| GM Crucible |
EDIT: Heh. You're right - I only just realised that all the non-Elves fled ;-)
Yeah, I noticed it when I had to target the sleep spell. Stupid scripted tactics. They sounded great until one actually has to use them against real Pathfinders.
| GM Crucible |
| 1 person marked this as a favorite. |
After Varian's acid dart, a hard sneeze would probably kill the bard. Yet still he stands, stalwart against the unjust tyranny of the Pathfinder Society.
| GM Crucible |
That'll do it. Combat over. I don't have time to resolve right now, but hopefully by tonight.
Those that ran away like scared little halflings in the face of a deathknight regroup as the party searches the corpse and for information about why.
Mercutio il Fata
|
Battle over, Mercutio flies down the stairs to the main floor. Reaching Taklinn, "Nice moves, brother. You really had that guy running scared. Oh, wait. No. That was you! Hahha!"
Mercutio jumps up onto the stage, "You know I heard once that all the world's a stage. Hmmm. That would be a pretty small world."
Mercutio gives the place a looky look.
Perception: 1d20 + 1 ⇒ (2) + 1 = 3
Doodlevain "Doodle" Montafescue
|
Doodle slinked back to her mates. "I'm so sorry. I don't know what came over me. That magic just took all my will. All I could think was I had to run away to survive. I'll be better next time, I promise," she explained, red faced.
| GM Crucible |
Rifling through the bard's pockets and pouches, you uncover a potion of cure moderate wounds, a scroll of dimension door, a scroll of invisibility, and a scroll of silence, and some other nice gear. (+1 shortbow, +1 chain shirt, cloak of resistance +1.)
As you search his corpse, you notice that the potion you collected has similar etchings to the potions you harvested from the goblin corpses at the start of this journey.
You read through the papers on the stage. The papers the PCs saw on the stage are supply lists and a list of code names and dates. There is also a list of cities on one sheet: Absalom, Sothis, Kaer Maga, Oppara, Whitethrone, and Almas.
In the papers, you also discover what you presume is the name of your foe: Wymund Pratt
Searching further, you also find a small chest hidden at the rear of the stage with 2,800 gold pieces.
Any plans for what to do with the dying bard?
——
You have time later to mull over what you've learned, which isn't much. The Shadow Lodge is real, this seems certain, and it's operating in Kaer Maga. However, you don't know its size or the depth of its influence, nor do you know anything worthwhile about any of its members.
I'm working on chronicles. Please make sure your information is posted to Discussion, along with a note about whether you're continuing to Part II.
Mercutio il Fata
|
Local: 1d20 + 4 ⇒ (6) + 4 = 10
"Wymund Pratt? Never heard of him."
Mercutio finds the chest of gold. "By Desna... We could all live as princes in the local taverns and brothels. I knew being a Pathfinder would have its perks. What do you all want to do with this fella'? We could take him to the local authorities."
| GM Crucible |
Mercutio finds the chest of gold. "By Desna... We could all live as princes in the local taverns and brothels. I knew being a Pathfinder would have its perks. What do you all want to do with this fella'? We could take him to the local authorities."
Heh. Divide by six, and that's enough for a moderate healing potion and some lunch.
Take out the Society's cut, and you'll end up owing money, I'm sure.
Varian Jeggare
|
Knowledge(Local): 1d20 + 9 ⇒ (12) + 9 = 21.
"You've never heard of him? He can be a bit of a prat... Still, it's strange; he was supposed to be on an expedition to Arcadia that left months ago..."
Varian attempts to stabilize the bard, figuring that someone is going to want to "question" him.
Heal: 1d20 + 0 ⇒ (9) + 0 = 9.
Taerel Morgenfrei
|
"Yes, let's find out what he knows if we can."
Taerel is a little lost in thought, though, examining the scrolls.
If no one has need to use them, Taerel will copy them into his spellbook.
| GM Crucible |
Let me know which spells, specifically, and I'll mark them on the Chronicles.
I'll assume a "take 10" in Spellcraft is more than sufficient for success, unless you say otherwise.
| GM Crucible |
?: 1d20 + 5 ⇒ (2) + 5 = 7
?: 1d20 + 5 ⇒ (17) + 5 = 22
Varian is unsuccessful at stabilizing the bard, but the villain does manage (eventually) to stabilize on his own. He can't answer questions while unconscious, however.
| GM Crucible |
As you continue to sort through the notes, you find a written order to someone named "Vadoma" to gather her goblins and hunt you down. (This was the optinal encounter we skipped.) Apparently, someone higher up in the Shadow Lodge wants you dead. The letter is signed by Wymund Pratt, whomever he really is.
Varian recalls what he knows about Pratt ... human, a bard ... he puts two and two together, and realizes your captive is probably Pratt.
Mercutio il Fata
|
"Someone's after us? GOOD! I like company that likes a toss or two. Let's find them out and show them how good we are at dancing! ... Oh... it was this guy? Hmmm."
Mercutio walks over to the unconscious bard and gives him a soft (almost playful) kick in the shoulder.
"Guess you got all tired out, eh? When you wake, if your dance card isn't full yet, I'll be your Huckleberry."
Popping up in a cheerful voice to his comrades, "Okay! Where to next!? We draggin' this guy in to the law? Back to the lodge? I'm hungry, and I got all this money to spend."
Doodlevain "Doodle" Montafescue
|
"We need to find out all we can from him. Who is in this Shadow Lodge and why do they want us dead? We are just minor players...how did we get mixed up in this?"
Mercutio il Fata
|
Hearing Doodle's advice, Mercutio bends down to the bard and slaps him a few times in the face.
"Wake up, dummy. Time for you to spill the beans about all this chili we are all mixed up in."
Taerel Morgenfrei
|
Yep, both Invisibility and Dimension Door - take 10 is just enough to cover 4th level spell. Cost is 40+160 - 200 gp to copy.
| GM Crucible |
Note: I haven't forgotten about chronicles, nor about Part II.
I've been swamped at work. I think I'll have time to get the =m together late tonight, and I'll plan to start Part II Sunday or Monday.
| GM Crucible |
Since it's been a full month since we finished Part I, here is a brief summary of the previous adventure.
The Shadow Lodge allied with goblin tribes from outside the Kaer Maga, converted or killed the Pathfinders who came to Kaer Maga, and tried to keep themselves out of the city’s politics.
On that latter point, they failed miserably. When the Shadow Lodge learned that a friend of the Society named Horis Collgardie was writing letters to Venture-Captain Drandle Dreng in Absalom asking about Pathfinders in the City of Strangers, the Shadow Lodge sent a bard named Wymund Pratt (who you fought at the end of Part I), to deal with Collgardie and stop the Society from sending Pathfinders to Kaer Maga to investigate. Pratt arrived too late, and thinking he got to Collgardie before the cloth merchant sent his letters to Absalom, he murdered the old man and let his body to rot in the living room of his own house. That was the Shadow Lodge’s first mistake.
Collgardie was a well-regarded merchant by both the powerful golem-creating Ardoc family and the mysterious Commerce League, two of the larger political entities in the city. Together, they decided to get to the bottom of Collgardie’s murder and, for a time, thought you might actually be the cloth merchant’s killers (as you had only recently arrived). When that was discovered to be an error, Dakar— the secretive leader of the Commerce League (and who you discovered was a naga)—decided to help you and the Pathfinder Society along, for a price.
And now that Dakar has helped the Pathfinders, he’s calling that favor in...
| GM Crucible |
It feels like it's been weeks. You've stayed in Kaer Maga awaiting orders from the Society, and none have come.
Even the official Society record of your accomplishments was unreasonably delayed.
You've begun to despair that the Society will ever actually respond to your mission report.
Musing about the tardiness of the Society (and the GM), you wander a Downmarket street, when suddenly the street is empty of residents, the choking mass of humanity and monsters suddenly remembering they had something better to do. Standing about you in a loose circle are six burly men carrying cudgels and a seventh man, skinny and bedecked in robes and jewels, his right hand in a pouch on his belt. All of the men stare intently at you.
“Dakar says you owe him a favor,” says the skinny man in robes. “You’ll need to come with us.”
The man who spoke refuses to give his name and the other six are either incapable of speech or are unwilling to speak.
As before, you're informed you will need to have your heads covered with bags and be driven around in circles before they can meet with Dakar. This is all too familiar.
Okay, I'm ready to go.
We'll play this out slowly to get everyone back in the swing. I know Taerel said he'd be away for a few days, but I'll count him in. I haven't heard back from Taklinn, so I'll plan on replacing him. If anyone else wishes to bow out (or doesn't respond in three or four days), I'll fill that seat as well.
| GM Crucible |
Please drop me a note if your init or Perception changes from last time.
Doodlevain "Doodle" Montafescue
|
"A girl could get a bad name hanging out with you lot like this. Dakar knows we are no trouble at all. I actually thought he'd forgot about us," Doodle says sweetly, holding out her hands, showing them to be empty.
Mercutio il Fata
|
Howdy all. I leveled to two, and my updates are posted and current. I messaged Taklinn today, but I haven't heard back yet. Last I talked with him, he wanted to play, but apparently one of the gaming computers where he is at is broken... so there's that... I'll ask him to post on here whether or not he wants to keep playing.
Mercutio looks at their new friends with an evil eye expression. Then his demeanor immediately changes. With a big smile and eye of adventure, "Sure! That sounds fun. Lead the way, friends!"
| GM Crucible |
Golly, that was a quick response from everyone. Here we go!
Your heads are bagged as promised (each bag has a permanent silence spell cast on it), and they are stuffed inside a small, dusty wagon and driven in bumpy, painful circles around the city for at least an hour before being dragged from the wagon, marched through small streets or large hallways, and then stopped. When the bags are removed you find yourselves in a nice club or private residence with carpeted foors, potted plants, slaves waving fans, and a giant backlit screen along one wall. (The same place you were in last time you met with Dakar.)
A shape, decidedly vague in outline, can be seen behind the screen and a voice speaks.
This time, the guards are slightly more prominent, and they make sure Taerel is kept away from the screen. In fact, all of you are several paces further back than last time.
“You owe me a favor, little Pathfinders, and it’s time to pay up.”
"You've met the Ardocs, yes? They're the family that makes golems. We and they have come to ... an arrangement." Dakar goes on to inform that the two largest political entities in the city, Dakar’s Commerce League and the golem-making Ardoc family, have decided the reign of the Shadow Lodge within the city walls is at an end.
Both the Ardocs and Dakar see this problem easily solved by the Pathfinder Society. As your favor to him, you are to track down the Shadow Lodge, find its headquarters, exterminate its members, and rid the city forever of the meddlesome organization.
On reflection, it's probably what the Society would ask you to do if they bothered to communicate with you.
"Unfortunately, I am as in the dark about the Shadow Lodge as you are. But I think enterprising little Pathfinders such as yourselves should have no problem tracking them down. You might try Downmarket or the Meatgate—lots of eyes there may have seen something.”
Feel free to ask whatever questions you like.
When the meeting is overyou are again bagged and driven about as the process occurs in reverse. After an hour, you’re dropped back at the same place from where they were taken—except you now have a favor to fulfill.
Once you've returned, one course might be to leverage any contacts you've made while in the city. Diplomacy OR Knowledge(local). Please make four rolls of your preferred skill.
Doodlevain "Doodle" Montafescue
|
Doodle's only question to Dakar was about the Shadow Lodge itself. "If the members aren't too evil, could convincing them of the errors of their way be good enough? Do we have to kill all of them? Maybe we could make them our friends somehow. If not, then I know we have to do what we have to do."
Diplomacy 1d20 + 3 ⇒ (20) + 3 = 23
Diplomacy 1d20 + 3 ⇒ (7) + 3 = 10
Diplomacy 1d20 + 3 ⇒ (3) + 3 = 6
Diplomacy 1d20 + 3 ⇒ (14) + 3 = 17
Taerel Morgenfrei
|
Knowledge, local: 1d20 + 8 ⇒ (19) + 8 = 27
Knowledge, local: 1d20 + 8 ⇒ (5) + 8 = 13
Knowledge, local: 1d20 + 8 ⇒ (4) + 8 = 12
Knowledge, local: 1d20 + 8 ⇒ (15) + 8 = 23
Taerel, clearly not the diplomat of the group, relies on his intellect to look for clues.
Renedar the Young
|
Diplomacy: 1d20 - 2 ⇒ (15) - 2 = 13
Diplomacy: 1d20 - 2 ⇒ (8) - 2 = 6
Diplomacy: 1d20 - 2 ⇒ (10) - 2 = 8
Diplomacy: 1d20 - 2 ⇒ (5) - 2 = 3
Renedar remains silent, people always had a strange reaction when he asked questions. Most of them ran away.
Varian Jeggare
|
Once Dakar's men have finished with him, Varian breathes a sigh of relief.
"A thoroughly unpleasant man, with a somewhat over-enthusiastic liking for dramatic theatre. Come on - let's see what we can find out..."
Varian then does his best to wrack his brain, trying to recall whom might know what the party is looking for...
Knowledge(Local): 1d20 + 9 ⇒ (15) + 9 = 24.
Knowledge(Local): 1d20 + 9 ⇒ (16) + 9 = 25.
Knowledge(Local): 1d20 + 9 ⇒ (3) + 9 = 12.
Knowledge(Local): 1d20 + 9 ⇒ (10) + 9 = 19.
| GM Crucible |
Doodle's only question to Dakar was about the Shadow Lodge itself. "If the members aren't too evil, could convincing them of the errors of their way be good enough? Do we have to kill all of them? Maybe we could make them our friends somehow. If not, then I know we have to do what we have to do."
The shadow behind the screen enunciates his words, speaking slowly. "Little one, the Shadow Lodge consorted with goblin tribes against the city, breached the security of the Halflight Path, murdered our citizens, and if that were not enough, they tried to kill you. Repeatedly. The continued threats to the city must cease. Permanently. Do what you will to ensure that happens."
———
1d6 ⇒ 5 hours pass as you search for information. It is a difficult task, as most know little of the Society, and none know of the Shadow Lodge. Most flee at your questioning. Talkative merchants become tight lipped, and the weaker willed flee from Renedar.
You again encounter Sard Coalbreath, a gruff and perpetually drunk dwarf. ("Urp.") He lies in a gutter, watching the flow of people pass by. "I heard sumfin', maybe it be o' use. But my memory ain't real good when my mug is empty."
"I 'eard that Shadow Lodge group were in a big hullabaloo down by de theatre. Picked a fight with the wrong group, so I 'eard." He smiles, showing rotting teeth, and holds out his hand for an additional reward.
Taerel Morgenfrei
|
Taerel offers enough coins for a few drinks.
"Thank you."
Once the drunk wonders toward a bar, he says, "So, shall we check out this theatre then?"
Mercutio il Fata
|
"Wait. Weren't we just at the theatre? Is he just reporting about us?!"
Mercutio looks for some info too:
K. Local: 1d20 + 5 ⇒ (15) + 5 = 20
K. Local: 1d20 + 5 ⇒ (12) + 5 = 17
K. Local: 1d20 + 5 ⇒ (3) + 5 = 8
K. Local: 1d20 + 5 ⇒ (7) + 5 = 12
| GM Crucible |
"Wait. Weren't we just at the theatre? Is he just reporting about us?!"
Heh. Yep.
Had a previous post prepared, and seem to have lost it in the shuffle.
After a brief lunch You spend another 1d6 ⇒ 2 hours searching for clues in a city that seems void of them. (Any particular district you'd like to focus you search? It might help. It might not. See the map in the slide deck.)
In an up-scale portion of the Promenade you again encounter "Miss Feathers", a tall burly man with a deep voice and a glittering feather boa wrapped around his neck. He's waiting for his next customer and is willing to chat as long as you don't scare away his potential clients.
After an overlong interview ("she" won't stop talking), you come away with several particularly sordid stories about run-ins with the locals and their proclivities, but no information that's actually useful.
Sigh.
| GM Crucible |
One of the major complaints about this scenario is that even really good rolls don't garner much information ... I'm trying to hurry through that frustration.
You continue your search for another 1d6 ⇒ 3 hours.
A fig merchant mentions a caravan guard that mentioned seeing the Shadow Lodge. After some questions (and the promise to buy a basket of figs) you are directed to a local guard pub, The Mended Drum, where you find her.
Roold is a human female. She looks tough as nails, and is short (for a human), muscular and stout, with short-cropped hair and polished leather armor. She's several drinks into her "dinner", and swears she saw a Shadow Lodge Pathfinder wandering around Meatgate the day before.
With a voice remarkable unslurred given the number of mugs in front her, she says, "I know he was Shadow Lodge because he stank of losing. And smugness. He was claiming to be a Pathfinder, but he wasn't you lot."
| GM Crucible |
That's three "successes", but very little information.
A fourth attempt at finding information yields another memorable character that is still all-too-forgettable in the chronicle of your adventure. (A human girl cutpurse named Fasch, if you must know.) She offers you directions all over Kaer Maga, but little useful intelligence. hours: 1d6 ⇒ 3
With "Meatgate" being your only lead, you find a suitable place for the evening and head in that direction come morning.
Doodle: 1d20 + 7 ⇒ (11) + 7 = 18
Mercutio: 1d20 + 2 ⇒ (15) + 2 = 17
Renedar: 1d20 + 6 ⇒ (8) + 6 = 14
Taerel: 1d20 + 9 ⇒ (10) + 9 = 19
Taklinn??: 1d20 + 3 ⇒ (16) + 3 = 19
Varian: 1d20 + 11 ⇒ (15) + 11 = 26
Please place yourselves inside the white dotted box on the map.
Doodlevain "Doodle" Montafescue
|
Doodle looks around. Once alerted, she pulls out her wand of Mage armor and burns a charge off right away. "I don't see anything. Are you sure?"
| GM Crucible |
Sorry, not enough time for mage armor. Only enough time to place your first turn, if you like.
Only Varian gets an action in the surprise round.
Doodle: 1d20 + 6 ⇒ (10) + 6 = 16
Mercutio: 1d20 + 4 ⇒ (13) + 4 = 17
Renedar: 1d20 + 2 ⇒ (20) + 2 = 22
Taerel: 1d20 + 3 ⇒ (5) + 3 = 8
Taklinn: 1d20 + 6 ⇒ (20) + 6 = 26
Varian: 1d20 + 9 ⇒ (4) + 9 = 13
Bad guy BE: 1d20 + 4 ⇒ (10) + 4 = 14
Bad guy M: 1d20 + 0 ⇒ (16) + 0 = 16 F Cleric, gray
Bad guy MT: 1d20 + 2 ⇒ (9) + 2 = 11
Bad guy TM: 1d20 + 5 ⇒ (4) + 5 = 9
The crowd of shoppers, merchants and passersby obstruct your movement as everyone tries to get out of the way of the impending fight.
Consider all movement difficult terrain due to the crowd, for the first three rounds.
—COMBAT—
- surprise round -
* gray, F human, robes, quarterstaff, armored
* green, F half-orc, scimitar & heavy armor
Varian
* blue, M gnome, longbow & light armor
* red, M human, robes & daggers
- end surprise round -
A woman in gray robes over armor raises her quarterstaff in challenge, knowing she's been spotted by Varian. Her companions separate themselves from the crowd and move in to attack. "You've challenged the wrong people, foolish Pathfinders!"
The armored half-orc draws her scimitar, and moves around a fallen cart.
Remember, difficult terrain through round 3.
— COMBAT —
- begin round 1 -
Taklinn (bless?)
Renedar
Mercutio
Doodle (mage armor?)
* gray
* green
* blue
* red
Varian
Taerel(mage armor?)
- end round 1 -
Those in bold may act! (Varian in Surprise Round)