit. Wearing only one causes a character to become dizzy and stunned for 1 round.

Horn of Fog:

This small bugle allows its possessor to blow forth a thick cloud of heavy fog similar to that of an obscuring mist spell. The fog covers a 10-foot square next to the horn blower each round that the user continues to blow the horn; a fog cloud travels 10 feet each round in a straight line from the emanation point unless blocked by something substantial such as a wall. The device makes a deep, foghorn-like noise, with the note dropping abruptly to a lower register at the end of each blast. The fog dissipates after 3 minutes. A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.

Creatures 5ft away have concealment (20% miss chance)
Creatures more than 5ft away have total concealment (50% miss chance)

Vest of Escape:

This simple silk vest looks nondescript, but is actually studded with numerous secret pockets sewn into its lining.
Hidden inside these are magic lockpicks that provide a +4 competence bonus on Disable Device checks. The vest also grants its wearer a +6 competence bonus on Escape Artist checks.

This bonus does NOT stack with MW Thieves Tools.

Sovereign Court

HP 28/28 | AC20 (15FF, 15T) | Perception +9, Sense Motive +8 | +5 Init | Fort +6, Ref +11, Will +7* | none

It it our pleasure to serve. Says Tatiana.
I thank you for your generosity and we will use these founds to get what we need for the heist.

Turning to her companions she says.

What's the plan? Is everybody has a sap to avoid killing anyone?
I can disable most of the traps, magical or not, and I don't think I'm the most qualify to use the Morningstar.
With 3500 gp, we can buy potion of darkvision for each of us and an oil of deeper darkness, as it will be midday, all will be dark - but not supernaturally dark - and it will gave us a pretty good advantage in the battle to come.

Dark Archive

PFS #76925-44 Female Gnome Rogue 2/ Sorceror 2 | HP: 39 /39| AC: 15/15/12|Init: +8| Perc: +7| Fort: +4 | Ref: +7| Will: +4| CMB: +4| CMD: 15| Q.Staff: +1;1d4-1| Ray:+4|
Spoiler:
Acro:+6| Appraise:+2| Bluf:+7| C.(Alchemy):+8| Diplo:+8| D.D:+7| E.A:+7| Fly:+3| H.Ani:+3| Heal:+0| Inti:+8| K. (Arc/Dun/at/Loc):+7| Ling:+7| P. (Dance):+8| S.M:+0| Spell:+7| Stealth:+11| Survial:+0| UMD:+3|

Whims Giggles as she agrees with most of what Tatiana said.
"Sounds good to me. I worked on most of those traps so I have certain advantanges in those. I also have the ability to see in the dark and manipuate a fine spray of color to bring down those of weakers wills. I'll like start as close as possible to the locks and traps. This will allow me to work my magic and hope that the stronger big guys can deal with the altar. We could also use the dogs as a decoy by placing one of them with the vial."

The Exchange

Elf Ranger Lvl 4 (Core) HP 31/32 | AC 19 (FF 16 Touch 13) CMD 20| Init +5 | Saves (Fort +5, Reflex +7, Will +3)| Per +10, SenMot +1| Spd 30' Effects Active: None | Low-Light Vision | Favored Enemy: Humans | Spells Prep: Entangle | Favored Terrain: Urban

Those sounds like great ideas; I definitely can handle the guard dogs, I'll have them eating out of the palm of my hand. Plus we might want to use the Dancing Lights trick to get some of the guards away from the caravan first. We can then approach with fewer guards and get right to work on securing the package. Lannior adds to the discussion.

Grand Lodge

1/2 Orc barb 5, HP:50 of 50, AC:21, Touch:13, Flat Footed:18 F:+6, R:+4, W:+4, Init:+2, Perc:+11 (darkvision)

Almost living alter first attacks any with glowing vial you said. Can any of you create a fast creature or possibly even a rider on horseback to run with a vial we make glow? That could lead almost living alter away so it is not needful to fight it.
Fighting in unexpected darkness sounds amusing to me.
I can use the spiked club, but I'm not the only one. How should we decide?
Self uncaring of other items. Divide as seems best to you.

Adamantine Morningstar:
If I am with the convoy, it might be noticed if I suddenly have something as expensive as an adamantine weapon.
Kent and Lannilor are ranged combatants and would probably prefer to keep doing that.
Celbdan has a magic glaive.
So I guess I'd recommend Jayori

The Exchange

Kyonin Half-Elf Bard/Paladin L2/2 | HP: 37/37 | AC:18 T:12 FF:17 | CMB:+5 CMD:17 | Saves F:10 R:9 W:11 (+2 enchantmt, +4 well-versed) | Init:+5 | Per:+8 | Spd: 30 | GM Reroll: 1/1 | Spells: L1 3/3 | Bardic Perf: 10/10 | Smite Evil: 1/1 | Lay On Hands: 5/5 | Conditions:

"Unfortunately, I do not possess a sap at the moment, so some of the money could be used to purchase them for those of us lacking them." Celebdan then pauses and thinks through the plan.

"Let's take this step by step. Please chip in if there's any flaw in the plan. Before the actual ambush, we would already have Hadanka among the guards, while the rest of us will wait at the ambush site. As soon as the caravan arrives, we will activate the dancing lights to halt the convoy and signal for the escorts to disperse, although undoubtedly some would remain, including Hadanka, hopefully. The rest of us can approach openly as we have already gained their trust, before we surprise them. Lannioir should be able to manage the dogs with ease, and with Tatiana's idea of spreading darkness, combat with the remaining guards should turn to our advantage."

"After that, Whims should have little difficulty in disabling the traps and unlocking the hidden door to the transport. But just in case, she could take the magic lockpicks. That leaves us with the construct. Hmmm..."

"If none of us can conjure any creatures to assist, either Lannior or I can hold the vial. I could lend Lannior the use of my wand of longstrider, increasing his speed slightly, possibly allowing him to keep ahead of the construct while still pelting it with arrows. I could also attempt to use it on myself, and if we purchase a scroll of expeditious retreat, I should have no difficulty keeping out of its reach. Or, as Whim suggested, we could plant it on one of the dogsf Jayori is confident of directing the animals. Although I do hopoe none of them get injured in the process..."

"I also recommend that Jayori make use of the adamantine morningstar. And he might need a scroll as well to keep up with the construct should it prove too fast."

"After acquiring the goods, the horn of fog would do well to cover our escape."

"Anything I missed out? Who should wear the vestment? Jayori in case the construct turns on him? Or Lannior in case the construct actually catches up? And how about the eyes of the eagle?"

Silver Crusade

LG Human Paladin 4 / Bard 1 / Dragon Disciple 4 *Core*

Jayori ponders all the information with a faintly amused smile, not at all perturbed by the task at hand.

"I will need to continue wearing my current garb," He says, indicating the studded leather armor he bought earlier to replace his usual plate armor. "If I have to chase after much of anything."

"Although no actual creatures, I do have an invisible squire who could perform the task." He adds thoughtfully. "Usually it just helps remove and don my armor, so would be able to carry such a small item."

"I am not certain it would be able to move fast enough to evade the construct though... but would be immune to its attacks."

"Though whether it would follow such a lure... Maybe if we enhanced the visuals some?"

One of his two bard spells is unseen servant. Dunno if that would work.

Perhaps get a scroll of silent image (which Jayori can use) and just interpose it over the unseen servant running around with a vial. Can just run the construct in circles around himself, to keep everything in range, and maintain concentration on the illusion.
Would not be able to help with much else though, which might be fine.

Grand Lodge

Game map | Icons: ◆◇↺

Ambush Map {link}

Tatiana suggest saps, a potion of dark-vision each and oil of deeper darkness.

Item Cost:
Saps 1d6 non-lethal damage 1gp.
darkvision potions 300gp
Oil of deeper darkness 750gp

Whims agrees with Tatiana and adds her color spray.

The group recalls the living altar will be located inside the transport and expect the guards, dogs and mages would mostly be outside the transport.

Hadanka looks at the Adamantine morning-star and passes on the extra items.

Celebdan could use a sap as he breaks the plan into steps.

Step 1: Suggesting using the dancing light signals to disperse most of the guards and using surprise to take out the remaining ones.
Step 2: traps and hidden door to the transport should be easily in hand.
Step 3: out run the alter or use a decoy target for it.
Step 4: escape into the fog.

Jayori offers his invisible squire as a distraction, or himself as a target for the altar if need be.

Because you know the route and ambush spot, you will get there an hour before the convoy.

Feel free to continue planning, once you have the plan set we can jump to the actual ambush

Grand Lodge

1/2 Orc barb 5, HP:50 of 50, AC:21, Touch:13, Flat Footed:18 F:+6, R:+4, W:+4, Init:+2, Perc:+11 (darkvision)

Hadanka doesn't need a potion of darkvision since he is a half-orc.
Yes to the Sap. (Is there a two-handed equivalent?)
I was going to suggest adamantine weapon blanch for the archers, but I don't think it is core.
Jayori use the morning star, if we can't avoid the golem. If/when you start to take too much damage, try to get the morning star to me or at least drop it as you withdraw.
Use the rest in any long term buff spells you folks can cast or UMD while waiting. I won't have the option inside the convoy itself. But the rest of you could have things like mage armor, long strider, shield of faith, bull's strength, etc... stacked up on yourselves.
I think there was a spell to make weapon damage non-lethal, but since I can't remember what it is called, I can't check if it is core.

Grand Lodge

Male Half-Elf DEAD

@Hadanka: Unfortunately, there is no two-handed version of a sap. Adamantine Weapon Blanch isn't CORE. There is also no CORE spell that turns lethal damage into non-lethal (although the 'Merciful' weapon upgrade is CORE-legal).

The Exchange

Elf Ranger Lvl 4 (Core) HP 31/32 | AC 19 (FF 16 Touch 13) CMD 20| Init +5 | Saves (Fort +5, Reflex +7, Will +3)| Per +10, SenMot +1| Spd 30' Effects Active: None | Low-Light Vision | Favored Enemy: Humans | Spells Prep: Entangle | Favored Terrain: Urban

Also blunt arrows aren't CORE.

Didn't see it noted above, but if dogs are still at the caravan site Lannior will deal with them.

That sounds great gang. Remember I can handle the dogs, if they don't get disbursed once the dancing lights hit.

Let's go over this again step by step.

Step one: Before the ambush, Hadanka is among the guards, while the rest of us will wait at the ambush site. Hiding out of site, perhaps in the little path off to the right. Perhaps we can disguise the path.

Step two: When the caravan arrives, someone will activate the dancing lights to halt the convoy and signal for the escorts to disperse. So who casting it, is that you Whims?

Step three: Drink potions of darkvision

Step four: When the guards disperse, Hadanka should volunteer to remain behind.

Step five: The rest of us approach, tell them we learned of trouble in town and rushed to ensure the shipment was safe. Then take out any other remaining guards if necessary, as well as, the dogs. So is this the point we cast darkness?

Step six: Whims disables the traps.

Step seven: Now here's a question is there a way to produce a fake glowing vial. Then the invisible butler could lead the construct away and if it gets to close it could toss it aside. Hopefully by then we have made off with the real "fake" vial.

Step eight: Escape in a could of fog.

Now what did I miss?

Lannior looks around at the others.

Silver Crusade

LG Human Paladin 4 / Bard 1 / Dragon Disciple 4 *Core*

Darkness is only useful vs the guards/dogs, so it would have to be used there ... the construct apparently has darkvision

Horn of fog is not really useful, it takes far too long to produce a significant amount, and would alert everyone for miles that something is going on =)

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