PFS 4-07 Aeshuura's Severing Ties (Inactive)

Game Master Aeshuura

Infiltrating the Aspis Consortium and sowing the seeds of betrayal amongst the Society's enemies.

Cover IDs:
Ezren/Mero - Kaito Mr. Pink
Lini - Mariposa; Droogami - Wynn Miss Green
Kynrac - Isandril Mr. Blue
Ragnar - Haraldson Mr. Red
Vasilios - Thestil Shadowtongue Mr. Orange

Map Link


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Silver Crusade

Male Dhampir Bard 4- HP 31/31- AC:18 /T:12 /FF:15- Perception +5 F:+2 / R:+5 /W:+3 - CMB (+6)- CMD (17) - Speed (30) - Init. +3

Shows the letter from Jenk, Figure a reason Shadowtongue would turn sides, maybe state he would be joining the pathfinder society because they do not condone such activity. The letter could be written like we are sending him incase things don't work he is expendable. Ultimate goal is to have a good enough story that they do not question and we do not need to fight anyone. And I think if the letter was more or less a pile of naughty that pissed off this church and point the finger to the Aspis, well job done.


M. H. Wizard 1

So here's our story:
First, all of us go in and sabotage the place. Putting both organizations against each other is only a part of the mission, but we were ordered to do some sabotage, and that must have a good reason for. Anyway, there are plenty of ways to do it, and we will find out how once we get there, but I suggest we go straight inside, present the gifts, put the witness to sleep/unconscious/charm and destroy everything we can. Then comes the show.

The show and the letter business:
What the cultists will learn is: The Aspis Consortium are mad with the cultists, and want to get rid of them for the humiliation they suffered from the society. But they need to put the agents down completely, and as the Cult is very secretive they would have to investigate further and gain their trust. Thus, they offered gifts as a way to get agents inside their headquarters and sabotage it.
Shadowtongue has wronged the Aspis and had been sent some days ago on a solo suicide mission, but he was sucessfull and returned alive. This time they included other Aspis constortium agents in the mission to guarantee that he didn't come back. The thing is, Shadowtongue, who was supposed to lead this incursion and be killed by his comrades after, was already suspicious by his previous adventure, and found out the true intent of the Aspis Consortium, managing to steal the letter. Jenk ordered the rest of the group to carry on the mission before shadowtongue had time to warn the cultists, but the same shadowtongue showed up and scared away the Aspis agents.
So long as there are no witness we don't need to make a big show, just some hacking and slashing, some shooting and some blasting. Then we leave two letters, a fake one pointing what the Spider comanded them to do, and one from shadowtongue partially explaining what happened (or shadowtongue himself can give explanations and vanish - obscuring mist is ready).

Fake letter:
Agent Jenk
I agree with what you mentioned. They need to pay for that humiliation, and may betray us. As they are very secretive in Riddleport, we cannot afford to leave their operations running. Assemble a team and command them to infiltrate the Lissalan's hideout and destroy everything, cultists included. How you fulfill that I leave to your choice, but I trust you will not disappoint me.
Also, there's one detail. Thestil Shadowtongue will be no more. Suffice is to say that his mouth is too dangerous. He will join the team alone, even if you need to put him as the leader to sustain the stage. You will order the others to get rid of him later.
The Lissalan safe house is located underground. Their complex is accessible via an abandoned tattoo shop called "Seven Needles" just south of Zincher's Arena and the Gas Forges.
The Lissalans remain paranoid, secretive, and edgy. Tread carefully, so we can turn this situation around. Success so soon after our arrival in Riddleport would mean accolades for me, and thus for you.
The Spider

Pending review. How's that?


M. H. Wizard 1

MAYBE we do not need to put a stage, only to put shadowtongue explaining the betrayal, but I'm not sure the cult would be sabotaged in that way.

Silver Crusade

Male Dhampir Bard 4- HP 31/31- AC:18 /T:12 /FF:15- Perception +5 F:+2 / R:+5 /W:+3 - CMB (+6)- CMD (17) - Speed (30) - Init. +3

I like it. I can hand deliver it. Lets get the bodies of the decapitated cultists from the seal monsters, we can tag the note on the headless naked bodies.

Silver Crusade

Male Dhampir Bard 4- HP 31/31- AC:18 /T:12 /FF:15- Perception +5 F:+2 / R:+5 /W:+3 - CMB (+6)- CMD (17) - Speed (30) - Init. +3

Meros +11 linguistics, + taking 20 + 2 my aid other = 33 + any bonus the DM see fit. That is very awesome. Did you all want to go to this place together and let me whip up a story about how I sent MY OWN TEAM in because I thought something fishy would go down. As MY TEAM shadowed me the Aspis plan against Shadowtongue was discovered and MY TEAM took care of the situation, quickly, quietly, and efficiently. We are providing them with a letter to do with what they see fit with it, and tell them exposing the Aspis plan does much damage to the new fledgling chapter in Riddleport mostly because it leaves the new chapter naked against the retribution of the Lissalan church. If they give us grief tell them we are prepared to defend ourselves; but allowing us to live can produce another thorn in the side in the Aspis. Tell them we are now both enemies of the Aspis and we will work to destroy the man that tried to set Shadowtongue up while the church attacks the new Aspis chapter in Riddleport. Etc...

Grand Lodge

Venture-Captain Kynrac Chronarion | Male Elf Oracle (Ancient Lorekeeper) 17 | HP 190/190 | AC:35 T:15 FF:32 CMD:27 (+1 AC +1 FF/surp.) | F+15 R+13 (evasion) W+15 (+2 ench, +11 mind-aff; +1 FF/surp.) | Init +6 (roll 3 times take best, always act in surprise round) | Perception +21 (darkvision) |

Remember that we don't know what we will find inside. Thus the sabotage may take various forms. Additionally the sabotage should be more subtle than mere havoc. The letter should order Jenk to have Shadowtongue sabotage the lair in a non specified way, allowing us more freedom once we're inside.

The Exchange

HP75/75 AC27 (FF26/T14) (Darvision 60ft. Perception +12; +1 Init; Fort +10, Ref +6, Will +11)
Remaining Ressources:
Spells level 1 : 7/7 level 2 : 7/7 level 3 : 6/6 level 4 : 3/3 | Alter Self(Sp) 1/1

May be we can had that we want to blame the Pathfinder Society for that ?
And we need a corpse where to put this letter...to be found

Grand Lodge

Owlbear Rodeo

Just let me know when you have finalized and let me know how you are going to proceed.

Silver Crusade

Male Dhampir Bard 4- HP 31/31- AC:18 /T:12 /FF:15- Perception +5 F:+2 / R:+5 /W:+3 - CMB (+6)- CMD (17) - Speed (30) - Init. +3

Both good ideas. Could we add a sentence saying, "Before our man disposes of Shadowtongue, let him do his work. Give him instructions that the Lasssalan preist in control must be assassinated along with any that could fill the rank. Then let that brute of man knife Shadowtongue to make it look like the Lassalan's are to blame." I think that is as havoc-like as we can make it. Honestly I like the idea of knocking on the door and just hand delivering the note. Be prepared to alter our plan on the fly in the event something goes... unfortunately.

So cut and pasting Mero's letter with the possible addition.

Agent Jenk
I agree with what you mentioned. They need to pay for that humiliation, and may betray us. As they are very secretive in Riddleport, we cannot afford to leave their operations running. Assemble a team and command them to infiltrate the Lissalan's hideout and destroy everything, cultists included. How you fulfill that I leave to your choice, but I trust you will not disappoint me.
Also, there's one detail. Thestil Shadowtongue will be no more. Suffice is to say that his mouth is too dangerous. He will join the team alone, even if you need to put him as the leader to sustain the stage. You will order the others to get rid of him after he assassinates the Lissalan priest in charge. Tell your man to make it look like the Lissalans are to blame for Shadowtongue's death so we do not break our own moral, he does have an aura of awe to some of our men.
The Lissalan safe house is located underground. Their complex is accessible via an abandoned tattoo shop called "Seven Needles" just south of Zincher's Arena and the Gas Forges. Shadowtongue has been provided with detailed maps of the safe house, he has a tendency to use his terrain unquiely.
The Lissalans remain paranoid, secretive, and edgy. Tread carefully, so we can turn this situation around. Success so soon after our arrival in Riddleport would mean accolades for me, and thus for you.
The Spider

Silver Crusade

Male Dhampir Bard 4- HP 31/31- AC:18 /T:12 /FF:15- Perception +5 F:+2 / R:+5 /W:+3 - CMB (+6)- CMD (17) - Speed (30) - Init. +3

!!!!!We hand over our badges with the letter!!!!!

To make a dramatic gesture and all, tell them that they can say they killed us and found the note. Then let them know it is in their mutual interest to let us go handle the spider.

Grand Lodge

Venture-Captain Kynrac Chronarion | Male Elf Oracle (Ancient Lorekeeper) 17 | HP 190/190 | AC:35 T:15 FF:32 CMD:27 (+1 AC +1 FF/surp.) | F+15 R+13 (evasion) W+15 (+2 ench, +11 mind-aff; +1 FF/surp.) | Init +6 (roll 3 times take best, always act in surprise round) | Perception +21 (darkvision) |

You do remember we were asked to sabotage - which isn't the same as detroy everything - the cultists' lair and keep murder to a minimum. Also remember there is a Pathfinder double agent inside the cult, so we won't kill them. I'd suggest the letter to say something like:

"Agent Jenk
I agree with what you mentioned. They need to pay for that humiliation, and may betray us. As they are very secretive in Riddleport, we cannot afford to leave their operations running. Assemble a team and command them to infiltrate the Lissalan's hideout and sabotage their operations. How you fulfill that I leave to your choice, but I trust you will not disappoint me.
Also, there's one detail. Thestil Shadowtongue will be no more. Suffice is to say that his mouth is too dangerous. He will join the team alone, even if you need to put him as the leader to sustain the stage. You will order the others to get rid of him after he fulfills his duties. Tell your man to make it look like the Lissalans are to blame for Shadowtongue's death so we do not break our own moral, he does have an aura of awe to some of our men.
The Lissalan safe house is located underground. Their complex is accessible via an abandoned tattoo shop called "Seven Needles" just south of Zincher's Arena and the Gas Forges. Shadowtongue has been provided with detailed maps of the safe house, he has a tendency to use his terrain unquiely.
The Lissalans remain paranoid, secretive, and edgy. Tread carefully, so we can turn this situation around. Success so soon after our arrival in Riddleport would mean accolades for me, and thus for you.
The Spider"

So we go to their lair, knock out (or kill if really necessary) whomever is present, sabotage their operations. Shall we leave a badge there? And how do you intend for them to find the letter?

Silver Crusade

Male Dhampir Bard 4- HP 31/31- AC:18 /T:12 /FF:15- Perception +5 F:+2 / R:+5 /W:+3 - CMB (+6)- CMD (17) - Speed (30) - Init. +3

Hey we are going to a tattoo shop? we should prepare for a drunken sailor fight...

I am fine with either one, either hand over the note and badges saying they put a hit out on you and me, or conveniently dropping the letter and a badge saying we are to sabotage this hideout. Also like the idea of disguising the headless body from the sealmonsters with the note and leaving an Aspis badge on it. Like this agent turned on me after I did the job, he had the note on him, so I took his head because he tried to knife me. I really like the headless body idea.

Grand Lodge

Venture-Captain Kynrac Chronarion | Male Elf Oracle (Ancient Lorekeeper) 17 | HP 190/190 | AC:35 T:15 FF:32 CMD:27 (+1 AC +1 FF/surp.) | F+15 R+13 (evasion) W+15 (+2 ench, +11 mind-aff; +1 FF/surp.) | Init +6 (roll 3 times take best, always act in surprise round) | Perception +21 (darkvision) |

I must admit this idea of yours has its charms.

Silver Crusade

Male Dhampir Bard 4- HP 31/31- AC:18 /T:12 /FF:15- Perception +5 F:+2 / R:+5 /W:+3 - CMB (+6)- CMD (17) - Speed (30) - Init. +3

Thank you. Giving it more thought, I believe this version may be the ringer. We obtain one of the headless corpses, put an Aspis badge on it as well as the note we plan to pen, we break into the Lissalan church, do some damage somehow, leave that headless corpse at the scene with the note pinned to it via dagger to the heart, escape, done and out in time for breakfast,

I like the last version of the note. I say this is it. "Agent Jenk
I agree with what you mentioned. They need to pay for that humiliation, and may betray us. As they are very secretive in Riddleport, we cannot afford to leave their operations running. Assemble a team and command them to infiltrate the Lissalan's hideout and sabotage their operations. How you fulfill that I leave to your choice, but I trust you will not disappoint me.
Also, there's one detail. Thestil Shadowtongue will be no more. Suffice is to say that his mouth is too dangerous. He will join the team alone, even if you need to put him as the leader to sustain the stage. You will order the others to get rid of him after he fulfills his duties. Tell your man to make it look like the Lissalans are to blame for Shadowtongue's death so we do not break our own moral, he does have an aura of awe to some of our men.
The Lissalan safe house is located underground. Their complex is accessible via an abandoned tattoo shop called "Seven Needles" just south of Zincher's Arena and the Gas Forges. Shadowtongue has been provided with detailed maps of the safe house, he has a tendency to use his terrain unquiely.
The Lissalans remain paranoid, secretive, and edgy. Tread carefully, so we can turn this situation around. Success so soon after our arrival in Riddleport would mean accolades for me, and thus for you.
The Spider"

The Exchange

HP75/75 AC27 (FF26/T14) (Darvision 60ft. Perception +12; +1 Init; Fort +10, Ref +6, Will +11)
Remaining Ressources:
Spells level 1 : 7/7 level 2 : 7/7 level 3 : 6/6 level 4 : 3/3 | Alter Self(Sp) 1/1

May be we can add a note about the Pathfinder ?

Silver Crusade

Male Dhampir Bard 4- HP 31/31- AC:18 /T:12 /FF:15- Perception +5 F:+2 / R:+5 /W:+3 - CMB (+6)- CMD (17) - Speed (30) - Init. +3

Please explain? What would we include about the Pathfinders? Also would you mind fetching one of those bodies you so skillfully removed a head from? I forget if it was in priest's garments? Hmmm... Maybe Mr. Blue would assist you while Mr. Pink and I prepare the document.

Grand Lodge

Owlbear Rodeo

I didn't describe them very well, but they were in pirate-ish gear. Light armor, rapiers, and jewelry. Of course it wouldn't take much to make them more Aspis-ish. Plus, he should be wearing a badge... ;)

The Exchange

HP75/75 AC27 (FF26/T14) (Darvision 60ft. Perception +12; +1 Init; Fort +10, Ref +6, Will +11)
Remaining Ressources:
Spells level 1 : 7/7 level 2 : 7/7 level 3 : 6/6 level 4 : 3/3 | Alter Self(Sp) 1/1

It's always easier to blame one of our ennemies for a thing you did.

I will go for the headless corps and yes, they were in priest's garments, besmara garment, like pirates ha !. But I think I could find some "black outfit" here, if you think it's better.

Silver Crusade

Male Dhampir Bard 4- HP 31/31- AC:18 /T:12 /FF:15- Perception +5 F:+2 / R:+5 /W:+3 - CMB (+6)- CMD (17) - Speed (30) - Init. +3

I am still confused about making the pathfinders look like they did it. Yes a black outfit and a dagger should do the trick! Happy to toss a few gold if you need them. What do you say Mr. Pink ready to write a masterpiece?


M. H. Wizard 1

I would leave the whole name of the Pathfinder organization out of this. To avoid connections. Sure, let's write it down.

Grand Lodge

Venture-Captain Kynrac Chronarion | Male Elf Oracle (Ancient Lorekeeper) 17 | HP 190/190 | AC:35 T:15 FF:32 CMD:27 (+1 AC +1 FF/surp.) | F+15 R+13 (evasion) W+15 (+2 ench, +11 mind-aff; +1 FF/surp.) | Init +6 (roll 3 times take best, always act in surprise round) | Perception +21 (darkvision) |

I agree with Mero. Moreover, making one of the corpse look like a Pathfinder would mean investing in a wayfinder - an expensive deception for an unclear result.

Grand Lodge

Owlbear Rodeo

Ok, produce the final product, and we will proceed.

The Exchange

HP75/75 AC27 (FF26/T14) (Darvision 60ft. Perception +12; +1 Init; Fort +10, Ref +6, Will +11)
Remaining Ressources:
Spells level 1 : 7/7 level 2 : 7/7 level 3 : 6/6 level 4 : 3/3 | Alter Self(Sp) 1/1

Ragnar went looking for one beheaded corpse in the Besmara temple while his comrades writed the forged letter.

He took what was necessary to hide the corpse during his short trip and to disguise it as an aspis agent.

Silver Crusade

Male Dhampir Bard 4- HP 31/31- AC:18 /T:12 /FF:15- Perception +5 F:+2 / R:+5 /W:+3 - CMB (+6)- CMD (17) - Speed (30) - Init. +3

This one is the letter, has Mr. Blue's and Mr. Pink's additions.

Vasilios wrote:

"Agent Jenk

I agree with what you mentioned. They need to pay for that humiliation, and may betray us. As they are very secretive in Riddleport, we cannot afford to leave their operations running. Assemble a team and command them to infiltrate the Lissalan's hideout and sabotage their operations. How you fulfill that I leave to your choice, but I trust you will not disappoint me.
Also, there's one detail. Thestil Shadowtongue will be no more. Suffice is to say that his mouth is too dangerous. He will join the team alone, even if you need to put him as the leader to sustain the stage. You will order the others to get rid of him after he fulfills his duties. Tell your man to make it look like the Lissalans are to blame for Shadowtongue's death so we do not break our own moral, he does have an aura of awe to some of our men.
The Lissalan safe house is located underground. Their complex is accessible via an abandoned tattoo shop called "Seven Needles" just south of Zincher's Arena and the Gas Forges. Shadowtongue has been provided with detailed maps of the safe house, he has a tendency to use his terrain unquiely.
The Lissalans remain paranoid, secretive, and edgy. Tread carefully, so we can turn this situation around. Success so soon after our arrival in Riddleport would mean accolades for me, and thus for you.
The Spider"

Grand Lodge

Owlbear Rodeo

Tenements sprawl across the portion of the Wharf District between Zincher’s Arena and the solid-looking Gas Forges. A shop with a sign reading "Seven Needles" stands at the end of a dim, trash-strewn alley. The tattoo parlor is abandoned, its windows cracked and portions of its wooden trim looking like they were removed long ago.

Rolls:

Mr. Blue Perception: 1d20 + 8 ⇒ (6) + 8 = 14
Mr. Pink Perception: 1d20 + 1 ⇒ (6) + 1 = 7
Mr. Red Perception: 1d20 + 6 ⇒ (19) + 6 = 25
Mr. Orange Perception: 1d20 + 5 ⇒ (1) + 5 = 6

Keeping an eye out for witnesses, you see none, so make your way into the shop. As you look around the shop, Mr. Red points out a concealed trap door in the floor.

Safehouse Map

Descending into the safehouse, you discover that it is well lit, as it seems that continual flame spells have been cast directly upon the ceilings. The walls and floors are stone.

Where to?


M. H. Wizard 1

A quick detect magic around to check for anything aside from the continual flames and mr.Pink is ready to go. Stealth mode ON. Is there anywhere to go but north?

I have the Figurine of Wondrous Power, but I'm not sure what does it do, since I see no frog figurine on the srd. Do we know that?

Grand Lodge

Owlbear Rodeo

Mr. Pink:
Emerald Frog: This figurine of wondrous power appears as a small, innocuous frog carved of cloudy emerald. On command, it transforms into either a giant frog with the advanced template or 3 poisonous frogs—the user makes this choice at the time of activation. The frog (or frogs) can be animated up to 3 times per week, for a maximum total duration of 12 hours per week. If the advanced giant frog is slain, the emerald frog cannot be activated again for 1 full week. Each poisonous frog that is slain in combat reduces the total duration that the figurine can be activated for the week by 4 hours.

Silver Crusade

Male Dhampir Bard 4- HP 31/31- AC:18 /T:12 /FF:15- Perception +5 F:+2 / R:+5 /W:+3 - CMB (+6)- CMD (17) - Speed (30) - Init. +3
Vasilios wrote:

Spellcraft +7 to identify the hat and figurine.

1d20+7
1d20+7

This was before, not sure if it was overlooked but ai rolled a 27 on spell raft to identify the frog figure.

I start to walk down that Northern hall slowly, doing perception checks as I go.
perception: 1d20 + 5 ⇒ (11) + 5 = 16

Grand Lodge

Owlbear Rodeo

Mr. Pink:
You pick up a faint abjuration down the hall, as Shadowtongue begins walking off down the corridor, you are starting to pinpoint it at the center symbol on the hallway floor.

EDIT

Thestil Shadowtongue:
Emerald Frog: This figurine of wondrous power appears as a small, innocuous frog carved of cloudy emerald. On command, it transforms into either a giant frog with the advanced template or 3 poisonous frogs—the user makes this choice at the time of activation. The frog (or frogs) can be animated up to 3 times per week, for a maximum total duration of 12 hours per week. If the advanced giant frog is slain, the emerald frog cannot be activated again for 1 full week. Each poisonous frog that is slain in combat reduces the total duration that the figurine can be activated for the week by 4 hours.

The Exchange

HP75/75 AC27 (FF26/T14) (Darvision 60ft. Perception +12; +1 Init; Fort +10, Ref +6, Will +11)
Remaining Ressources:
Spells level 1 : 7/7 level 2 : 7/7 level 3 : 6/6 level 4 : 3/3 | Alter Self(Sp) 1/1

Mr Red follow behind trying to not do too much noises

I'm behind 30ft. of the most stealthy of us


M. H. Wizard 1

Pink swiftly says in a low voice.
Stop orange. There is a trap on the circle.

The frog is just a usefull tool we might want. I asked cause we had forgotten about it.

Mero keeps analyzing the trap.
I have no means do dispel it, but perhaps we might avoid it.
Spellcraft: 1d20 + 11 ⇒ (12) + 11 = 23

Silver Crusade

Male Dhampir Bard 4- HP 31/31- AC:18 /T:12 /FF:15- Perception +5 F:+2 / R:+5 /W:+3 - CMB (+6)- CMD (17) - Speed (30) - Init. +3

Cast detect magic
Focuses the three rounds
Also a spellcraft check 1d20 + 7 ⇒ (7) + 7 = 14

Will also say isn't this the goddess of runes? Look out for runes that kill you and put you to sleep and pretty much everything else...

Grand Lodge

Owlbear Rodeo

GM Rolls:
Mr. Pink Knowledge (arcana): 1d20 + 11 ⇒ (12) + 11 = 23
Mr. Orange Knowledge (arcana): 1d20 + 7 ⇒ (11) + 7 = 18
Mr. Blue Knowledge (arcana): 1d20 + 7 ⇒ (7) + 7 = 14

Mr. Blue, Mr. Pink, Mr. Orange:
The spell is a glyph of warding, after careful inspection you can tell that it is not the blasting type, but rather, has a targeted dispel magic linked to be cast when activated. The triggered area seems to spans the width of the hall taking up the 4 squares that the symbol takes on the map.

You all find it a little odd that there is no one around and you begin to wonder how many cultists there are.

Grand Lodge

Venture-Captain Kynrac Chronarion | Male Elf Oracle (Ancient Lorekeeper) 17 | HP 190/190 | AC:35 T:15 FF:32 CMD:27 (+1 AC +1 FF/surp.) | F+15 R+13 (evasion) W+15 (+2 ench, +11 mind-aff; +1 FF/surp.) | Init +6 (roll 3 times take best, always act in surprise round) | Perception +21 (darkvision) |

Mr.Red, I'm not sure if there are any sneaky types among us. We'd better move together. As for the glyphs, someone without a magic effect on should step on it to discharge it while the ones under magical benefits should stay a few feet behind. Can anyone summon a creature of lesser importance on the circle to activate it?

Mr.Blue draws his gnarled oak wand and utters the words of the Ancient. The wand activates this time, rendering every step of the elf more nimble. The lorekeeper then puts the wand back in his haversack, and has his wand of bless in his hand.

He is careful not to step on the runic circle or to be close enough to be affected by the trap at the time it goes off.

Activating wand of Longstrider (+10 feet movement speed, for a total of 40 feet) Use Magic Device (DC20): 1d20 + 12 ⇒ (11) + 12 = 23

The Exchange

HP75/75 AC27 (FF26/T14) (Darvision 60ft. Perception +12; +1 Init; Fort +10, Ref +6, Will +11)
Remaining Ressources:
Spells level 1 : 7/7 level 2 : 7/7 level 3 : 6/6 level 4 : 3/3 | Alter Self(Sp) 1/1

All right, I follow you Mr Blue

Mr Red moved to be near Kynrac but when his comrade said their is a trap he said

May be we can use the frog to trigger the trap ?

Grand Lodge

Venture-Captain Kynrac Chronarion | Male Elf Oracle (Ancient Lorekeeper) 17 | HP 190/190 | AC:35 T:15 FF:32 CMD:27 (+1 AC +1 FF/surp.) | F+15 R+13 (evasion) W+15 (+2 ench, +11 mind-aff; +1 FF/surp.) | Init +6 (roll 3 times take best, always act in surprise round) | Perception +21 (darkvision) |

Since the frog can be summoned three times a day, I guess it would be a good choice.

Silver Crusade

Male Dhampir Bard 4- HP 31/31- AC:18 /T:12 /FF:15- Perception +5 F:+2 / R:+5 /W:+3 - CMB (+6)- CMD (17) - Speed (30) - Init. +3

Gentlemen, I am going to stay at the back of the line. So not want this new mask also dispelled.

Also casts read magic on the glyph... Then moves to the back of the line.

Grand Lodge

Owlbear Rodeo

So Mr. Blue, or Frog?


M. H. Wizard 1

Mero is ASSUMING we can give orders to the frogs. If we cannot please advise us and we will try something else.
Pinky uses the figurine to summon the 3 poisonous frogs.
I believe a dispel could banish them, but I'm not sure. Anyway, we could summon them again if that's the case. The trap will only wear off for a couple os seconds, probably, so, Orange, please check the magic while I summon this, and if it's clear we walk through.

Summon the three frogs on top of the circle.

Silver Crusade

Male Dhampir Bard 4- HP 31/31- AC:18 /T:12 /FF:15- Perception +5 F:+2 / R:+5 /W:+3 - CMB (+6)- CMD (17) - Speed (30) - Init. +3

Cast detect magic and hold concentration. I will be 30 feet back out of fire ball range when I cast this...

Grand Lodge

Owlbear Rodeo

Yes, you can command them, as a summoned creature.

Mr. Pink walks closer to the rune, placing the emerald frog upon the floor. Speaking the command word, 3 poisonous frogs appear. Hopping on the glyph, a burst of magical energy pulses aimed at the wall to Mr. Pink's left!

Updated Map

An illusionary fake wall to the left flickers, as the dispel magic interferes, but does not work to full effect. But as that happens, Mr. Pink's attention is drawn to the wall and he sees a couple of big green lizards behind bars from floor to ceiling. Their attention drawn to the flickering wall elicits an almost chirping sound.

Lizards

GM Rolls:
Frog 1 Fort Save: 1d20 + 2 + 4 ⇒ (16) + 2 + 4 = 22
Frog 2 Fort Save: 1d20 + 2 + 4 ⇒ (17) + 2 + 4 = 23
Frog 3 Fort Save: 1d20 + 2 + 4 ⇒ (17) + 2 + 4 = 23
Mr. Pink Fort Save: 1d20 + 6 + 4 ⇒ (11) + 6 + 4 = 21
Frog 1 Fort Save: 1d20 + 2 + 4 ⇒ (8) + 2 + 4 = 14
Frog 2 Fort Save: 1d20 + 2 + 4 ⇒ (6) + 2 + 4 = 12
Frog 3 Fort Save: 1d20 + 2 + 4 ⇒ (4) + 2 + 4 = 10
Mr. Pink Fort Save: 1d20 + 6 + 4 ⇒ (13) + 6 + 4 = 23
Mr. Pink Knowledge (arcana): 1d20 + 11 ⇒ (1) + 11 = 12

Mr. Pink, you don't realize it until you see the three poison frogs stiffen and turn to stone before disappearing and becoming an emerald figurine again, that the two lizards in the adjacent room are basilisks! They are easily bypassed now that you know what they are, since they are safely behind bars...

Whew! I was worried there!


M. H. Wizard 1

So what's with the huge room? Is there anything there aside from the basilisks?

Mr. Pink appears to be turning into a Super Sayajin, but he avoids the transformation and looks scared to the others:
Whoa, once in a life... He extends his hand toward the group, gets the figurine back and speaks again. There are basilisks here, you HAVE to avoid looking at them, control your curiosity.

Grand Lodge

Venture-Captain Kynrac Chronarion | Male Elf Oracle (Ancient Lorekeeper) 17 | HP 190/190 | AC:35 T:15 FF:32 CMD:27 (+1 AC +1 FF/surp.) | F+15 R+13 (evasion) W+15 (+2 ench, +11 mind-aff; +1 FF/surp.) | Init +6 (roll 3 times take best, always act in surprise round) | Perception +21 (darkvision) |

Mr.Blue takes out smoked glasses from his ever-bountiful haversack and puts them on with attitude!

Let's move on!

Of course he'll try and avoid their gaze if the wall should disappear again, but better safe than sorry! He'll take the glasses off after this hall, though.

Grand Lodge

Owlbear Rodeo

The wall is still flickering.

The area behind the basilisks seems to be possibly underground pens for Zincher's Arena. Nothing of note seems to be there.

--

You move forward, and take the right at the end of the hall.

Several tunnels meet in this room. Three wooden tables and a number of chairs are stacked here, out of the way, along with a shipping crate about two feet square. To the east, a portion of the stone wall stands ajar a few inches.

There is a secret door in this room which is partially jammed and so is quite obvious; it can be pulled open with minimal effort. This door leads to a short, narrow hallway with metal stairs. These stairs looks like it leads to the street, but seems like it was filled in with cobble stones.

Again, oddly, no one is present.

Silver Crusade

Male Dhampir Bard 4- HP 31/31- AC:18 /T:12 /FF:15- Perception +5 F:+2 / R:+5 /W:+3 - CMB (+6)- CMD (17) - Speed (30) - Init. +3

Move to the square before the two door open quietly. Perception check on both rooms.
stealth: 1d20 + 6 ⇒ (18) + 6 = 24
perception: 1d20 + 5 ⇒ (3) + 5 = 8

Grand Lodge

Owlbear Rodeo

They are not doors, but rather hanging black sheet(like a curtain that stops a few inches above the floor) with the seven-pointed rune, at the center, where they split.

As you approach the curtain, you realize that there has been a sort of low thrum that has been barely noticeable until now. Now that you hear it, you realize that it is chanting, a lot of chanting from a room beyond this one. It gets louder and louder, until it is fairly deafening.

Updated Map

The centerpiece of this stark stone chamber is a low stone dais designed to display a statue. The western exit is a set of doors consisting of iron bars an inch in diameter and six inches apart, like those of a cage.

There is a statue in the center of the room, but instead of a feather and a whip, it holds a single wicked looking dagger.

Statue Picture

The Exchange

HP75/75 AC27 (FF26/T14) (Darvision 60ft. Perception +12; +1 Init; Fort +10, Ref +6, Will +11)
Remaining Ressources:
Spells level 1 : 7/7 level 2 : 7/7 level 3 : 6/6 level 4 : 3/3 | Alter Self(Sp) 1/1

What's a basilisk ? asked Ragnar/Haraldson as he walked, eyes closed along the wall.

And why do we need to close our eyes Mr Pink ?

When he heard the chanting Ragnar said

May be they are in some sort of religious ceremony ? That's why there is nobody here ?

Silver Crusade

Male Dhampir Bard 4- HP 31/31- AC:18 /T:12 /FF:15- Perception +5 F:+2 / R:+5 /W:+3 - CMB (+6)- CMD (17) - Speed (30) - Init. +3

For my next move sneak to the rooms that had opening across from each other. (35 feet south if the map is viewed as north up top). Another perception check. (Just scouting for enemies to avoid, do not wish to confront them).

perception: 1d20 + 5 ⇒ (5) + 5 = 10

Silver Crusade

Male Dhampir Bard 4- HP 31/31- AC:18 /T:12 /FF:15- Perception +5 F:+2 / R:+5 /W:+3 - CMB (+6)- CMD (17) - Speed (30) - Init. +3

Lets hope Mr. Red is right! Quickly let us get our deed done!

Grand Lodge

Owlbear Rodeo

Updated Map

They seem to be storage rooms. Little value here. All items within are easily replaced, so not much sabotage-worthy.

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