[OutPost I] GM Ladile & the Pathfinder Society Present: The Solstice Scar, Version B (Tier 5-6) (Inactive)

Game Master Lady Ladile

Maps & Handouts

Spell & AoE Templates

Aid Tokens:

During the event, it is possible for characters at one table to assist those at another with Aid Tokens. Each represents the assistance of allied Pathfinder agents who assist the PCs.
Once per encounter, any character at a table can use an Aid Token to assist the group in one of the ways described below. Once a table uses an Aid Token, one of the players then passes the Aid Token to a neighboring table for them to use. A table can only benefit from one token per encounter. Because there are a limited number of Aid Tokens, hoarding one means that somebody else doesn’t get to use it.

If a table receives an Aid Token and doesn’t need its benefits, they’re encouraged to boost its potency by expending some of their own resources or attempting a skill check. Boosting an Aid Token, including attempting a skill check, is part of passing that Aid Token to another table. A table can neither retry such a skill check nor boost an Aid Token more than once before passing it to another table. A table may boost a token even while in combat without taking any in-round actions; the scenario assumes the aid was granted before that encounter began. Using a boosted effect consumes the boost.

Some Aid Token benefits may only be used if already boosted by another table. An Aid Token’s benefits vary based on the table’s subtier, and these benefits can take one of the following forms:

Allied Offensive: A Pathfinder agent strikes a creature at the same time as the PC, increasing the damage dealt by one attack by 1d8 points. In addition, after the attack, anyone attacking the target is considered to be flanking it until the beginning of the attacker’s next turn. To Boost: Succeed at an attack roll against an AC equal to an Average skill check. Boosted Effect: +1d8 points of damage.

Burst of Healing: A Pathfinder agent heals all of the PCs of 1d6 points of damage. To Boost: Expend one use of channel positive energy or cast one spell with the healing descriptor with a spell level greater than or equal to your APL/2, rounded up. A PC must cast this spell, not simply activate a wand or scroll. Boosted Effect: +2d6 points of damage healed.

Timely Inspiration: A Pathfinder agent provides the effects of a bard’s inspire courage bardic performance for 3 rounds. In Subtiers 1–2 and 3–4, the competence bonus is +1. To Boost: Expend 3 rounds of bardic performance or similar ability. Boosted Effect: Increase the competence bonus by 1.

Provide Knowledge (must be boosted): Gain the benefits of a Knowledge skill check or Spellcraft skill check used to identify a magical item; the type and difficulty (Easy, Average or Hard) depend on the table granting the benefit. To Boost: Succeed at a Knowledge check of your choice, the result of the check (Easy, Average or Hard) should be noted on the Aid Token.

Provide Spellcasting (must be boosted): Gain the benefits of a beneficial spell cast by an ally as listed on the Aid Token. To Boost: Cast one of the following spells and note your PC’s name and caster level on the Aid Token: lesser restoration, neutralize poison, remove curse, or remove disease. Only these spells may be granted. Expending resources that produce the effects of these spells, such as a paladin’s mercy class feature, may also grant these benefits.

Fey Allies:

All PCs and companion creatures gain a single-use benefit they can use during Part 4. As a free action on its turn, a creature can use its benefit to gain either DR/1 or cold resistance 3 until the end of that encounter. Each PC and companion creature can select a different benefit.


1 to 50 of 451 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Season of Ghosts

The world-renowned Blakros Museum has outdone itself, gathering an unrivaled collection of relics from the Shining Crusade, a holy coalition that felled the greatest lich to threaten Golarion. When trouble befalls the exhibit mere days before its debut, the Pathfinders intervene, only to discover that one of the relics is key to averting a far greater disaster that has laid in wait for a millennium.

The Solstice Scar is a multi-table interactive adventure in which each group's actions can affect neighboring groups and contribute to the entire room's success. This is an ongoing adventure that will be updated and rereleased incrementally several times each season, collectively telling a longer story while also presenting exciting stand-alone chapters.
_______

Welcome! This game is part of the OutPost I: Back to the Future PbP convention and will begin on March 5th.

Sovereign Court

***OVERSEER ANNOUNCEMENT***
@Table GMs: If you haven't already, please run "Beginning Part 1" on page 7 of the scenario, and then wait for the next announcement before continuing.
@Players: Please have fun, and remember to explore, report and cooperate at all times.


Season of Ghosts

The fourth and final day of training has come to a close at the Grand Lodge of Absalom, heralding the end of this year's Torchbearing. Pathfinders the world over attend this annual symposium to share their knowledge, teach each other new skills, and reinforce their connections across the Inner Sea and beyond. The Three Masters, as well as other notable Pathfinders, have been teaching a variety of classes during the Torchbearing to cover a wide variety of topics such as spellcasting techniques and the history of Golarion itself. For the more athletic Pathfinder agents, several obstacles have been provided, as well as a triathlon. Truly, the Torchbearing has something for every agent and this year's has been no exception.

To celebrate the end of festivities, the lodge has hosted a grand banquet in the visiting agents' honor - a good thing, too, as each of you have worked up quite the appetite over the course of the day. As you sit inside the Grand Lodge's great dining hall, a refreshing winter breeze blows through an open window, flickering torches and sending papers scattering. The smell of freshly baked desserts fills the air while initiates clear away the remnants of the massive first course, which featured such a variety of dishes and in such numbers that several of you even wonder if you've got any room left for dessert!

If anyone here has the Restful Pathfinders’ Lounge vanity, you may attend a special private banquet that grants you the benefits of Heroes’ Feast for the duration of Part One. You may invite one guest, such as another PC or animal companion, to gain these benefits as well!

While everyone waits for dessert to be served, the tables in the dining hall buzz with conversation. A popular topic at your table as well as at several others is the class hosted by Venture-Captain Drendle Drang - ’Crouching Moron, Hidden Badass: How to Play the Fool to Fool Your Enemies’. Several of your fellow agents chuckle as they recall the class, which featured such things as ridiculous disguises and the use of odd props and strange sayings in order to confuse and confound both friend and foe alike. Nearby, the halfling Janira Gavix can be seen sitting on the edge of one of the tables as she regales some of the junior agents about the time she'd narrowly escaped death at the hands of a fearsome minotaur, saved only by her fellow agents as well as some tricks she'd picked up at the Torchbearing held three or four years prior.

Looking all around, it's plain to see that everyone is enjoying themselves. The atmosphere is one of mirth and relaxation and camaraderie and in this moment in time, all truly does seem to be right with the world.
_______

One more post incoming, please wait until then before you start jumping in!

Silver Crusade

HP: 52/52 l AC: 17, T 11, FF 16 l CMD 18 l F +5, R +4, W +8, +10 vs. madness/confusion l Aging Touch (2/2), Knowledge of the Ages (3/4), Speed/Slow Time (1/1), Time Flicker (7/7 min), Time Hop (70/70 ft.) l L1: 5/7, L2: 5/7, L3: 2/5 l Init +5 l Senses: Perception +2
Skills:
Diplomacy +10, Intimidate +15, Kn. History +8, Kn. Religion +7, Kn. Planes +13, Profession: Baker +12, Sense Motive +6, Spellcraft +7
Female Human Oracle (Dual-Cursed) 7 | Active Conditions:

After having a good laugh about Venture-Captain Drang’s class, a young woman with pale green eyes and dirty blonde hair who’d also joined you at your table smiles. "Isn’t this whole thing wonderful, New Friends? There’s been so much to see and learn over these few days!"

She eagerly turns to look at several of you. "What sorts of things did you get up to? I tried one of the obstacle courses earlier - I’m uh, not really all that graceful so I thought the extra practice might help me." She shakes her head. "I was doing okay with it, until this crazy chicken distracted me and made me fall off the rope I was trying to climb! Must’ve smelled the cornbread I have in my pack…"

The woman suddenly pauses, an odd look on her face. She gives her head a bit of a shake. "Weird...I kinda feel like I've already told this story before? Huh."

Then, as if suddenly remembering her manners, she smiles again and sticks her hand out to each of you. "Sorry New Friends, I forgot to even tell you my name! I’m Corona Merrion and it’s really nice to meet all of you."
______

Please introduce yourselves and also feel free to describe a class or other activity that your character has participated in during the Torchbearing Ceremony. Also, each of you should choose one skill. For the duration of this adventure, you will treat that skill as a class skill or gain a +1 bonus on checks with that skill if it is already a class skill for you. Once you’ve decided, please add this skill to your header or some other location where it’ll be easy to keep track of!

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

oh hi. I played Seleena in the Consortium Compact with Corona.

Peribras offers a friendly smile to Corona. He seems more at ease than those familiar with him are used to seeing; the wariness faded in the company of his fellow Pathfinders.

"I'm Peribras Sandlock. It's a pleasure to meet you, Corona."

Peribras will select acrobatics to add as a class skill. I still have it notated on my sheet from last time

Dark Archive

CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness

"Yo, Corona, long time no see. How you been since our trip to the Northlands?" The man smiles, his midnight blue eyes sparkle like starlight, and he exudes an aura of otherworldliness. He recalls his last adventure with the oracle. (Solstice Scar, Ver. A)

"Hi, friends, my name's Skye, Shaman of the Lyrune-Quah." He's of average height, with steel-grey hair and the pale skin of his Jadwiga mother. His homespun robes, though, suggest the less refined influence of his Kellid father and his adopted Shoanti tribe, the Lyrune-Quah of the Storval Plateau highlands of Varisia.

"Say hello, Sova."


CG Female Snowy Owl Tiny magical beast | HP 23/23 | AC 18 / 15 T / 15 FF | CMD 13 | Fort +2, Reflex +5, Will +7; improved evasion | Init +3 | Perception +14; low-light vision | Speed 10 ft., fly 70 ft. (average) | Conditions: None

Perched on Skye's shoulder, a snowy owl ruffles her feathers, rotates her head, and blinks.

"Hoot."

Introduction complete, she preens her feathers with a sharp, hooked beak.

Dark Archive

1 person marked this as a favorite.
CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness

Skye retrieves his pipe and a pouch from a pocket of his robes. "Let's share a bowl of Shoanti Special Blend No. 7 to celebrate another successful Torchbearing. Spent the day with Zarta Dralneen. Really intense kundalini yoga. Totally awesome. I feel super limber." He looks down. "And a little raw in places."

The shaman fires up his pipe, takes a long pull, and passes it around. Releasing a small cloud of blue-grey smoke, he grins. "Grow it myself, in a little garden outside the Dark Archive."

He looks to the exits. "Anybody know the way to the Restful Pathfinder's Lounge? Sova and I were hoping to chill there for a while. Free eats, and I've got a powerful case of the munchies."

Skye selects Perception as a class skill.

Grand Lodge

1 person marked this as a favorite.
Male Elf slayer 3/Un Rogue 6/snakebite brawler 2, HP 103 AC 23(27), T 17(21), FF 16(20), F +14, R +19, W +12, Initi. +11, CMD 23, Perception +21, lowlight(+24 traps)

Rallas accepts the pipe and takes a puff. Nice flavour...there is a bkend from back home you should try. It is a hybrid blend from leaves from all over Golarion. Took a hundred years to perfect, or so the story goes. he ssys as he leans back in his chair. His gear sits over in the corner, a wickedly curved blade sits on top.

sorry i'm late...thought i dotted the gameplay thread...guess i didnt....i will take perceptiin as my skill...why not....also purchasing a wand of shield with gp...

Grand Lodge

1 person marked this as a favorite.
Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

"Howdy! I'm Dortlin and this big fella here is Clyde. Pass on the funny weeds thanks. This all seems so familiar. As for stories, Well the master of scrolls took us on a little jaunt among some crypts. We learned a lot about some gods and a little about skeletons before Clyde smashed it."

Taking kn Religion as a class skill. Again.

Dortlin is a medium height burly Varisian man with an accent that clearly suggests he spent time as a common farmer.
He is wearing a fancy tux over what you recognize as a mithral chain shirt.

Clyde is a large skinny ape wearing a matching fancy tuxedo including a cummerbund.

Grand Lodge

1 person marked this as a favorite.
Tian-Shu Human Kineticist L8 | HP: 107/99+8 NL24 | AC:23+1 T:14+1 FF:20 (25% miss ranged except massive wpns & rays) | CMB:7 CMD:20+1 | Saves F:16+1 R:12+1 W:8 (+2 vs heat, breaths, clouds, gases) | Init:+3+1 | Per:+14 | Spd: 30 fly 60 (gd) | Reroll: 0/1 | Status: burn 3/10+1 | Buffer: 0/1 | Fortification 15% | Air Wysp HP: 49/49 | Conditions: lucky number 2; elemental overflow (+2 Dex, +2 Con); aid (+1 atk)

A young Tian-Shu man steps lightly into the banquet hall. He is garbed in simple robes, although they cover what appear to be gleaming mithral breastplate. Interestingly enough, there appears to be a constant breeze around him, gently stirring his robes and his long flowing jet-black hair. And when he passes near you, a faint static field around him makes your hair stand on end.

He stands in the midst of the bustling crowd rather awkwardly. Occasionally, he stands on tip toe, trying to peer over the head of the rest of the Pathfinders, most who are taller than him, but he does not seem to find what he's looking for. Eventually, he lets out a deep sigh and seems to give up. That's when he notices Corona and Skye and his face lights up.

"Corona! Skye! It's good to see you again!" He does look warily at the pipe recalling his past experiences with Skye's herb but eventually accepts it over and take a deep puff, letting out his worries melt away with it.

With a more dazed look on his face, he introduces himself to the rest. "Hello! My name is Xuan Fung. You may call Fung for short. Everyone does." He stops here for a few seconds, then suddenly speaks up again. "Kreighton's class was interesting. We got to play with some of his artifacts. Someone got turned into a toad, but I think it was intentional?"

UMD as class skill

Sovereign Court

1 person marked this as a favorite.
Female Human Rogue 05/Wizard 02 HP 48/48 AC 24 T 24 FF 19 Cmb +4 Cmd 18 F +2 R +9 W +7 Perc +11 In +10

A black haired woman wearing what looks like a red leather vest approaches with nimble steps:"So you are the rest of the crew for this year's torchbearing. Glad to meet you, I'm Vanya" she claims as she sits down.
"So... anything we should be wary of, yet? I can't recall a single Torchbearing celebration that didn't have some sort of exciting development after all..."

She pauses then continues:"As for me somehow I got trapped in one of Aram Zey history lessons. The man was supposed to be retired, but I found out the hard way he still likes the sound of his voice way to much..."

Bonus to knowledge(history) for a +5 modifier

Silver Crusade

HP: 52/52 l AC: 17, T 11, FF 16 l CMD 18 l F +5, R +4, W +8, +10 vs. madness/confusion l Aging Touch (2/2), Knowledge of the Ages (3/4), Speed/Slow Time (1/1), Time Flicker (7/7 min), Time Hop (70/70 ft.) l L1: 5/7, L2: 5/7, L3: 2/5 l Init +5 l Senses: Perception +2
Skills:
Diplomacy +10, Intimidate +15, Kn. History +8, Kn. Religion +7, Kn. Planes +13, Profession: Baker +12, Sense Motive +6, Spellcraft +7
Female Human Oracle (Dual-Cursed) 7 | Active Conditions:

Corona smiles happily as all of the new (to her) faces introduce themselves. She kneels down to shake Peribras' hand, waves cheerily at Rallas and Vanya, positively gapes in amazement at the sight of Dortlin and Clyde.

"Oh my gosh, you wear matching outfits!? That's adorable!" she exclaims. "I wish that me and Stuffing could do that, but it's hard to find outfits for a chicken," she sighs. Then, her expression brightens once more. "Um...is it okay to pet Clyde? Or shake hands? Maybe a handshake would be better; he looks so dignified..."

Her attention is suddenly drawn to the sight of two very familiar faces - and her own face positively lights up like a Crystalhue display.

"Friends Skye and Fung! It's so nice to see you both again," she squeals, practically tackle-hugging both of them. "It's been too long! Oh, how wonderful - New Friends and Friend Friends all together!"

After a moment she releases her two Old New Friends and sits back, giving Vanya a curious look. "Anything to be wary of? That's a strange question, New Friend. But on the other hand, I've heard that it seems like shenanigans always happen whenever there's a big to-do here at the Grand Lodge...so maybe it's not that strange of a question after all!"

"Oh...and I think the Restful Pathfinders' Lounge is, um...that way," Corona adds, pointing towards a door to the west. "Well actually I think the actual lounge is somewhere in the Petals District but they're offering special catering here at the Grand Lodge today for their members. Isn't that nice?"

Grand Lodge

1 person marked this as a favorite.
Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

"I still can't teach him table manners or how to shake hands safely but you can pet him. We needed to get into a fancy club and the only way they would let him in was with the fancy clothes."

Mechanically both outfits count as a Noble's Outfit with the 100gp worth of gems but the tux looks better.

Dortlin likes to learn so he will skip the lounge and stay out here listening to stories.

Silver Crusade

HP: 52/52 l AC: 17, T 11, FF 16 l CMD 18 l F +5, R +4, W +8, +10 vs. madness/confusion l Aging Touch (2/2), Knowledge of the Ages (3/4), Speed/Slow Time (1/1), Time Flicker (7/7 min), Time Hop (70/70 ft.) l L1: 5/7, L2: 5/7, L3: 2/5 l Init +5 l Senses: Perception +2
Skills:
Diplomacy +10, Intimidate +15, Kn. History +8, Kn. Religion +7, Kn. Planes +13, Profession: Baker +12, Sense Motive +6, Spellcraft +7
Female Human Oracle (Dual-Cursed) 7 | Active Conditions:

"Awww...well, I think the fancy clothes suit him," Corona grins, gently reaching out to give Clyde a pat on the head. "It's nice to meet you, New Friend Clyde! I've never met an ape before - but you've probably never met a Corona before either, so at least we're both on the same page," she grins.

She then reaches into her pack and pulls out several small, neatly wrapped packages. "I know we're at a big banquet and all but does anyone want any cornbread? Made it myself!"


Season of Ghosts

As you continue to enjoy each other’s company, whether within the main banquet hall or from within the more secluded side room where the Restful Pathfinders' Lounge serves its members, you also happen to catch bits and pieces of other conversations happening around you. Now might be a good opportunity to pick up on the recent scuttlebutt or even learn a little more about the Torchbearing!

You learn all of the information whose DC is equal to or less than the result of a Diplomacy: Gather Information or Knowledge: Local check.

DC 15+:

The Three Masters use the event to keep an eye out for particularly talented agents that embody the Pathfinder Society ideals: Explore, Report, and Cooperate.

DC 20+:

At the end of the Torchbearing, the most exemplary agents are publicly recognized and given special wayfinders.

DC 25+:

Sometimes Pathfinder agents disappear for hours during the course of events. Rumors suggest they are brought before The Decemvirate, but no one can agree on why.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

diplomacy:gather information: 1d20 - 2 ⇒ (4) - 2 = 2

Amazing how the sudden presence of a large ape disrupts conversations.

Dortlin doesn't learn anything useful.

Grand Lodge

Male Elf slayer 3/Un Rogue 6/snakebite brawler 2, HP 103 AC 23(27), T 17(21), FF 16(20), F +14, R +19, W +12, Initi. +11, CMD 23, Perception +21, lowlight(+24 traps)

know local: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14usibg guidance from my jade wayfinder

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

diplomacy: 1d20 + 11 ⇒ (6) + 11 = 17


Season of Ghosts

Try as he might to glean a little information from the nearby crowds as he partakes of the banquet, Dortlin quickly finds that Clyde draws so much attention on his own that it's nigh impossible for him to listen in on anything else happening nearby. Rallas fares little better - apparently choosing a seat next to Dortlin and Clyde wasn't the best of ideas. Peribras, however, has more success when he takes his leave from the others to venture into the Restful Pathfinders' Lounge to partake of a lovely, magically-infused feast.

As you continue chatting and mingling with your fellow agents, the desserts finally arrive! Practically any kind of sweet that you can imagine is available, from pies to cakes, cookies to fudge, and everything in-between. Truly, this is the best day ever - at least according to Corona, who eagerly digs into a scrumptious-looking turtle cheesecake. Later, as everyone is finishing up, a small origami swan flutters through the room and lands on the center of the table. In moments, it unfolds itself into a crisp and crease-less piece of paper.

Please see Slide #3.

Well, what a surprise! (Or not.) During your time in the Pathfinder Society some of you have probably heard of the Blakros Museum or perhaps you’ve even helped them out of a jam in the past. But clearly not everyone is familiar with the family or their establishment as some of your fellow agents look a bit confused as to who this Nigel is or why the Society has such an interest in maintaining a relationship with his employers. Thankfully though, some of you might be able to help fill in the gaps!
______

What do you know about the Blakros family?
You know all of the information about the Blakros family whose DC is equal to or less than the result of a Knowledge: Nobility check.

DC 10+:

The Blakros are one of the wealthiest and most well-known merchant families from Taldor. They own a variety of businesses with interests all over the Inner Sea.

DC 15+:

For years, the Pathfinder Society and the Blakros family have been allies, even if only at arm’s length. Occasionally the family invites notable Pathfinders to one of its high-society affairs.

DC 20+:

The Blakros family has been involved with some shady organizations during its rise to power, including the Onyx Alliance and House Thrune.

______

What do you know about the Blakros Museum?
You know all of the information about the Blakros Museum whose DC is equal to or less than the result of a Knowledge: Local check.

DC 10+:

The Blakros Museum is located in the Wise District, owned by the Blakros family, and curated by Nigel Aldain (a former Pathfinder). It is open to the public when an exhibit is on display. Though the exterior of the building is ugly and squat, patrons marvel at how much bigger it is on the inside.

DC 15+:

The museum has been closed for the past several months, ramping up for a huge exhibit, “Legacy of the Shining Crusade,” opening next week.

DC 20+:

Rumors suggest that shadow magic makes the inside of the museum larger. A few years ago the inside changed drastically, which drew the curiosity of many in Absalom.

DC 25+:

Ralzeros the Overwatched was a powerful wizard who owned the building before the Blakros Family. Evidence suggests he cursed the building on his death. The number of accidents and strange events that occur there would seem to support that rumor.

______

What do you know about Nigel Aldain?
You know all of the information about Nigel Aldain whose DC is equal to or less than the result of a Knowledge: Local check.

DC 10+:

Though the relationship between the Society and Nigel is often strained, they remain steadfast allies. Nigel often collaborates with the Society, loaning artifacts and trading information. He has obsessively researched the Shining Crusade for the past several months.

DC 15+:

Nigel is a former Pathfinder who resigned after marrying Dhrami Blakros; the position of curator was part of his marriage contract.

DC 20+:

Nigel’s museum has suffered many mishaps since he became curator, which the Society has regularly helped clean up. Nigel still tries to distance himself from the Society and act independently, but when trouble befalls the museum, he often turns to the Society for help.

DC 25+:

Recently, Nigel has spent a fortune in security for the museum, particularly in magical protections from the Arcanamirium and Golemworks in Magnimar.

_______

Feel free to make the Diplomacy/Kn. Local check from the earlier post as well, just wanted to make sure there's plenty for you to learn and chat about ;)

Grand Lodge

Tian-Shu Human Kineticist L8 | HP: 107/99+8 NL24 | AC:23+1 T:14+1 FF:20 (25% miss ranged except massive wpns & rays) | CMB:7 CMD:20+1 | Saves F:16+1 R:12+1 W:8 (+2 vs heat, breaths, clouds, gases) | Init:+3+1 | Per:+14 | Spd: 30 fly 60 (gd) | Reroll: 0/1 | Status: burn 3/10+1 | Buffer: 0/1 | Fortification 15% | Air Wysp HP: 49/49 | Conditions: lucky number 2; elemental overflow (+2 Dex, +2 Con); aid (+1 atk)

Fung is gradually cheered by the presence of old and new friends. Skye's magical pipe might have something to do with it though. He digs in heartily, never stop being amazed by the craftwork of the chefs. He especially digs into the desserts - cakes, sweets, puffs, whatever comes his way. Never having the chance for such delicacies when he was young, even though he is now fully an adult with his own means, the sight of sweets still delight him.

He is so focused on the food that he barely notice the fluttering piece of paper until it is practically on top of him. Electricity briefly sparkle around him but Fung brings it under control quickly. He reads the contents together with the rest but turns to look at his tablemates for more information.
Fung doesn't have any of those skills. :)

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

Peribras laughs to himself a little and exchanges a knowing glance with those around the table. "The museum... of course."

Knowledge, local, Museum: 1d20 + 8 ⇒ (17) + 8 = 25

Knowledge, local, Nigel: 1d20 + 8 ⇒ (16) + 8 = 24

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

Peribras shares what he knows. "I understand the fellow wanting to forge his own path, but I wish he would commit one way or the other." He shakes his head and gathers his gear.

Dark Archive

CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness

Diplomacy (gather information) re recent scuttlebutt and the Torchbearing: 1d20 + 11 ⇒ (14) + 11 = 25
Knowledge (nobility) untrained re the Blakros family: 1d20 + 1 ⇒ (5) + 1 = 6
Knowledge (local) untrained re the Blakros Museum: 1d20 + 1 ⇒ (18) + 1 = 19
Knowledge (local) untrained re Nigel Aldain: 1d20 + 1 ⇒ (10) + 1 = 11

Stuffed on caviar and champagne in the Restful Pathfinder's Lounge, Skye joins Corona and nibbles on the turtle cheesecake.

Skye tells his friends a little about the Torchgearing. This isn't his first rodeo. "The Three Masters use the event to keep an eye out for particularly talented agents that embody the Pathfinder Society ideals: Explore, Report, and Cooperate. At the end of the Torchbearing, the most exemplary agents are publicly recognized and given special wayfinders. Sometimes Pathfinder agents disappear for hours during the course of events. Rumors suggest they are brought before The Decemvirate, but no one can agree on why."

When a small origami swan flutters through the room and lands on the center of the table, Sova snatches it up and hands it to the shaman. Scanning it quickly, Skye recalls what he knows about the Blakros family, the Blakros Museum, and its curator.

"The Blakros Museum is located in the Wise District, owned by the Blakros family, and curated by Nigel Aldain, a former Pathfinder. It's open to the public when an exhibit is on display. Though the exterior of the building is ugly and squat, patrons marvel at how much bigger it is on the inside. The museum has been closed for the past several months, ramping up for a huge exhibit, “Legacy of the Shining Crusade,” opening next week."

"Though the relationship between the Society and Nigel is often strained, they remain steadfast allies. Nigel often collaborates with the Society, loaning artifacts and trading information. He has obsessively researched the Shining Crusade for the past several months."

Sovereign Court

***OVERSEER ANNOUNCEMENT***

The front doors of Skyreach burst open with a loud crack. Venture-Captain Ambrus Valsin strides to the edge of the platform, with a slender elf dressed in practical but expensive clothing trailing meekly behind. The red-faced venture-captain addresses the crowd in a booming voice.

“Pathfinders, I regret interrupting the festivities, but we have something of a situation. Approximately twenty minutes ago, unknown forces invaded the Blakros Museum. Fortunately for everyone involved, the Torchbearing is about cooperation and helping our colleagues, so let’s think of this less as an inconvenience and more as an opportunity to practice what we preach.”

The elf, Nigel, exhales sharply, then speaks, “Now, Ambrus, I’ve spent a king’s ransom fortifying the museum from all sorts of invaders: sentinels from the Golemworks, magical wards from the Arcanamirium, and even contracts for guard beasts, both magical and mundane—spared no expense. I didn’t want to come here, but I’ve got no choice.”

Valsin’s forced smile cracks slightly, showing his annoyance. “Out with it, Nigel. Get to the point.”

“Someone broke into my museum and set off the magical protections! I was preserving priceless Shining Crusade pieces for our new exhibit when the first alarm activated. I sent for district guards and went to investigate, but by the time I arrived, the thieves had already locked themselves in my study. They somehow caused the Shining Crusade relics to fly around the museum and attack my sentinels. Everything is going haywire! The magical traps started to target me, the sentinels are not responding to my commands, and—”

Valsin holds out a hand to steady the increasingly agitated elf. “The last you knew, the thieves were still in your study?” Nigel nods. “Very well. Pathfinders: the Seekers should prepare to teleport directly into the Blakros study—“

“That won’t work,” Nigel interrupts, “The study is magically sealed. After that dreadful Numerian exhibit, I turned it into a magical safe room. The robbers must have figured out how to activate it; no one can get in or out while the wards hold. I can work on breaking the wards, but meanwhile my sentinels are smashing up the collection. Some of those priceless relics are on loan from your own Society lodges, so helping me is really helping yourselves.”

“Fine.” Ambrus Valsin takes a deep breath and then turns to the assembled Pathfinders. “Pathfinders, go to the Blakros Museum, secure any relics you can, disable the security systems, and apprehend the looters if possible. Stay safe.”

@Table GMs: You have until March 14 to run Part A on page 10 and Part B on page 14, in whatever order you choose.

Grand Lodge

1 person marked this as a favorite.
Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Dortlin keeps the sweets away from Clyde but makes sure he gets plenty of meat and veggies to eat.

"Well. Dark deeds or not trouble in the city is a bad thing. Sorry Clyde suits off and armor on."

Dortlin listen in to the scuttlebutt on Nigel and the museum as he stows the fancy cloths and helps Clyde put on his light armor then attaches possibly one of the strangest saddles you've ever seen.

He then mounts up and casts Shield Companion (You notice they both wear matching silver rings. Few would be brave enough to ask why.) and Longstrider on Clyde.

Other spells will probably be cast once we reach the museum but those both last 6 hours.

Dark Archive

CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness

"'Go to the Blakros Museum, secure any relics you can, disable the security systems, and apprehend the looters, if possible.'" Skye repeats their instructions from Venture-Captain Ambrus Valsin. "And 'stay safe.'"

The shaman looks around to make sure his companions are ready.

"Once more unto the breach, dear friends, once more."
Henry V, spoken by King Henry

Silver Crusade

HP: 52/52 l AC: 17, T 11, FF 16 l CMD 18 l F +5, R +4, W +8, +10 vs. madness/confusion l Aging Touch (2/2), Knowledge of the Ages (3/4), Speed/Slow Time (1/1), Time Flicker (7/7 min), Time Hop (70/70 ft.) l L1: 5/7, L2: 5/7, L3: 2/5 l Init +5 l Senses: Perception +2
Skills:
Diplomacy +10, Intimidate +15, Kn. History +8, Kn. Religion +7, Kn. Planes +13, Profession: Baker +12, Sense Motive +6, Spellcraft +7
Female Human Oracle (Dual-Cursed) 7 | Active Conditions:

"Oh-oh! I'm sorry New Friends, but I think I've got some other New Friends to go and help," Corona remarks apologetically as the assembled Pathfinders begin to group up and prepare to head out to the Blakros Museum. "It looks like you've already got plenty of people for this team anyway. It was so nice to meet you all and to see you again Skye and Fung! Good luck and having fun storming the museum!~" she calls, waving cheerily before disappearing into the crowd, chicken in tow.


Season of Ghosts

With your orders clear you fall in with the throng of other Pathfinder agents, making your way through the crowded streets of Absalom. As you approach your destination you can see that dozens of Wise District guards surround the Blakros Museum. The sergeant nods to Ambrus Valsin as he approaches, a subtle smirk dancing across the venture-captain’s face. The museum itself is alight with swirling whorls of color and the sounds of metal and stone clashing. Occasionally, brief flashes of light burst from the front entrance, illuminating a toppled banner that says "Legacy of the Shining Crusade."

The broad-shouldered, middle-aged Ulfen man salutes, a somewhat bemused expression on his face. "Well met, Venture-Captain Valsin. I am Svaralk of Asleifar, Sergeant of the Learned Guard. The Guard appreciates your assistance." He points to his subordinates, "Our initial attempt to quell the animated relics within failed. I’ve ordered the Guard to withdraw and form a perimeter." Ambrus Valsin returns the sergeant’s salute, a gesture of mutual respect. "You once served in Grand Prince Stavian III’s Ulfen Guard, did you not?"

Svaralk nods, "That’s right. Afterwards, I retired to Absalom and have served this city for seven years. This is not the first catastrophe I’ve responded to at the Blakros Museum, though none has been quite so dramatic as this. As if anyone needed further proof of the museum’s reputation for trouble."

The Ulfen confides to the Venture-Captain, "After Nigel Aldain harangued me for dereliction of duty in not immediately retaking the museum, I’m in no rush to sacrifice the lives under my command until the warring creatures inside wear each other down." He holds up a hand and shakes his head, "I don’t hold Nigel Aldain’s outburst against him. I recognize the elf is rightfully concerned—albeit rather precious—about his exhibit."

Svaralk turns to your team of Pathfinders and says, "Before you enter, I can provide you an overview of the museum’s layout and tell you that there are animated relics and guard animals on the ground level, and clockwork creatures skirmishing with each other on the floor above. We also have an especially challenging problem in the gardens at the southeast corner of the museum grounds. Some kind of magical runes displaying swarm-like behavior, more magical devices really than living creatures. They proved too complicated a challenge for me and my guards; we simply lacked the skills to disable them."
_______

Please see Slide #4. I've placed each of your icons just outside of the museum; please feel free to rearrange as you see fit. And so now, you have some options on where to proceed and how to go about doing it - what do you do? :)

Sovereign Court

Female Human Rogue 05/Wizard 02 HP 48/48 AC 24 T 24 FF 19 Cmb +4 Cmd 18 F +2 R +9 W +7 Perc +11 In +10

Knowledge (local) - Museum: 1d20 + 7 ⇒ (9) + 7 = 16

Knowledge (local) - Nigel: 1d20 + 7 ⇒ (11) + 7 = 18

"See? These things NEVER go without incident. I believe it's written somewhere in the pathfinder's job description..." Vanya chuckles following the others to the Balkros Museum commenting Valsin's Orders:"I know Lady Morilla can really be obnoxious if she wants to... yet I have to wonder how so many pathfinders manage to keep up with that boor's antics! Let's do what he orders for now... since he asked nicely!"

Grand Lodge

Tian-Shu Human Kineticist L8 | HP: 107/99+8 NL24 | AC:23+1 T:14+1 FF:20 (25% miss ranged except massive wpns & rays) | CMB:7 CMD:20+1 | Saves F:16+1 R:12+1 W:8 (+2 vs heat, breaths, clouds, gases) | Init:+3+1 | Per:+14 | Spd: 30 fly 60 (gd) | Reroll: 0/1 | Status: burn 3/10+1 | Buffer: 0/1 | Fortification 15% | Air Wysp HP: 49/49 | Conditions: lucky number 2; elemental overflow (+2 Dex, +2 Con); aid (+1 atk)

"Yes, it does rather have a bad reputation, doesn't it. I would like to visit it when it is ...uh normal..."

The air around Fung starts crackling as sparks of electricity leap off from his body, dissipating harmlessly in the air. The constant breeze that surrounds him pick up in intensity. Hearing the chaos in the museum, he is clearly getting tense with the upcoming battle. Pulling out a couple of wands, Fung takes a minute or so but finally manages to activate them.

Wand of longstrider, and heightened awareness. Will dismiss the latter in combat to get +4 to initiative.

UMD wands:

wand of longstrider: 1d20 + 7 ⇒ (7) + 7 = 14
wand of longstrider: 1d20 + 7 ⇒ (9) + 7 = 16
wand of longstrider: 1d20 + 7 ⇒ (15) + 7 = 22
wand of heightened awareness: 1d20 + 7 ⇒ (3) + 7 = 10
wand of heightened awareness: 1d20 + 7 ⇒ (2) + 7 = 9
wand of heightened awareness: 1d20 + 7 ⇒ (3) + 7 = 10
wand of heightened awareness: 1d20 + 7 ⇒ (3) + 7 = 10
wand of heightened awareness: 1d20 + 7 ⇒ (5) + 7 = 12
wand of heightened awareness: 1d20 + 7 ⇒ (19) + 7 = 26

He looks to the others to the take the lead, knowing that he is most effective keeping to the back. "The front door?" he queries.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

"I like especially challenging problems but I'm not so good at fiddlin with devices. How bout you lot?"

Dortlin will cast Barkskin on Clyde and himself. +3 natural armor for 60 minutes.

"Oh. Still looks dangerous no matter how we go. I got a couple more spells left in me so I can cover up ta 2 more of ya in Barkskin."

Once the party decides where to go Dortlin will tap himself with his wand of Heightened Awareness and will discharge it for +4 init if combat should occur. He will also be wielding his Bardiche.

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

"I've fiddled with a device or two in my time" Peribras comments wryly. "Perhaps we should start with the clockwork creatures?"

Grand Lodge

Male Elf slayer 3/Un Rogue 6/snakebite brawler 2, HP 103 AC 23(27), T 17(21), FF 16(20), F +14, R +19, W +12, Initi. +11, CMD 23, Perception +21, lowlight(+24 traps)

I have some skill with devices...I am confident we can get this done. I can sneak in and try to disable the devices. I wouldn't mind some back up in case there are too many of them. I could use the barkskin...ill be up front...wanna start with the clockwork critter?

Dark Archive

1 person marked this as a favorite.
CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness

"Thank you for your service, Sergeant of the Learned Guard Svaralk of Asleifar, to Taldor and to Absalom. We look forward to helping in any way we can."

He regards the veteran with respect, looking for any sign of affiliation to a specific clan. "You an Ulfen from the far north. I am Skye, shaman the Lyrune-Quah, the Moon Clan of the Storval Plateau in Varisia. My father was a Kellid bodyguard to my mother in Irrisen."

He smiles and grips the man's forearm in greeting. "We both are far from home, eh? Thank you for briefing us on the challenges we face."

Hearing the team discuss their capabilities, Skye adds, "I can call upon Song of Spheres to grant you guidance in your endeavors. Why not try to deal with these magical devices first, since Rallas Linnderil and Peribras Sandlock are confident of their ability to deactivate or disable them?"

Guidance on anyone who can use it. +1 competence bonus on a single attack roll, saving throw, or skill check within one minute. It must choose to use the bonus before making the roll to which it applies.

Sovereign Court

Female Human Rogue 05/Wizard 02 HP 48/48 AC 24 T 24 FF 19 Cmb +4 Cmd 18 F +2 R +9 W +7 Perc +11 In +10

"I also know a thing or two about disabling traps and such, and is we will end up dealing with constructs my kukris are made of adamantine and I find it works wonders of their complexions..." Vanya comments, accepting the suggestion of dealing with the constructs first.

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

Peribras shrugs. He leaves his mule, pony, and guard dog tethered outside the building. He climbs on to Darkpaw and heads to the gardens.


1 person marked this as a favorite.
Season of Ghosts

Despite the seriousness of the situation, Svaralk offers a wry grin as he returns Skye's greeting in kind. "Far from home but when you've got folks like Nigel Aldain around there's rarely a dull moment." He shakes his head. "This isn't the first time I've been called here to help quell disaster but I've got to admit that this time is probably the most...dramatic occurrence I've seen yet. You'd think that serving in Grand Prince Stavian III's personal guard would've been more exciting, but...well, never mind that. We've all got jobs to do and I'd best let you folks get to it."

When the group seems to settle on moving upstairs first to deal with the amok clockworks, Svaralk offers a nod of approval. "A sound plan. Like the young lass, I've heard that such things only give way against the right kind of weaponry. Best let your more inexperienced agents deal with the relics and guard animals on the ground floor."
_______

Once all your preparations are complete, you boldly open the museum's front doors and begin making your way inside the entry hall. The first sight that greets your eyes is a giant statue of current Blakros matriarch Hamaria, her arms spread as if welcoming you to the museum. Various banners hang from the walls, each with a listing of a specific exhibit and where in the museum it may be found. Luckily there are no immediate threats lurking within the entrance hall and you carefully open one of the sets of double-doors that sit to either side of Hamaria's statue.

In this room, which is more open, priceless Shining Crusade artifacts displayed on pedestals creak and move by some unseen force underneath a decorative banner that reads "The Shining Armory". Eerie light seems to dart between the objects while the din of a raging battle echoes throughout the chamber. The central feature is a low, artificial hill atop which stand two stuffed owlbears surrounded by shattered undead foes. Each of the beasts wears chainmail barding and an orange-and-black caparison depicting a stylized owlbear. A dead man dressed in furs lies on the floor before a suit of full-plate armor. Dancing around the room, a pair of banners twitch and move, snapping at random as they seem to look for foes. Deciding to bypass the banners and any other lurking threats for the time being, the group quickly and quietly creep through the door and head up a set of nearby stairs that leads to the museum's second floor.

Upon reaching the second floor you can see that gears, glass, and chunks of wax litter the polished wood floor under a sign that proclaims “Scars of the Lich.” The corpse of a Kellid warrior lies in a pool of blood, her furs soaked through. A constant ticking and whirring sound echoes in this area. As the sound of your footsteps reverberate throughout this upper floor, two clockwork constructs come trundling around the corner. Cogs and gears are visible between the gaps of their metallic armor and each one holds a halberd.

*Bzzzt* "NO VISITORS PERMITTED AFTER CLOSING TIME," one of them states in a robotic monotone voice. "VISITORS HAVE 60 SECONDS TO VACATE THE PREMISES BEFORE VISITOR REMOVAL PROTOCOL IS ENGAGED. 60...59...58..."*bzzt-krssh*"...ERROR: VISITOR REMOVAL PROTOCOL NOT FOUND, REVERT TO PEST REMOVAL PROTOCOL. INITIATE PEST REMOVAL PROTOCOL IN 60...59..."*kzzt*"...2...1..."

Please see Slide #5!
_______

Who Goes First?:

Vanya Init: 1d20 + 5 ⇒ (17) + 5 = 22
Dortlin Init: 1d20 + 5 + 4 ⇒ (9) + 5 + 4 = 18
Fung Init: 1d20 + 3 + 4 ⇒ (11) + 3 + 4 = 18
Skye Init: 1d20 + 6 ⇒ (9) + 6 = 15
Peribras Init: 1d20 + 6 ⇒ (1) + 6 = 7
Rallas Init: 1d20 + 10 ⇒ (12) + 10 = 22

Clockwork Soliders: 1d20 + 6 ⇒ (19) + 6 = 25

Kn. Arcana (DC16):

These are clockwork soldiers. For every 5 that you beat the DC, you may ask for one piece of information from this list.

Reacting much more quickly than you might expect, both of the clockworks move towards the party. *Krzzzt* "NO ANIMALS PERMITTED ON MUSEUM PROPERTY," intones Red as it marches towards Clyde, opening itself up to a vicious volley of attacks from both the ape and his rider as it closes the distance and swings its' halberd at the noble ape.

Dortlin and Clyde get AoO against Red as it approaches. Please note if and how you wish to divvy the damage taken via Shield Companion.

Red vs. Clyde (Halberd): 1d20 + 18 ⇒ (14) + 18 = 32
Damage: 1d10 + 14 ⇒ (4) + 14 = 18

"PLEASE REMAIN MOTIONLESS UNTIL PEST REMOVAL PROTOCOL IS COMPLETE," drones Green as it also moves forward and swings its weapon at Rallas!

Green vs. Rallas (Halberd): 1d20 + 18 ⇒ (18) + 18 = 36
Damage: 1d10 + 14 ⇒ (7) + 14 = 21

Round 1

Clockwork Red
Clockwork Green
========
Rallas (-21, Barkskin)
Vanya
Dortlin (Barkskin; Pending AoO vs. Red) + Clyde (Barkskin, Longstrider, Shield Companion; Pending AoO vs. Red)
Fung (Longstrider)
Skye
Peribras

Active Conditions: None

Everyone is UP!
_______

As always, please let me know if I've failed to account for something. Dortlin & Fung, your Heightened Awareness did trigger but I ended up rolling really well for my guys >.>

Dark Archive

CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness

Knowledge (arcana): 1d20 + 6 ⇒ (4) + 6 = 10

"I'm not sure what these metal-encased creatures are."

Skye centers himself between the party's two clusters. With a quiet snick, the wand of bless slides into his grip, and he activates it.

Bless: Allies gain a +1 morale bonus on attack rolls and on saving throws against fear effects.

Grand Lodge

Tian-Shu Human Kineticist L8 | HP: 107/99+8 NL24 | AC:23+1 T:14+1 FF:20 (25% miss ranged except massive wpns & rays) | CMB:7 CMD:20+1 | Saves F:16+1 R:12+1 W:8 (+2 vs heat, breaths, clouds, gases) | Init:+3+1 | Per:+14 | Spd: 30 fly 60 (gd) | Reroll: 0/1 | Status: burn 3/10+1 | Buffer: 0/1 | Fortification 15% | Air Wysp HP: 49/49 | Conditions: lucky number 2; elemental overflow (+2 Dex, +2 Con); aid (+1 atk)

"And I certainly have no clue either, friend Skye."

The sparks of electricity and the swirling winds around Fung gather in strength, and he grunts audibly in pain from pulling in all this power. He moves back a few steps to keep both creatures in view, but keep his attention on the one on the right (red). He raises his hand and a powerful bolt of electricity flies past the large ape towards the metallic being.

Accept 1 burn to empower electric blast, and activate elemental overflow. Also add thundering infusion for free.
Elemental Overflow, PBS, Empowered, Bless, Thundering Infusion
empowered electric blast vs red TAC: 1d20 + 7 + 1 + 1 + 1 ⇒ (14) + 7 + 1 + 1 + 1 = 24 dmg: 3d6 + 2 + 2 + 1 ⇒ (1, 5, 3) + 2 + 2 + 1 = 14 Total (empowered) = 14+7 = 21 dmg
Also, fort DC17 or deafened.
Creature would likely have cover AC bonus.

Grand Lodge

Male Elf slayer 3/Un Rogue 6/snakebite brawler 2, HP 103 AC 23(27), T 17(21), FF 16(20), F +14, R +19, W +12, Initi. +11, CMD 23, Perception +21, lowlight(+24 traps)

Rallas grits his teeth in pain and steps forward as he brings his blade down on the automated guard.

attack: 1d20 + 11 + 1 + 1 ⇒ (18) + 11 + 1 + 1 = 311d10 + 7 + 6 + 1 ⇒ (8) + 7 + 6 + 1 = 22using power attack, adding studied target as a move action, 5ft step to brside the creature so i can move to flank next roubd...on my phone atm...cant move token

crit: 1d20 + 11 + 1 + 1 ⇒ (19) + 11 + 1 + 1 = 321d10 + 7 + 6 + 1 ⇒ (2) + 7 + 6 + 1 = 16

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Dortlin cast Barkskin on Rallas before we continue. All of the disable device comments were in response to this "We also have an especially challenging problem in the gardens at the southeast corner of the museum grounds. Some kind of magical runes displaying swarm-like behavior, more magical devices really than living creatures." but the front door is fine too.

As the clockwork thing approaches Dortlin tries to trip it.
Quick reminder of the bonuses. +4 BAB, +4 Str, +1 MW weapon, +4 from Outflank + Pack Flanking, another +1 when flanking from Militia, +2 from Improved Trip, and +4 on the aoo from Paired Opportunists.

improved trip vs red golem: 1d20 + 20 ⇒ (5) + 20 = 25

Clyde takes an aoo to attack the possibly prone golem.
+4 BAB, +7 Str, +4 from Outflank + Pack Flanking, -1 from size, and +4 on the aoo from Paired Opportunists.
claw aoo: 1d20 + 18 ⇒ (16) + 18 = 34
blugoning/slashing/piercing dmg: 1d6 + 7 ⇒ (6) + 7 = 13

If the golem was tripped and doesn't have reach no attack occurred. The damage is divided with Clyde taking the extra odd point if any.

Aoo if the golem was tripped and tried to stand up on it's turn.:

Bardiche aoo: 1d20 + 18 ⇒ (4) + 18 = 22
slashing/cold iron dmg: 1d10 + 6 ⇒ (5) + 6 = 11
claw aoo: 1d20 + 18 ⇒ (5) + 18 = 23
blugoning/slashing/piercing dmg: 1d6 + 7 ⇒ (5) + 7 = 12

Dortlin will try to remember anything about the mechanical beings. Especially any DR or resistances to magic.
kn arcane: 1d20 + 3 ⇒ (13) + 3 = 16

My turn if the golem was tripped:

Dortlin uses a swift action to grow more muscular using Animal Focus Bear for +2 Strength.
Dortlin will try to trip the golem first triggering Broken Wing Gambit. (+2 to hit and damage on it's first attack against Dortlin but provokes from Dortlin and Clyde.)

Improved Trip: 1d20 + 17 ⇒ (18) + 17 = 35

Clyde full attacks the golem first triggering Broken Wing Gambit. (+2 to hit and damage on it's first attack against Clyde but provokes from Dortlin and Clyde.)

claw#1: 1d20 + 14 ⇒ (6) + 14 = 20
blugoning/slashing dmg: 1d6 + 7 ⇒ (6) + 7 = 13
claw#2: 1d20 + 14 ⇒ (13) + 14 = 27
blugoning/slashing dmg: 1d6 + 7 ⇒ (5) + 7 = 12

My turn if the golem was not tripped.:

Dortlin uses a swift action to grow more muscular using Animal Focus Bear for +2 Strength.
He then drops his Bardiche as a free action and draws his Nodachi as a move action.
Dortlin then tries to trip the golem first triggering Broken Wing Gambit. (+2 to hit and damage on it's first attack against Dortlin but provokes from Dortlin and Clyde.)

Improved Trip: 1d20 + 17 ⇒ (2) + 17 = 19

Clyde full attacks the golem first triggering Broken Wing Gambit. (+2 to hit and damage on it's first attack against Clyde but provokes from Dortlin and Clyde.)

claw#1: 1d20 + 14 ⇒ (19) + 14 = 33
blugoning/slashing dmg: 1d6 + 7 ⇒ (5) + 7 = 12
claw#2: 1d20 + 14 ⇒ (18) + 14 = 32
blugoning/slashing dmg: 1d6 + 7 ⇒ (1) + 7 = 8
bite: 1d20 + 14 ⇒ (16) + 14 = 30
blugoning/slashing/piercing dmg: 1d6 + 7 ⇒ (4) + 7 = 11

Aoos if it was tripped again and tries to stand.:

aoo from Bardiche: 1d20 + 19 ⇒ (2) + 19 = 21
cold iron/slashing dmg: 1d10 + 6 ⇒ (7) + 6 = 13
(If this is the timeline where Clyde stepped next to it then it is a Nodachi instead. +1 dmg and also piercing and magic.)

claw#1: 1d20 + 18 ⇒ (10) + 18 = 28
blugoning/slashing dmg: 1d6 + 7 ⇒ (4) + 7 = 11

Aoos if it attacks Dortlin or Clyde:

If it is standing: Improved Trip: 1d20 + 21 ⇒ (20) + 21 = 41

If it is prone: aoo from Bardiche: 1d20 + 19 ⇒ (19) + 19 = 38
cold iron/slashing dmg: 1d10 + 6 ⇒ (5) + 6 = 11
(If this is the timeline where Clyde stepped next to it then it is a Nodachi instead. +1 dmg and also piercing and magic.)

Then Clyde attacks: claw aoo: 1d20 + 18 ⇒ (20) + 18 = 38
blugoning/slashing dmg: 1d6 + 7 ⇒ (1) + 7 = 8

aoo from Bardiche crit confirm: 1d20 + 19 ⇒ (8) + 19 = 27
cold iron/slashing dmg: 1d10 + 6 ⇒ (4) + 6 = 10

If it confirms then Clyde gets an aoo.
claw aoo: 1d20 + 18 ⇒ (2) + 18 = 20
blugoning/slashing dmg: 1d6 + 7 ⇒ (6) + 7 = 13
---------------------------------------------
claw aoo crit confirm: 1d20 + 18 ⇒ (1) + 18 = 19
blugoning/slashing dmg: 1d6 + 7 ⇒ (2) + 7 = 9

If it confirms it provokes from Dortlin.
aoo from Bardiche: 1d20 + 19 ⇒ (2) + 19 = 21
cold iron/slashing dmg: 1d10 + 6 ⇒ (1) + 6 = 7

That took way too long. Note some instances of Bardiche are actually Nodachi depending in if a 5ft step closer is needed.

"Hands off! He should be welcome here. I promise he won't break anything unless it tries to break us first."

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

Peribras takes a step back and reaches into his quiver. He pulls out a pair of adamantine-tipped arrows and quickly fires each of them at the nearest intact construct.

longbow, attack, bless, deadly aim: 1d20 + 12 + 1 - 2 ⇒ (4) + 12 + 1 - 2 = 15 for piercing, adamantine, magic: 1d6 + 3 + 4 ⇒ (4) + 3 + 4 = 11

longbow, attack, bless, deadly aim: 1d20 + 7 + 1 - 2 ⇒ (13) + 7 + 1 - 2 = 19 for piercing, adamantine, magic: 1d6 + 3 + 4 ⇒ (3) + 3 + 4 = 10

Peribras ignores cover and concealment thanks to Improved precise Shot


Season of Ghosts

As the group springs into action against the clockwork nuisances, Skye quickly positions himself between the two groups of Pathfinders and activates his Wand of Bless to aid his companions. Fung takes a few steps back, channeling all of his power into a massive blast of electricity that leaves both Dortlin and Clyde's hair (and fur) standing on end as it slams into Red. The lightning courses through the clockwork's metal body, causing it to spasm and smoke.

*Bzzt-krsshhh* "INTRUDER-" *kzzzt-crackle* "WELCOME TO THE BLAKROS MUSE-" *Zzzzt* Red intones, the electricity clearly having had a massive impact on the clockwork's functioning, even more so than Fung had expected!

Despite having taken a powerful blow from Green, Rallas rallies and quickly steps to the side as he brings his elven curve blade down on his attacker with a loud *CLANG-SCREEEE*. Though the blade doesn't seem to prove quite as effective against the clockwork as it normally would, it still leaves a large open gash down the thing's side.

Though he gives it a good effort, Dortlin finds himself unable to trip Clyde's attacker as it approaches and Red delivers a nasty slash to the ape's abdomen even as Clyde gives it a vicious swipe with one mighty, clawed hand. But thanks to the magic of Shield Companion, some of the blow's strength is absorbed by Dortlin, sparing Clyde the full extent of the strike.

Reacting quickly, Dortlin's muscles bulge as he calls upon the strength of the bear. Dropping his bardiche, he draws his nodachi and tries once more to trip the malfunctioning clockwork - but Red seems to be quite grounded in a literal sense and keeps its footing. It proves much less resilient against Clyde as the ape finally unleashes his full fury against it, clawing and biting in a frenzy! Nuts and bolts, gears and cogs go flying in all directions but somehow, amazingly, Red is still standing after Clyde's onslaught.

Peribras also takes a step back and quickly draws two adamantine arrows, firing them in quick succession at Green. Unfortunately, both arrows miss - though the second just barely.
_______

Round 1

Clockwork Red (-56)
Clockwork Green (-33)
========
Rallas (-21, Barkskin)
Vanya
Dortlin (-9, Barkskin) + Clyde (-9, Barkskin, Longstrider, Shield Companion)
Fung (Longstrider)
Skye
Peribras

Active Conditions: Bless

Vanya is UP!
_______

Yep, I accounted for Dortlin casting Barkskin on Rallas, noted on the combat tracker. Regarding where to head first, while I did see suggestions for tackling the runes in the garden, the first two actual suggestions to be posted were for the clockworks - by Peribras and Rallas, respectively. Fung did mention the front door but wasn't any more specific than that, so I rolled you guys upstairs. Since the runes were the other notable suggestion I'll move you guys there after you finish this area, unless you want to do something different. Also, moved Rallas on the map per his request.

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

arrow recovery for later; 2=recovered: 2d2 ⇒ (2, 2) = 4

Sovereign Court

Female Human Rogue 05/Wizard 02 HP 48/48 AC 24 T 24 FF 19 Cmb +4 Cmd 18 F +2 R +9 W +7 Perc +11 In +10

Surprised by her companion's quick reactions Vanya swings both of her kukris at the metal creature standing above her. Both blades flash towards the bulky opponent...

Attack roll 01: 1d20 + 8 ⇒ (9) + 8 = 17 -> Damage roll: 1d4 + 5 ⇒ (4) + 5 = 9

Attack roll 02: 1d20 + 8 ⇒ (1) + 8 = 9 -> Damage roll: 1d4 + 5 ⇒ (3) + 5 = 8

Yet neither can find a weak spot on the creature which is left unscathed by the rogue's offensive:"Damn! These things seems rather hard to smash down, at least for me!" Vanya exclaims.


Season of Ghosts

Vanya quickly leaps to Rallas' aid and swings her weapons at Green but the clockwork suddenly bends sharply at the waist for just a moment to skewer a piece of a torn banner on the end of its halberd - causing both strikes to miss.

*Krsssh* "LITTERING IS UNACCEPTABLE. PLEASE DEPOSIT ALL TRASH ITEMS IN THE NEAREST-"*Bzzzt* Green advises as it straightens up and swings its weapon randomly, attempting to strike both Rallas and Vanya.

Green vs. Rallas: 1d20 + 18 ⇒ (13) + 18 = 31
Damage: 1d10 + 14 ⇒ (6) + 14 = 20

Green vs. Vanya: 1d20 + 13 ⇒ (15) + 13 = 28
Damage: 1d10 + 14 ⇒ (6) + 14 = 20

"RESISTANCE IS FUTILE, YOU WILL BE ASSI-"*crackle-pop* Red drones as it starts to take a swing at Clyde - but Dortlin is prepared and reaches out with his nodachi, this time managing to sweep the clockwork off its' feet! Red topples to the ground with a mighty *CRASH*, completely at the mercy of the man and ape standing in front of it. Clyde takes advantage of Red's misfortune and delivers another vicious swipe with his clawed hand, sending a couple more bolts flying in the process. By now, Red is smoking and sparking something fierce - you all suspect that another good strike or two should be enough to finish it off for good!

Dortlin:

I believe I followed your spoilers in your previous post correctly, but if not, please let me know! My reading of the chain of events was as follows:

(1) Red starts to attack Clyde, provoking from both Dortlin and Clyde
(2) Since Red was not initially prone, Dortlin doesn't attack but attempts to trip - and succeeds
(3) Clyde's AoO hits but doesn't confirm the crit
(4) The rest of the AoOs/crits don't happen as they were contingent on Dortlin attacking an already-prone Red as opposed to tripping a standing Red.

Is all of that correct?


_______

Round 2

Clockwork Red (-59)
Clockwork Green (-33)
========
Rallas (-41, Barkskin)
Vanya (-20)
Dortlin (-9, Barkskin) + Clyde (-9, Barkskin, Longstrider, Shield Companion)
Fung (Longstrider)
Skye
Peribras

Active Conditions: Bless

Everyone is UP!
_______

Aid Token showing up in just a moment... :3

Sovereign Court

1 person marked this as a favorite.
HP: 17/17 l AC: 16, T 13, FF 13 l CMD 15 l F +2, R +6, W +2; +1 vs. fear & death effects l Bardic Performance (9/9), Dancing Lights (3/3), L1: 3/3 l Init +3 l Senses: Perception +4, Low-Light Vision
Skills:
Diplomacy +8, Kn. Arcana/History/Local/Nobility +6, Linguistics +5, Perform: Sing +8, UMD +7
Female NG Kitsune Bard (Duettist, Sound Striker) 2 l Active Conditions:

The sound of rapid footsteps is heard from behind the group as a red-headed woman with amber-colored eyes reaches the landing behind the group.

"Well now! This looks like quite the battle - but every great battle needs some appropriate and thematic battle music," she calls out with a grin, beginning to sing.

~Work it
Make it
Do it
Make us

Harder
Better
Faster
Stronger

More than
Hour
Our
Never

Ever
After
Work is
Over

Work it
Make it
Do it
Make us

Harder
Better
Faster
Stronger

Work it harder
Make it better
Do it faster
Makes us stronger

More than ever
Hour after
Our work is
Never over~

Daft Punk - Harder, Better, Faster, Stronger
_______

Timely Inspiration - A Pathfinder agent provides the effects of a bard’s inspire courage bardic performance for 3 rounds. Everyone gets a +2 to attack & weapon damage rolls and a +2 to saves versus fear effects.

Grand Lodge

Male Elf slayer 3/Un Rogue 6/snakebite brawler 2, HP 103 AC 23(27), T 17(21), FF 16(20), F +14, R +19, W +12, Initi. +11, CMD 23, Perception +21, lowlight(+24 traps)

Rallas withdraws from tge fray, knowing tge next blow could finish him. We could use a hand over here...

with draw to beside Xuan. He then takes out a potion and readies to drink it.

Dark Archive

CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness

Skye raises his arms above his head and calls upon the aid of the Tender of Dreams♫♫♮♪♬.

Twinkling stardust materializes around the green robot and settles on its metallic skin, causing it to shed silvery light like a candle.

Prevents it from gaining any benefit from concealment or invisibility. The creature takes a –2 penalty on attack rolls and sight-based Perception checks for two rounds.

1 to 50 of 451 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [OutPost I] GM Ladile & the Pathfinder Society Present: The Solstice Scar, Version B (Tier 5-6) All Messageboards

Want to post a reply? Sign in.