PFS PbP Gameday 5: 7-98: Serpents' Ire [8] (Inactive)

Game Master Feral

The Loyalist
The Ambitious
The Professional
The Catastrophe
The Disgraced

Handouts

Combat Map


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Rataji (The Disgraced) | Male Human Enchanter 8 | HP 58/58 | AC 11, T 11, FF 10 | AC 11, T 11, FF 10 | Fort +5, Ref +7, Will +10 | Init +5 | Perc +2 |
Falth; the Catastrophe wrote:
Falth grins. "I set a nasty mess in the warehouse... I can handle your greenhouse idea."

"I'll show you then. Let's go." Rataji leads the way, allowing Faith to trail him either directly or indirectly as he pleases on their way to rig the greenhouse trap.

Disguise should still be good, magically enhanced for another 50 mins.

Aid Craft: 1d20 + 5 ⇒ (13) + 5 = 18


- PREGEN -

Falth follows along quietly, keeping himself hidden.

stealth: 10 + 18 = 28

At the site, he rigs up the trap at Rataji's suggestion.

craft, traps, aided by Rataji: 10 + 9 + 2 = 21

Then, if Rataji has no other ideas, he heads back to the rendezvous.

-Posted with Wayfinder

RPG Superstar 2014 Top 16

"I've learned that there are several concealed pipes that rise from the ground throughout the plantation, and workers occasionally hear faint voices rising from these small ports. Five years ago, a picker called Etan asked Temarra about one of the pipes. He disappeared into the manor and was never seen again. Everyone else has wisely feigned ignorance about the pipes ever since. The pipes are about a foot in diameter—large enough for ventilation, but too small (and obstructed by grates) to climb down."

She waits to let all that sink in.

"I could attempt to talk my way into the Manor house. It would seem that is an important area to learn more about."

She walks up to the Manor and raps on the door. When someone answers:
"The workers need some food, they're all complaining about hunger. Let me run in to the kitchens for a moment."
Bluff: 1d20 + 7 ⇒ (6) + 7 = 13


Eramay there's a gate in the way to the manor. Were you planning to scale the walls first?


hp 51/51; ac 20 t15 ff 15; F 4 R 12 W 7; bab 6 melee 12 range 12; cmb 7 cmd 22; low light vision;init 5 human unchained rogue/8
skills:
acro 16, bluff 12, climb 7, diplo 7, disable 24, disguise 12, escape 9, know local 12, perc 15, sense motive 13, slt of hand 18/22, stealth 16, swim 5, umd 12

"I can probably open the gate for you again if they didn't alarm that too now, but if you showed up at the door without authorized entry thru the gate, they'll know something is up. I think I want to do a little reconnaissance at the manor before I try to enter again... then maybe a disguise might be in order and some subterfuge to get in... surely there must be some come and go among servants if nothing else."


Male Half-Orc Brawler 6/Assassin 2 | HP: 44/72 | AC: 19 (14 Tch, 16 FF) | CMB +12(+15 Dirty Trick, +14 Disarm, +14 Trip, +14 G; CMD 26 (29 vs. dirty trick, 28 vs. disarm, 28 vs. trip) | F: +9, R: +11, W: +7 | Init: +2 | Perc: +13 | Darkvision 60 ft

I'd like to proceed investigating other parts of plantation. I'll check out smokehouses if nobody has a better idea. Meet here again in half an hour.

Considering his actor talents aren't good enough here, Zurnzal tries to sneak to the location this time.

Perception: 1d20 + 13 ⇒ (6) + 13 = 19
Stealth: 1d20 + 13 ⇒ (10) + 13 = 23


Falth & Rataji

Using stealth and guile the duo return to the greenhouses. Moving unseen the tiefling skillfully rigs the large sheets of glass overhead so that those passing underneath stand a good chance to have an 'accident'.

That's it for now.

***

Zurnzal

Zurnzal reaches the smokehouses without attracting unwanted attention. Within he sees racks and racks of leafy plants stretched out on racks over smoldering coals.

By lurking near the workers here Zurnzal overhears some interesting gossip: Because it is hard to judge the potency of a fresh batch of drugs, workers are often conscripted to test the products, whose purity is measured in part by the pitch of the subject’s screams. Causing trouble is a sure way to become the next guinea pig, and the lead pharmacist Halvair keeps records of the grisly side effects in his lab within the processing facilities.

That's it for now.

***

Waiting on a resolution from Shohiraj and Eramay.


hp 51/51; ac 20 t15 ff 15; F 4 R 12 W 7; bab 6 melee 12 range 12; cmb 7 cmd 22; low light vision;init 5 human unchained rogue/8
skills:
acro 16, bluff 12, climb 7, diplo 7, disable 24, disguise 12, escape 9, know local 12, perc 15, sense motive 13, slt of hand 18/22, stealth 16, swim 5, umd 12

Shohiraj returns to the main house, hoping to stay unseen, with the intent of observing comings and goings, what the staff and groundskeepers wear, how often they come and go, passwords or badges used for passage, that sort of thing... If Eremay wants into the compound to try her scheme, She'll open the gate:

disable if necessary to open the gate for Eremay and herself if entry is necessary for observations: 1d20 + 24 ⇒ (6) + 24 = 30

stealth to remain unseen: 1d20 + 16 ⇒ (16) + 16 = 32


Shohiraj and Eramay approach the manor again, one in disguise and the other staying out of sight. The rogue finds the gate locked again but easily picks the lock a second time.

Knowing what to expect this time, the Professional notes that the magical alarm has been reset.

RPG Superstar 2014 Top 16

"What do you think, Shohiraj? Should I go right up to the door, or should we try to sneak in and act as if we were invited if we are seen?"


hp 51/51; ac 20 t15 ff 15; F 4 R 12 W 7; bab 6 melee 12 range 12; cmb 7 cmd 22; low light vision;init 5 human unchained rogue/8
skills:
acro 16, bluff 12, climb 7, diplo 7, disable 24, disguise 12, escape 9, know local 12, perc 15, sense motive 13, slt of hand 18/22, stealth 16, swim 5, umd 12

"Not sure what else might be alarmed... I wonder if the windows are also alarmed... I just don't want to end up fighting our way in if we can avoid it.. "

Can she tell if the other doors are all alarmed as well? what about the windows?

perception: 1d20 + 15 ⇒ (17) + 15 = 32


After a bit of study Shohiraj doesn't see signs of alarms on the windows.


hp 51/51; ac 20 t15 ff 15; F 4 R 12 W 7; bab 6 melee 12 range 12; cmb 7 cmd 22; low light vision;init 5 human unchained rogue/8
skills:
acro 16, bluff 12, climb 7, diplo 7, disable 24, disguise 12, escape 9, know local 12, perc 15, sense motive 13, slt of hand 18/22, stealth 16, swim 5, umd 12

"the windows aren't alarmed, Eremay... we perhaps could sneak in that way together... or you can try your bluff, which might be a good distraction for me climbing in a window."


Poke. I'm not trying to be a nag but we're on a timer guys.


- PREGEN -

do you need a round 3 action from me?

-Posted with Wayfinder


Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2

"Well, let's sneak in then."

Stealth: 1d20 + 1 ⇒ (18) + 1 = 19


Shohiraj is able to get the window open and the duo sneak inside.

Moving up the west wing of the manor the pair looking through a handful of guest rooms and a well-stocked galley kitchen but find nothing of interest or value to their mission.

That's going to be it for your phase #2.

***

Starting phase #3. Shohiraj and Eramay are still in the manor. What are the rest of your doing?


Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2

"Hang back a moment, I'm going to scout around... if I run into anyone I'll play it off as if I'm supposed to be here."

Eramay will search around a bit and try to find someone that she thinks will believe that she's got a supervisory role in the manor.
"What are you doing up here? You should be helping me put together my presentation to the Korholms on our progress! Escort me to the records room this instant, you insolent retch!"
Bluff: 1d20 + 7 ⇒ (19) + 7 = 26


Male Half-Orc Brawler 6/Assassin 2 | HP: 44/72 | AC: 19 (14 Tch, 16 FF) | CMB +12(+15 Dirty Trick, +14 Disarm, +14 Trip, +14 G; CMD 26 (29 vs. dirty trick, 28 vs. disarm, 28 vs. trip) | F: +9, R: +11, W: +7 | Init: +2 | Perc: +13 | Darkvision 60 ft

If 30 minutes have past, Zurnzul goes to rendezvous. If he still has time he'll sneak up to investigate the threshing yard.

Stealth: 1d20 + 13 ⇒ (9) + 13 = 22
Perception: 1d20 + 13 ⇒ (13) + 13 = 26


- PREGEN -

Falth stealthily makes his way to the shrine and then tries to discover its purpose in the larger Korholm schemes.

stealth: 10 + 18 = 28
perception: 10 + 14 = 24

-Posted with Wayfinder


Rataji (The Disgraced) | Male Human Enchanter 8 | HP 58/58 | AC 11, T 11, FF 10 | AC 11, T 11, FF 10 | Fort +5, Ref +7, Will +10 | Init +5 | Perc +2 |

Rataji's player's wits have deserted her. Can he make an intelligence check to determine where he might be of some use disguised as a merchant as he is? He does have dispel magic prepared if that alarm can't be avoided...

Dispel Cluelessness: 1d20 + 5 ⇒ (13) + 5 = 18


I'll give you a hint and say that there's more to do in the processing facilities.


Poke.


Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2

I'm currently waiting to see what comes of Eramay's bluffing...


Oh, sorry. I forgot about you Eramay.

Strangely, Eramay and Shohiraj don't find anyone inside the manor - not even a servant.

Eventually the duo make their way to the grand hall.

Half a dozen upholstered sofas make a lazy circle around the middle of this high-peaked hall. A broad, brass brazier smolders with banked coals. Thin tapestries in bold, dark colors hang from the walls, as well as tall mirrors to the north and south. Overhead, a curious chandelier of coarse crystal and twisted, inhuman, metallic arms radiates light from a handful of glowing stones.

Shohiraj:
When you look into the mirror strange images fill your mind.

A man and a woman — both young — wear compasses around their necks as they stand before a wall inscribed with names. They tearfully place a broken compass at its base before departing. Watching from afar, a woman wearing a mask of falling water bows her head, salutes the two, and turns to enter an elegant tower.

You can make a knowledge planes check if you have it.

Eramay:
When you look into the mirror strange images fill your mind.

A silver Aspis badge splits into three badges that spin and fan out as if to create a crown. The crown brushes against a compass, which falls upon flagstones, shattering the glass and causing the needle to list aimlessly as if unable to find north.

You can make a knowledge planes check if you have it.


Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2

Unfortunately Eramay is not knowledgeable about planar things.

Eramay stares at the mirror for a few moments, then shrugs. "Doesn't seem like anything useful here. Let's go."


There's another wing to get through.

Waiting on phase #3 actions from Shohiraj and Rataji.


hp 51/51; ac 20 t15 ff 15; F 4 R 12 W 7; bab 6 melee 12 range 12; cmb 7 cmd 22; low light vision;init 5 human unchained rogue/8
skills:
acro 16, bluff 12, climb 7, diplo 7, disable 24, disguise 12, escape 9, know local 12, perc 15, sense motive 13, slt of hand 18/22, stealth 16, swim 5, umd 12

no knowledge planes here either

Shohiraj heads toward the as yet unexplored final wing.


Rataji what are you up to?

Moving further east the female Aspis agents find another well-appointed bedroom, this chamber has a canopy bed, a table, fireplace, and several shelves. Unlike the other rooms, this spare bedroom rarely sees use.

Perception 25:
There are seams and inset hinges in the bed’s frame that allow it to fold up against the east wall like an accordion revealing a steel trapdoor set into a reinforced frame.

Perception 30:
There's a hidden catch activated by shifting the fireplace’s iron log holder in several different directions, like solving a puzzle.


hp 51/51; ac 20 t15 ff 15; F 4 R 12 W 7; bab 6 melee 12 range 12; cmb 7 cmd 22; low light vision;init 5 human unchained rogue/8
skills:
acro 16, bluff 12, climb 7, diplo 7, disable 24, disguise 12, escape 9, know local 12, perc 15, sense motive 13, slt of hand 18/22, stealth 16, swim 5, umd 12

perception: 1d20 + 15 ⇒ (12) + 15 = 27

"There's a trapdoor here, but I'm not sure how to make it work."

Shohiraj points out the trapdoor to Eremay.

RPG Superstar 2014 Top 16

Eramay spends a minute or two studying the trapdoor carefully, not touching it.
Perception take 20: 20 + 17 = 37

"I think I see how to open it. We should go get the others and bring them here. I think this is our way in."


- PREGEN -

any word on the shrine?

-Posted with Wayfinder


hp 51/51; ac 20 t15 ff 15; F 4 R 12 W 7; bab 6 melee 12 range 12; cmb 7 cmd 22; low light vision;init 5 human unchained rogue/8
skills:
acro 16, bluff 12, climb 7, diplo 7, disable 24, disguise 12, escape 9, know local 12, perc 15, sense motive 13, slt of hand 18/22, stealth 16, swim 5, umd 12

"sounds like a plan to me.. let's go."


Zurnzal

This oval of stucco and aggregate is where the laborers bring dried berries and grains for threshing, removing unwanted husks, skins, and kernels.

By loitering near the area Zurnzal overhears some interesting gossip:

Cloak-shrouded visitors frequently slip into or away from the manor compound late at night, often carrying packages of odd shapes. Twice, field hands observed figures silently leading a large beast of some form — certainly not a horse — into the compound. Once, the beast seemed to stare back at the witness, who later heard otherworldly screams echo feebly from the concealed pipes.

***

Falth

A metal and bone rendition of the dark god’s unholy symbol adorns the front entrance. A heavy curtain hangs just inside the door and proves to be incredibly insulating as screams and moans can be heard the moment Falth moves it even an inch.

It looks like one of the workers is present whipping themselves. You can interrogate him but it might draw unwanted attention.

***

Rataji, where you at?


Poke.

Falth? Rataji?


- PREGEN -

Falth decides to get a closer look and tries to enter the temple unnoticed.

stealth: 10 + 18 = 28

-Posted with Wayfinder


You can get into the temple. The question is if you want to interrogate the worker that's flagellating himself at the moment.


- PREGEN -

I suppose so. Is that the only useful thing to be done in the temple?

-Posted with Wayfinder


You could filch some of the tools. There are five daggers, a silver light mace, and a silver-tipped cat o’ nine tails.

Falth easily subdues the worshiping worker in the midst of his self-torture.

Roll a diplomacy or intimidate check please.


- PREGEN -

Falth takes the cat of nine tails and holds it over his head menacingly. "Tell me everything you know about this place." He threatens quietly.

intimidate: 10 + 18 = 28

-Posted with Wayfinder


The bloodied worker quickly buckles on the inquisitor's threats. "Please, don't kill me! I haven't suffered enough!"

Unfortunately it turns out that the poor fool doesn't know much of value. No matter how much Falth presses him he doesn't know anything about a hidden compound. He does confirm that the plantation's boss is a cruel woman by the name of Temarra and that she's the only one with keys to the manor. At the question of documents he mentions that the head alchemist Halvair keeps all the important paperwork at the processing facilities.

I assume Falth murders the guy and hides the body.

At this point I'm just going to drop Rataji. We'll do one more exploration phase and then move on to the next section of the scenario. Begin phase #4.


- PREGEN -

that's what I was going to have him do. Weird playing an evil character but at least it is straightforward

-Posted with Wayfinder


- PREGEN -

correct me if I'm wrong but it looks like we haven't explored the smokehouses or the threshing floor. Falth would check those out I think

-Posted with Wayfinder


I think both of those have already been explored.


- PREGEN -

oh, I didn't see them in my cursory look. What hasn't been explored, then?

-Posted with Wayfinder


Everything has been explored at least once. The processing facilities has stuff to do still as well as the manor.


Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2

Eramay will return to the rendezvous point first and tell the others about the entrance she found.


- PREGEN -

After meeting at the rendezvous to share what he's discovered, Falth decides to check out the "important documents" at the processing facility. He will go to the building and try to find the alchemist's office, then quietly search it for any papers that look important.

stealth: 10 + 18 = 28

-Posted with Wayfinder


Falth sneaks into the processing facilities easily enough. Making his way to the rear of the building he finds a well-locked filing cabinet.

You'll need a disable device check.

***

What's everyone else up to?


- PREGEN -

Falth does not appear to be trained in Disable Device. Is there another way to get it open? After checking for traps?

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