PFS PbP Gameday 4 Siege of Serpents (Inactive)

Game Master Hayato Ken


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You head over to the repository.
There´s already a group of Pathfinders standing on watch. They are gathered around a beautyful woman with feathers instead of hairs and eyebrows. They seem discontent with their current mission.
You can overhear their conversation already while approaching them. It revolves around them being too good and valuable to just stand on guard on minor duties and how incompetent the VC´s are to make such a decision.
As you approach, their attention shifts towards you and the woman adresses you: You there! Recruits! You must be our change of guard! It´s about time you come so we can finaly get to contribute something meaningful!

Scarab Sages

Male Human Level 1 Kevin
Stats:
HP 9/9 | AC: 17, T: 13, FF: 14 | Fort: +1, Ref: +5, Will: +2 | CMB: +1, CMD: +14 | Init: +3 | Perc: +0 | Speed: 30

"I guess so, if you want to go join the melee you are welcome to it. We can handle things here." Kevin replies, not at all offended at being called a recruit.

Grand Lodge

Female Half-elf Barbarian 1/Rogue 1; HP 20/20 (24 rage); AC 17 (t 11, ff 16); F +4, R +4, W +1; CMB +4, CMD 15; Spd 30 ft.; Init +1; Perception +8

"Godspeed to you, we'll hold down the fort here. Go help those who need your aid!"


Skill challenge:
[ooc]This is actually a skill challenge. For those new to PFS, the situation defines different ways to overcome it. Normaly this involves beating a DC for certain skills. Magic is often possible, but within rules. Nobody likes strangers to cast unknown spells on them. Aid another is mostly - depedning on skill and situation - possible. This is a social situation where your goal is to convince this party of adventurers to stay on guard. Diplomacy or Intimidate are possible ways to go.

Grand Lodge

Female Half-elf Barbarian 1/Rogue 1; HP 20/20 (24 rage); AC 17 (t 11, ff 16); F +4, R +4, W +1; CMB +4, CMD 15; Spd 30 ft.; Init +1; Perception +8
GM Farmagnuðr wrote:
** spoiler omitted **

Gotcha, thanks for clarifying!

Mavin plants the end of her ranseur in the ground. "In the midst of this chaos you would abandon your post and risk further mayhem? No, you were assigned to this spot for a reason, so do your duty! The Venture-Captains have enough on their plate right now without needing to deal with mutineers!"

Intimidate: 1d20 + 9 ⇒ (15) + 9 = 24

Liberty's Edge

Male Halfling Rogue 1 HP 6/9 | AC 17 T 15, FF 13 | F: +2, R: +7, W: +0 | CMD 13 | Perc. +5 | Init. +6 | Speed 20ft

Finlos steps in and adds"Yeah and besides, what could be more important than guarding the collection of artifacts that the Society has worked so hard to gather. It sounds to me like those secrets may be the very reason for this attack. I'm sure you were carefully chosen for this task specifically because of your skill."
Diplomacy: 1d20 + 6 ⇒ (11) + 6 = 17


If you act as a group, it´s either diplomacy or intimidate. They are most times mutualy exclusive ;)

Why don’t you guard the stone building with no doors and windows? We’ll capture that giant two-headed vulture! is Dara Immlin first response, but Mavin´s firm apperance visibly cows her.
Allright you win. We will stay here and guard this important building even if we run the risk of dying through boredom! There will be other chances for us to show who´s best here. We will claim the laurels for protecting the artifacts though!

Her men agree to the notion and for now you saved the situation. They will stay and guard the repository. Where do you want to head next? There are three other trouble spots nearby, the front gate, the escort detial and the center house.

Scarab Sages

Male Human Level 1 Kevin
Stats:
HP 9/9 | AC: 17, T: 13, FF: 14 | Fort: +1, Ref: +5, Will: +2 | CMB: +1, CMD: +14 | Init: +3 | Perc: +0 | Speed: 30

"Lets see what we can do to get these visitors out of here." Kevin says as he moves toward a group of non combatants.

Grand Lodge

Female Half-elf Barbarian 1/Rogue 1; HP 20/20 (24 rage); AC 17 (t 11, ff 16); F +4, R +4, W +1; CMB +4, CMD 15; Spd 30 ft.; Init +1; Perception +8

"Indeed, to the escort detail!" Mavin uproots her pole arm and jogs toward the line of visitors, casting an imposing glance back at the other adventuring team.

Liberty's Edge

Regional Venture Coordinator - Online


***********************
Overseer Announcement
***********************

GMs:
SOUTH is now CODE YELLOW

Scarab Sages

Male Human Level 1 Kevin
Stats:
HP 9/9 | AC: 17, T: 13, FF: 14 | Fort: +1, Ref: +5, Will: +2 | CMB: +1, CMD: +14 | Init: +3 | Perc: +0 | Speed: 30

Looks like we need to double our efforts if we want to get the northwest section yellow.

"Come along now, we are here to get you out safely. No need to panic, just form an orderly line and follow me."

Diplomacy: 1d20 + 7 ⇒ (4) + 7 = 11

Kevin will use a round of inspire courage to try and raise the visitors spirits.

Silver Crusade

M Init +1; Senses low-light vision; Perception +7 , AC 18, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 29 (4d8+4) Fort +6, Ref +3, Will +8; +2 vs. enchantments, +2 trait bonus vs. charm and compulson Cleric of Shelyn

How would I aid another to help Kevin's roll?

Scarab Sages

Male Human Level 1 Kevin
Stats:
HP 9/9 | AC: 17, T: 13, FF: 14 | Fort: +1, Ref: +5, Will: +2 | CMB: +1, CMD: +14 | Init: +3 | Perc: +0 | Speed: 30

Mechanically it's just a similar skill roll, in this case diplomacy. Any thing resulting in a 10 or higher adds a +2. It's also nice to add some role play in there as well, explaining how you are aidding.

Silver Crusade

M Init +1; Senses low-light vision; Perception +7 , AC 18, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 29 (4d8+4) Fort +6, Ref +3, Will +8; +2 vs. enchantments, +2 trait bonus vs. charm and compulson Cleric of Shelyn

Good people, the goddess Shelyn smiles upon you this today. Do not be scared! Let the beauty of the day and her blessings fill you with joy and come one by one into her arms where she can give you all succor from your fear.

1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16 the +1 is for the charming trait to aid the bard

Liberty's Edge

Male Halfling Rogue 1 HP 6/9 | AC 17 T 15, FF 13 | F: +2, R: +7, W: +0 | CMD 13 | Perc. +5 | Init. +6 | Speed 20ft

Can more than one person aid another?

Liberty's Edge

Male Halfling Rogue 1 HP 6/9 | AC 17 T 15, FF 13 | F: +2, R: +7, W: +0 | CMD 13 | Perc. +5 | Init. +6 | Speed 20ft

"We'll make sure to get you out safely."
Diplomacy: 1d20 + 6 ⇒ (10) + 6 = 16

Silver Crusade

M Init +1; Senses low-light vision; Perception +7 , AC 18, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 29 (4d8+4) Fort +6, Ref +3, Will +8; +2 vs. enchantments, +2 trait bonus vs. charm and compulson Cleric of Shelyn

I believe so


ESCORT DETAIL

Panic? Me? Shelyn? Get me out safely?
Amidst a group of armored and weathered field agents, a leather clad dwarf with a very long beard and a large dwarven waraxe on his back eyes you up and down, seemingly not pleased with the way you approach them.
I’m quite confident that Professor Nigel Aldain can find his own way to the front gate. What gives you the right to order us about? You’re no venture-captains! Who are you anyway that you think you can order me, Shorvan Anvilhammer around?

Possible Interactions:
Bluff (Standard) or Knowledge (history)
You can overcome this issue with a successful Bluff check, or point out other instances in the Society’s history when temporary measures were taken in an emergency.

All members of the party can aid another, you should decide you does the main roll and also mark who does aid another though.

Grand Lodge

Female Half-elf Barbarian 1/Rogue 1; HP 20/20 (24 rage); AC 17 (t 11, ff 16); F +4, R +4, W +1; CMB +4, CMD 15; Spd 30 ft.; Init +1; Perception +8

"We were sent from Skyreach to make sure everyone on the outer perimeters gets to safety. Just follow our instructions and everything will be alright."

Bluff: 1d20 + 1 ⇒ (20) + 1 = 21

20 on the die, anyone want to support?

Scarab Sages

Male Human Level 1 Kevin
Stats:
HP 9/9 | AC: 17, T: 13, FF: 14 | Fort: +1, Ref: +5, Will: +2 | CMB: +1, CMD: +14 | Init: +3 | Perc: +0 | Speed: 30

"My apologies, I had no idea I would be escorting the famous Professor Nigel Aldain. We were tasked with escorting our guests off grounds by Venture Captain Janiff Ivulxtin, who is understandably busy with other matters. While I am sure you are fully capable of finding your own way out. We would be horrible hosts if we did not supply you with some sort of escort." Kevin says with a bow.

Using the +2 from my story telling to add to my bluff.

Bluff: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16

Edit, looks like I am aiding.

Grand Lodge

Female Half-elf Barbarian 1/Rogue 1; HP 20/20 (24 rage); AC 17 (t 11, ff 16); F +4, R +4, W +1; CMB +4, CMD 15; Spd 30 ft.; Init +1; Perception +8
Kevin Sumfinorther wrote:
Edit, looks like I am aiding.

Sorry, didn't mean to steal your thunder! I like your story better, though.

Liberty's Edge

Male Halfling Rogue 1 HP 6/9 | AC 17 T 15, FF 13 | F: +2, R: +7, W: +0 | CMD 13 | Perc. +5 | Init. +6 | Speed 20ft

"Oh the great Shoran Anvilhammer, well I can see we aren't needed here!" Finlos says in feigned admiration. "Maybe our efforts would be of better use at the gate? But still, as you said Kevin we were tasked by Captain Ivulxtin to escort these people to safely, even if it is unnecessary."

Bluff: 1d20 + 6 ⇒ (13) + 6 = 19

Aiding as well.


You´re sent directly from Skyreach? By Venture Captain Janiff Ivulxtin? Is that a dwarf? Never heard of him before, but you seem credible enough. Good. If that´s the orders of a Venture Captain, who am i to break the chain of command? Men, let´s go!

He waves his men to follow him and they wander off.

Where do you want to go next?
The Front Gate and the Center House are left.

Scarab Sages

Male Human Level 1 Kevin
Stats:
HP 9/9 | AC: 17, T: 13, FF: 14 | Fort: +1, Ref: +5, Will: +2 | CMB: +1, CMD: +14 | Init: +3 | Perc: +0 | Speed: 30

"Whew, didn't think we'd convince them." Kevin says as he wipes his brow. "Lets see if we can work the same magic on the guards at the gate."

Grand Lodge

Female Half-elf Barbarian 1/Rogue 1; HP 20/20 (24 rage); AC 17 (t 11, ff 16); F +4, R +4, W +1; CMB +4, CMD 15; Spd 30 ft.; Init +1; Perception +8

"Good idea, to the gate!"


So you head to the gate...

THE FRONT GATE

You see five pathfinders gathered around an armored halfling women standing before the gate. On the other side you can hear the loud voices of many people knocking at the door, stating they are the City Watch, demanding entrance and threatening to tear down the door to see what´s happening in there.
The Pathfinders look insecure and talk to themselves.

What should we do? There are so many of them!
Meesha we are only six!
What if the guard won’t take no for an answer?
Can I be arrested? Will someone post my bail?
Maybe a venture captain should be doing this?

Diplomacy DC 20 or Knowledge Local DC 12:

They need to be reminded this is a contest of wills not a brawl with the authorities. A good pep talk achieves this, as does a reminder that the Grand Lodge was built in the Foreign Quarter for a reason; it has some of the privileges of an embassy. Meesha needs to be coached to tell the guards that if they want to tread across the campus, they’ll
need a signed warrant from Lord Gyr first.

Scarab Sages

Male Human Level 1 Kevin
Stats:
HP 9/9 | AC: 17, T: 13, FF: 14 | Fort: +1, Ref: +5, Will: +2 | CMB: +1, CMD: +14 | Init: +3 | Perc: +0 | Speed: 30

know local: 1d20 + 5 ⇒ (5) + 5 = 10

Doh!

-Posted with Wayfinder

Liberty's Edge

Male Halfling Rogue 1 HP 6/9 | AC 17 T 15, FF 13 | F: +2, R: +7, W: +0 | CMD 13 | Perc. +5 | Init. +6 | Speed 20ft

"Hello there, having trouble with the local guard? Why don't you just... uh... tell them... Lady Meesha, you are looking lovely today." Finlos is distracted by the lady halfling momentarily. "What was I saying?"

Diplomacy: 1d20 + 6 ⇒ (4) + 6 = 10

Trying to role play the poor roll haha

Grand Lodge

Female Half-elf Barbarian 1/Rogue 1; HP 20/20 (24 rage); AC 17 (t 11, ff 16); F +4, R +4, W +1; CMB +4, CMD 15; Spd 30 ft.; Init +1; Perception +8

Mavin steps up to the gate, addressing the oncoming guards. "If the city watch barges in here now, we'll have too many cooks in the kitchen, and innocent people will get hurt. If you want to help, secure the perimeter outside the Grand Lodge, where you actually have jurisdiction. This is a convocation of adventurers, we know how to handle ourselves!"

Diplomacy: 1d20 + 1 ⇒ (20) + 1 = 21

Wow, another nat 20. Looks like Mavin is the diplomatic barbarian this week. Just watch me trip over myself when we actually get into combat!

Silver Crusade

M Init +1; Senses low-light vision; Perception +7 , AC 18, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 29 (4d8+4) Fort +6, Ref +3, Will +8; +2 vs. enchantments, +2 trait bonus vs. charm and compulson Cleric of Shelyn

The cleric will be there as a means of support to help out any party members or other people.


In such cases you can totaly roll first then edit your post after you read the spoiler - or not, depending on the role^^

Uh you´re so my hero half-elf! What´s your name? Yo´re so confident! i wanna be like you! Maybe we can meet later?
Meesha, the halfing fighter in charge of the group here, seems to be taken by Mavin. The others giggle and she straightens a bit.
Of course you are right. We can take over from here. Thanks a lot for your help!

She shouts over the door: If you wanna come in here, you need an offical warrant from lord Gyr! We have some rights here and we know them!

Congratulations! That a first success! By the way you have an aid token you can use.

You can take care of the last mission here or go to another area.
One is red, the other yellow, there are still missions in both.

Silver Crusade

M Init +1; Senses low-light vision; Perception +7 , AC 18, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 29 (4d8+4) Fort +6, Ref +3, Will +8; +2 vs. enchantments, +2 trait bonus vs. charm and compulson Cleric of Shelyn

I would suggest finishing here but am fine either way.

Grand Lodge

Female Half-elf Barbarian 1/Rogue 1; HP 20/20 (24 rage); AC 17 (t 11, ff 16); F +4, R +4, W +1; CMB +4, CMD 15; Spd 30 ft.; Init +1; Perception +8
Riceak Hawklight wrote:
I would suggest finishing here but am fine either way.

Agreed.

"We seem to be helping out noticeably here. Let's see if we can finishing helping out this sector."

Silver Crusade

M Init +1; Senses low-light vision; Perception +7 , AC 18, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 29 (4d8+4) Fort +6, Ref +3, Will +8; +2 vs. enchantments, +2 trait bonus vs. charm and compulson Cleric of Shelyn

I concur advises the cleric.


You march off to the Center House, the last hot spot that was pointed out to you.

THE CENTER HOUSE

Seemingly, a bunch of Pathfinders has lost their nerves here too.
From their ongoing conversation, you can hear they are discouraged, doubting if the life of a Pathfinder is still for them.
One person in particular stands out:
I just recovered from the ghoul fever i caught in Ustalav! Nearly died from that! Now such a situation again. I don´t know if i´m the right person for that.
Others reply:
What is this house anyway? I heard it´s haunted!
Uh we shouldn´t go near there then! Can´t someone else guard it? With more experience?
Perhaps if it´s haunted, it doesn´t need to be guarded at all! The haunt will guard it!

Special PCs with class features that grant bonuses against
fear effects can apply their bonus to their Diplomacy checks
made to influence this team. If a PC uses a spell that negates
or inhibits fear effects (such as remove fear), influencing this
team becomes easier. Such spells grant a +5 circumstance
bonus on checks made to influence the team.

Diplomacy DC 16:

You succeed in convincing them to stay and guard the center house!

Grand Lodge

Female Half-elf Barbarian 1/Rogue 1; HP 20/20 (24 rage); AC 17 (t 11, ff 16); F +4, R +4, W +1; CMB +4, CMD 15; Spd 30 ft.; Init +1; Perception +8

Gonna take a back seat on this one.
"You're surrounded by scholars, warriors, and magicians of all kinds, all of whom are working to keep you safe. We need your help now, though, and without it all of us are in danger! Stay here and do your duty!"
Diplomacy (aid another): 1d20 + 1 ⇒ (2) + 1 = 3

Silver Crusade

M Init +1; Senses low-light vision; Perception +7 , AC 18, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 29 (4d8+4) Fort +6, Ref +3, Will +8; +2 vs. enchantments, +2 trait bonus vs. charm and compulson Cleric of Shelyn

The half-elf will use come clericy talk to try to convince the people it is safe. Behold the goddess and her servants are here among you to supply succor and strength. It is not good that we remain here in danger.
1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22


Yeah, yeah, we should not remain here in danger!

Oh you mean we should guard this from danger? Mh Probably you are right. And it might even be safer here than elsewhere.

You succeed at convincing them and their backs straighten a bit while the relax and get comfortable with their guard position.

Suddenly a wounded servant comes running along in panic.
The Mausoleum! They´re attacking the Mausuleum! We need some help there!
Panting, he stops right in front of you. He has a black spot and a cut on his forehead and seems to have fallen into some mud.
The center house guards look at him, then at you:
Too bad we need to stay here and guard the center house. You look able to help them!
Another one joins in:
Yeah you should go and take care of this! We can´t leave our post!

Grand Lodge

Female Half-elf Barbarian 1/Rogue 1; HP 20/20 (24 rage); AC 17 (t 11, ff 16); F +4, R +4, W +1; CMB +4, CMD 15; Spd 30 ft.; Init +1; Perception +8

"Fait enough! Let's get to the masoleum!" Mavin gathers her effects and rushes in the direction the wounded servant came from.

Silver Crusade

M Init +1; Senses low-light vision; Perception +7 , AC 18, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 29 (4d8+4) Fort +6, Ref +3, Will +8; +2 vs. enchantments, +2 trait bonus vs. charm and compulson Cleric of Shelyn

We should away then

Liberty's Edge

Male Halfling Rogue 1 HP 6/9 | AC 17 T 15, FF 13 | F: +2, R: +7, W: +0 | CMD 13 | Perc. +5 | Init. +6 | Speed 20ft

"Yes, let's go."

Grand Lodge

Male Elf Ranger 3 HP 22/28; AC 17; TCH 13; FF 14; F +4; R +9; W +3; CMB+5; CMD 18; Speed 20FT; Init +3; Perception +10

"To the mausoleum it is!"

Scarab Sages

Male Human Level 1 Kevin
Stats:
HP 9/9 | AC: 17, T: 13, FF: 14 | Fort: +1, Ref: +5, Will: +2 | CMB: +1, CMD: +14 | Init: +3 | Perc: +0 | Speed: 30

"The mausoleum? Maybe there will be zombies!"

Liberty's Edge

Regional Venture Coordinator - Online


********************
Overseer Announcement
********************

GMs:
NorthWest Region is Now CODE YELLOW

Grand Lodge

1 person marked this as a favorite.
Female Half-Orc Unchained Barbarian 10 | HP: 125/125 Temp HP: 20/20| AC: 18 (9 Tch) | CMB: +18, CMD: 25 | F: +14, R: +7, W: +8 | Init: +1 | Perc: +13, SM: +1 | Speed 40ft | Active Conditions: Rage, Stance, Smasher

An angry half-orc saunters up to you - "Fellow pathfinders! Keep your spirits up and your enemies under your boots! Should you need any assistance, blow this whistle and help will find you!"

She hands you a war whistle, turns away and charges off roaring in the general direction of a pack of animals.

Overseer:
You now have an AID Token - GM please describe how to use the Aid Token - please use it and do not horde it ;b - And then pick a table to hand it off to (in character) when you report your next success after use - you can choose who does it, it does not have to be the GM - and then the GM should email me to let me know what table you passed it off to with a link to the handoff, when you report your next success - Thanks - Jesse[IronHelixx]

Scarab Sages

Male Human Level 1 Kevin
Stats:
HP 9/9 | AC: 17, T: 13, FF: 14 | Fort: +1, Ref: +5, Will: +2 | CMB: +1, CMD: +14 | Init: +3 | Perc: +0 | Speed: 30

Kevin accepts the whistle. "Thank you very much. We will try to put it to good use. Good luck out there on the battle field."

Liberty's Edge

Regional Venture Coordinator - Online



********************
Overseer Announcement
********************

Quote:
A dull hum emanates from Skyreach as the ground trembles, trees sway, and glass shatters. A moment later, most of Skyreach’s northwest tower tears free from the keep; however, rather than crash to the ground, a visible aura holds the structure aloft and causes it to float above the Grand Lodge. Even the shower of stone blocks floats, swirling around the airborne tower in a nimbus of speeding debris.


GM Only Note:
GMs: You have until mid-day November 28th, 2015 to begin to wrap up ACT II. ACT III will begin the afternoon/evening of November 28th, 2015.


You arrive at the mausuleum...

This enormous, columned stone structure is both temple and fortress. Two wings flank an open courtyard. The imposing structure is adjacent to a thick copse of trees.

YOu find yourselves in the Courtyard. This is Mausoleum’s main entrance.
It was a scene of destruction a few years ago, and what the Society rebuilt was smashed again. Shattered statues and religious sculptures pertaining to death and the afterlife are strewn about the courtyard. The eastern stone doors are shut.
The bodies of two caretakers are slumped to the sides of the western doors.

DC 12 Heal or Perception:
Both are alive but close to death

Map.

Grand Lodge

Female Half-elf Barbarian 1/Rogue 1; HP 20/20 (24 rage); AC 17 (t 11, ff 16); F +4, R +4, W +1; CMB +4, CMD 15; Spd 30 ft.; Init +1; Perception +8

Perception: 1d20 + 7 ⇒ (19) + 7 = 26

Mavin rushes over to the two bodies on the floor, taking a quick pulse. "These caretakers need help! Riceak, can you heal them?"

She quickly glances about, looking for any signs of intruders or enemies.

Perception: 1d20 + 7 ⇒ (17) + 7 = 24

Liberty's Edge

Male Halfling Rogue 1 HP 6/9 | AC 17 T 15, FF 13 | F: +2, R: +7, W: +0 | CMD 13 | Perc. +5 | Init. +6 | Speed 20ft

Finlos is close on the heels of the Mavin, short-sword in hand. "Whoever... or whatever did this could still be nearby, stay sharp."

Finlos will aid Mavin.

Perception: 1d20 + 5 ⇒ (14) + 5 = 19

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