Revvy Bitterleaf
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A Pathfinder Society Scenario designed for 7th-level pregenerated characters.
Years of political maneuvering, espionage, smuggling, and diplomacy have set the stage for the Aspis Consortium’s most ambitious attack on their Inner Sea rivals: the Pathfinder Society. All that remains are several key preparations that only an elite team of Aspis agents can arrange, and once the fireworks begin, these same agents must strike quickly and mercilessly to secure objectives—some shared and some connected to deeper plots—and escape without the Society being any the wiser.
In this adventure the players portray agents of the Aspis Consortium using 7th-level pregenerated characters. The events in this story also connect to and expand upon those in "Siege of Serpents".
Written by John Compton.
There's room for 6 players
For more information about the PFS pbp Gameday IV
Revvy Bitterleaf
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You convene in an Absalom townhouse near the Grand Lodge.
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.
Poog the Pregen
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A rather dapper man though not on the side of being handsome stes forward.
"Allow me, Rataji, to be of use here and shed some light on what we are doing." he pauses as he smiles.
"Our job first is to get into Skyreach. When? During the speech given by Master of Swords Marcos Farabellus. We have a rather generous window affored by fellow agents to do so. What? Our mission is to open the Hao Jin Tapestry gateway, and secure the Sky Key in that order. All in all a simple test." He grins.
"I'm told we're an elite task force specially chosen for this. We'll need to get into the vaults beneath Skyreach—a section called the Antarnicus Wing, used for most of the tapestry’s treasures. We may need to break in and I hope one of us is skilled in such endeavours." here he pauses to let the others absorb the information before continuing.
Here his grins turns evil, "Once we have secured the notes, getting to the tapestry chamber quickly is important. 'Persuade' any opposition away, open the gateway, and welcome our allies from inside the demiplane. Then we get the key. This is to be a clean job and I trust you all know what that is, you should afterall, we are the best."
He looks up.
"Any questions or suggestions on how we shall proceed. Any and all of our talents will be needed."
| JLW's Other Pregen |
A no-nonsense human woman stands and addresses the group,"My name is Shohiraj and I possess years of experience in the clandestine infiltration of secure areas and the acquisition of valuable objects."
"I've been informed that a halfling named Janira Gavix will be present at the convocation and that she has been entrusted with some vault keys that might be of use. I will give you all a physical description, but I understand that she has a tendency to tell long-winded stories that makes her easier to identify in a crowd. If I can get close enough to her to steal those keys, they could save us some valuable time and minimize complications."
"Furthermore I completely concur with Rataji's statement about performing a clean job. Any unnecessary scream, explosion, track, or corpse will only serve to compromise this already difficult mission. I trust that we are all seasoned professionals, but I feel that it is important to underscore that our best chance of success comes from a quiet, subtle approach."
| Paladin's Joliryn pregen |
A dark-haired halfling cleaning her fingernails with a penknife looks up at the human woman. "Joliryn. So this Janira is our initial target? Maybe I can distract her. A lot of the small folk think that being of the same race means something special, like solidarity or something foolish like that. "
| GenericPC |
"I am Mandarius" says the human male while honing his longsword. His eyes dart to the door as if he wants to get out.
"Our job is made easier if we provide some distractions. I know some of our lesser agents are in the grand lodge, ready to assist us if only we give them a signal. Lighting fires in the zoological garden and letting the animals and monsters out to spread mayhem would be a clear signal to them."
He drives his longsword home in its scabard. "If we can get into the tapestry there are several hundreds of our fellows trapped there. We should get them out. They deserve their freedom"
| _Experiment Three-Two-Two |
"Well... this is all very interesting.." simpers the dark maiden.
"I'm not too sure what I'm doing with you lot. But I do look forward to finding out. And I am most keen to see what we can find within."
A slightly odd grin crosses her face. "Ohh. and I do hope we get a chance to meet with Aram Zey. I've had quite the dream about him.."
Revvy Bitterleaf
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I've linked the map to the Grand Lodge at the top of the page for easier reference.You can recognize one of the buildings with a successful DC 15 Knowledge (local) check.
Also, just to repeat; this is the planning phase. If anyone feels their character lacks some specific item; you all have a few gold pieces left to fill any perceived gap(s) - this would be the time to fill it
You know when the speech given by Master of Swords Marcos Farabellus is about to be given and you know you will have a couple of hours to do some exploration in the Grand Lodge grounds before it starts, you will go relatively unnoticed as it's full with Pathfinders from all over the place...still, it can't hurt to be careful.
Revvy Bitterleaf
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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
I can suggest some things to do if you want, but if you prefer to come up with things to do on yourself first we can work out what you'd need to do for that
| _Experiment Three-Two-Two |
Pouring over the map, 322 shurgs.
"I know nothing of these buildings. Can someone who knows what they are tell me more about them?"
No know(local) for The Experiment, so I'll have to rely on the rest of you to identify which buildings may be of interest.
Poog the Pregen
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Rataji ponders all of your questions.
"Funny you should ask that but I do believe having spent some time around these over bearing pathfinders, they do hae some uses, namely telling me things that are useful."
Finding Janira, Knowledge (local) 1d20 + 15 ⇒ (9) + 15 = 24
Finding Aram Zey Knowledge (local) 1d20 + 15 ⇒ (17) + 15 = 32
Finding out about the Buildings Knowledge (local) 1d20 + 15 ⇒ (7) + 15 = 22
Finding the Zoo? Knowledge (local) 1d20 + 15 ⇒ (1) + 15 = 16
"Now let me see if I can recall what I've learnt....."
| GenericPC |
Marnarius will buy 10 alchemist's fire (200), a quiver of 20 blunt arrows (2) and 5 smoke arrows (50) = 252. If the GM allows it he will also buy 2 slow burn arrows for 300 gp
Knowledge (Local) take 10: 10 + 5 = 15 Marnarius identifies all the buildings
My plan is to have a look at the zoo first. I also want to create two stashes of alchemist's fire (with 5 each) that I can hopefully set on fire from a distance with the slow burn arrows
Revvy Bitterleaf
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Using a Knowledge check to gather specific information; such as Janira's or Aram Zey's location takes a lot of time (it's not something you remember in this case, so you need to spend some time talking to people about it, etc.) so it takes up an entire phase to find out where either Janira or Aram Zey might be
Going to go phase by phase for now
Manarius with some assistance from Rataji is able to sketch a quick map of the grand lodge identifying the general lay out and location of the various buildings for everyone to see and then plan where they want to go
during all but the greatest emergencies. This is the only
official entrance to the Grand Lodge.
2. Skyreach: 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.
3. Water Palace: This low, pagoda-roofed manor is a
place of quiet study and meditation. It also houses many
of the Society’s relics from beyond the Inner Sea region.
4. The Center House: This home of Ustalavic design
has remained off-limits by order of the Decemvirate for
as long as anyone can remember. On some nights, lights
shine from within, suggesting its two towers are haunted.
5. The Mausoleum: This stone-columned fortress
is dedicated to unlocking the greatest mystery of all—
death. Scholars study everything from burial practices
to the necromantic arts of long-faded civilizations. The
guiding rule is that no innocents are harmed, and even
the creation of undead is relatively rare.
6. The Quadrangle: Many of the dormitories and
classrooms for initiates in training are in this set of ivycovered
stone buildings.
7. Arliss Hall: Many resident Pathfinders inhabit
modest flats in Arliss Hall, which is a maze of featureless
corridors. There are many more halls and rooms than
there are residents, and it is believed that none other than
venture-captains are allowed into the central courtyard.
8. Starhall: This keep has a high, domed tower on its
east end, and it holds much of the Society’s knowledge
about worlds beyond Golarion and the Material Plane.
9. Outbuildings: These include residences for visiting
Pathfinders, stables, smithies, bathhouses, warehouses,
Pathfinder-only shops, and more.
10. Menagerie: Pathfinders sometimes bring back
exotic creatures for study or domestication. Many of these
animals and magical beasts are dangerous and must be
corralled. The zoo’s rotating population attracts visitors
from across the city.
11. Training Arena: Only a wooden fence and
benches surround this dirt-floored arena. It is here that
Pathfinders spar and practice their fighting techniques.
12. Temporary Structures: When the outbuildings
are insufficient to house visitors, tents spring up here
to manage the overflow. During the Grand Convocation,
this area is especially packed thanks to the Pathfinders
who have journeyed here from thousands of miles away.
13. Wall of Names: This curving wall of black glass
is a memorial to Pathfinders who have perished in the
pursuit of knowledge, and each such name appears on
its surface. A thick copse of trees provides visitors some
privacy at this solemn place of reflection.
14. Seeker’s Plaza: This small shrine houses bronze
statues of some of the Society’s most important members.
15. Baphory’s Walk: This pathway is infamous for its
waist-high carved heads from the Mwangi Expanse. At
random intervals and when nobody is watching, the faces
can change their expressions in an instant.
16. Statue of Durvin Gest: This 20-foot-high stone
statue depicts Durvin Gest, one of the founders of
the Pathfinder Society and widely considered to be its
greatest adventurer.
17. 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.
18. Southgrove: This stretch of trees is purposefully
left untended, providing visiting Pathfinders who need a
break from the city space to retreat.
Manarius then will head towards the zoo (area 10) - where he wants to set up some sort of trap system that will start a fire?
I think you are allowed to buy those arrows as long as you'd be allowed to buy them for any of your others PC's e.a. if you own the resource and it's on the allowed for PFS list
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.
(If you want to set up your traps without drawing attention to yourself, please roll a Stealth (of if you want to do it more obvious but without anyone knowing what you do a Bluff - or use something else if you prefer if you can explain how you plan to do it) check for each "trap"you want to set
Rataji decides to go locate Janira and after making some discreet inquiries manages to locate her near several dozen Pathfinders who have gathered around the statue Durin Gest, swapping stories and participating in improvised competitions of braggadocio. Among them is Janira Gavix. (16 on the map).
He then decides to let the Professional know where she is?
Janira is just finishing up a story about Selmius Foster—one of the first Pathfinders published in the Pathfinder Chronicles—and his fabled race against a marid and an efreeti, whom he cleverly tricked into distracting one another while he sped across the finish line. The story earns polite applause, and Janira hops down from the
bench she had used as a speaking platform.
Still up: The Artist, The Professional (we'll assume that you tag along with the Leader and locate Janira this phase), The Experiment, The Ambitious
| GenericPC |
I have the resource (just bought the pdf) and those arrows are on the allowed resources list.
First thing was to check out the zoo to see if it is possible to rap things in such a way that a fire can be started and the creatures freed (while also causing panic)
Stealth: 1d20 + 12 ⇒ (7) + 12 = 19
Marnarius looks around to see if he is noticed
Perception: 1d20 + 11 ⇒ (5) + 11 = 16
Poog the Pregen
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Finding his current partner, Rataji whispers to her...
"Found her. Perhaps a slight distraction and you do what you have to do or did you have a plan on how to do so? We can assist and having those keys will go a long way in aiding us."
Noted on Knowledge Checks.
| Paladin's Joliryn pregen |
Joliryn will go to the Wall of Names and look for her contact. If she sees him, she'll mutter, "The wall slithers like a snake through the grass."
| _Experiment Three-Two-Two |
The Experiment will head over to The Repository and see what she can of that strange building and the people around it.
"Mandarius, do you think you could get us into that?"
| JLW's Other Pregen |
"A slight distraction may increase my chances of success, as long as it does not put the entire facility on guard. If you have any ideas, I'd like to hear them. Likely getting her away from a large group of people and convincing her to tell a story might be satisfactory." The Professional whispers to the Leader, "Otherwise I'll feign a reason to walk closely by her or bump her and try to lift the keys."
Poog the Pregen
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"I could do that I suppose. She seems to like telling her stories. Maybe I could get her to tell yet another story and then you lift the keys from her when the oppurnity presents itself." He considers even as he suggests thinking of a possible subject to engage the halfing bard.
Poog the Pregen
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"Then we are agreed. I'll do my best to ensure that you have an easier time of it." Rataji looks up and attempts to spot Janira.
"There she is" upon spotting her and then making his way towards her.
"Greetings Janira. Long have I heard of your exploits and your ability to spin a fine tale. May I have the Honor of hearing of them if you are off course not too busy." He bows.
Diplomacy 1d20 + 12 ⇒ (3) + 12 = 15
Revvy Bitterleaf
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Lots of post and lots of things going on right now at different location and even though this scenario is meant for 4 star gm's (which implies I should have some clue about what I'm doing ;) ) doesn't mean I can't overlook something so if anyone feels like I missed something, please let me know and we'll try to fit it in somewhere logically - splitting into different posts to avoid wall of text (and possibly loosing the entire post)
Manarius manages to get into some more secluded area of the zoo which seem promising to set up his fire traps - without as far as he can tell being seen
1d20 ⇒ 19
Then from one of the cages he hears a voice;
"Wouldn't you like to know what the future holds for one who heeds the wise words of a sphinx?"
As Manarius takes a look at where the voice is coming from he sees there's a lion with the head of a goat in one of the cages who's addressing him
Revvy Bitterleaf
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Ratijai and Shohiraj are checking out Janira and The Leader engages her in conversation to distract her while The Professional tries to gauge the best time to bump into her and try to lift her keys
Feel free to roll a sleight of hand check to try to lift the keys if you feel lucky at this point while she's talking to the Leader
Janira answers Ratija's question of having her tell a tale with a counter offer
"Ah, but I just told a story..and a mighty fine one if I do say so myself. Now I have nothing against telling another story, but I think I must ask, nah..insist that you get up on stage and spin a tale yourself first before I get back up there. It wouldn't be fair for me to hog the spotlight all the time. And it's always good to hear new stories."
Perform (acting or oratory) or a bluff to deliver a convincing pathfinder worthy tale - or some other skill if you can explain how your are using it
Revvy Bitterleaf
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The Experiment along with the Ambitious goes to check out 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.
Feel free to roll a perception check if you want or try something else, nothing immediately stands out as drawing your attention
Revvy Bitterleaf
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The Artist goes to the 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.
Despite the huge number of visitors at the Grand Lodge, the Wall of Names has relatively few visitors.
Even with the numerous trees that shield the monument, the dull roar of agents testing each other’s wits, theories, and strength invades this solemn space.
Among the few visitors is a thin balding man who has a holy symbol of Nethys hanging around his neck who slowly walks up and down the length of the monument, reading names and nervously touching a leather portfolio that contains several maps and diagrams
suspecting this might be the contact she is here to meet the Artist mutters "The wall slithers like a snake through the grass." near him. He turns around surprised and quickly moves closer and responds, “None would step on so great a serpent.” After a moment’s hesitation, he then adds, “But perhaps it is a fool who invites the viper into his home.”
| Paladin's Joliryn pregen |
Joliryn turns her eyes to focus on him. "Once you've grasped the serpent, letting go will only get you bitten," she whispers, putting a note of threat into her voice.
Taking 10 on intimidate for 24.
"What mysteries has the servant of Nethys found?"
Poog the Pregen
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Rataji Grins.
"But of course! I have with me a tale of Fire and Cold yet none so old!" as he springs up to take his place, the confident man winks at Janira and making sure to position himself such that everyone would llok at him.
"Before I begin my tale of woe, perhaps Janira I see you warm in that coat, would you not remove it to allow yourself more time to Cool as I'm sure My Fiery Tale might just let you feel its Heat!" He winks at Janira as he indicates and mimes fainting due to the heat.
As he begins, his voice deepens as he attempts to draw in his audience.
"My tale begins in the Far North Lands Where the Cold Never Dies, the place where Fire is needed yet too much is dire. I came Across a Monster so large and fierce that I needed Fire to pierce its Frozen Hide. Lo and Behold! With my arcane power I summoned forth a Fire Elemental to do battle and long did the two Battle, I wanted to Record it but I could see Nothing through all the steam and though I waited there was nothing that I could spot and thus I made my way to the old ruins and recorded what I could. However on the way back, I encountered both creatures and somehow they had come to an accord and their agreed target was me! With Cold Dread running in my veins and Hot desire to leave, I casted a spell to grant me flight and I flew far far away."
Bluff. Rataji certainty has not being doing any of what he's describing lol. 1d20 + 15 ⇒ (3) + 15 = 18
| GenericPC |
"Wouldn't you like to know what the future holds for one who heeds the wise words of a sphinx?"
Looking around and seeing no pathfinders Marnarius approaches the cage, making sure he keeps some distance from it.
"I would certainly want to know fair creature. Are you here of your own choosing or are you held against your will?"
Revvy Bitterleaf
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The man next to Jolyrin seems scared of the tone, if not the words of what she's saying
"No need to bite my head off...."
He then pulls out the documents from the leather portfolio and hands them over.
"With this I've kept my end of the deal, I'm leaving now"
He turns around and leaves as you look over the notes he gave you you see Notes
Revvy Bitterleaf
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As Manarius engages to creature in conversation
"I'm a captive and I do not like being a captive and after 3 days of small children pointing at me, I do not like it all"
“A time comes when the shackled shall walk among men, voicing their grievances with a hundred horns. These children—who strain at
false laws—know not that the time is not today, but no man can chide them, for he knows not their tongue. Their castle of chains shall fall away, and only a lion or sheep shall be their herald, calling out to let them know that their time in the sun has arrived.”