Nightdeath's PFS S00-01 Silent Tide (1-5) PbF (Inactive)

Game Master nightdeath

There's nothing Silent here.

APL:Low
Tier 1-2

Map


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Grand Lodge

Male Human Shapeshifter/Ranger LVL 1 HP 12 AC 15 T 11 FF 14 CMB +5 CMD 16 F +6 R +3 W +1 Perception +5 Sense Motive +1

I don't think we need my tracking skills to follow THAT trail. Forrest will follow the blood trail into the building when he gets the chance.

Sovereign Court

Chronicle Sheets GM Busy At Work........

Do move tokens via map at the top of this post. Thanks. Assuming you have all gone to C

The blood trail continues from where you spotted it, growing fainter as it continues on to another area inside. The southeast silo is one of four grain storage chambers on the lower level of the granary.

Perception DC 10:

Grain Swamp: Much of the floor is covered in a sea of grain; treat each square marked with grain as difficult terrain.

DC 10 Str check to across a single square as though it were normal
terrain (one check per square).

Perception DC 15:

Flow Hatches: The 10-foot-high ceiling is covered with flow hatches (marked on the map as white squares). When opened, grain from the upper levels pours down to refill the grain supply on the lower level.

Leaping up to spring a hatch requires a DC 10 Jump check and will draw an attack of opportunity from adjacent opponents.
Alternatively, a hatch release can be triggered with a reach weapon or a ranged weapon with a successful attack roll against AC 20.

If a hatch is opened, anyone in the space below risks being struck by a cascade of grain. A successful DC 12 Reflex save enables the potential victim to immediately dive into an adjacent square and avoid the spilling wheat. Anyone failing is struck, taking 2d4 points of damage and getting held in place. On their turn they can attempt to pull themselves free (DC 10 Strength check) as a move action, otherwise they take another 2d4 points of damage.

Grand Lodge

Male Human Shapeshifter/Ranger LVL 1 HP 12 AC 15 T 11 FF 14 CMB +5 CMD 16 F +6 R +3 W +1 Perception +5 Sense Motive +1

Forrest slinks in and to the right.

Sovereign Court

PFS#119796-1|Male Human Cavalier (Emissary) 6| HP: 52| AC: 21/13/19 | Fort: +7| Ref: +5| Will: +6| Init: +6 | Diplo: +15| Handle Animal: +14| Perc: +2 | Ride: +5| SM: +12 (+15)

Ser Willem nods at Forrest. "You're right about that.'

Cautiously he moves into the next room where the blood trail leads, keeping his sword at the ready.

Damned curs, whatever happened to simply facing your enemies in an open field of battle?

Perception: 1d20 + 1 ⇒ (14) + 1 = 15

Oh well, looks like we may have some options if it comes to a fight.

Sovereign Court

Tengu Sniper (slayer) 10 | HP 94/94 | AC 26 T 18 FF 21 CMD 32 | F+11 R+14 W+8 | Init +7 | Perc+23 SM+19 | Haste 10/10

Nokazi stealthily follows Ser Willem into the room with a notched arrow readied for an immediate threat and uses the large door for cover.

Perception, Stealth: 1d20 + 9 ⇒ (1) + 9 = 101d20 + 10 ⇒ (18) + 10 = 28

Sczarni

Male Half Elf Rogue 1 | HP: 10/10 | AC: 16/13/12 | Fort: +2 | Ref: +5 | Will: +3 | Init: +3 | Perc: +8

Adgar follows along with Willem, an arrow readied at his fingertips.

Perception: 1d20 + 8 ⇒ (8) + 8 = 16

Sovereign Court

Chronicle Sheets GM Busy At Work........

The room is suspciously silent but in Area D the next room, you see 3 figures with one unpacking something from an ancient chest.

All those with Stealth Checks above 20, please post one action before I roll initative. thank you.

Sovereign Court

Tengu Sniper (slayer) 10 | HP 94/94 | AC 26 T 18 FF 21 CMD 32 | F+11 R+14 W+8 | Init +7 | Perc+23 SM+19 | Haste 10/10
Nokazi Stoneclaw wrote:

Nokazi stealthily follows Ser Willem into the room with a notched arrow readied for an immediate threat and uses the large door for cover.

Nokazi snipes the nearest target without cover from behind the large door.

Longbow: 1d20 + 6 ⇒ (14) + 6 = 201d8 + 3 ⇒ (5) + 3 = 8

Sczarni

Male Half Elf Rogue 1 | HP: 10/10 | AC: 16/13/12 | Fort: +2 | Ref: +5 | Will: +3 | Init: +3 | Perc: +8

Stealth: 1d20 + 7 ⇒ (12) + 7 = 19

Liberty's Edge

#120541-1 Male Elf Magus 1 | HP: 8/8 | AC: 17/14/13 | Fort: +3 | Ref: +4 | Will: +1 | Init: +4 | AtR: 1d20+4 | Dmg: 1d6+1 | Perc: +6 | Spellc: +7 | Kn Dun: +7

Stealth: 1d20 + 3 ⇒ (15) + 3 = 18

Sovereign Court

Chronicle Sheets GM Busy At Work........

Nokazi's arrow sinks in silently in to the throat of one removing him from the upcoming battle as the others spring up in battle ready position.


Initative -
Forrest Green: 1d20 + 1 ⇒ (19) + 1 = 20
[dice=Malcolm "Mal" Graves]1d20+4[/dice]
Adgar Dunheim: 1d20 + 3 ⇒ (1) + 3 = 4
Ser Willem Dargerion: 1d20 + 2 ⇒ (3) + 2 = 5
Black Operatives: 1d20 + 1 ⇒ (16) + 1 = 17
Order -
Forrest Green
Ser Willem Dargerion
Black Operatives (x2)
Malcolm "Mal" Graves
Adgar Dunheim
Round 1: Forrest and Willem is up!!!

Sovereign Court

PFS#119796-1|Male Human Cavalier (Emissary) 6| HP: 52| AC: 21/13/19 | Fort: +7| Ref: +5| Will: +6| Init: +6 | Diplo: +15| Handle Animal: +14| Perc: +2 | Ride: +5| SM: +12 (+15)

Willem smiles as the first enemy goes down. He readies his shield and moves forward to meet the rest in battle, a grim look crossing his face. He does his best to move around the grain piled on the floor.

Move to Ready shield, Move 20ft.

Grand Lodge

Male Human Shapeshifter/Ranger LVL 1 HP 12 AC 15 T 11 FF 14 CMB +5 CMD 16 F +6 R +3 W +1 Perception +5 Sense Motive +1

Forrest moves in to the room in front of him to the base of the stairs with his back against the wall, ready to face attackers from the stairs or ground floor.
Sorry for the delay I've had a family emergency to deal with

Sovereign Court

Tengu Sniper (slayer) 10 | HP 94/94 | AC 26 T 18 FF 21 CMD 32 | F+11 R+14 W+8 | Init +7 | Perc+23 SM+19 | Haste 10/10

Just curious if Nokazi gets a regular full round action after the surprise round. He wasn't in the initiative tracker. If so he will rapid shot during this turn.

Sovereign Court

Chronicle Sheets GM Busy At Work........

You're right. Nokazi's missing. 1d20 + 3 ⇒ (10) + 3 = 13


Order -
Forrest Green
Ser Willem Dargerion
Nokazi
Black Operatives (x2)
Malcolm "Mal" Graves
Adgar Dunheim
Nokazi's shot to be up next.

Can someone move your tokens or have you already moved? Can't see my own map. lol

Sovereign Court

Tengu Sniper (slayer) 10 | HP 94/94 | AC 26 T 18 FF 21 CMD 32 | F+11 R+14 W+8 | Init +7 | Perc+23 SM+19 | Haste 10/10

5' step SE and Rapid shot on closest flat footed target. longbow: 1d20 + 4 ⇒ (8) + 4 = 121d8 + 3 ⇒ (5) + 3 = 81d20 + 4 ⇒ (9) + 4 = 131d8 + 3 ⇒ (3) + 3 = 6

Will someone move my token please for the 5' step? IPhone won't let me move it. Thanks!

Sczarni

Male Half Elf Rogue 1 | HP: 10/10 | AC: 16/13/12 | Fort: +2 | Ref: +5 | Will: +3 | Init: +3 | Perc: +8

Adgar moves 25' North, stepping as best as he can around the piles of grain. He readies an arrow, and fires for the closest of the operatives.

Shortbow: 1d20 + 4 ⇒ (8) + 4 = 12

Grand Lodge

Male Human Shapeshifter/Ranger LVL 1 HP 12 AC 15 T 11 FF 14 CMB +5 CMD 16 F +6 R +3 W +1 Perception +5 Sense Motive +1

Forrest moves up into the open doorway and slings a javelin at the figure on the right. javelin: 1d20 + 2 ⇒ (20) + 2 = 22 Crit: 1d20 + 2 ⇒ (15) + 2 = 17damage: 1d6 + 4 ⇒ (1) + 4 = 5critdamage: 1d6 + 4 ⇒ (3) + 4 = 7
He takes a 5' step pack against the wall and his dogs are watching his back.

Sovereign Court

Chronicle Sheets GM Busy At Work........

To move this along, I'm skipping the others turn seeing that you guys practically slaughtered my Black Operatives

Forrest's Javelin slams hard into his target, driving him off his feet into the grain, causing two more Operatives who were hiding to charge out towards him.

Twin arrows fly past Forrest, striking both chargers, bringing them down to a crashing halt at his feet.

]ooc]GM Roll shortbow damage[/ooc] 1d6 ⇒ 4
Adgar's arrow hits bone but doesn't bring it down as the black operative moves towards him attempting to take a swing. Unfortunately for it, the grain makes Adgar stumble a bit causing the Black operative attack to miss terribly and put him off balance for the remaining party menbers to finish it off.
Black Operative attacks 1d20 - 1 ⇒ (1) - 1 = 01d6 - 1 ⇒ (3) - 1 = 2

As the last of the black operatives are dispatched and the granary searched.

"Grandmaster Torch is a dangerous and powerful man so please do not provoke him." Yargos pleads as he leads you to Puddles District. Navigating down and through the sewers, a waterlogged labyrinth of dangerously flooded tunnels known as the Siphons. There you find the receiving room of Grandmaster Torch, one of Absalom’s most notorious information brokers.

Pleading for an audience, you are brought before the Grandmaster, a charming, soft-spoken man, but one whose entire body is covered in horrible burn scars.
Grandmaster Torch lounges in a shallow pool nursing his scars while two servants gently recycle the water over his charred form.

His two heavily armored, half-orc bodyguards remain close at hand.

The man himself despite his scars, excludes pure confidence but holds a dangerous edge.....

"Greetings pathfinders." Holding up a finger to forestall any other queries, he continues on "I do know where your quarry is and I'm willing to let it go for the meagre sum of 6,000 gold pieces. For an upcoming future underworld leader, he should be worth that much."

He smiles as he awaits your answer.

Sczarni

Male Half Elf Rogue 1 | HP: 10/10 | AC: 16/13/12 | Fort: +2 | Ref: +5 | Will: +3 | Init: +3 | Perc: +8

Meager?! I take it that you operate a business here, but for that price, I may as well go track him down myself.

Liberty's Edge

#120541-1 Male Elf Magus 1 | HP: 8/8 | AC: 17/14/13 | Fort: +3 | Ref: +4 | Will: +1 | Init: +4 | AtR: 1d20+4 | Dmg: 1d6+1 | Perc: +6 | Spellc: +7 | Kn Dun: +7

Ok. Give me 6,000 gp and I will let you tell me.

Sovereign Court

PFS#119796-1|Male Human Cavalier (Emissary) 6| HP: 52| AC: 21/13/19 | Fort: +7| Ref: +5| Will: +6| Init: +6 | Diplo: +15| Handle Animal: +14| Perc: +2 | Ride: +5| SM: +12 (+15)

Willem half-smiles. Dangerous or not, all that power will be useless if he's dead.

"What my friends are trying to say is that the information you are keeping from us is vital to the safety of this city. Should we not stop the threat in time, the deaths of thousands could be on your hands. While this may not sway you, or the legal ramifications should the city's leaders find out, your business will be affected if you have no one to wield all your 'power' over. I'm sure we can come to a more agreeable price."

Diplomacy: 1d20 + 8 ⇒ (12) + 8 = 20

Sovereign Court

Tengu Sniper (slayer) 10 | HP 94/94 | AC 26 T 18 FF 21 CMD 32 | F+11 R+14 W+8 | Init +7 | Perc+23 SM+19 | Haste 10/10

Sense Motive: 1d20 + 8 ⇒ (8) + 8 = 16 "Surely you misspoke and meant 6,000 copper...hehehe. I thought information for favors was your trade."

Sovereign Court

Chronicle Sheets GM Busy At Work........

Grandmaster Torch smiles.
"Indeed, I trade in information for favors but I like your friend here." Gesturing to Ser Willem. "My trade would be useless if there's no city to be trading in."

He points towards a side room.

I’ve recently come into possession of a series of safes. Unfortunately, the safecracker I employed has turned out to be quite useless. If you can coax even three of the five safes open, I could be persuaded to disclose Nessian’s location and dispense with my regular fee entirely. These chests are remarkably unique and I have the foreboding suspicion that, in this case, the receptacles just might be worth more than their contents, so I’d rather you didn’t smash them open. Oh! One more thing: if my diviner warns me you have crossed me and stolen the contents, there will be repercussions."

Steepling his fingers, he looks at all of you.
"Do you accept?"

Sovereign Court

Tengu Sniper (slayer) 10 | HP 94/94 | AC 26 T 18 FF 21 CMD 32 | F+11 R+14 W+8 | Init +7 | Perc+23 SM+19 | Haste 10/10

"I have been known to crack a safe as long as no magics are involved. I will need to remove this armor to give it my best shot. I accept."

Sovereign Court

PFS#119796-1|Male Human Cavalier (Emissary) 6| HP: 52| AC: 21/13/19 | Fort: +7| Ref: +5| Will: +6| Init: +6 | Diplo: +15| Handle Animal: +14| Perc: +2 | Ride: +5| SM: +12 (+15)

Ser Willem nods. "Thank you. It seems your terms are agreeable and my friends are up to your task."

Grand Lodge

Male Human Shapeshifter/Ranger LVL 1 HP 12 AC 15 T 11 FF 14 CMB +5 CMD 16 F +6 R +3 W +1 Perception +5 Sense Motive +1

I'm not sure I can help much, but I'll do what I can.

Sovereign Court

Chronicle Sheets GM Busy At Work........

The party is brought to the room and greeting them is their tasks.

Labelled as if some kind of cosmic joke, the chests are placed in a row.
The Devil Dial
The lock of this iron cask contains a laughing devil’s head.
The Box of Golden Faces
This red box has been inset with a trio of golden faces: the first appears stern, the second angry, and the third fumes with hatred.
The Riddle Vault
The lid of this stone chest is covered with a relief of carved ivy.
The Smooth Stone Chest
This sealed stone chest has no visible lock or hinges. No decoration or writing of any kind can be found.
The Holed Safe/The Song Safe
A strange stylized writing wraps around the whole of this rectangular chest. Stranger still are the ten small pores that run along the box’s lid.

The Devil Dial
The lock of this iron cask contains a laughing devil’s head.

Required Skills:

The devil’s head can be turned in both directions, like a combination lock, but without numbers to act as a guide.
As the lock’s individual tumblers fall into place, a faint clicking can be heard.

Disable Device DC 18 or;
A Perception Check DC 10 followed by a Intelligence DC 15 check.

The Box of Golden Faces
This red box has been inset with a trio of golden faces: the first appears stern, the second angry, and the third fumes with hatred.

Required Skills:

The faces seem to denote a clue.

Rage as per Barbarian Rage ability or;
A Intimidate Check, Perform(acting), Use Magic Device or will save DC 12.

The Riddle Vault
The lid of this stone chest is covered with a relief of carved ivy.

Required Skills:

The individual letters of a riddle cleverly carved in between the leaves on the chest’s lid.
Intelligence Check DC 12 Will reveal the answer as (“Dove”). Speak it lout loud to open chest.

The Smooth Stone Chest
This sealed stone chest has no visible lock or hinges. No decoration or writing of any kind can be found.

Required Skills:

Nothing can be found on this.

Will Save DC 14. Reveals the chest was never locked in the first place.

The Holed Safe/The Song Safe
A strange stylized writing wraps around the whole of this rectangular chest. Stranger still are the ten small pores that run along the box’s lid.

Required Skills:

The strange lettering on the box is actually the notes to an ancient forgotten tune, something that will be deciphered with a DC 7 Bardic Knowledge check, Decipher Script check, or any music related Perform check.

Correctly playing the song requires a DC 12 Perform (wind instrument) and causes the hidden panel on the box’s side to iris open.

Liberty's Edge

#120541-1 Male Elf Magus 1 | HP: 8/8 | AC: 17/14/13 | Fort: +3 | Ref: +4 | Will: +1 | Init: +4 | AtR: 1d20+4 | Dmg: 1d6+1 | Perc: +6 | Spellc: +7 | Kn Dun: +7

For the Devil Dial
Perception: 1d20 + 6 ⇒ (3) + 6 = 9 Intelligence: 1d20 + 3 ⇒ (6) + 3 = 9

For the Riddle Vault
Intelligence: 1d20 + 3 ⇒ (4) + 3 = 7

For the Smooth Stone Chest
Will Save: 1d20 + 1 ⇒ (18) + 1 = 19

Sovereign Court

Tengu Sniper (slayer) 10 | HP 94/94 | AC 26 T 18 FF 21 CMD 32 | F+11 R+14 W+8 | Init +7 | Perc+23 SM+19 | Haste 10/10

Nokazi, without his armor on, attempts to open three of the five chests.

Devil Dial Disable Device, Perception, Intelligence: 1d20 + 8 ⇒ (1) + 8 = 91d20 + 10 ⇒ (13) + 10 = 231d20 + 1 ⇒ (1) + 1 = 2
Riddle Vault Intelligence: 1d20 + 1 ⇒ (14) + 1 = 15
Smooth Stone Chest Will save: 1d20 + 4 ⇒ (20) + 4 = 24

Grand Lodge

Male Human Shapeshifter/Ranger LVL 1 HP 12 AC 15 T 11 FF 14 CMB +5 CMD 16 F +6 R +3 W +1 Perception +5 Sense Motive +1

Forrest sniffs at the Devil Dial Perception: 1d20 + 5 ⇒ (18) + 5 = 23 Intelligence: 1d20 ⇒ 1 DC 10 DC 15
Growls at the Box of Golden Faces Intimidat: 1d20 + 5 ⇒ (1) + 5 = 6 DC 12
Looks the Riddle Vault up and down Intelligence: 1d20 ⇒ 6 DC 12
Ponders the Stone Box Will save: 1d20 + 1 ⇒ (8) + 1 = 9 Will save DC 14
but can't make anything out of the last box.

Sovereign Court

PFS#119796-1|Male Human Cavalier (Emissary) 6| HP: 52| AC: 21/13/19 | Fort: +7| Ref: +5| Will: +6| Init: +6 | Diplo: +15| Handle Animal: +14| Perc: +2 | Ride: +5| SM: +12 (+15)

Ser Willem ponders each lock in turn, knowing full well that his friends will probably have better luck than he, but he assists them nonetheless.

Looking at the first lock, the Devil's Dial, he notices that the head of the object is movable, and by listening closely, he realizes there is a combination to come up with...

Perception: 1d20 + 1 ⇒ (9) + 1 = 10Intelligence: 1d20 ⇒ 16

The second, the Golden Faces, Willem decides that they denote an ever increasing form of anger. Focusing on several pains from his past, he glares at the faces, daring them to not open. They glare back at him..

Will: 1d20 + 1 ⇒ (6) + 1 = 7

Shaking his head clear, Willem moves to the next box, the Riddle Vault. Staring intently at the ivy carvings, he notices a small inscription... "Dove.. Dove! It's a dove!" Recollecting his composure, he moves to the next one.

Intelligence: 1d20 ⇒ 17

The Smooth Stone Box perplexed him, but as he touched it, it moved to open... That was easy...

Will: 1d20 + 1 ⇒ (19) + 1 = 20

Finally, at the Song Safe, Ser Willem was stumped. Looking this way and that, attempting to move and open the box proved fruitless.

"I'm afraid this one seems beyond my ken.. Nokazi, Adgar, Forrest, Malcolm? Any ideas?"

Wow! Amazing Dice rolls for Intelligence..

Sovereign Court

Chronicle Sheets GM Busy At Work........

The collected efforts of everyone manages to open every box baring the last one as it defies all attempts to make sense of it.

Yargos looks amazed a the party's efforts. His remarks half heartly muttered.

"Just a few turns and it opens?"

"How does growling or glaring at the box works???"

"Wait!! How...."

"Dove?" Looks around. "Where?"

"Well 3 out of 5 and they've opened 4........"

Sovereign Court

Tengu Sniper (slayer) 10 | HP 94/94 | AC 26 T 18 FF 21 CMD 32 | F+11 R+14 W+8 | Init +7 | Perc+23 SM+19 | Haste 10/10

"Malcom or Ser William, do you mind giving the last box a try? I am afraid that I lack any sort of musical ability. I also don't expect Forrest to have any either, but he could surprise me." Says Nokazi as he dons his breastplate armor.

Sovereign Court

PFS#119796-1|Male Human Cavalier (Emissary) 6| HP: 52| AC: 21/13/19 | Fort: +7| Ref: +5| Will: +6| Init: +6 | Diplo: +15| Handle Animal: +14| Perc: +2 | Ride: +5| SM: +12 (+15)

"I will certainly try again. This one is very intriguing. I have a the tiniest bit of experience with music, but I have heard it played at court."

Ser Willem looks at the final box again. Consulting all of his minimal knowledge of court music and its players, he realizes that he is looking at stylized notes.

Perform: 1d20 + 2 ⇒ (6) + 2 = 8

"Pardon my ignorance of these matters, but I believe these are notes. I will attempt to whistle them, perhaps that might be something."

And so, he does...

Perform: 1d20 + 2 ⇒ (11) + 2 = 13

Minus whatever penalties for not having an actual wind instrument..

Sovereign Court

Chronicle Sheets GM Busy At Work........

After a few attempts... Willem manages to open the box.

Reporting back to the delighted Grandmaster Torch, he motions for one of his burly bodyguards to show you the door saying,
"I'm impressed with your ingenuity pathfinders. Now for my part of the deal." He pauses as he nods his head to this bodyguard who passes to you a bag of gold filled with 400gp.

"My reward for performing beyond my expectations." As way of explanation for the gold.

Continuing on.
"Nessian lairs in a new base of operations nicknamed the Pyramid of the Dog which he has carved out of a ruin of half collapsed siege towers, just outside of Absalom. Now remember though should word get out that it is I who gave you that information, It'll be extremely unprofessional of me to not take steps to ensure this does not happen, you understand? Don't you."

Perception from all of you once outside.

Sovereign Court

PFS#119796-1|Male Human Cavalier (Emissary) 6| HP: 52| AC: 21/13/19 | Fort: +7| Ref: +5| Will: +6| Init: +6 | Diplo: +15| Handle Animal: +14| Perc: +2 | Ride: +5| SM: +12 (+15)

Unimpressed by the man's threats, Ser Willem nods. "Of course." He bows slightly as he leaves.

Perception: 1d20 + 1 ⇒ (11) + 1 = 12

Grand Lodge

Male Human Shapeshifter/Ranger LVL 1 HP 12 AC 15 T 11 FF 14 CMB +5 CMD 16 F +6 R +3 W +1 Perception +5 Sense Motive +1

Forrest sniffs the night air and scans the darkness.
Perception: 1d20 + 5 ⇒ (5) + 5 = 10

Liberty's Edge

#120541-1 Male Elf Magus 1 | HP: 8/8 | AC: 17/14/13 | Fort: +3 | Ref: +4 | Will: +1 | Init: +4 | AtR: 1d20+4 | Dmg: 1d6+1 | Perc: +6 | Spellc: +7 | Kn Dun: +7

I don't get it, why do you care?

Sovereign Court

Chronicle Sheets GM Busy At Work........

An engimatic smile.
A smirk.
A chuckle.
"I live here. Why not?"
Grandmaster Torches retorts in response to Malcolm's question.

Sczarni

Male Half Elf Rogue 1 | HP: 10/10 | AC: 16/13/12 | Fort: +2 | Ref: +5 | Will: +3 | Init: +3 | Perc: +8

Eh, we'd best get a move on. Nessian likely won't take much longer to set off the second signal.

Adgar thanks Torch for his provision of the information, and readies himself to go find the Pyramid of the Dog.

Sovereign Court

Tengu Sniper (slayer) 10 | HP 94/94 | AC 26 T 18 FF 21 CMD 32 | F+11 R+14 W+8 | Init +7 | Perc+23 SM+19 | Haste 10/10

Nokazi will attempt to sneak through the side/back door if possible. If no other entry is available, then sneak ahead of the group and go through the main entrance. He whispers to the party, I would like to scout ahead and see what we are walking into. I will come back and report my findings."

Stealth: 1d20 + 9 ⇒ (18) + 9 = 27 (does not include distance modifiers)
Perception: 1d20 + 10 ⇒ (13) + 10 = 23

Sovereign Court

Chronicle Sheets GM Busy At Work........

Arriving at the Metro-Cathedral, the playing of its great organs seems muted as if something was attempting to prevent it from being played and with the doors closed, the Cathedral seems strangely quiet.

No worshippers, no priests and nothing else seems to be inside.

Grand Lodge

Male Human Shapeshifter/Ranger LVL 1 HP 12 AC 15 T 11 FF 14 CMB +5 CMD 16 F +6 R +3 W +1 Perception +5 Sense Motive +1

Is this where we find Nessien? And why is the Cathedral quiet? I thought it always played music? Forrest peeks in through the doors.

Sovereign Court

PFS#119796-1|Male Human Cavalier (Emissary) 6| HP: 52| AC: 21/13/19 | Fort: +7| Ref: +5| Will: +6| Init: +6 | Diplo: +15| Handle Animal: +14| Perc: +2 | Ride: +5| SM: +12 (+15)

Ser Willem waits for Nokazi's return before going forward. Be careful, bird man.

Sovereign Court

Chronicle Sheets GM Busy At Work........

Noticed my previous post was eaten. hence the confusion.
You should have this

nightdeath wrote:

In the distance all of you spy an interchange of flashing green and orange lights coming from the cliffs in the distance. Poiting it out to the rest.

Yargos shrieks as he spots it himself.
"Oh no. Those lights.......the lights will send a team of Black Echelon operatives to attack the Metro-Cathedral, an old church of Abadar. It's one of the most important signals!!! According to the codebook, when Black Echelon shuts down the giant organ in midtune, the sudden disruption becomes the signal for Silent Tide; the awaiting Armada is to approach to the city and begin its attack run.."

He turns to look at you.
"You must stop them!!! Please.."

Knowledge Religion of Local DC 10::

Although worshipers of Abadar have traveled to new parishes ever since the earthquake that laid low the Puddle District, the Metro-Cathedral still has one use: every Oathday morning, the priests of Abadar still play the ritual tune on the Metro-Cathedral’s giant pipe organ to remind all of Absalom to honor its pacts.

Before this

nightdeath wrote:

Arriving at the Metro-Cathedral, the playing of its great organs seems muted as if something was attempting to prevent it from being played and with the doors closed, the Cathedral seems strangely quiet.

No worshippers, no priests and nothing else seems to be inside.

Sovereign Court

Tengu Sniper (slayer) 10 | HP 94/94 | AC 26 T 18 FF 21 CMD 32 | F+11 R+14 W+8 | Init +7 | Perc+23 SM+19 | Haste 10/10
Nokazi Stoneclaw wrote:

Nokazi will attempt to sneak through the side/back door if possible. If no other entry is available, then sneak ahead of the group and go through the main entrance. He whispers to the party, I would like to scout ahead and see what we are walking into. I will come back and report my findings."

Stealth DC 27 (does not include distance modifiers)
Perception DC 23

Clingling to the shadowy corners inside the cathedral, Nokazi searches for muddy footprints or tracks of any sort. Track: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32

Sovereign Court

Chronicle Sheets GM Busy At Work........

Nokazi sees that there are dead priests lying alongside fallen worshippers inside the cathedral. There is one survivor cowering in fear at the far left of the cathedral, unnoticed by the Agents already attempting to silence the great organ from playing its music.

Nokazi notices Forrest peeking in as well.

What does Forrest and Nokazi do?

Grand Lodge

Male Human Shapeshifter/Ranger LVL 1 HP 12 AC 15 T 11 FF 14 CMB +5 CMD 16 F +6 R +3 W +1 Perception +5 Sense Motive +1

Forrest hisses, We've got to stop them. Do any prep you need to then we should rush in. as he hugs the shadows. stealth: 1d20 + 5 ⇒ (9) + 5 = 14

Sovereign Court

Tengu Sniper (slayer) 10 | HP 94/94 | AC 26 T 18 FF 21 CMD 32 | F+11 R+14 W+8 | Init +7 | Perc+23 SM+19 | Haste 10/10

Nokazi makes a hand signal indicating 6 enemies near the organ and to bring the party inside (swift action). He silently declares his favored enemy (move action) notches an arrow to his bow to ready a ranged attack (standard action) at the favored foe as the party walks inside.

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