PbP GameDay IV: PFS #6-09 By Way of Bloodcove (3-7) - Tier 3-4 (Inactive)

Game Master Magabeus


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The Exchange

M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

So offended by the man's assumptions, Van merely crosses his arms and waits for the others to pass the message across.


Fiend series | Shackles

"Why didn't you let the halfling do the talking from the start?" the man responds, suddenly all attention. From underneath his stall he retrieves a lamp and holds it out to you. "I especially kept this lamp for ones such as you, as it will help you find your way to others that are in the dark."

You take the lamp and notice that something is moving inside when you accept it. Moving to a side alley you break the lamp and retrieve an ioun stone.

Spellcraft DC 27:
It is a Flawed Hematite Sphere Ioun Stone:

While orbiting a creature’s head, this ioun stone provides its bearer a +2 enhancement bonus on Survival checks to avoid becoming lost. Once per day, its user can use it to cast know direction.

When slotted into a wayfinder, the stone causes the wayfinder’s needle to point toward the nearest hematite sphere ioun stone, no matter the distance, enabling bearers to locate one another across a city or
even across a continent. When an ioun stone of this type comes in contact with another hematite sphere ioun stone, one of the two stones fades into a dull gray ioun stone, while the other stone begins to home in on the next nearest stone.

The Exchange

Male Half-Elf Bard(Dirge) 2/Sorcerer(undead) 1 | AC 12 T 12 FF 10 | HP 23/23 | F +2 R +5 W +4 | Init +1 | Perc +7 | Performance Rounds 12/12 | Bloodline Power 7/7

Spellcraft: 1d20 + 7 ⇒ (9) + 7 = 16


Fiend series | Shackles

I would like to add that it is not necessary to exactly identify the item to proceed, although it will obviously help. You all know that there are two ways to use an ioun stone: let it circle around your head or insert it into a wayfinder.

Scarab Sages

Male Aasimar Merciful Healer 10 AC: 27; Init: +2; CMB: +7 CMD: 20; F:+11 R:+7 W:+13; HP:66/74; Perception +20; (60’ Darkvision)

For a few minutes there, I thought I was watching a Monty Python skit, with all of you falling over one another to secretly communicate with the guy!

I can't touch DC27, so no help here.

The Exchange

NN female Aasimar Theologian 7
Spoiler:
|AC 20, T 10, FF 20|HP: 35/35|F +4, R +2, W +9|Init 0, Perc +4|CMB +5 CMD 15|Radiance 2/2, Sulunai 1/1, Channel 7/7, Fire Bolt 7/7

I can't make that either.

I'm sure if we looked hard enough, we could find a hovercraft full of eels somewhere here in Bloodcove....

Nemesis offers a prayer to the Lord of Fire for the helpful lamp vendor's business before moving on.

Scarab Sages

M Tengu Elemental Ascetic (Kineticist) 7 HP: 66/66 AC:22 Touch: 22 FF: 16 F/R/W: +8/+11/+7 CMD: 27 Percep: +13 Init: +5 Burn: 0

Looks at ioun stone, looks at my character sheet without a wayfinder, pouts.

"What is it?", Ash Crane asks.


Fiend series | Shackles

There is this lodge.... evil grin

The Exchange

M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

Spellcraft: 1d20 + 9 ⇒ (6) + 9 = 15

"Huh, no clue what that ioun stone does. I guess there's only one way to find out. Who's putting it on?"

Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

In the darkness of the allyway, Oleander pulls out her wayfinder.

"I'm guessing this is what he means."

She looks around, "But we need to keep this concealed, take a bearing in a few places and triangulate. I don't want to be seen walking through Bloodcove with a wayfinder.["

Sovereign Court

CG Male Halfling Empiricist Investigator 3 / Alchemist 5| HP: 48/48 | AC: 26 (20 Tch, 20 FF) | CMD: 15 | F: +7, R: +12, W: +6 | Init: +3 | Perc: +18/+19 TF, SM: +13 | Active conditions: none

Spellcraft: 1d20 + 7 + 1d6 ⇒ (12) + 7 + (1) = 20

"I am sorry - maybe given a library, I could tell you more, but this particular stone does not spark any insights."

I thought I had a wayfinder, but apparently not... will have to pick one up after this mission.


Fiend series | Shackles

Once you slot the Ioun stone into a wayfinder, the compass needle spins wildly for a moment before pointing to the northwest. Oleander keeps the wayfinder concealed while taking the occasional readings.

The wayfinder directs the PCs to a section of Bloodcove that occupies dry land. There, a fountain stands in a small plaza, and the needle points to an unoccupied storefront.

There is little of interest inside the building beyond its cellar door, which is sealed with an imposing iron padlock. After interacting with the lock you find that it is actually an illusion. The cellar beyond is a small, square room with walls made of irregular stone cobbles.

After searching the room you find a hidden niche behind one of the stones. Ever careful you also check for traps and discover a spring-loaded needle trap that will trigger as soon as the stone is removed.

Fast forwarding a bit

Scarab Sages

M Tengu Elemental Ascetic (Kineticist) 7 HP: 66/66 AC:22 Touch: 22 FF: 16 F/R/W: +8/+11/+7 CMD: 27 Percep: +13 Init: +5 Burn: 0

"You have shown me a weakness in my equipment I must rectify later.", Ash mentions to Oleandor, following her as they navigate through Bloodcove.

After the trap near the stone is identified, the tengu steps aside. "This is not in my area of expertise."

The Exchange

M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

"I can take of it. Simple machines are a piece of cake." Van says confidently as he pulls out his thieves' tools and attempts to disarm the trap.

Disable Device: 1d20 + 12 ⇒ (16) + 12 = 28


Fiend series | Shackles

After disabling the trap and opening the hidden panel, you discover a second ioun stone as well as a broad, wax-sealed scroll case that contains dozens of pages detailing Aspis activities in Bloodcove, qualitative data about the upcoming expedition, and even dossiers on several of the agents involved.

Some entries stand out from the others, including Pahwoki the Blade, a murderous Bekyar who wears a necklace of ears and is believed able to make the trees walk; Lilianna Alazzario, an agent relocated to Bloodcove after she burned down an Isgeri village just to collect a small debt; Yola Hask, a one-handed smuggler banished from Rahadoum for “crimes against the state;” Micky Threetoes, an Andoren exile with a history of aiding slave traders; Zamil Namoth, an Ustalav aristocrat known both for his charm and his claiming trophies from his macabre hunts; and “Fiveknives” Kalim, a seasoned explorer of the Mwangi Expanse infamous for his callous treatment of the native people.

Malika also suspects that the mission’s primary purpose is looting, and she reports that the Consortium is particularly interested in a giant golden statue of some type. Finally, her report suggests the Consortium knows about Venture-Captain Nieford Sharrowsmith’s expedition to the Bandu Hills, though it seems the Aspis are merely planning to attack him but have not actually done so yet

Well done! Where to next?

The Exchange

NN female Aasimar Theologian 7
Spoiler:
|AC 20, T 10, FF 20|HP: 35/35|F +4, R +2, W +9|Init 0, Perc +4|CMB +5 CMD 15|Radiance 2/2, Sulunai 1/1, Channel 7/7, Fire Bolt 7/7

That depends; what do we have left to do?

Nemesis looks at Van and smirks as they review the notes.

"Well that stokes a few embers, doesn't it?"


Fiend series | Shackles

Mission goals:
1) Get Malika's information
2) Sabotage Aspis expedition
3) Get an ally in Bloodcove
4) Talk to people to get their feeling for Aspis

Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

"Let's go try a pub. We can ask around subtly about how the Aspis operation is seen. See how much sympathy there is for the warehouse burning down. Maybe get a lead on someone who could provide some assistance to the Society in the future."

She thinks for a moment.

"Not the one we got recruited for working at though."

Sovereign Court

CG Male Halfling Empiricist Investigator 3 / Alchemist 5| HP: 48/48 | AC: 26 (20 Tch, 20 FF) | CMD: 15 | F: +7, R: +12, W: +6 | Init: +3 | Perc: +18/+19 TF, SM: +13 | Active conditions: none

"That is a good idea."

Once they find a place (or more), Fuzzfoot flashes a grin, buys a few beers, and chat's with the locals as nonchalantly as possible.

Diplomacy, Gather Info: 1d20 + 5 + 1d6 ⇒ (14) + 5 + (6) = 25

Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

Oleander tries not to glare at people too much. Or at least, not at the helpful ones.

diplomacy, aid: 1d20 - 1 ⇒ (20) - 1 = 19

"For human brew, this isn't actually too bad!" she says in surprise.


Fiend series | Shackles

Fuzzfoot asks the innkeeper his opinion about the Aspis.

“You ask me, the Consortium is the best thing that ever happened to this place. This used to just be a pirate hideaway, now it’s the center for trade in the region!”

Scarab Sages

Male Aasimar Merciful Healer 10 AC: 27; Init: +2; CMB: +7 CMD: 20; F:+11 R:+7 W:+13; HP:66/74; Perception +20; (60’ Darkvision)

I will take some gather information as well, after casting enhanced diplomacy.

Diplomacy: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30


Fiend series | Shackles

Branson asks a Bekyar (a certain Mwangi tribe) man's opinion “They keep money and stable work flowing through the area. I’ve never been able to eat as well as I have since I started working for them.”

his fellows at the table nod their approval, you think everyone here is rather positive regarding the consortium

Scarab Sages

Male Aasimar Merciful Healer 10 AC: 27; Init: +2; CMB: +7 CMD: 20; F:+11 R:+7 W:+13; HP:66/74; Perception +20; (60’ Darkvision)

Mission goals:
1) Get Malika's information
2) Sabotage Aspis expedition
3) Get an ally in Bloodcove
4) Talk to people to get their feeling for Aspis

Are we game/able to help Venture-Captain Nieford Sharrowsmith’s expedition? We don't want that ambush to go down without warning if possible.


Fiend series | Shackles

You already helped by sabotaging the Aspis expedition. In the Scions of the Sky Key series Venture-Captain Nieford Sharrowsmith’s expedition gets more coverage. I strongly recommend that series if you have not played them.

Scarab Sages

Male Aasimar Merciful Healer 10 AC: 27; Init: +2; CMB: +7 CMD: 20; F:+11 R:+7 W:+13; HP:66/74; Perception +20; (60’ Darkvision)

Oleander is going to have to stay! She can be our contact here!

Scarab Sages

M Tengu Elemental Ascetic (Kineticist) 7 HP: 66/66 AC:22 Touch: 22 FF: 16 F/R/W: +8/+11/+7 CMD: 27 Percep: +13 Init: +5 Burn: 0

Ash whispers, "It seems we'll have to be careful if we are to find a potential ally here. Perhaps discretely investigate, spreading coin as necessary to keep things quiet."

The Exchange

NN female Aasimar Theologian 7
Spoiler:
|AC 20, T 10, FF 20|HP: 35/35|F +4, R +2, W +9|Init 0, Perc +4|CMB +5 CMD 15|Radiance 2/2, Sulunai 1/1, Channel 7/7, Fire Bolt 7/7

"I prayed for a private fireside chat this morning - Ymeri can protect us from hostile ears once we find a receptive pair."

The Exchange

M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

Although slightly disquieted by the time inversion he seems to be experiencing, Van tries to recall if he's ever heard of someone receptive in town who might value making more money over any loyalty to Aspis Consortium or has had connections with the Pathfinder Society in the past.

Knowledge (local): 1d20 + 7 ⇒ (11) + 7 = 18


Fiend series | Shackles
GMG wrote:

"You might want to start with contacting Novaria, an agent of House Cartahegn (one of the smaller rival trade houses of the city). She has worked with the Society in the past. If you mention my name she should at least hear you out."

The Exchange

M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

"What about that Novaria lady the Vee Cee mentioned?"

Scarab Sages

M Tengu Elemental Ascetic (Kineticist) 7 HP: 66/66 AC:22 Touch: 22 FF: 16 F/R/W: +8/+11/+7 CMD: 27 Percep: +13 Init: +5 Burn: 0

"Good memory, Van. Let us make haste."


Fiend series | Shackles

While moving through town you almost run into an Aspis patrol, but manage to skirt past them. They have their bronze badges on prominently and are just interrogating a group of six men "Don't you know that no groups of more than five are allowed on the streets after the disaster in the port this morning!?"

House Cartahegn is based in an imposing two-story trading post in the northeastern part of the city. The storefront bustles with citizens and merchants alike, most purchasing staple commodities such as sugar and rice. A busy clerk greets customers as they enter and provides helpful directions to any who ask.

When Oleander mentions that she is looking for Novaria the clerk tells her that you need an appointment to see Novaria, and that Novaria’s schedule is quite full at the moment.

After mentioning that Aya sent them, the clerk pauses, requests that you wait for a moment, and retreats into the building. When she emerges several minutes later, she bids the visitors to follow her.

Novaria occupies a well-appointed office on the second floor of the trading house. Novaria immediately recognizes Oleander and welcomes her warmly.

"My dear Oleander, that has been a while! What are you doing here again? You know that word is out on the street that saboteurs are in town, would that have anything to do with you?. Please sit down and introduce your companions!"

Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

Oleander smiles at the woman
For a human, she isn't bad

"I surely can. They have been companions of mine for a while now. The Tengu is called Ash, and the gnome Val Potter. Our angel-kin are Melek and Branson. the Halfling is Fuzzfoot."

She gestures to each in turn.

Nice to hot have humans around for a change.

"It looks to us that the Aspis have quite a hold in Bloodcove, and we are looking for ways to bolster the reputation of the Society here. In short, we need some allies."

She pauses.

"You look to have done well for your self since I was here last."

The Exchange

Male Half-Elf Bard(Dirge) 2/Sorcerer(undead) 1 | AC 12 T 12 FF 10 | HP 23/23 | F +2 R +5 W +4 | Init +1 | Perc +7 | Performance Rounds 12/12 | Bloodline Power 7/7

Lol.
Quinray watches Oleander introduce the others. Then when she skips him, his shoulders slump a little. Like normal. I'm always being ignored and looked over he thinks to himself.

Scarab Sages

M Tengu Elemental Ascetic (Kineticist) 7 HP: 66/66 AC:22 Touch: 22 FF: 16 F/R/W: +8/+11/+7 CMD: 27 Percep: +13 Init: +5 Burn: 0

Ash bows at his greeting, pressing his clawed hands together as he does so. "Is there anything we can do for you, or a friend of yours, to secure your support, miss Novaria?"

Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

Oleander goes up on tiptoes.

"And the half human at the back, that is Quinray."


Fiend series | Shackles

"It is a pleasure to meet you. I am Novaria."

Novaria listens patiently to your request for an ongoing alliance with House Cartahegn, her face a mask of practiced neutrality.

"What you are asking for is a considerably riskier proposition for House Cartahegn than simply purchasing supplies; moving Pathfinders and Society supplies through Bloodcove would certainly lead to direct conflict with the Aspis Consortium, and that is a risk I do not take lightly. On the other hand I see the mutual benefit to be had here. Let me think on it for a short while"

Can I have a Bluff / Diplomacy / Profession Merchant check?

The Exchange

M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

"Hey, I know some cats at the Exchange, I'm sure you could make a lot of money working with them."

Diplomacy (aid another): 1d20 + 2 ⇒ (6) + 2 = 8

Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

Oleander looks at Novaria.

"We go back a way. Think about being the primary rep for the Society here. Deep Pockets..."

diplomacy aid: 1d20 - 1 ⇒ (16) - 1 = 15

The Exchange

Male Half-Elf Bard(Dirge) 2/Sorcerer(undead) 1 | AC 12 T 12 FF 10 | HP 23/23 | F +2 R +5 W +4 | Init +1 | Perc +7 | Performance Rounds 12/12 | Bloodline Power 7/7

Diplomacy: 1d20 + 8 ⇒ (9) + 8 = 17
Need some more help here with diplomacy I think.


Fiend series | Shackles

Give me some words to work with Quinray! Just rolling dice ain't roleplaying...

Scarab Sages

Male Aasimar Merciful Healer 10 AC: 27; Init: +2; CMB: +7 CMD: 20; F:+11 R:+7 W:+13; HP:66/74; Perception +20; (60’ Darkvision)

"The Society has a considerable amount of experience in working with locals against the Consortium, while ensuring that our allies are never revealed and put at real risk."

Diplomacy: 1d20 + 10 ⇒ (10) + 10 = 20

Scarab Sages

M Tengu Elemental Ascetic (Kineticist) 7 HP: 66/66 AC:22 Touch: 22 FF: 16 F/R/W: +8/+11/+7 CMD: 27 Percep: +13 Init: +5 Burn: 0

"You know how the Consortium works; regardless of our assistance, if they see you as an economic threat, they will put pressure upon you and your people. The alliance we pose is truly beneficial to both parties as you then won't be facing the Aspis alone."

Diplomacy: 1d20 + 8 ⇒ (15) + 8 = 23

The Exchange

Male Half-Elf Bard(Dirge) 2/Sorcerer(undead) 1 | AC 12 T 12 FF 10 | HP 23/23 | F +2 R +5 W +4 | Init +1 | Perc +7 | Performance Rounds 12/12 | Bloodline Power 7/7

Lol, sorry. I was half asleep at the time.
"Not only all that, but you would also be able to get some of the profit from some of the actions of the Society during the outings that you cover for."

The Exchange

NN female Aasimar Theologian 7
Spoiler:
|AC 20, T 10, FF 20|HP: 35/35|F +4, R +2, W +9|Init 0, Perc +4|CMB +5 CMD 15|Radiance 2/2, Sulunai 1/1, Channel 7/7, Fire Bolt 7/7

"Besides, don't tell me you never feel the desire to tweak the Consortium's nose from time to time?"

aid Ash's Diplomacy: 1d20 + 4 ⇒ (18) + 4 = 22 plus an additional +1 if she thinks I'm hawt.

Sovereign Court

CG Male Halfling Empiricist Investigator 3 / Alchemist 5| HP: 48/48 | AC: 26 (20 Tch, 20 FF) | CMD: 15 | F: +7, R: +12, W: +6 | Init: +3 | Perc: +18/+19 TF, SM: +13 | Active conditions: none

"With great risk comes great rewards, no? Everyone here does business with the Aspis Consortium, but few will work with Pathfinders, so you will have a corner on that market. And our friends are sure to be very generous to maintain a good relationship with someone here."

Diplomacy Aid: 1d20 + 5 + 1d6 ⇒ (1) + 5 + (1) = 7

Wow was that a poor roll...


Fiend series | Shackles

"Ah Nemesis, do not assume that you know what my stance on the Consortium is." Novaria replies to the Aasimar's words. "However your companions make some compelling arguments. And the Tengu made me think. You can do something for me indeed, after which we will put our alliance in writing.

Recently, a local pirate crew led by a thug named Ungala has been intercepting our trade barges and wagons and stealing our cargo. It is the gods’ fortune that you came to see me today of all days, as we are preparing to move an exceptionally valuable shipment to Warehouse Row to be loaded onto a ship bound for the Inner Sea today.

After our usual guards’ failure to protect the last two shipments from Ungala’s raiders, I’ve lost confidence in their abilities. But where they have failed, you might have a real chance. Up to this point, Ungala and her ruffians have always attacked while our supply carts were passing near Free Trade Square, where they can strike in the narrow streets and disappear into crowds quickly. I have no doubt that they’ll be planning such an attack for today’s shipment, and I want you to be there and ready to intercept them.”

Anything you want to do before heading out with the caravan? Please position your figure on the map and give me a perception OR sense motive check.

The Exchange

NN female Aasimar Theologian 7
Spoiler:
|AC 20, T 10, FF 20|HP: 35/35|F +4, R +2, W +9|Init 0, Perc +4|CMB +5 CMD 15|Radiance 2/2, Sulunai 1/1, Channel 7/7, Fire Bolt 7/7

I choose to be nearer the front, but not IN the front.

Sense Motive: 1d20 + 6 ⇒ (19) + 6 = 25

Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

"We heard that there is a new edict passed that groups of more than five are not allowed in the streets... won't we attract untoward attention if we cluster around the wagon?"

Asks Oleander.

perception: 1d20 + 10 ⇒ (12) + 10 = 22 <- extra +2 if there are humans involved.

"If there is room, I'm just as happy to ride on the wagon. I can keep my bow out and ready, but not so obviously as if I'm walking down the street."

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