PFS PbP Faithless & Forgotten (Inactive)

Game Master James Martin

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Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

Sorry "Markos farabellus of the pathfinder society." says Blanmieux just like it is an employer like any other.

-Posted with Wayfinder

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

"Indeed, we are members of the Pathfinder Society" Garret adds proudly

Silver Crusade

Gnome Perfectionist 5 | AC24-T16-FF19 | HP 46/46 | F+11 R+9 W+10 (modifiers apply) | Init +3 Per +1

Sorry, guys, weekend was busy and then so was today.

Pinball was hesitating, because Pinball knows that the Master of Masters does not approve of lies, and yet, it seemed somewhat unwise to declare themselves Pathfinders, as, judging by the words of their original briefing, Pathfinders had until just this mission been currently personae non gratae within Cheliax's borders.... and it was possible that Ianereth's decision had not yet been made public to, say, constables at large, like this halfling. So Pinball had been considering, very carefully, how she might word something delicately....

...only to have it quickly be a moot point, as her colleagues saw no issue with identifying themselves.

The gnome shrugged. Well, that was that, at least. Pinball offered a bright fixed smile at the halfling.

"Indeed. The Honorable Ianareth Alazario is welcoming Pathfinders to your.... your fine country once again."


Bonekeep Slides

The halfling's eyebrow raises and he scribbles something down on his pad. "Pathfinders back, eh? Well, welcome to Corentyn Pathfinders." He starts to say something else, but one of his men step up. "Not here. Searched the whole ship." Tamrin nods tightly and jerks his head toward the docks. He turns to the Captain and holds out a hand. The captain drops a coin pouch in it. The halfling smiles and bows his head slightly, then turns and leaves the ship as abruptly as they arrived.

Your way is cleared down the gang plank and you find yourself at ease in Corentyn. Your directions to the Museum seem sound, though you have a distinct sense you're being watched.

Broad marble steps, barely dulled with age and showing only the tiniest of cracks lead to the solid, reinforced double doors of Corentyn’s Museum of History. The building stands in stark contrast to the surrounding structures, most of which are small, cramped, and crumbling. Two city guards stand at the intersection nearby, watching the tradesfolk, fishermen, vintners, and others who make High Quarter their home.

As you enter the Museum, the smell of books and linseed oil fill your noses, probably from the freshly waxed wooden floors. A clerk sits behind a small desk and if you ask for Zefiro Ballinger, she nods and points you to one of the wings. There a thin man with a scholar's outfit and a dark mustache stands, perusing a large tome. He looks up as you approach. "May I h-h-h-help you?" He stutters slightly.

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

Before they leave the ship Garret tells the other pathfinders "I don't know what they were searching for, but their search was perfunctory. No chest was opened, they only searched between the chests. That money pouch that exchanged hands does not bode well for how much we can trust on the law and officials here."

- - -

"Well met Master Ballinger, we are members of the Pathfinder Society. The society has been granted permission by the Chelish government to explore a site in the Eismonts called Emberhold. We were told you might have access to more information regarding this site. Would you be willing to share that with us?"

Diplomacy: 1d20 - 1 ⇒ (17) - 1 = 16

Dark Archive

HP 28/28 | AC16 T10 FF16 | Init +4 Perc +5 CMB +5 CMD 15 | F+5 R+2 W+5 | CN Half-Orc (Mystic) | Shaman (Spirit Warden) 3 | +1 Great Axe (+6); 1d12+5 (x3) | sheet

Diplomacy (Aid): 1d20 + 1 ⇒ (6) + 1 = 7
"Anything you could tell us would be helpful I am sure."

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

"It's cheliax. Corruption is part of the law. The trick is to know the exact fee." says the librarian.

hum, they use a modifed version of"Bastard classification". Would be easy to find a book here... If you know where to search. he reflects.

-Posted with Wayfinder


Bonekeep Slides

The captain laughs at Garret. "Docking fees, lad. At least here the graft is all by the book."

In the Museum

"P-p-p-pathfinders? Of course, happy to help." He slides over to the nearby window and looks out, his face going pale. "Oh n-n-n-no."

Sense Motive!

Sense Motive DC 18:
If you follow Balinger's gaze, you can see that the guards who were outside the Museum have disappeared.

"Gods! You were seen coming here! And now they're bound to... I'm in danger. You've put me in danger!"

Dark Archive

HP 28/28 | AC16 T10 FF16 | Init +4 Perc +5 CMB +5 CMD 15 | F+5 R+2 W+5 | CN Half-Orc (Mystic) | Shaman (Spirit Warden) 3 | +1 Great Axe (+6); 1d12+5 (x3) | sheet

Sense Motive DC18: 1d20 + 3 ⇒ (15) + 3 = 18
"The guards are gone ... I'm thinking we should expect company soon. Is there another way out of here?"

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

Sense Motive: 1d20 + 6 ⇒ (11) + 6 = 17

"What? I don't understand!" Garret reacts to the librarian's outburst.

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

"Yeah... what the problem? It is about Emberhold?"says Blanmieux.

So much to be diplomat....

Dark Archive

Male Aasimar (angel blooded) Cavalier Hps: 57/64 (and non-lethal:0) AC 19 (touch 10/FF19) CMD:21 Fort+8, Ref+3,Will+4 Init+0 Perception+4

After being informed of the disappearance of the outside guards Manius takes a look around

Perception: 1d20 + 0 ⇒ (8) + 0 = 8

...but the helmet he is wearing makes it quite difficult for him to take a good look at anything other then what's right in front of him

"Danger from what?" Manius inquires

Silver Crusade

Gnome Perfectionist 5 | AC24-T16-FF19 | HP 46/46 | F+11 R+9 W+10 (modifiers apply) | Init +3 Per +1

"Yes. Cheliax," Pinball sighs at the docks, but is pleased enough they're allowed to pass.

At the library, her brows arch. "Curator, if we've brought danger on you we're very sorry, but we're happy to defend you as a friend of the Society. Can you tell us something about whatever the problem is? Please be calm; we're a competent bunch."

Diplomacy: 1d20 + 11 ⇒ (4) + 11 = 15

Pinball produces a wand as he speaks and taps himself with it. (mage armor. Happy to use yours on you Garret.)

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

"Pinzel, can you use my wand on me?"

thanks

Silver Crusade

Gnome Perfectionist 5 | AC24-T16-FF19 | HP 46/46 | F+11 R+9 W+10 (modifiers apply) | Init +3 Per +1

"Of course." Pinball duly pokes Garret with the stick Garret offers, looking back to the curator to see if he's calmed any.


Bonekeep Slides

If anyone would like to help Pinball calm the man?

Dark Archive

HP 28/28 | AC16 T10 FF16 | Init +4 Perc +5 CMB +5 CMD 15 | F+5 R+2 W+5 | CN Half-Orc (Mystic) | Shaman (Spirit Warden) 3 | +1 Great Axe (+6); 1d12+5 (x3) | sheet

Diplomacy (Aid): 1d20 + 1 ⇒ (10) + 1 = 11
"Not to worry ... I wager we are more dangerous than the folks you are worried about. Just stick with us and you'll come out ok."


Bonekeep Slides

"I-I-I-I, but... perhaps?" He looks like he's almost convinced...

Dark Archive

Male Aasimar (angel blooded) Cavalier Hps: 57/64 (and non-lethal:0) AC 19 (touch 10/FF19) CMD:21 Fort+8, Ref+3,Will+4 Init+0 Perception+4

"We can help you, if you explain to us what's going on..._calmly_"

Assist on diplomacy: 1d20 + 1 ⇒ (17) + 1 = 18

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

Yeah, we have a good ear.

diplomacy aid: 1d20 + 3 ⇒ (18) + 3 = 21


Bonekeep Slides

Working together you finally succeed at calming Zefiro, and in a few moments he takes a deep breath and in a slightly stuttering voice, tells you of his friend, Mireille, who he believes is in danger of being “disappeared” by the Order of the Rack. Zefiro remains paranoid, referring to his friend Mireille as a “valuable historical asset.” He tells you that he would be willing to help you if you can secure his friend’s safety—an act he insists is vital to the preservation of Corentyn’s history.

Assuming you agree, he directs you to a local business called the Fox Den and instructs you to tell the doorkeeper that Zefiro sent them. He believes the Hellknight order is aware that his friend is spreading unrevised information about Cheliax’s past, and that the guards may have been watching him for that purpose. He asks you to ensure that the Hellknights haven’t discovered her yet—or help her evade them if they have.

With a last glance out the door to spot any guards, you head across town to the Fox Den. The smell of raw fish, stale sweat, and old booze permeates this section of the West Drenches. Broken pathways are slick with mud where they aren’t simply flooded. Small wooden buildings are built around narrow canals brimming with dark water that flows swiftly out to sea. Sounds of a busy business district quiet intermittently, at which time the groaning boats and boisterous sailors in the nearby port are just loud enough to hear.

The Fox Den is a modest-sized building with boarded windows and a badly faded sign that depicts a fox hiding behind its own bushy tail. There’s a small stained glass window set into the front door with a patch of fogged white glass, through which you can a woman's blurred form.

The door opens only a crack and you can see an eye as well as several stout chains inside the door holding it close. "Yeah, whadya want?"

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

"Manius and Blanmieux, remember that your first allegiance is to the Pathfinder Society and not to the Chelish government or this Hellknight order." Garret reminds his teammates when they walk to the Fox Den.

At the door he waits for Pinzel to introduce them, looking for anyone that might be watching the team.

Perception: 1d20 + 12 ⇒ (14) + 12 = 26


Bonekeep Slides

Garret doesn't see anyone watching the team, but he does notice a curious lack of people. In an area like this, he'd expect to see people walking, people leaning out of windows to chat, but instead he sees nothing.

Something has this neighborhood spooked.

Silver Crusade

Gnome Perfectionist 5 | AC24-T16-FF19 | HP 46/46 | F+11 R+9 W+10 (modifiers apply) | Init +3 Per +1

Pinball gives a quick, bobbing nod to the face behind the door.

" 'lo there. We're friends of Zefiro's," the gnome murmurs in discreet tones. "Looking out for a friend of a friend who might be in some trouble, if you catch me. Not here to cause any trouble."

Diplomacy: 1d20 + 11 ⇒ (8) + 11 = 19


Bonekeep Slides

The woman hesitates for a moment, then closes the door and you hear chains being unlatched. "Get in. Quickly!" She hisses, pulling you inside.

Inside, a cheery fire warms the cool sea air, and nine young children of varied ages sit around a slender, middle-aged elven woman with chestnut colored hair and a simple, yet elegant rust-colored dress. Her eyes are closed, and she commands the attention of the children with a tale about Rius Galdaeon, a kind Chelish architect and paladin of Shelyn, whose allegiances aligned with Chelish loyalists when Thrune began to take control. He viewed Thrune’s reliance on devils as a blight on Chelish achievements and so confronted Baraxial, a powerful barbed devil called to aid the Esoterium Lodge. Their battle shook the foundations of Aroden’s Arch, and it’s said great pieces of it crumbled into the sea when Baraxial dragged Rius with him back to Hell. She says the entire city felt each blow land, and it was the signal she needed to flee from Corentyn while civil war raged on.

When she finishes the story, she opens her eyes and offers you a strained smile. "Welcome friends! I am Mireille Goldenglow. I believe you already met Velia," she gestures at the woman who let you in. "What can I do to help you?"

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

"A friend of yours at the museum is worried about your safety, as are we." Garret starts before he adds "It seems the neighborhood is rather quit, I would expect more people on the streets, although they might be scared by your tale that went against the Thrunes" Garret finishes with a lame attempt at a joke.

Diplomacy Aid Pinzell: 1d20 - 1 ⇒ (5) - 1 = 4

Silver Crusade

Gnome Perfectionist 5 | AC24-T16-FF19 | HP 46/46 | F+11 R+9 W+10 (modifiers apply) | Init +3 Per +1

Pinball offers a smile and a bow.

"Hello," she says, twisting the wooden beads of her holy symbol around her fist again. She tries to put on her friendliest face as she's sure the sight of Manius in his armor is somewhat discomfiting. "Your friend Zefiro believes you might be in a spot of trouble. I would say the children shouldn't hear such things, but... growing up here, perhaps they should."

Still, Pinball moves closer to speak discreetly. "Zefiro believes the Order of the Rack has an interest in silencing your truths. He has requested that we guard you and keep you safe. Has anything happened lately to make you feel threatened?"

Diplomacy with Mereille, if needed: 1d20 + 11 ⇒ (20) + 11 = 31

Well, finally a good roll, haha

Dark Archive

Male Aasimar (angel blooded) Cavalier Hps: 57/64 (and non-lethal:0) AC 19 (touch 10/FF19) CMD:21 Fort+8, Ref+3,Will+4 Init+0 Perception+4

Manius feeling conflicted decides to go along for the moment and see how this plays out

"..Order of the Rack...never liked those guys anyway..."

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

Order of the rack. Don't know about them. probably there a lot of women in there.

"Hi am Blanmieux. And I know two three thing about redemption.

Also we are Pathfinder,and we will explore the ruins called emberhold and we would like to have information you have about it.

Thirdly, there someone called Cassian maybe have snooped around here and we would like know his plan.

Fourth, Zafiro have called you a valuable historical asset. "

The librarian ogles the bard up to down.

"I can see why... You're a living library" he adds.

Dark Archive

Male Aasimar (angel blooded) Cavalier Hps: 57/64 (and non-lethal:0) AC 19 (touch 10/FF19) CMD:21 Fort+8, Ref+3,Will+4 Init+0 Perception+4

Manius waits for Mireille's answer patiently while deciding what to do next


Bonekeep Slides

"Zefiro thought I needed protection? Poor man. He's sweet, but his paranoia is.." She's interrupted by a hard pounding on the door and a shouted "OPEN UP IN THE NAME OF THE GUARD!"

Mireille freezes, her eyes wide. In a low quick whisper she says, "Near here I have a safe house. I'll meet you there, but you need to delay the guards so I can get away. Stall them, bribe them, whatever, but I need time." In a few quick sentences, she gives you directions and heads toward a secret back door concealed in the southern wall. Velia waits until she's out and opens the door. Five guards wielding stout clubs storm in and head straight toward you lot!

What do you do?

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

Garret's skin seems to take on a woodlike quality while he takes on a defensive stance

"Whoah, what is going on!"

Using spell-like power for barkskin

Dark Archive

HP 28/28 | AC16 T10 FF16 | Init +4 Perc +5 CMB +5 CMD 15 | F+5 R+2 W+5 | CN Half-Orc (Mystic) | Shaman (Spirit Warden) 3 | +1 Great Axe (+6); 1d12+5 (x3) | sheet

Theleb will go full defense against any attacking guards ... but otherwise attempts to defuse the situation ...

"Hey ... watch where you swing that thing!"


Bonekeep Slides

The lead guard points his billy club at your chests. "You lot! We have solid intelligence linking you to one Mireille Goldenglow. Give her up or tell us where she is or we're taking you in for disrupting an investigation!"

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

Banmieux just stood up, sorting his paper.

I am a armigner of the order of the Pike, sorting his papers. Those weapons are mine. If you hit me, you're gonna regret it. Why are you here?

Intimidation: 1d20 + 4 ⇒ (13) + 4 = 17


Bonekeep Slides

The guards seem taken aback by Blanmieux's assertion. "We have orders to apprehend one Mireille Goldenglow. If you are interfering with our orders, you are breaking the law, 'hellknight'." One of the guards points toward the south wall. "Sir, a hidden door!"

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

No, you idiots! I was having her! We are in a mission about retriving
ancien propaganda text before others have it! She would have gives us
what we need and than she was finished. Now, she's on her guard. Those
minions of her will wall us and gives her time to flee. She's also more dangerous than you thought.

We will pursuit her. She doesn't suspect us yet. We will says that we have stop you.

Guards. Stay there. If she's sees you again, we will never be able to catch her and the chamber could have additionnal clues to what her plan are.

The others follow me!

Blanmieux rushs to the hidden door. And stosp for a moment.

Wait, she will have doubt if we come untouched.

He turns to the guards.

Quick, someone hit me!Than, we will go.


Bonekeep Slides

Bluff checks, please! (Though I like the tactic!)

Silver Crusade

Gnome Perfectionist 5 | AC24-T16-FF19 | HP 46/46 | F+11 R+9 W+10 (modifiers apply) | Init +3 Per +1

Pinball's dark blue eyes open fractionally wider at the lie being told; she clutches at her beads, her small mouth tightening unhappily. In the service of the Master of Masters, she has learned to embrace truth and avoid falsehoods; it pains her soul to be forced to go along with this deception because a colleague has trapped her into lying for the sake of their mission.

Still, Mireille's life may ride on it. Pinball closes her eyes briefly, summoning up the old memories of life before Irori's service, of self-serving and chasing every whim that occurred to her.

Pinball opens her eyes, and grins disturbingly.

"Yesss we're hunting the rebel ourselves, you fools! You've ruined our mission, perhaps-- I want the name of your superior officer, but you had better give it quickly and then do as we say and get out of ways!"

Without checking everyone's sheet, I'm assuming a +5 is the highest Bluff. If someone has higher, consider this an aid check, otherwise I'll be primary, I guess.

Bluff: 1d20 + 5 ⇒ (17) + 5 = 22

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

aid bluff: 1d20 + 1 ⇒ (16) + 1 = 17

"yeah"Blanmieux says.

Someday, i am gonna create my sheet in fonction of my playing style. not the contrary.

Dark Archive

HP 28/28 | AC16 T10 FF16 | Init +4 Perc +5 CMB +5 CMD 15 | F+5 R+2 W+5 | CN Half-Orc (Mystic) | Shaman (Spirit Warden) 3 | +1 Great Axe (+6); 1d12+5 (x3) | sheet

Bluff (Aid): 1d20 + 1 ⇒ (10) + 1 = 11

"I only hope you have not completely sabotaged our mission. We were so close before you barged in here."


Bonekeep Slides

The guards seem utterly taken aback, each one glancing at each other with confusion. The lead seems to finally compose himself after a long pause. "Oh my, we weren't told. Are you working for Thorne as well? She didn't inform us... We'll head back out, make as if you thwarted us, would that be best?"

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

"Great"says Blanmieux using his thumb.

I maybe have a problem if they know i was not under this Thorne. Especially, if I see this person. Beh. Twomorrow, is another day.

-Posted with Wayfinder


Bonekeep Slides

With the site being down, I'll give people a chance to respond, then pick up Wednesday morning, US Central time.

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

"Don't tell Thorne you know us, she won't be amused if she found out you were obstructing us..." Garret adds before moving through the secret door


Bonekeep Slides

The guards swallow hard and nod, heading back out the front, doing their best imitation of dejected and defeated.

A few moments pass, then you head out the secret door, looping around to ensure you're not followed, and from there onward to the safe house. Mireille waits there, with a flushed face and obvious worry. Once she hears how you tricked the guards, she smiles and thanks you. She assures you that she is leaving town until the heat dies down, and thanks you greatly. She tells you that she will get a message to Zefiro, letting him know that she's fine and she's sure he'll be happy to provide you with information on the archaeological site you're interested in. She tells you to take rooms tonight at the Wicked Fork, a pub in the West Drenches neighborhood and that Zefiro will send information to you there, care of the proprietor, Neld.

Bidding her goodbye, you head to the Wicked Fork, who proves to be a small inn with a bustling common room. The next morning you head down to eat, only to see Cassian there as well. He looks disgruntled and when you ask him about it, he tells you he was sent here on Zarta Dralneen's orders and told to meet with her 'contact', who turns out to be the halfling clerk who searched the ship, Tamrin Credence. "And guess what? That rat turns out to be Aspis!"

The inn's proprietor, Neld, seems to be listening and nods vigorously, leaning over to whisper, "Well, that’s what I heard, anyway. His ties go back—way back. But that’s how it goes around here. Everyone ties their cart somewhere, you know?”

Cassian sighs. "Zarta. I swear that woman and her schemes! Wheels in wheels. Anyway, I have the supplies ready for your expedition to the Eismonts. You're set to leave."

Neld smiles and slides a scroll case across the bar. "And a friend dropped this off for you. Seemed grateful." Inside the case you find information on the town of Anglemire and the Davian family, including a proclamation from Abrogail I. It reads:
"Notice: By the grace of Her Infernal Majestrix, Queen Abrogail I of the Thrice-Damned House of Thrune, all residents of Anglemire are pardoned for seditious and treasonous acts. House Davian, found guilty of instigating unlawful conflict, is excluded from Her Infernal Majestrix’s mercy. Henceforth, all aid knowingly or unknowingly quartered to House Davian and its members will warrant death and eternal damnation. House Davian and all those still pledging loyalty to House Davian are hereby branded traitors to the Chelish Nation, and sentenced to death by starvation in accordance with Her Infernal Majestrix’s wishes, lawfully obeyed by authority provided under Edict 208.14A." In addition, the documents indicate the last known bastion of the Davian family's location. With this, you're off to Emberhold.

With these documents in hand, you board the ship and head to the Eismonts. The voyage takes a day and a night, but you arrive near Anglemire and disembark.

Little remains of the town of Anglemire. Nature is reclaiming the few sturdy stone buildings still visible from the coastline. At the north end of the city, where the Eismont foothills meet with the rocky steps of the Menador Mountains, is a short square tower surrounded by the crumbling walls of Emberhold. Thick curtains of lush, green ivy reach upward from an ocean of waving grass and cling to the cracked stone walls—all that remain of the keep.

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

Oh by... Nothing. In fact.

"And this halfling knows we are pathfinders and our mission with could be helping the house unknowinly.... That mean the ambassador also.

Seem more and more fun."smiles Blanmieux.

-Posted with Wayfinder

Dark Archive

HP 28/28 | AC16 T10 FF16 | Init +4 Perc +5 CMB +5 CMD 15 | F+5 R+2 W+5 | CN Half-Orc (Mystic) | Shaman (Spirit Warden) 3 | +1 Great Axe (+6); 1d12+5 (x3) | sheet

"Well that was more pleasant than I expected ..." notes Theleb after the guards depart ...

"Aspis eh? ... That is not welcome news at all. Nothing like a mission to dance on a rope between factions. " ...

"Seems we have a slightly better welcome here ... as it seems that no welcome is really what want while in this Infernal country"


Bonekeep Slides

A fire long ago removed the roof and floors of Emberhold’s great hall. Five thick columns still stand amidst a dense gourd patch at the bottom of the large pit that remains. The main doorway on the south side is flanked by two stone staircases that wrap around the interior of the west and east walls, much of which have crumbled to the ground. To the northwest is a square tower that’s only partially standing. Weeds have overgrown a doorway on the east wall, which breaks on the northeast corner for a wide set of stairs descending from the ground level. A rusty iron gate still stands at the center of the pit’s northern wall, rising from the densest portion of the gourd patch and fencing off a descending set of stairs.

You have a distinct sense that you're being watched.

Map is on the Google Slide!

Dark Archive

Male Aasimar (angel blooded) Cavalier Hps: 57/64 (and non-lethal:0) AC 19 (touch 10/FF19) CMD:21 Fort+8, Ref+3,Will+4 Init+0 Perception+4

sorry, site was down a few times when I tried to check

Manius shudders

"..it feels like I'm being watched..."

Perception to see by whom/what?: 1d20 + 0 ⇒ (20) + 0 = 20

"Shall we go in?"

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