PFS PbP Gameday IV Curaigh's Upper Tier Traitor's Lodge (Inactive)

Game Master Curaigh

Traitor's Lodge Map
PbP Gameday IV


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Core Helms ! Wizards Wanted Gameday X

This letter reached the Pathfinders not long ago.

Esteemed Pathfinders,

I trust this letter reaches you without incident. I remain in Kenabres, assessing the damage dealt by the demonic offensive that struck all along Mendev’s western border. Although the city is devastated, the fiends lost momentum and failed to maintain their advantage, and several particularly brave crusaders have rallied the scattered forces for a counterattack.

Since the siege of Nerosyan, I have mulled over a most troubling discovery. I received reports from Pathfinders involved in the siege implicating Thurl, Nerosyan’s other venture-captain, of knowing that the
demons would attack and when. What little evidence I have goes so far as to suggest that Thurl assisted the demons in planning the assault against us.

Following the attack, I sent several Pathfinders to investigate Thurl’s lodge, and though the ground floor was bare of any further incriminating evidence, the lower level were inaccessible. Thurl left many magical wards to keep out intruders, and until we could investigate further and confirm whether or not my dwarven colleague had engaged in dire mischief, the Decemvirate has ordered that I not publicize my suspicions. I received word only an hour ago that those wards appear to have faded.

I have kept you at Starrise Spire not for mundane guard duty but because I can trust you to finish the investigation of Thurl’s lodge. Go there, enter its basement, and find what evidence you can that implicates Thurl in activities against the Society. Once you have explored his lodge thoroughly, report back to Starrise Spire and await my return.

The Pathfinder Society must know for certain whether Thurl has betrayed us and to what extent our trek to Jormurdun—to say nothing of the Mendevian Crusade—has been compromised. Our efforts shall mean nothing if sabotaged by a traitor, and the sooner we know, the less damage he can inflict.

Inheritor guide your hand,
Venture-Captain Jorsal of Lauterbury

This scenario assumes you were present at the Seige of the Diamond City (end of season 4 interactive scenario 5.??). I need to know if anyone has a chronicle for this particular adventure. I am likely to only be lurking tomorrow and the next day, jump in and ask questions, introduce yourself and the like. :)

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

Hello. I'm DM Beckett. I was trying to find a game to get into and Curaigh was kind of enough to oblige.

I've been doing PFS PbP since around 2011 or 2012, can't quite remember, and I generally run games rather than play. I'm a medic in the US Army, and currently getting ready to deploy. It shouldn't affect this game too much if at all, though.

This is one of the scenarios that I have absolutely no experience with, either as a player or DM, and it's nice to get into something that's outside of the level 1-5 range, (or the Confirmation!!!). ha ha ha

A few quick notes. I try to have Bloodhound up when reasonable. It lasts 6 hours per casting, but I also don't want to use all four of my 3rd level spells on it, so I try to use it for 12 hours after I wake up or go somewhere I'd want it active. Also, despite having an 8 Cha, I'm actually a pretty social guy, (Conversion Inquisition), and I tried to make a pretty well rounded character, so I can open doors/locks, be a face, cast some basic spells, etc. . . I'm not terribly great at anything, but I can cover a lot of roles if needed.

I have NOT played Siege of the Diamond city. I'm also, honestly, not familiar with Thrule. Another character, I believe, has played the later scenario that actually

DM:
kills him
, but I don't even know why he was so hated.

Grand Lodge

Familiar::
AC21, FF19, T15 HP26/26 Bite+6 1d3-4(attach) F: +2, R: +4, W: +3
53/53 HP, AC: 19, T: 12, FF: 17, CMD: 20, F: +9, R: +9, W: +10, Init +4, Pereption +10, CN Male Aasmar Druid 7, Spear/Club: +8, 1d8+4/1d6+4, x2)
Companion::
AC26 ,FF21, T15 DR 5 Evil HP53/53 Talonsx2+8 1d8+4/8, Bite+8 1d6+4/8, Claw +8 1d4+4/8 F: +9, R: +8, W: +3

I am DM Snider. I have been playing pathfinder since 2010. I am in the military as well. I have not played seige of the dimond city. i will be bringing one of my favorite builds to the game today unless i need to change.

The Exchange

N Dwarf Ranger 9

OK then.
Theodore "Little Foot" Rosevale, ready to go!

Dwarf Ranger is me. He has a pet axe beak... but to date have not gotten to use him much.

Although I've done Siege of the Diamond City, it was on a different character in a higher tier. =)

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

Hey, Theo, it's been a while. How have you been.

The Exchange

N Dwarf Ranger 9

Theo has not seen any action since last you GM'd for him DMB during the previous Gameday. =)
But he's not missed a Gameday yet, so glad to get him a go this round.


Core Helms ! Wizards Wanted Gameday X

It has been weeks since the siege of Nerosyan, when demonic hordes from the Abyss surged forth from the region known as the Worldwound to assault the capital city of the crusader nation of Mendev. Brave Pathfinders stood side-by-side with the city’s defenders, managing to push back the attackers and ensure Nerosyan did not fall to the demons.

Venture-Captain Jorsal, the Society’s principle representative in Nerosyan, took charge of the Pathfinder defenders and since the siege has deployed numerous groups on missions throughout the region. Having left Nerosyan to survey the devastation of Kenabres, which fell to the demonic offensive—Jorsal ensured some of his agents remained behind in Nerosyan to guard the Starrise Spire, the local lodge. Earlier this morning a messenger arrived with a sealed letter from Jorsal, signaling that more work remains to be done.

Please retcon any purchases, questions and the like, but I am going to push us forward. :)

Kn (local) or Diplomacy (gather information)

DC 15+:

Jorsal of Lauterbury officially oversees Pathfinder Society operations in the area, but there is a second venture-captain who operates his own lodge. This is a dwarf named Thurl who has a no-nonsense attitude and sports a dizzying array of tattoos, scars, and piercings.

DC 20+:

Some agents suspect that Thurl has not been entirely honest when dealing with the Decemvirate. Agents who work for him tend to have short life expectancies due to the dangerous work of exploring the Worldwound at his behest.

DC 25+:
more info coming

Thurl’s Lodge is a modest structure that lies in the Egelsee district of Nerosyan. A single front door provides ingress, and any other doors or windows that might have existed long ago have been long since removed during Thurl’s renovations. A blacksmith and a local brewery flank the lodge.

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

Know Local: 1d20 + 6 ⇒ (5) + 6 = 11
Diplomacy: 1d20 + 13 ⇒ (15) + 13 = 28

"Greetings my friends", Garinol says with a modest bow as he enters. He speaks gently, "I am Garinol, a priest of the Dawnflower. I stand ready to serve."

"While VC Jorsal is the primary Pathfinder official in Mendev, there is actually a secondary lodge run by a serious and humorless dwarf named Thurl. Rumor has it that Thurl's none to loyal to the Society, and his own agents have a tendency to, well, not make it too long." (more to follow)

The Exchange

N Dwarf Ranger 9

Theo Rosevale is a dour looking dwarf with red hair, fast receding.

He introduces himself as "Little Foot", though scowls slightly as he does so.

He wears shiny mithril armor of Tien design, and carries a large metal-studded club.

Knowledge (local): 1d20 + 3 ⇒ (6) + 3 = 9

It is clear he does not know anything at all about Nerosyan, having been brought in after the fact for cleanup. That knowledge seems to have made him grumpier then usual.

He has a large axebeak companion, who he introduces as "Fairbeaks". The bird seems generally far more cheerful then the dwarf.


Core Helms ! Wizards Wanted Gameday X

oops DC 25 information Garinol gathered.

Venture-Captain Thurl is perhaps the most dedicated scholar of demonic anatomy that the Society has, and several times in his career he has discovered a physiological or psychological weakness of the fiends that granted the crusaders a small advantage. A group of Pathfinders who finished a mission in Numeria was later assigned to review Thurl’s work and notebooks, but those agents have not been heard from for several months.

As the four* of you arrive at the modest structure between the brewery and blacksmith's shopm, four other agents—perhaps Pathfinders that the PCs already know—are loading the last of the ground floor library’s books into a cart for transport back to Starrise Spire and later analysis.

"Well met," they offer. They can also tell some of the local rumours concerning Thurl, but it is nothing Garinol hasn't already unocovered. About the building here they can offer more.

A man with a cruel scar down the entire right side of his face, with long black hair with some grey mixed in mentions the door leading into the basement. "It once bore powerful abjuration magic, but that seems to have faded as though a spell’s duration had expired. Not much more than a day ago."

A dwarf named Grundar retrieves a small box. "Venture-Captain Jorsal predicted a team might have to explore the basement in his absence and that he wanted those agents to have a few extra tools at their disposal. "

*which pre-gen do you want?

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

My initial thought would be none. But I also don't want to make that call for the party. By preference, I'd say either the Sorcerer or Wizard for what we lack. Cleric would be a third option for extra healing.

Grand Lodge

Familiar::
AC21, FF19, T15 HP26/26 Bite+6 1d3-4(attach) F: +2, R: +4, W: +3
53/53 HP, AC: 19, T: 12, FF: 17, CMD: 20, F: +9, R: +9, W: +10, Init +4, Pereption +10, CN Male Aasmar Druid 7, Spear/Club: +8, 1d8+4/1d6+4, x2)
Companion::
AC26 ,FF21, T15 DR 5 Evil HP53/53 Talonsx2+8 1d8+4/8, Bite+8 1d6+4/8, Claw +8 1d4+4/8 F: +9, R: +8, W: +3

i am ok with wiz or sorcerer we have 2 people that can heal already... I will update my spells today..i am in korea... And then my update will be done

-Posted with Wayfinder

The Exchange

N Dwarf Ranger 9

I'm not fussy... though surprised we couldn't find a 4th. Guess people have already committed to the glut of pbp for Gameday =)
Something arcanish works I reckon.

Grand Lodge

Familiar::
AC21, FF19, T15 HP26/26 Bite+6 1d3-4(attach) F: +2, R: +4, W: +3
53/53 HP, AC: 19, T: 12, FF: 17, CMD: 20, F: +9, R: +9, W: +10, Init +4, Pereption +10, CN Male Aasmar Druid 7, Spear/Club: +8, 1d8+4/1d6+4, x2)
Companion::
AC26 ,FF21, T15 DR 5 Evil HP53/53 Talonsx2+8 1d8+4/8, Bite+8 1d6+4/8, Claw +8 1d4+4/8 F: +9, R: +8, W: +3

Ya i just started a game and it took like 3 days and reposting to find the 5 i have for it now. the first 2 days i only had 2 people lol

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

I can ask around if you like. I think so many are focused on the the specials, or not sure what games are really open, its hard to navigate.


Core Helms ! Wizards Wanted Gameday X

About that box...?
About that door...? The elderly gentleman with a white beard and a cane asks. or is it a female halfling? :)

The Exchange

N Dwarf Ranger 9

Little Foot will take the box from the man, frown at it for a moment, before looking inside.

"So what's downstairs?" He asks expecting them to have at least looked.


Core Helms ! Wizards Wanted Gameday X

A scroll, two potions and a bottle labeled 'anti-toxin'. I'll post list tomorrow.

"Behind the door? Don't know," he responds. "Just this morning the powerful magic blocking it seemed to dim. Like a spell about to run out of duration."

The Exchange

N Dwarf Ranger 9

"No cats here." The dwarf responds with a humorless chuckle.

He examines the contents of the box for a moment, then shrugs and gives it to one of the others, unable to determine much else himself.

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

"Is it possible that someone else had either banished the magic or simply took it full force to see what lay behind? No lock, magic or otherwise, is truely safe."

Ill try a Read Magic and Spellcraft on the Scrills/Potion.

Spellcraft: 1d20 + 9 ⇒ (8) + 9 = 17


Core Helms ! Wizards Wanted Gameday X

"The pathfinders who discovered it were unable to bypass it. However the city was besieged by a horde of demons at the time. No one has really had the time to come back to it until recently. I presume that Venture-Captain Jorsal was pursing the implications or maybe looking for someone who could dismiss or break the magic," says the scarred man. "We were assigned to watch and reported the fading of magic. I presumed too that is why you were summoned."


Core Helms ! Wizards Wanted Gameday X
Garinol wrote:

Ill try a Read Magic and Spellcraft on the Scrills/Potion.

[dice=Spellcraft]1d20+9

potion of cure moderate wounds, a scroll of perceive cues, an elixir of vision and the anti-toxin.


Core Helms ! Wizards Wanted Gameday X

Oops and a small pouch containing dust of appearance .


M elf Monk 1, AC: 18, tch: 18, ff: 10 CMD: 16 F +4, R +6, W +4

"Powerful magic needing defeating?" asks the halfling in blue.
I have added the stats from the pre-gen Arcanist 7 to a differently named alias. If we manage to get a fourth, I will drop her out, but it will have to be in time for said person to get full credit. (missing <X encounters).


Core Helms ! Wizards Wanted Gameday X

Other questions? What's the plan?

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

"Indeed, I believe that is exactly what we are here to do. Well, that, and see what might have possibly gotten inside. But, tell me, my friend, what sorts of demons besieged the city? Did they seem to have any particular targets?"

I'll go ahead and try to Detect Magic and also Detect Alignment on the door, check around for any sorts of tracks around the area, and perhaps see if the door had otherwise been tampered with.

Disable Device (tampering): 1d20 + 12 ⇒ (3) + 12 = 15
Spellcraft (with Detect Magic): 1d20 + 9 ⇒ (2) + 9 = 11
Perception: 1d20 + 11 ⇒ (12) + 11 = 23

The Exchange

N Dwarf Ranger 9

Oh, wasn't sure if we were waiting for something OOC wise. =)
Theo is good to go!

Little Foot makes a small sharp whistling sound, as he moves over to check out the door with Garinol.

"I can run point." He says, as he frowns at the door.

A moment later, there's a bit of a commotion over near the doorway, and yells of surprise, as a large bird barges its way into the room.

It lets out an aggrieved squawk at the dwarf, then ruffles its feathers indignantly, before settling in to wait, eyes watching everyone with small furtive movements.

"Oh, that's Fairbeaks." Little Foot adds, hitching one thumb back towards the axe beak. "He can be a bit grumpy, so watch your fingers if you want to keep 'em all." He gives the bird a bit of a glare, then adds. "He usually does what he's told."

Theo can take the lead once the door's open, he often stealths a short way ahead of the party if folks are willing... usually doesn't help =)
Fairbeaks can bring up the rear. He does have the Narrow Frame feat, so can operate in smaller corridors then his large size would normally allow easily... but is still a big feathery body, so the back is probably best.

Once the door has been determined 'safe', he will open it, and carefully take the lead going down.

Perception: 1d20 + 11 ⇒ (20) + 11 = 31

Stealth: 1d20 + 11 ⇒ (10) + 11 = 21

Dunno if this will count as 'Underground' or not, for the sake of the ranger Terrain Mastery class ability. Let me know!


Core Helms ! Wizards Wanted Gameday X

Lots of comings and goings over the last couple of weeks, but nothing special stands out in terms of tracks. There is a lingering aura of abjuration, but the spell itself has gone out. Garinol looks for catches or wires on the door, but finds nothing.

Theo opens the door to find the inquisitor's examinations accurate; he doesn't trigger any traps. A set of dusty wooden stairs leads down, the bottom of which holds a rather nondescript door.

Shall I assume Garinol checks every door for traps/magic/evil? If so please make those checks in the discussion thread labeled door 1, door 2, door 3... etc. That way I have them when I need them & can push forward. :)

opening second door:
The door leads into an equally untidy archive of tall shelves populated by crates, bins, and tomes. A handful of folios lay scattered about the room, concentrated most heavily near a large table that stands only about two feet tall.
Please place your avatar on the map. The link is just below avatar and is 6-7. Instructions (if you need them) on how to do so are in my profile.

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

Nah, we should be fine. I'll call out if I am going to search specifically, but in general, I'll only kind of check things that either look a bit fishy.

I also wasn't sure if we where waiting, so I was just sort of taking it slow until we heard for sure.

Grand Lodge

Familiar::
AC21, FF19, T15 HP26/26 Bite+6 1d3-4(attach) F: +2, R: +4, W: +3
53/53 HP, AC: 19, T: 12, FF: 17, CMD: 20, F: +9, R: +9, W: +10, Init +4, Pereption +10, CN Male Aasmar Druid 7, Spear/Club: +8, 1d8+4/1d6+4, x2)
Companion::
AC26 ,FF21, T15 DR 5 Evil HP53/53 Talonsx2+8 1d8+4/8, Bite+8 1d6+4/8, Claw +8 1d4+4/8 F: +9, R: +8, W: +3

When we arive in the room Razor(Raptor) and Nibler(Weasle) will look around the room for anything suspicous

Scent and perception

perception Razor: 1d20 + 5 ⇒ (1) + 5 = 6

perception Nibler: 1d20 + 6 ⇒ (17) + 6 = 23

The Exchange

N Dwarf Ranger 9

GM are we underground? For favored terrain reasons.

Barking a sharp command to Fairbeaks, in Tien, to get the axebeak to remain by the doorway, Little Foot works his way into the room, eyes open for trouble.

Perception: 1d20 + 11 ⇒ (4) + 11 = 15

If he notices nothing dangerous, he then heads into the room, motioning to the others.

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

Dang it, my last post seems to have gotten eaten. I'll try it again tomorrow.


Core Helms ! Wizards Wanted Gameday X

A long set of dusty wooden stairs leads down into an equally untidy archive of tall shelves populated by crates, bins, and tomes. A handful of folios lay scattered about the room, concentrated most heavily near a large table that stands only about two feet tall.

basement, but not underground.

sorry all, surprise family visit, lost jump drive and no access to a puter made my posts slow.

1d20 ⇒ 10, 5d20 ⇒ (7, 4, 4, 15, 10) = 40

The Exchange

N Dwarf Ranger 9

Little Foot heads over towards the table, though he only pays nominal attention to the books and papers.

He's not much of a reader =) But seems the center of anything possibly of interest.


Core Helms ! Wizards Wanted Gameday X

Searching the desk & other parts of the room will require an Appraise,
Knowledge (arcana or planes), Linguistics, or Perception check, or an appropriate Profession check. it shall take 10 minutes do so

DC 20:
The majority of the works detail studies of demonic anatomy, surveys of the southeastern corner of the Worldwound, and Sarkorian relics tainted by the Abyss. Several entries suggest Thurl resorted to unsavory business practices to obtain what he wanted.

Grand Lodge

Familiar::
AC21, FF19, T15 HP26/26 Bite+6 1d3-4(attach) F: +2, R: +4, W: +3
53/53 HP, AC: 19, T: 12, FF: 17, CMD: 20, F: +9, R: +9, W: +10, Init +4, Pereption +10, CN Male Aasmar Druid 7, Spear/Club: +8, 1d8+4/1d6+4, x2)
Companion::
AC26 ,FF21, T15 DR 5 Evil HP53/53 Talonsx2+8 1d8+4/8, Bite+8 1d6+4/8, Claw +8 1d4+4/8 F: +9, R: +8, W: +3

linguistics: 1d20 + 3 ⇒ (1) + 3 = 4

perception: 1d20 + 10 ⇒ (19) + 10 = 29

-Posted with Wayfinder

The Exchange

N Dwarf Ranger 9

The dwarf lets the others examine the papers at first, focusing his attention on other things, as he looks around.

After a few minutes, he turns to help out, to speed things along.

Can we use more then one skill? Or just one of the 6 listed?

Appraise: 1d20 - 1 ⇒ (7) - 1 = 6
Linguistics: 1d20 ⇒ 13
Perception: 1d20 + 11 ⇒ (20) + 11 = 31


Core Helms ! Wizards Wanted Gameday X
Savage 1 wrote:

[dice=linguistics]1d20+3

[dice=perception]1d20+10=29

Please note that when you complete a spoiler like this, you should share it with the rest of the group (explore, report, cooperate). Preferably in your own words, but at the very least reveal it.

Any of the skills are appropriate, but you are only making one attempt at research.

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

Linguistics (bookshelves): 1d20 + 8 ⇒ (5) + 8 = 13

"Can anyone make heads or tales of this collection? As far as I can tell, it seems the books here are not in any particular order, like they where just thrown on the shelves."

@DM, while I agree on principle, we really don't have nearly enough information. What's an appropriate Profession check for this? That is, what sort of task, without knowing what the spoiler says), are we trying? Profession (carpenter) to notice something off about the wood of the desk? Can we take 20?


Core Helms ! Wizards Wanted Gameday X

1d20 ⇒ 11,
5d20 ⇒ (16, 7, 2, 15, 3) = 43
my edit got interrupted by Garinol! since Savage made the DC...

The majority of the works detail studies of demonic anatomy, surveys of the southeastern corner of the Worldwound, and Sarkorian relics tainted by the Abyss. Several entries suggest Thurl resorted to unsavory business practices to obtain what he wanted.

Garinol:
A strange creature hides among the shelves, stealthily watching the Pathfinders as it decides something about them. It looks like a patchwork of cream, red, and purple skin with asymmetrical horns and mismatched legs.

EDIT: Above the spoiler "searching the desk and other parts of the room [full of books] will ..." which is tied to directly to your mission "confirm whether or not my dwarven colleague had engaged in dire mischief," and "find what evidence you can that implicates Thurl in activities against the Society." My apologies if was assuming too much. :(

The Exchange

N Dwarf Ranger 9

Ya, wasn't sure if I was supposed to make 1 or multiple... if just one, then I didn't make the DC as it would have been Perception with a rolled 7 =) Didn't want to relay info until I knew.

Little Foot tosses a book down on the table with annoyance. "Mostly Vudrani to me." He grumbles, clearly not able to read much of it.

"Can just drag it all back and let the big brains back at the lodge sort through it, I suppose."

He scowls, and shrugs slightly. "None of it seems particularly damning though."

Our pregen arcanist can just take a 10 and make the 20 on linguistics or the 2 knowledges =)

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

Taking a step back towards the group, I'll speak a bit lowly, "Um, folks, we are not alone. Over here by me. Small. Can't make it out, but I see red, cream, and even purple flesh, like a bunch of pain spilled or something."

Diplomacy: 1d20 + 11 ⇒ (13) + 11 = 24
Bluff: 1d20 + 6 ⇒ (17) + 6 = 23 (Not actually lying, we do want to find info on Thurl, but not being fully honest with our motives, either)

Holding a hand out, to try to look friendly, "We are not going to hurt you, lil' guy. Why don't you come out here. We are Pathfinders, and we are trying to find Venture-Captain Thurl. Maybe you could help us?"

The Exchange

N Dwarf Ranger 9

Little Foot looks around, startled as Garinol mentions an observer.

He curses angrily at not noticing it, and his weapon comes up to the ready, somewhat counter to Garinol's attempts to look friendly.


Core Helms ! Wizards Wanted Gameday X

"Pathfinders?" the creature cautiously steps out of hiding. "I knew the DECEMVIRATE would not forget me." The creature is looks like a patchwork of cream, red, and purple skin with asymmetrical horns and mismatched legs and stands human height. She nearly curses in abyssal at Garinol's mention of Thrull.

"I am Venture Captain Valais Durant. It is such a relief to see loyal agents once again in my lodge. Very well then. Shall we get started with your mission?" She moves to address the group as a whole. "The traitor Thurl built a hidden workplace past this room, and that’s where he performed his most vile experiments. If the Society is to understand just how FOOLISH he is, someone must uncover his terrible schemes. That’s where you come in, Pathfinders. There is a hidden door against that wall.” She waves a crimson claw toward the reading table. “Beyond you shall find his lair. ANY QUESTIONS?”

Her voice is strong, though it is interrupted by a deep, booming, and confidant sound.* Similarly, sometimes the voice switches to soft and hissing.**

*shown by all caps. **shown by italics
EDIT: good point on the pre-gen. though I will not voluntarily offer such a thing unless the party asks. I don't want to steal any thunder :)

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

"What are you, my friend? I'm not sure I've ever seen something like yourself. How did you come to be?" he says, honestly curious, and trying not to sound offensive.

"Do you know what Thurl was doing in his workshop?"

Sense Motive: 1d20 + 10 ⇒ (14) + 10 = 24

Again with Detect Magic and Alignment for a moment, I'll try to inspect the secret door. Taking 20 if I can for Perception 31 and Disable Device 31.

The Exchange

N Dwarf Ranger 9

A secret door? Just a reminder... Theo has Stonesense, which gives him a free check for such things (with a +13 bonus) if he passes within 10' of them!

is there some sort of knowledge check to determine *what* she is? tiefling maybe?

Little Foot seems completely taken aback by the strange-looking woman. Even more so when she says she's a Venture-Captain.

Is there a way to know if she is or not?

He doesn't quite let down his guard, however.

"You say Thurl *was* a traitor?" He asks, scowling. "Convenient given that's what we're here to find out."

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

BY the way, totally agree. The Decemvirate are foolish, no question about it. :p


Core Helms ! Wizards Wanted Gameday X

I called Thurl a traitor for his experiments," Varial answers before her eyes glaze over and she starts gaping wordlessly. She shudders then seems to come back to herself. "I am a Pathfinder and a Venture Captain," she answers Garinol.

kn planes, for her race. Sense motive reveals no hidden agenda or an effort to deceive. @Theo: the 15 rolled when entering the room, becomes a 17 but that does not reveal the secret door. However and it is easy enough once pointed out. I never used 'was'. Past tense all referred to his experiments. More on that later

The Exchange

N Dwarf Ranger 9

Me rolling is a completely different check. I can actively search for something, but Stonesense is passive as well and would be a 2nd check (that you'd make) when I walk past things. Works just like trapsense for rogues (just with stone related things). Not a big deal, just most GM's ignore it entirely, but it is kinda of important sometimes, so I like to remind 'em once in a while =)

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

Not sure if Monster Lore would apply here or not, but if so, it's an extra +4.

Know Planes: 1d20 + 6 ⇒ (17) + 6 = 23

"I am Garinol, a warrior-priest of the Dawn's Light, as well as a Pathfinder." offering a hand in greeting to the Venture Captain. "I'm going to be up front with you. We are here to investigate Venture Captain Thurl, but our mission is to uncover proof of his foul actions, and to stop any schemes that we might find. There are a lot of rumors going around, but no evidence, and we can not accuse someone on just rumors. We need to know for sure. What experiments was Thurl doing? And how long have you been down here? Where you trapped? Why didn't you try to knock on the door for help?"

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