PFS PbP Gameday 4 - Serpent's Rise (7th Level pregen) Start 19 / 09 / 2015 (Inactive)

Game Master nightdeath

Initative:

[dice=Rataji]1d20+5[/dice]
[dice=Marnarius]1d20+2[/dice]
[dice=322]1d20+5[/dice]
[dice=Shohiraj]1d20+5[/dice]
[dice=Joliryn]1d20+4[/dice]
[dice=urnzal]1d20+2[/dice]


Maps


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Sovereign Court

Chronicle Sheets GM Busy At Work........

For Dotting Purposes.

Sovereign Court

"Now then, to business!"

Everyone else at the table raises their mug and shouts "To business!"

"No, no, no, I didn't mean to - ah, Hell, why not?" Rataji raises his mug as well, and smiles his radiant smile.

Grand Lodge

HP: 59 | AC: 12 TCH: 12 FF: 10 | Per +2 | Init +2 | F: +6 R: +7 W: +10 | CMD 19

332 cocks her head to the side, and studies the situation unfolding before her.

Sovereign Court

I'm just saying, you might want to trade out for a more apropos portrait for this adventure.

Dark Archive

AC 19/15/14 HP 45/45 Fort +3/Ref +10/Will +6 Init +5 Perception +12 CMD 21

A stranger strides into the room, confident and cool....


Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13

A large half-orc walks into the room. He looks over the group as he finds a seat at the table. I wonder what task would bring such an interesting group together.

Still need to clean up my alias.

The Ambitious:
The Ambitious: Hide

All his life, people have told Zurnzal that he could never succeed, yet he has harnessed the anger he feels toward these critics and used it to break his enemies and impress the few allies he has. When those who doubted him stand broken and bloodied, he will know that he was right.
ZURNZAL
Male half-orc brawler 6/assassin 1 (Advanced Class Guide 23)
NE Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +11

DEFENSE
AC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +2 Dex, +1 dodge)
hp 65 (7 HD; 6d10+1d8+20)
Fort +8, Ref +10, Will +5
Defensive Abilities orc ferocity

OFFENSE
Speed 30 ft.
Melee unarmed strike +13/+8 (1d8+6) or
mwk short sword +12/+7 (1d6+5/19–20)
Ranged mwk composite shortbow +9/+4 (1d6+5/×3)
Special Attacks brawler’s flurry, brawler’s strike (magic), close weapon mastery, death attack (DC 13), knockout strike (DC 18), maneuver training (dirty trick +1), martial flexibility (swift action) 6/day, sneak attack +1d6

STATISTICS
Str 20, Dex 14, Con 12, Int 14, Wis 13, Cha 8
Base Atk +6; CMB +11 (+14 dirty trick, +13 disarm, +13 trip); CMD 25 (28 vs. dirty trick, 27 vs. disarm, 27 vs. trip)

Feats Combat Expertise, Improved Disarm, Improved Dirty TrickAPG, Improved Trip, Improved Unarmed Strike, Toughness, Weapon Focus (unarmed strike)

Skills Acrobatics +12, Climb +10, Disguise +11, Intimidate +9, Perception +11, Sense Motive +11, Stealth +12; Racial Modifiers +2 Intimidate

Languages Common, Giant, Orc, Varisian

SQ martial training, orc blood, poison use

Combat Gear potion of cure moderate wounds, potion of invisibility, antitoxin, tanglefoot bag (2); Other Gear +2 leather armor, mwk short sword, mwk composite shortbow with 40 arrows, amulet of mighty fists +1, belt of giant strength +2, cloak of resistance +2, ring of protection +1, sandals of quick reactionUC, disguise kit, 15 gp

SPECIAL ABILITIES
Brawler’s Flurry (Ex) When Zurnzal makes a full-attack, he has the Two- Weapon Fighting feat while using unarmed strikes, close weapons, and monk weapons, and he adds his full Strength modifier to all attacks.

Brawler’s Strike (Ex) Zurnzal’s unarmed attacks count as magic.

Close Weapon Mastery (Ex) Zurnzal can deal 1d6 damage with any weapon from the close weapon group (such as daggers) if he wants.

Improved Dirty Trick Zurnzal does not provoke an attack of opportunity when using the dirty trick combat maneuver. He gains a +2 bonus on combat maneuver checks to perform dirty tricks and to CMD to defend against them. Knockout Strike

(Ex) Once per day Zurnzal can attempt a one-hit knockout, declaring his attempt before rolling his unarmed attack roll. If he hits and deals damage, the target must succeed at a DC 18 Fortitude save or fall unconscious for 1d6 rounds. The target receives a new save each round to wake up. This ability doesn’t work if the target is immune to critical hits or nonlethal damage.
Martial Flexibility (Ex) Zurnzal can spend a move action to gain any two combat feats he doesn’t possess, as long as he meets the prerequisites, or he can spend a swift action to gain any one combat feat. He keeps the feat for 1 minute. If he uses the ability again before that time, he loses all the feats from the previous use. If the feat has a daily limit and he picks it more than once, it doesn’t reset the limit. Good choices include Greater Trip or Power Attack.

Martial Training (Ex) Zurnzal counts his brawler levels as both fighter levels and monk levels for the purpose of qualifying for combat feats.

Sandals of Quick Reaction When Zurnzal acts on the surprise round, he can take both a standard and a move action.

Although some half-orcs born in Lastwall find acceptance, many green-skinned children raised in that border nation wither under the accusing gazes of warrior families that have lost loved ones to the orc hordes. Zurnzal grew up burdened by these critics who often flinched when looking at him and assumed he might yet become a feral beast like the orcs to the north, despite his gentle heart and service to the community. Even after leaving Lastwall, he has always strived to measure up to his old neighbors’ impossible standards. However, over the years his noble goal has twisted into barely controlled anger.

He first drew the Aspis Consortium’s attention while working the dangerous Umbral Basin caravan circuit between Molthune and Nidal, where he distinguished himself as a powerful combatant. The Consortium seemed like an ideal way to get ahead in life, but the half-orc quickly realized that he was as typecast there as anywhere. Most bronze agents simply saw him as another orc-blooded brute to be pointed and unleashed at the enemy like an attack dog. At least one agent has realized that Zurnzal is no simple thug, and he has begun grooming him to become more than just a contractor. It is only a matter of time before the cunning, ambitious half-orc is leading his own projects and proving his true worth to those who doubted him.

Dark Archive

Dotting, alias will prolly be fully cleaned up shortly.


Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13

I think I'm ready. As I don't have any characters anywhere near 7th level, I guess I'll apply this to # 106385-3 (Aaziroth) since I don't anticipate using him during the running of this scenario.

Sovereign Court

Chronicle Sheets GM Busy At Work........

You are Aspis Consortium operatives, hand-picked by your superiors for one of the most daring missions ever attempted against the hated Pathfinder Society. For centuries the Society has been the hyena of the archaeological world, descending upon legitimate Aspis operations to snatch whatever the Pathfinders want, kill hardworking contractors, and grow wealthy on the profits of their “historical preservation.” As they say, the victors write the history books, and the widely distributed Pathfinder Chronicles paint the Society’s piracy as heroism guided by a moral compass as true as the wayfinder each agent carries.

Despite the thick walls and heavy windows of the rented home that serves as your safe house, the passage of Pathfinders from across the Inner Sea region creates a muted rumble as they make their pilgrimage to the Society’s Grand Convocation, an annual gathering in which Pathfinders tell tales of their exploits, show off their discoveries, and celebrate another successful year. Every additional Pathfinder is another set of eyes to spot trouble and another blade ready to defend the Grand Lodge, yet every voice and footstep makes it even safer to discuss the impending attack.

Sovereign Court

Rataji looks across the table at his assembled associates, his gaze taking them all in at once, but his mind appraising them each in turn.

My side of the chessboard has been set, I see. Good enough for a starter set, I suppose....

He begins, as is his custom, with a dazzling smile. "Gentlefolk! So good to see you all in the flesh. I trust you know the basics of why we are here: A bold move against the Pathfinder Society that will earn us places of eternal honor in the history of the company, provided, of course, that we succeed - which, of course, we will!" He makes a hearty gesture with his fist. "We are, of course, not alone. We have hundreds of associates assembled much like we are throughout the city in preparation for the strike. Now here's what you may not know: We alone, here at this table, are the keystone of the entire operation. Those hundreds of associates I mentioned? Merely along to harass and distract the Society while we do the real work: Acquiring the Sky Key! The plan goes as follows:

Step 1: We use the cover of the mob to infiltrate the Grand Lodge. Try to act like Pathfinders, it shouldn't be too hard: Just talk about how everything of value belongs in a museum or whatever.

Step 2: Gathering intelligence. This is where we *really* start acting like Pathfinders, making inquiries of everything that moves - discretely, of course! Equally important is scouting the grounds so we know where to go quickly when the moment strikes. I understand you all have your own benefactors and sources, if you know of any specific informants, let us rely chiefly on them. Believe it or not, it may behoove us to temporarily divide ourselves up while we're doing this - after all, the Pathfinder Society knows damned well what a group of 6 or so higher-quality individuals can accomplish.

Step 3: We prepare for our cue to enter the Society's stronghold of Skyreach - YES, Skyreach! - which is a nice little garden party for a speech by Marcos Farabellus, the Society's "Master of Swords." You've been to a good garden party, surely, so you know how it goes: There will be ushers and drinks poured and empty talk, so since we're not actually here for that, we can use the bustle to make our ways inside.

Step 4: Once inside Skyreach, we want to bring in the reinforcements that are waiting for us inside the Hao Jin Tapestry. This is where it gets tricky, though: I'm afraid I know how to send someone into the Tapestry, but not how to let anyone out. For that, we need to make our way to a section of Skyreach vaults known as the Antarnicus Wing, which is where they keep most of the loot from the Tapestry, as well as such notes as they allow themselves to keep on how to open the Tapestry - they're rightly paranoid about it, you see. This is where force might begin to become necessary.

Step 5: We make our way to the Tapestry chamber and open it to bring our allies in - it seems it will fall to us to orient them a bit. This is where force will almost certainly become necessary.

Step 6: Reach the museum in the upper sections of the fortress where they keep the Sky Key, and take it! You know how that works, although I've been specifically instructed to keep the operation as clean as we can manage.

The 7th and final Step: We wait for a second team to find us. We shall know them by the code 'five fingers till Oathday' - we are to pass them the Sky Key and escape.

May fortune smile on our endeavors!"

Grand Lodge

HP: 59 | AC: 12 TCH: 12 FF: 10 | Per +2 | Init +2 | F: +6 R: +7 W: +10 | CMD 19

Number 332, stares at the man who speaks with conviction. Her eyes glossy as if her mind is somewhere else, distant. She snaps back to reality as he finishes his grand speech. She looks to the other assembled, wondering what she could learn about them, but also how she can learn about herself along the way.

Succeed we shall, she replies in a very flat tone.

Dark Archive

Shades of Ice GM Evil's Signup Sheet

GM Evil here. I've been out of town with really bad internet and no spare time for the last week. I should have my alias and all that up sometime tomorrow.

Dark Archive

Shades of Ice GM Evil's Signup Sheet

The halfling warrior known as The Artist leans against the wall in the back of the briefing room, twirling her kukri about in her hand as she listens. When the speaker is done, she smiles and sheathes it.
Sounds like fun. When do we start?

Sovereign Court

Chronicle Sheets GM Busy At Work........

Rataji's impressive speech leaves little doubt on who's the leader in this group.

Knowledge (Local) DC 15 to read the information given on the campaign tab

The operation thus far is simple but shall require the group to sit ad plan their next moves. Each knows that time is short but until the time of the speech, there is still time to scout their impending destination and plan their routes. Such is the life and plans of Aspis Agents much less elites like those gathered forth here.

PCs are encouraged to purchased any further items they may need now and also use this short but limited time to perform what they each need to do.

It's most likely easier to put some stuff down into game terms;
The time you have is limited, broken into two main phases; these phases represent roughly an hour of activity each and serve as “turns”.
Allowing each PC to investigate a particular site or enact a certain plan. As a result, there is some advantage to splitting into smaller groups to accomplish as much as possible.

You can travel to up to three locations during a single turn, but you can only gather information or enact a plan in one of these locations.

If the party seems stumped, I can come in with some suggestions though if you have some other brilliant ideas, feel free to try it out. We can always work something out.

Sovereign Court

nightdeath wrote:

Knowledge (Local) DC 15 to read the information given on the campaign tab

The lowest I can roll is a 16.

Rataji shares his impressive knowledge of the Pathfinder Society headquarters grounds in detail.

Go ahead and read it, everyone.

"Given that we have enough time for this if we're good and punctual, I suggest we divide ourselves into three groups of two, and scout all these areas."

"Joliryn, you're with me; Ms....'322,' is it? You're with Zurnzal. That leaves Marnarius and Shohiraj. I'm certain you'll work well together." He continues to wear his mesmerizing smile. "Each pair of us will have about 2 hours to scout 6 areas. Does anyone have any preferences on which they'd like to visit?"


Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13

The half-orc listens intently as the wizard lays out the plan and shares his knowledge of the Pathfinder's headquarters.

He's well spoken and knowledgeable. I can see why he was picked to lead this group. I'm sure I could learn a thing or two from him.

He looks around to see if anyone else is going to speak. When it doesn't appear anyone is going to, he clears his throat. "Thank you for the information on the headquarters. I'm excited about this mission and proving what I can offer the Consortium. Aside from the obvious target of Skyreach, I think the Menagerie would be important to scout. If there are beasts we could free there, it could help create even more chaos. I don't have the ability to pick the locks, but might be able to use a crowbar to pry the cages open. I would also be interested in scouting Arliss Hall or the Outbuildings. I could see if there are additional ways to create a diversion there and observe some of the Pathfinders." Satisfied with his statement, he looks around at the group trying to gauge what they think of his ideas.

Grand Lodge

HP: 59 | AC: 12 TCH: 12 FF: 10 | Per +2 | Init +2 | F: +6 R: +7 W: +10 | CMD 19

She has a cold demeanor, but she listens to the others. She ponders about potential scouting areas.

I can see the value in The Menagerie. The more chaos, the better chance at success, and finding out who I am in such a turmoil state.

What about the Water Palace? If we can manage to procure some artifacts, would that not diminish their ability to react or react well? Otherwise I would suggest Outbuildings. Gather intelligence by studying our foe is wise

Sovereign Court

Chronicle Sheets GM Busy At Work........

Making a general Knowledge (Local) check will get you some information.
Making a Specific Knowledge (Local) check, for example about certain buildings or people is at a higher DC.
Using Gather Information either for General or Specific information would entail some Bluff checks in order to not to raise suspicion. You may roleplay your acts out.

Sovereign Court

Rataji sits back and twirls his beard as he tries to recall anything else he's learned about the Pathfinder Society's headquarters. He hadn't studied this hard since back at the academy.

Knowledge (Local) regarding Gate: 1d20 + 15 ⇒ (15) + 15 = 30

Knowledge (Local) regarding Skyreach: 1d20 + 15 ⇒ (2) + 15 = 17

Knowledge (Local) regarding Water Palace: 1d20 + 15 ⇒ (2) + 15 = 17

Knowledge (Local) regarding Center House: 1d20 + 15 ⇒ (9) + 15 = 24

Knowledge (Local) regarding Mausoleum: 1d20 + 15 ⇒ (6) + 15 = 21

Knowledge (Local) regarding Quadrangle: 1d20 + 15 ⇒ (20) + 15 = 35

Knowledge (Local) regarding Arliss Hall: 1d20 + 15 ⇒ (11) + 15 = 26

Knowledge (Local) regarding Starhall: 1d20 + 15 ⇒ (6) + 15 = 21

Knowledge (Local) regarding Outbuildings: 1d20 + 15 ⇒ (17) + 15 = 32

Knowledge (Local) regarding Menagerie: 1d20 + 15 ⇒ (10) + 15 = 25

Knowledge (Local) regarding Training Arena: 1d20 + 15 ⇒ (19) + 15 = 34

Knowledge (Local) regarding Temporary Structures: 1d20 + 15 ⇒ (14) + 15 = 29

Knowledge (Local) regarding Wall of Names: 1d20 + 15 ⇒ (15) + 15 = 30

Knowledge (Local) regarding Seeker's Plaza: 1d20 + 15 ⇒ (3) + 15 = 18

Knowledge (Local) regarding Baphory's Walk: 1d20 + 15 ⇒ (3) + 15 = 18

Knowledge (Local) regarding Durvin's Statue: 1d20 + 15 ⇒ (4) + 15 = 19

Knowledge (Local) regarding Repository: 1d20 + 15 ⇒ (1) + 15 = 16

Knowledge (Local) regarding Southgrove: 1d20 + 15 ⇒ (17) + 15 = 32

Sovereign Court

Chronicle Sheets GM Busy At Work........

Whoa.....Seriously. So Many Rolls.
You may read the Spoiler on the campaign page.
I'll give you some of the more important landmarks.

Rataji's effort seems to have marked a few more lines into his forehead as his brillant minds recalls forth scores of information about the areas from mingling with various pathfinders and the judicious use of his own natural charms.

Menagerie:

The Menagerie at this times holds various animals and beasts captured by the Pathfinders to display here. It's pretty obvious that the Cages would be locked for safety. Finding and then lifting the keys would be a snap for one trained in it.

Durvin's Statue:

This statue is an important landmark, a site of numerous storytelling contests,
It is here that a certain halfling famed for her stories and for rarely losing a story telling compettion can be found here.

Wall of Names:

This here marks the Fallen of the Pathfinders.
Despite the huge number of visitors at the Grand Lodge, the Wall of Names has relatively few visitors; most Pathfinders visit the site either before or after the Grand Convocation’s main festivities—the better to reflect in peace or mourn the fallen


Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13

Zurnzal listens to Rataji's additional comments about the Menagerie and the Wall of Names. He nods his head towards the rogue. "It sounds like you would be perfect for scouting the Menagerie. I'd like to go the Wall and the Outbuildings. I have something in mind, but I need to check out those areas first." He turns to the elf, "Is there anywhere else you would like to go? I want to pick up a few things before we head out, though"

He opens his belt pouch, counting his meager stash and shakes his head. "Unfortunately, being the muscle in the Consortium doesn't pay much. If any of you have the means, I think we could use some smokesticks. I need to get a crowbar, a dagger, and some silk rope. Then I'll be ready to go," he says to the group. 14 gp spent.

Dark Archive

Shades of Ice GM Evil's Signup Sheet

Joliryn shrugs as the plan is laid out.
Sounds good to me. Looks like you've already got it all figured out, so I'll not butt in. Just show me who you want cut.

She goes back to twirling her kukri and watching the others in the room, her dexterity matched by the intelligent, yet vicious, gleam in her eyes.

Dark Archive

"Well, its always nice several of us have a plan of some sort, thats fairly simple to follow. It always makes for a much better success rate than strolling into a mission clueless I find".

Sovereign Court

Chronicle Sheets GM Busy At Work........

To make it simple in game terms.
THere are 2 phrases; the warmups so as to speak, things for PCs to do their missions and make their job easier.
The actual phrase where your mission starts.
You may head over to 3 different locations during the first phrase but perform only a single task.
Choose wisely Agents, the Pathfinders are a dubious foe.

Sovereign Court

Chronicle Sheets GM Busy At Work........

Going to push on and assume you guys pair up baring no objections.

Sovereign Court

I've just been waiting for everyone else to add their voices and ideas. I'm slightly befuddled, to be honest, since it seems like I've been given a good glimpse of the broader future, but it seems to have skippped over a period of immediate future in which we're supposed to make important decisions. As stands, I'm going to guess that the missing pieces will be revealed as we visit these sites.

After listening to his associates' plans, Rataji considers his own agenda, then turns to his chosen partner. "Joliryn, I would suggest that we investigate the two most important locales: The Gate and Skyreach. After that, the Repository, because what could be more interesting?"

"Don't forget, all three pairs of us will have to visit a total of six places each if we want to be thorough - and I know I do." Rataji's trademark glowing smile returns. "So for the two of us, Joliryn, do you have any desires vis-a-vis our second three? How do the Center House, the monument to the venerable Durvin Gest, and Baphory's Walk sound to you?"

He turns - pivots - to the rest of the table. "I believe that would leave the Mausoleum, the quadrangle, Starhall, the training arena, the temporary structures, the all-important Wall of Names, Seeker's Plaza, and Southgrove for the rest of you to look into."

Sovereign Court

Chronicle Sheets GM Busy At Work........

Actually, the rest have specific missions to attend to, I'm guessing they're deciding how they want to go about it. Unless I somehow managed to FUBAR it and my PMs didn't make it through.....


Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13

Zurnzal stands seemingly contemplating something. After a moment, he decides to speak. "Before we disperse, I think it is important for all of you to know what I am planning on doing. I think that pinning our actions onto a perceived Pathfinder traitor will help our cause. If someone knows of one, great, let me know who it is. One of us can try to impersonate them. Otherwise, a missing Pathfinder can't defend himself against accusations, so I am hoping to find someone alone, either at the Wall or the Outbuildings. I will take them out and do my best to impersonate them to make it look like an inside job. Obviously, a half-orc would be ideal, or at least a large human. Arliss Hall would also provide an opportunity if someone else would like to go there, but we are limited in time so I can't make it everywhere."

"I hope my plan meets your approval and doesn't interfere with your's. I don't want to overstep my bounds," he says to Rataji.

He turns to his partner and adds,"I'd like to go to the Wall first since I feel there will be a better opportunity to find someone alone there. If I am successful, I'm hoping to hide the body in the nearby grove. Then we can go to the Outbuildings and Temporary buildings on our way to the Water Palace that you mentioned. If there isn't anyone at the Wall, I'll need to find another target, hopefully in the Outbuildings. We won't have time to do much at the Water Palace if that is the case I'm afraid. Does that work for you?"

Sovereign Court

"Mr. Zurnzal, I think that is a capital idea!" Rataji smiles, again. "Please, don't ever be afraid to suggest an idea. Believe it or not, I am not Mr. Know-It-All...just Mr. Know-It-More."

Dark Archive

Shades of Ice GM Evil's Signup Sheet

I didn't get any pm

Grand Lodge

HP: 59 | AC: 12 TCH: 12 FF: 10 | Per +2 | Init +2 | F: +6 R: +7 W: +10 | CMD 19

I have plans of my own...but I need to find a suitable host to help me with my goals. The Pathfinder Zoo, seems like a good place for me to start. The mausoleum is another place I would like to visit.

Her speech is direct, flat, but her eyes seem to be thinking ahead to the future.

Dark Archive

"I'll be happy to assist you with the Zoo, but I personally, would appreciate visiting the vaults. Not only is there a weapon that I would greatly appreciate owning again, as well as freeing my old comrades within the tapestry the Lodge now has control of."

Sovereign Court

Chronicle Sheets GM Busy At Work........

Let us decide who goes where and does what. I'll move the rest of the story from here.
(TIP) Side Note: Rataji is equipped to support anyone else.

Sovereign Court

nightdeath wrote:

Let us decide who goes where and does what. I'll move the rest of the story from here.

Yeah, I've been trying to get us to sort that out - given that I don't know other people's personal agenda, and some of the letters have apparently been getting lost in the mail, I figure it's premature to just assign things.


Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13

I pm'd the missing player. Hopefully he will post and we will find out what his plans are.

Zurnzal listens to the rest of the group, trying to sort out who wants to do what. "It sounds like you should go with our elf companion as you have similar goals," he says to the human slayer.

Dark Archive

Shades of Ice GM Evil's Signup Sheet

The halfling woman nods as the others speak out their plans, a small smirk on her face.
Well, that pretty much takes care of that... Now, about the contact at the wall...

She pushes off the table she was leaning against and points at the map with her kukri.
I have to visit the wall of names. There is a contact there I have to meet about some consortium business, so if someone else needs to head there... I could use the backup in case things go sideways. Other than that, I'm free to assist anyone else in the grand plan...

Grand Lodge

HP: 59 | AC: 12 TCH: 12 FF: 10 | Per +2 | Init +2 | F: +6 R: +7 W: +10 | CMD 19

I am heading to the Menagerie. I would be happy to go to the vaults afterwards.

Sovereign Court

Chronicle Sheets GM Busy At Work........

As plans are swiftly made, the group decides to go to their planned route and meet up later.

Moving the story along, else we may not meet the deadline. So far two locations have being declared.

Menagerie:

Broad pavilions and awnings shade segmented pens containing animals from around the world, ranging from harmless rodents and fowl to hulking dinosaurs from Tolguth, a giraffe mutated by the Mana Wastes, and war beasts from the Hold of Belkzen. A few heavily reinforced cages hold even stranger creatures, such as an immense two-headed vulture, a ram-headed sphinx, and an armor-plated serpent with fangs the length of a broadsword.

Each enclosure’s fence is thick enough to prevent the creature inside from breaking out before handlers might calm it. The enclosures all have heavy padlocks keeping them closed. Disable Device DC 20 to open them

You also notice several Zookeepers and not all of them are carrying keys.

Wall of Names:

Trees surround the small hill that bears a curving wall of black glass, providing visitors some privacy as they read any of the thousands of Pathfinder names inscribed on the surface. More trees grow in tight formation to the west, where the copse abuts the Grand Lodge’s wall.

Sovereign Court

I was going to make initial visits to the Gate and Skyreach, among other places.


Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13

So as I see it:

Slayer & Oracle: Menagerie & Vault?(not sure if that is Water Palace or Repository)

Brawler & Magus: Wall followed by Outbuildings

Wizard & Rogue: Gate & Skyreach

Please correct if different. Remember, we have 2 "turns" and we can visit 3 places each turn but only conduct 1 action in each turn.

Sovereign Court

Chronicle Sheets GM Busy At Work........

Come on guys. I know I'm not the fastest GM in the Virtual World but we really need to get moving....Of course I could throw the rail at you guys lol.

Sovereign Court

I said I wanted to spend the first hour visiting the Gate, Skyreach, and the Repository.

Dark Archive

I'm investigating the Menagerie, and the Vault (wherever that exactly is)


Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13

We are having problems getting things going. It doesn't help that we are missing a player. I would say go with what was listed in my last post from yesterday.

Grand Lodge

HP: 59 | AC: 12 TCH: 12 FF: 10 | Per +2 | Init +2 | F: +6 R: +7 W: +10 | CMD 19

322 will notice to padlocks on the doors, too many people. How to even the odds in our favor?, she ponders to herself as she examines the cages.

322 will look at each cage, tying to find if there is a nameplate or find out what is in each cage.

K arcana or planes: 1d20 + 5 ⇒ (18) + 5 = 231d20 + 5 ⇒ (14) + 5 = 19

Sovereign Court

Chronicle Sheets GM Busy At Work........

Alright. Let's do this.

Rataji makes his way towards the gate and finding that other than it looking mighty impressive, there isn't anything much he finds he can do here.

Making his way towards Skreach, he looks upon the mighty bastion that he knows he and his team must ultimately attempt to enter.
This five-towered fortress houses the offices of the Society’s most important figures as well as countless libraries and storage facilities. Many of its floors and hallways are off-limits, meaning few know the full extent of what lies within.
He notices that the patrols are regular and mostly alert as they comduct their patrols.

At the Repository:
This is a featureless building of gray stone with no doors or windows. The way inside is among the venture-captains’ best-kept secrets.
Rataji knows that without further information, spending time here would be a waste of time.

The vengeful and 322 both make their way towards the Menagerie..................
Broad pavilions and awnings shade segmented pens containing animals from around the world, ranging from harmless rodents and fowl to hulking dinosaurs from Tolguth, a giraffe mutated by the Mana Wastes, and war beasts from the Hold of Belkzen. A few heavily reinforced cages hold even stranger creatures, such as an immense two-headed vulture, a ram-headed sphinx, and an armor-plated serpent with fangs the length of a broadsword.

Each enclosure’s fence is thick enough to prevent the creature inside from breaking out before handlers might calm it. The enclosures all have heavy padlocks keeping them closed. Disable Device DC 20 to open them

You also notice several Zookeepers and not all of them are carrying keys.

The Ambitious makes his way down towards the wall.

Awaiting your actions.

Sovereign Court

For the record, I'm keeping tabs on this, but at the moment it seems there's nothing more Rataji can do until others make their move.

Does the fact I know I'd be wasting my time at the Repository mean I didn't actually go there? If that's the case, I think I'll visit Baphory's Walk instead.

Grand Lodge

HP: 59 | AC: 12 TCH: 12 FF: 10 | Per +2 | Init +2 | F: +6 R: +7 W: +10 | CMD 19

see post above for Knowledge rolls to actually identify any of the creatures in the cages. I cannot open them, I am awaiting my partner's action as well


Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13

The Ambitious and the Artist go to the wall to meet a contact of the Artist. The Ambitious is there to help out if things don't go well and to scout for potential targets to frame as a traitor.

Sovereign Court

Chronicle Sheets GM Busy At Work........

Well yes. Nothing for Rataji to do at most places. He's truly the support piece of the group. He's best used in the First Phrase as support for anybody else in order to make it easier for the party. I'd recommend Rataji goes with the Professional to look for a certain Halfling.

There are many strange and dangerous animals witin this place, 322 finds though she notices a criosphinx in on of the cages. The creature looking as majestic and fierce as one of its kind should be.

At the wall of Names, standing at a predetermined point, stands a male Human, dressed in religious robes of Nethys. Whether or not he's the actual contact remains to be seen as he seems intent upon reading the list of names on that Wall's section.

To Speed things up for us.
The Artist speaks "The wall slithers like a snake through grass," and as soon as the phrase has left her lips does the Cleric respond.
"None would step on so great a serpent." A pause before continuing
"But perhaps it is a fool who invites the viper into his home."

Sense Motive check please

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