[PFS] GM Skipper's #6-98: Serpent's Rise (Inactive)

Game Master SkipperD

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After snooping around for a bit, Shohiraj susses out that Janira Gavix is spending her time near the statue of Durvin Gest. That's all you have time for in this phase.


LE Male Human Enchanter 7 HP: 29/51 | AC: 14 T: 12 FF: 13 CMD: 14 | F+5 R+7 W+9 | Init +5 | Perception +2
Tracked Resources:
Dazing Touch 8/8 | Spells: 4th-3/3; 3rd-3/5; 2nd-3/5; 1st-4/6

Local: 1d20 + 15 ⇒ (2) + 15 = 17 Sadness


Rataji tries to insinuate himself among the gathered Pathfinders, but his usual charming manner seems to fall short. Irregardless, he still manages to learn that the Grand Convocation is particularly crowded this year. In addition to agents from all over Golarion, several dignitaries from Absalom are in attendance. Furthermore, although both Kreighton Shaine and Marcos Farabellus have made appearances, nobody has spotted the Master of Scrolls Aram Zey. It’s not especially surprising, given Zey’s dislike of crowds and dealing with the public.

The Exchange

Init +4; Senses Perception +1 AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size) hp 59 Fort +10, Ref +9, Will +7; +2 vs. fear

Jaliryn continues to read out names not sparing the priest with even a glance.

You have information for me! Kazmere Lillywag...Lillywag...can you imagine being blessed with that name... Arnfulf Berbaer...Gracia Glitterglam...

Dark Archive

Melee: +1 sap +11 (1d6+6 Non leathal); mwk rapire +11 (1d6+1/18-20); Range:mwk light cross-bow +11 (1d8/19-20) Special defence: Dangersense +2, evation, Uncanny dodge; Special Attack: Debilitationg injury; sneak attack 4d6

I move to the statue of Durvin Gest to see if I can find Janira Gavix.
perception: 1d20 + 12 ⇒ (4) + 12 = 16


Male Human Slayer lvl 7 HP:58/62, AC:20, T:12, FF:18, CMB:12, CMD:24, Initiative:+2, Perception:+11, Fort:+9, Ref:+9, Will:+7 Melee: +1Longsword +13/+8(1d8+6, 19-20 x2) Range: Mwk Comp. Longbow+10/+5(1d8+5, x3)

GM:
My note mentioned starting a fire in the gardens, I didn't see anything called that on the map, are the gardens here? Cuz that's where I would head and begin searching.

Grand Lodge

322 (Pregen) Female Elf Oracle 7 Init +2; Perception +2/+1*; AC (18) 12, touch 12, ff 10 (16); CMD: 19; hp 23/59; Fort +6, Ref +7, Will +10/+9*, +2 vs. enchantments; Speed 30 ft.
Spells:
1st: 0/7; 2nd 0/7; 3rd 0/5
Wand:
Cure Moderate Wounds 0
Special Abilities:
Gift of Madness 6/7; Interstellar Void 0/1; Trumpet of Spirit Speaking 1/1; Cloak of Darkness 4/7 hours; Wings of Darkness - 6/7 min.

322 will try to collect any useful information at the Starhall.

Diplomacy + Guidance: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12 Pff...

Grand Lodge

GM:
Continuing in my action.


Joliryn:
The priest plays along with Joliryn's game. He points to the wall, and speaks in a solemn voice.

There are already so many names here... How many more would be added if I cooperated with the Aspis Consortium?"

Sense Motive DC 15:
The presence of the wall highlights the gravity of his decision and it might be easier to influence him if you were to move to somewhere else.

Zurnzal:
You can attempt the Sense Motive check as well.

@Shohiraj: You spend the entire phase tracking down Janira, so we'll resolve your further actions later.

Manarius:
It's the Menagerie the letter refers to.

322 Fails to uncover any additional information, her strange mannerisms putting even the Pathfinders on edge.


Male Human Slayer lvl 7 HP:58/62, AC:20, T:12, FF:18, CMB:12, CMD:24, Initiative:+2, Perception:+11, Fort:+9, Ref:+9, Will:+7 Melee: +1Longsword +13/+8(1d8+6, 19-20 x2) Range: Mwk Comp. Longbow+10/+5(1d8+5, x3)

Marnarius heads to the menagerie and looks for like minded individuals.
Perception: 1d20 + 11 ⇒ (16) + 11 = 27

Grand Lodge

GM:
Sense Motive: 1d20 + 11 ⇒ (9) + 11 = 20

Zurnzal prepares to move again.

Perception: 1d20 + 11 ⇒ (2) + 11 = 13
Stealth: 1d20 + 12 ⇒ (6) + 12 = 18

The Exchange

Init +4; Senses Perception +1 AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size) hp 59 Fort +10, Ref +9, Will +7; +2 vs. fear

1d20 - 1 ⇒ (6) - 1 = 5

Ack postmosnter ate a big long post...hate it when that happens. Also however designed the module and gave Joliryn a onein 5 chance to make that check must have been a post monster.

We are here to liberate relics. Not to slay pathfinders. If anything any intelligence you might be able to provide will help us to take the back door and avoid possible bloodshed...myself I am not akin to violence, some of my associates however...prefer sword to subtlety.


Looking around the Menagerie, Manarius lays eyes on an odd creature in one of the cages. It has the wings of a bird, the body of a lion, and the head of a ram with sad, wise eyes. As it spots Manarius skulking about, it calls out to him.

"I shall speak of what the future holds for one who would heed the wise words of a sphinx."

Manarius gets the distinct feeling, that the creature has some hidden agenda it wishes to discuss with him.

Meanwhile, at the Wall of Names:

The priest fidgets slightly, as if weighing two equally bad options.

Joliryn can go ahead and roll a Bluff, Diplomacy or Intimidate.

Zurnzal:
You move away unmolested but will probably need to get back when you you realize Joliryn isn't as savvy as you.

Grand Lodge

GM:
I "prepared" to move. If the targets stay put, so do I :-)

Grand Lodge

322 (Pregen) Female Elf Oracle 7 Init +2; Perception +2/+1*; AC (18) 12, touch 12, ff 10 (16); CMD: 19; hp 23/59; Fort +6, Ref +7, Will +10/+9*, +2 vs. enchantments; Speed 30 ft.
Spells:
1st: 0/7; 2nd 0/7; 3rd 0/5
Wand:
Cure Moderate Wounds 0
Special Abilities:
Gift of Madness 6/7; Interstellar Void 0/1; Trumpet of Spirit Speaking 1/1; Cloak of Darkness 4/7 hours; Wings of Darkness - 6/7 min.

322 goes to the Starhall and takes a look around there, as if she is lookin' for something special, something she had dreamed about.

@GM Skipper which check I can make at this point?

The Exchange

Init +4; Senses Perception +1 AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size) hp 59 Fort +10, Ref +9, Will +7; +2 vs. fear

Intimidate 1d20 + 14 ⇒ (6) + 14 = 20

So what will it be? Joliryn inquires as for the first time she seeks eye contact with the man and stares him down.


Zurnzal:
No worries. You still have eyes on the prize.

@322: Sadly, you've wasted the first phase with that poor roll, so you can't do anything that requires skill checks before we move on.

At the Wall of Names:

The priest still fidgets, reluctance radiating off him.

"The deaths that could accompany my collaboration don't sit well with me..."

You can retry your check, or change skill. Either way, you have a -2 penalty on your next roll.


Male Human Slayer lvl 7 HP:58/62, AC:20, T:12, FF:18, CMB:12, CMD:24, Initiative:+2, Perception:+11, Fort:+9, Ref:+9, Will:+7 Melee: +1Longsword +13/+8(1d8+6, 19-20 x2) Range: Mwk Comp. Longbow+10/+5(1d8+5, x3)

Having been caged by these same people that keep you here, I may be interested in what you have to say. He pauses, but only for a moment. Go ahead, I'm listening.


LE Male Human Enchanter 7 HP: 29/51 | AC: 14 T: 12 FF: 13 CMD: 14 | F+5 R+7 W+9 | Init +5 | Perception +2
Tracked Resources:
Dazing Touch 8/8 | Spells: 4th-3/3; 3rd-3/5; 2nd-3/5; 1st-4/6

Just checking in, I'll wait for the next phase to post again

Grand Lodge

Same, waiting for things to develop right now.

Dark Archive

Melee: +1 sap +11 (1d6+6 Non leathal); mwk rapire +11 (1d6+1/18-20); Range:mwk light cross-bow +11 (1d8/19-20) Special defence: Dangersense +2, evation, Uncanny dodge; Special Attack: Debilitationg injury; sneak attack 4d6

me to


As Manarius engages the sphinx, it speaks in a riddle of sorts.

“A time comes when the shackled shall walk among men, voicing their grievances with a hundred horns. These children—who strain at false laws—know not that the time is not today, but no man can chide them, for he knows not their tongue. Their castle of chains shall fall away, and only a lion or sheep shall be their herald, calling out to let them know that their time in the sun has arrived.”

Again, Manarius senses a hidden meaning to its words. This time it is telling him, that the animals will try and break free, unless it tells them to do it at the right time.

Basically, it's using Bluff to pass on a secret message. You can do the same to obfuscate your answer.

The Exchange

Init +4; Senses Perception +1 AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size) hp 59 Fort +10, Ref +9, Will +7; +2 vs. fear

If anything you will be saving many lives. All we want is magical artifacts. But I'm working with a zoo of murder hobos who delight in spilling blood. I can only keep them in check if I present them with useful information. Now either speak or leave... this is taking longer than is good for either of us!

Intimidate 1d20 + 14 ⇒ (17) + 14 = 31


Male Human Slayer lvl 7 HP:58/62, AC:20, T:12, FF:18, CMB:12, CMD:24, Initiative:+2, Perception:+11, Fort:+9, Ref:+9, Will:+7 Melee: +1Longsword +13/+8(1d8+6, 19-20 x2) Range: Mwk Comp. Longbow+10/+5(1d8+5, x3)

The sheep know not when their day shall end, for only their bellies matter therin. All the while the lion waits by, waiting for his day in the sun to draw nigh. Nither knowing how close they are, until the time is right and one goes too far.. Marnarius flashes a grin at the sphinx, makes a fist, brings it too his chest and nods.Do I need to make a check for the sphinx to know I agree with his plan? Or to convey my message?


At the Wall of Names:

The priest sighs heavily and hands over a leather portfolio that contains several maps and diagrams. He gives Joliryn a disheartened nod before walking back through the trees towards the main celebration.

Zurnzal:
So, what's the plan?

At the Menagerie:

I'll need a DC 15 Bluff check for you to pass a secret message to the sphinx.


Male Human Slayer lvl 7 HP:58/62, AC:20, T:12, FF:18, CMB:12, CMD:24, Initiative:+2, Perception:+11, Fort:+9, Ref:+9, Will:+7 Melee: +1Longsword +13/+8(1d8+6, 19-20 x2) Range: Mwk Comp. Longbow+10/+5(1d8+5, x3)

Bluff: 1d20 + 5 ⇒ (11) + 5 = 16
My next course of action will be to meet up with Rataji, and go over my new plan, wherever he may be..

Grand Lodge

GM:
Follow the traitor. My immediate goal is to identify him so that I can expose him later, most likely by leaving evidence where it will be found, and his body where it won't be found. Stealth: 1d20 + 12 ⇒ (15) + 12 = 27

The Exchange

Init +4; Senses Perception +1 AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size) hp 59 Fort +10, Ref +9, Will +7; +2 vs. fear

Joliryn nods to the priest. Then returns to the agreed metting point.

Grand Lodge

322 (Pregen) Female Elf Oracle 7 Init +2; Perception +2/+1*; AC (18) 12, touch 12, ff 10 (16); CMD: 19; hp 23/59; Fort +6, Ref +7, Will +10/+9*, +2 vs. enchantments; Speed 30 ft.
Spells:
1st: 0/7; 2nd 0/7; 3rd 0/5
Wand:
Cure Moderate Wounds 0
Special Abilities:
Gift of Madness 6/7; Interstellar Void 0/1; Trumpet of Spirit Speaking 1/1; Cloak of Darkness 4/7 hours; Wings of Darkness - 6/7 min.

As she finds nothing (at phase 1), 322 went to the meeting point.


Zurnzal:
On his way back to the main gathering, the priest passes through a copse of trees. No one else is around, and he hasn't spotted you.

The sphinx nods agreement and gestures discreetly to the lock on its cage.

"Many things keep your friends from being free. A lack of chains will make things more interesting..."

Grand Lodge

GM:
I've never played an assassin before, but it sounds like if I hustle, I can spend a move action to keep up with him and the standard action to study my target. If that is correct, then I will approach him with a potion of invisibility in hand and make a death attack, possibly two. The wording seems like every attack in the round might qualify. I am going for the kill, DC 13 Fortitude.

Initiative: 1d20 + 2 ⇒ (3) + 2 = 5
Stealth: 1d20 + 12 ⇒ (10) + 12 = 22
Attack 1: 1d20 + 13 ⇒ (12) + 13 = 25, Damage: 1d8 + 6 ⇒ (8) + 6 = 14, Sneak Attack: 1d6 ⇒ 1
Attack 2: 1d20 + 13 ⇒ (19) + 13 = 32, Damage: 1d8 + 6 ⇒ (4) + 6 = 10, Sneak Attack: 1d6 ⇒ 6

I have Sandals of Quick Reaction, which allow me a full turn during the surprise round. If the first attack does not drop the priest, I will additionally make the second attack a knockout strike, which is DC 18 Fortitude or be unconscious for 1d6 rounds. It looks like the death attack and knockout strike can be combined, as both are part of a melee attack rather than being their own action.

Dark Archive

Melee: +1 sap +11 (1d6+6 Non leathal); mwk rapire +11 (1d6+1/18-20); Range:mwk light cross-bow +11 (1d8/19-20) Special defence: Dangersense +2, evation, Uncanny dodge; Special Attack: Debilitationg injury; sneak attack 4d6

Let me know when 3rd phase start


Zurnzal:
Fort: 1d20 + 4 ⇒ (18) + 4 = 22
Fort: 1d20 + 4 ⇒ (20) + 4 = 24

He resists the death attacks, but the total damage still knocks him unconscious. You haven't been seen, yet.

Sovereign Court

GM:
Search the body for something personal and identifiable to steal, like an engraved wayfinder.

Plan A: force the potion of invisibility down his throat and transport the body someplace it won't be found. I'll finish the deed at that place, not here.

Plan B: If three minutes of invisibility isn't enough, coup de grace here.

Either way, I want something of his that can be planted later to implicate him. My rough plan is to get the portfolio of papers from Joliryn once we are done with it, and leave that to be found along with the priest's identifiable item.


Zurnzal:
Your current position is about as secluded a spot as you'll be able to find. Do note that your letter states that someone needs to masquerade as your intended victim; planted evidence wont suffice.

Grand Lodge

GM:
Ah! Thank you for the reminder/clarification. I didn't understand that from the note. In that case, I wish to dispose of the body, but keep all of his belongings.


Zurnzal:
Ok. You (or someone else) will still need to roll a Disguise check at some point, but we'll get to that later.

It seems to me that we're done with phase 1. If you wish, you can huddle up at the meeting point before heading out again.

The Exchange

Init +4; Senses Perception +1 AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size) hp 59 Fort +10, Ref +9, Will +7; +2 vs. fear

I was able to aquire some maps...they should be of use...

Can we get some visuals on these Skipper?

Grand Lodge

GM:
They gave me a decent Disguise modifier :-) I'm planning to parade around as the priest when we start wreaking havoc.


LE Male Human Enchanter 7 HP: 29/51 | AC: 14 T: 12 FF: 13 CMD: 14 | F+5 R+7 W+9 | Init +5 | Perception +2
Tracked Resources:
Dazing Touch 8/8 | Spells: 4th-3/3; 3rd-3/5; 2nd-3/5; 1st-4/6

Sweet, TIME FOR A HUDDLE Y'ALL!

As the stragglers trickle in, Rataji addresses them in a soft voice, "What have you all been able to discover or do?"

After waiting for everyone to share their piece, he will add the following:

"I have learned that the Grand Convocation is particularly crowded this year. In addition to agents from all over Golarion, several dignitaries from Absalom are in attendance. Furthermore, although both Kreighton Shaine and Marcos Farabellus have made appearances, nobody has spotted the Master of Scrolls Aram Zey. IT is apparently not especially surprising, given Zey’s dislike of crowds and dealing with the public."

Once the distribution of information is over, I figure we will make further plans

Dark Archive

Melee: +1 sap +11 (1d6+6 Non leathal); mwk rapire +11 (1d6+1/18-20); Range:mwk light cross-bow +11 (1d8/19-20) Special defence: Dangersense +2, evation, Uncanny dodge; Special Attack: Debilitationg injury; sneak attack 4d6

I am still trying to get the keys, so I am not shure if I make it back...

Grand Lodge

I think I'm done for now and can report back.


@Joliryn: There's nothing I can actually show you, but the maps will give you all a bonus later.
@Shohiraj: You know that Janira is by the statue of Durvin Gest, so what do you want to do?

Dark Archive

Melee: +1 sap +11 (1d6+6 Non leathal); mwk rapire +11 (1d6+1/18-20); Range:mwk light cross-bow +11 (1d8/19-20) Special defence: Dangersense +2, evation, Uncanny dodge; Special Attack: Debilitationg injury; sneak attack 4d6

I try to pick Janiras pockets, and hopefully get the vault keys.
stealth: 1d20 + 15 ⇒ (1) + 15 = 16

sligt of hands: 1d20 + 17 ⇒ (6) + 17 = 23


Male Human Slayer lvl 7 HP:58/62, AC:20, T:12, FF:18, CMB:12, CMD:24, Initiative:+2, Perception:+11, Fort:+9, Ref:+9, Will:+7 Melee: +1Longsword +13/+8(1d8+6, 19-20 x2) Range: Mwk Comp. Longbow+10/+5(1d8+5, x3)

My plan has changed slightly, I made conversation with a sphinx, he and all the other animals in the menagerie will be released when we are ready to enter the Tapestry.

Grand Lodge

322 (Pregen) Female Elf Oracle 7 Init +2; Perception +2/+1*; AC (18) 12, touch 12, ff 10 (16); CMD: 19; hp 23/59; Fort +6, Ref +7, Will +10/+9*, +2 vs. enchantments; Speed 30 ft.
Spells:
1st: 0/7; 2nd 0/7; 3rd 0/5
Wand:
Cure Moderate Wounds 0
Special Abilities:
Gift of Madness 6/7; Interstellar Void 0/1; Trumpet of Spirit Speaking 1/1; Cloak of Darkness 4/7 hours; Wings of Darkness - 6/7 min.

"Well... I found nothing."

322 grins apathetic.

@GM Skipper, on phase 2, 322 will do this.

Grand Lodge

322 (Pregen) Female Elf Oracle 7 Init +2; Perception +2/+1*; AC (18) 12, touch 12, ff 10 (16); CMD: 19; hp 23/59; Fort +6, Ref +7, Will +10/+9*, +2 vs. enchantments; Speed 30 ft.
Spells:
1st: 0/7; 2nd 0/7; 3rd 0/5
Wand:
Cure Moderate Wounds 0
Special Abilities:
Gift of Madness 6/7; Interstellar Void 0/1; Trumpet of Spirit Speaking 1/1; Cloak of Darkness 4/7 hours; Wings of Darkness - 6/7 min.
Rataji wrote:
"I have learned that the Grand Convocation is particularly crowded this year. In addition to agents from all over Golarion, several dignitaries from Absalom are in attendance. Furthermore, although both Kreighton Shaine and Marcos Farabellus have made appearances, nobody has spotted the Master of Scrolls Aram Zey. IT is apparently not especially surprising, given Zey’s dislike of crowds and dealing with the public."

"Has anyone discovered where we can find Aram Zey?"

Grand Lodge

"No, I haven't heard anything about him."


@322: If you want something obvious and grand, then perhaps the statue of Durvin Gest would suffice.
@Shohiraj: Finding Janira at the statue is easy. She's participating in a boasting competition of sorts, but there are no keyes visible on her. Do you wish to proceed with the rolls you've made, or do you want to change your plan?

Grand Lodge

322 (Pregen) Female Elf Oracle 7 Init +2; Perception +2/+1*; AC (18) 12, touch 12, ff 10 (16); CMD: 19; hp 23/59; Fort +6, Ref +7, Will +10/+9*, +2 vs. enchantments; Speed 30 ft.
Spells:
1st: 0/7; 2nd 0/7; 3rd 0/5
Wand:
Cure Moderate Wounds 0
Special Abilities:
Gift of Madness 6/7; Interstellar Void 0/1; Trumpet of Spirit Speaking 1/1; Cloak of Darkness 4/7 hours; Wings of Darkness - 6/7 min.

GM Skipper:
She will look for the "glassy, hexagonal pad out of dreamstuff", that the figure wearing a blue coat and a mask, "used to channel cosmic life energies into tiny homunculi". And I think that the Starhall is the better place she can look for this. Or not? Any check I can make?

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