PbP Gameday VII - #6-10 Wounded Wisp - GM NOWRUZ #4 (Inactive)

Game Master noral

Start September 15

Maps and handouts


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I am providing you all with the briefing now. After the briefing I will stop. At the date presented in the campaign tab the game will begin. [


You have been stationed at the Grand Lodge in Absalom, awaiting assignment for a mission that you hope will be of utmost importance.

Things finally seemed in motion when Venture-Captain Drandle Dreng sent out a summons for available agents. Specialized in the history of Absalom, Dreng is known for putting off-duty agents to work on sundry tasks when he finds them resting within the city’s limits.

You were asked to all come together in one of the meeting rooms of the Grand Lodge and have been waiting for a couple of minutes already but Venture-Captain Drandle Dreng has not arrived, yet.

DC 10 kn(local):

Drandle Dreng is the venture-captain of the Pathfinder Society who handles Pathfinder assignments concerning Absalom's history and mysteries. He has a remarkable memory: he recalls hidden truths about the city's most important people that even they have forgotten. These secrets are not just gathered from Pathfinder agents: he gathers information personally.

The Exchange

Female Tian-Xian Kitsune Swashbuckler (Inspired Blade)/3 (HP 25/25 | AC:18 T:18 FF:14 | CMB:+3 CMD:16 | F:+2 R:+6 W:+1 | Init:+5 | Perc:+4 Low-light vision | Move:30ft)
Skills:
Acro +9 Bluff +7 Climb +4 Diplomacy +7 EA +7 Intim +10 Knowledge (Local +5) (Nobil +4) Perc +5 Perform (Dance) +7 Ride +7 SM +4 SoH +7 Stealth +3 Swim +4

Knowledge Local: 1d20 + 5 ⇒ (8) + 5 = 13

A lithe young woman seems to have arrived first and is practicing some sort of choreographed routine with a fancy rapier. She wears a rakish hat with a long colorful feather attached, topping off a stylish outfit in the style of a young noble with no inheritance or perhaps a popular bard trying to make a name for herself.

As the next agent arrives, she sheathes her weapon and introduces herself as "Jinhong Yeou, the Crimson Fox". The astute listener may notice that she speaks Common with a slight Tian Xian accent. She casually mentions that she has met the Venture-Captain before and provides some interesting background on him.

Go ahead and read the spoiler.

Perception or Sense Motive DC17:

Bluff: 1d20 + 7 ⇒ (10) + 7 = 17

The young woman in the fancy clothes has a definite sense of the wild about her, almost as if she were related to a woodland creature. Something wild and wily, and slightly mischievous...

The Concordance

True Neutral Female Sylph Magus (Kensai) 1 | HP 16/16 | AC 15 (T15/FF10) (+ mods) | Init +4 | Perc +1 | Speed 30' | CMB +2 | CMD 18 (FF12) | F+4 R+4 W+4 | Arcane Pool 4/4 | Spells prepped: daze, acid splash, light, color spray (1/1), shocking grasp (1/1) | Active Conditions: None

A rather delicate woman with pale skin and greyish-blue hair wearing non-descript clothing comes in and sits quietly on one of the benches along the side of the meeting room. Although pointedly sitting by herself she pays close attention to the others as they arrive. Her hair seems to be swirling gently in the wind although there is not a noticeable breeze anywhere in the room.

When asked, she introduces herself by her nickname "Willow", but will soon return to absentmindedly playing with her whip if not being actively included in conversation.


Suddenly a little female gnome with pink hair opens the door to your meeting room and asks “Are you the team waiting for Drandle? He won’t be able to meet you here but left an address for you to meet him. Here you go!“

She hands one of you a piece of paper with the address and runs out as fast as she had arrived.

The Exchange

Female Tian-Xian Kitsune Swashbuckler (Inspired Blade)/3 (HP 25/25 | AC:18 T:18 FF:14 | CMB:+3 CMD:16 | F:+2 R:+6 W:+1 | Init:+5 | Perc:+4 Low-light vision | Move:30ft)
Skills:
Acro +9 Bluff +7 Climb +4 Diplomacy +7 EA +7 Intim +10 Knowledge (Local +5) (Nobil +4) Perc +5 Perform (Dance) +7 Ride +7 SM +4 SoH +7 Stealth +3 Swim +4

Well, I guess our venue has changed. But we should wait for the others to arrive so they're not left behind.

The Concordance

True Neutral Female Sylph Magus (Kensai) 1 | HP 16/16 | AC 15 (T15/FF10) (+ mods) | Init +4 | Perc +1 | Speed 30' | CMB +2 | CMD 18 (FF12) | F+4 R+4 W+4 | Arcane Pool 4/4 | Spells prepped: daze, acid splash, light, color spray (1/1), shocking grasp (1/1) | Active Conditions: None

We are quite early so I was already expecting a wait. I'm as good waiting here as anywhere.


elf rogue(unchained)1, hP 13, AC 17, T 14, FF 13, F +2, R +6, W +2, Init +6, Perc +10, +11 traps lowlight

An elf silently enters the room. He nods his head in acknowledgement to the others. He drops his pack in the corner and comes over to the others.

Good day...I am Darnellius, Sorry for being a bit tardy...my transportation was a bit delayed. i am delighted to meet you.

know local: 1d20 + 6 ⇒ (19) + 6 = 25

hey...grimdog73's toon here...good to go...just buying a wand of clw...this is second scenario for this toon...figured we would need a rogue...

The Exchange

Female Tian-Xian Kitsune Swashbuckler (Inspired Blade)/3 (HP 25/25 | AC:18 T:18 FF:14 | CMB:+3 CMD:16 | F:+2 R:+6 W:+1 | Init:+5 | Perc:+4 Low-light vision | Move:30ft)
Skills:
Acro +9 Bluff +7 Climb +4 Diplomacy +7 EA +7 Intim +10 Knowledge (Local +5) (Nobil +4) Perc +5 Perform (Dance) +7 Ride +7 SM +4 SoH +7 Stealth +3 Swim +4

Jinny doffs her hat and bows low in greeting. Her feather sweeps the floor just slightly.

Good day to you, and I assure you, you are right on time.

She introduces herself and Willow.

Dark Archive

Male Nagaji| HP 7/7 | Init+2; Per +2 | AC 13, T 12, FF 11 | F +1, R +2, W+4|4/4 1st level spells Sorcerer (seeker) 1

A man with serpentine features enters the room with the others and eyes each one for a bit too long then introduces himself. "Hello all! My name is Tata Sisbil. Seems we've quite the bunch here. Is this all of us then?"

The Exchange

Male NG Sylph Investigator 1 | HP -4/10 | AC 13 T 11 FF 12 | CMB +2, CMD 13 | F: +1, R: +3, W: +3 | Init: +1 | Perc: +5, SM: +1(+2 vs. lies) | Speed 30ft | Inspiration: 4/6 | Spell-like-ability: Breeze-Kissed 1/1, Feather Fall 1/1 | Active conditions: Stable.

Knowledge(local): 1d20 + 7 ⇒ (14) + 7 = 21
Perception: 1d20 + 5 ⇒ (6) + 5 = 11

"I believe I may be the last," says a sylph man approaching the group, dressed in light armor. He wears a sash across his chest, fill of pouches that contain an assortment of vials. He sips from a metal hip flash, which he puts into one of the pouches. "Name's Akaash. You're the Pathfinder group, eh?" His eyes brighten when settling upon another sylph and he nods slightly in her direction. "May the wind be with your steps."

The Exchange

Female Tian-Xian Kitsune Swashbuckler (Inspired Blade)/3 (HP 25/25 | AC:18 T:18 FF:14 | CMB:+3 CMD:16 | F:+2 R:+6 W:+1 | Init:+5 | Perc:+4 Low-light vision | Move:30ft)
Skills:
Acro +9 Bluff +7 Climb +4 Diplomacy +7 EA +7 Intim +10 Knowledge (Local +5) (Nobil +4) Perc +5 Perform (Dance) +7 Ride +7 SM +4 SoH +7 Stealth +3 Swim +4

And may you find the ground at your feet be where you need more than where you want.

Jinny responds automatically with a common Tian Xia peasant blessing.

The Concordance

True Neutral Female Sylph Magus (Kensai) 1 | HP 16/16 | AC 15 (T15/FF10) (+ mods) | Init +4 | Perc +1 | Speed 30' | CMB +2 | CMD 18 (FF12) | F+4 R+4 W+4 | Arcane Pool 4/4 | Spells prepped: daze, acid splash, light, color spray (1/1), shocking grasp (1/1) | Active Conditions: None

Willow carefully studies Tata and Darnelius, giving each a nod, and then glances at Akaash. "And may it be with you as well. Most people call me 'Willow' but you can refer to me as Saye if you choose. This will be an interesting group"

The Concordance

Male Human psychic 1

A slight man who might blend in anywhere enters the room. He wears no armor. There is a small blade at his belt and a crossbow on his back. No, it seems I am the last. Uri Caine, psychic, at your service.

The Exchange

Female Tian-Xian Kitsune Swashbuckler (Inspired Blade)/3 (HP 25/25 | AC:18 T:18 FF:14 | CMB:+3 CMD:16 | F:+2 R:+6 W:+1 | Init:+5 | Perc:+4 Low-light vision | Move:30ft)
Skills:
Acro +9 Bluff +7 Climb +4 Diplomacy +7 EA +7 Intim +10 Knowledge (Local +5) (Nobil +4) Perc +5 Perform (Dance) +7 Ride +7 SM +4 SoH +7 Stealth +3 Swim +4

I knew you were gonna say that.

Jinny smirks at her own joke.

The Concordance

Male Human psychic 1

Smiling broadly at the woman Uri says You I like.


You decide to go to the address and any Pathfinders that are late will receive the address from the lovely young gnome.

Coming to the meeting place—an odd choice of venue, as it is a street corner far from the Grand Lodge—a lone beggar garbed in baggy robes approaches. The only figure visible in the constant drizzle, the beggar sticks out his hands for currency.

“Have you any coin to spare, fine folk?”

The question hangs in the air for only a scant moment before the figure pulls back his hood to reveal the wizened face of Venture-Captain Drandle Dreng. He gives a crooked smile, soaked head to toe from his unprotected time in the rain. His clothes smell faintly of cabbage.

“Sorry about that,” he says with a wink. “I always like to play a little joke on agents when I stumble across them during my jaunts into town. Now, why did I summon you fine folk here again…?”

Dreng shakes his head from side to side, as though trying to knock water out of his ears, despite the constant downpour.

“Ah yes, the Wounded Wisp! I’m undercover now and can’t stray far from the site I’m watching, but I need someone to retrieve a package for me from that fine establishment. It’s among Absalom’s most storied taverns, you see, and one that holds a special place of privilege in the Society’s lore as the place where the organization began. Well, I could drone on and on about it, but standing out in the rain is doing none of us any favors.”

As if anticipating agreement, the bedraggled Venture-Captain produces a small slip of folded paper from one of his many stitched pockets. Dreng quickly shows a glimpse of the page’s contents: a map detailing the location of the Wounded Wisp bar.

“The bartender is a woman by the name of Heryn Gale, a fine lady who came to own the Wisp after the passing of her father from—oh, bah, it’s really getting too cold for me to give a proper history lesson! If you could just go to the Wisp, and tell Heryn you’re there to pick up my parcel, it would be most appreciated. I’ll be around here for several more hours at least.”

Some characters may have greater knowledge of the Pathfinder Society’s history and its association with the Wounded Wisp.
You can use knowledge (history) to see what your character knows about the Wounded Wisp bar and its history. Open all Spoilers up to the DC you met with your roll. Any Pathfinder can attempt this check untrained.

DC 10+:

The Wounded Wisp was a bar once frequented by the original members of the Pathfinder Society before the Society was even formed. Inside the Wisp, acquaintances would share stories about their adventurous exploits with one another.

DC 15+:

Many volumes of the Pathfinder Chronicles came together under the Wisp’s roof. Famous Pathfinders like Eando Kline and the Seeker Osprey often stopped by for a drink while they relaxed in Absalom between assignments. Though not officially affiliated with the Society, the bar maintains good relations with Pathfinders, offering discounts and prompt service. The owners have always kept themselves and the Wisp afloat through the generosity of Society agents who spend coin at the establishment.

DC 20+:

Selmius Foster was one of the founding members of the Pathfinder Society, known to have frequented the Wisp often and occasionally taken up residence in a spare room between his travels. His celebrated exploits first appeared in Volume 1 of the Pathfinder Chronicles.

DC 25+:

Following the death of Selmius Foster on the island of Bhopan, his assistant Adolphus made several donations to maintain one of his mentor’s favorite sites. The exact arrangement between Adolphus and the owners of the Wisp was never disclosed, but it is said that some of this gold came from the same fortune that Adolphus used to found the Pathfinder lodge in Quantium.

“Do you have any questions?“

Dark Archive

Male Nagaji| HP 7/7 | Init+2; Per +2 | AC 13, T 12, FF 11 | F +1, R +2, W+4|4/4 1st level spells Sorcerer (seeker) 1

Tata flips the Venture Captain a gold coin after he reveals himself. "Here you go fine sir. You may need it for a warm drink after this wretched weather."

Tata himself looks miserable in this rain, preferring the warmth of the sun greatly to the cold wetness. He checks the map for the location of the Wisp and hands it over to the rest of the group. "Heryn Gale then. We'll get the package back to you."

Knowledge History: 1d20 + 1 ⇒ (15) + 1 = 16

The Exchange

Female Tian-Xian Kitsune Swashbuckler (Inspired Blade)/3 (HP 25/25 | AC:18 T:18 FF:14 | CMB:+3 CMD:16 | F:+2 R:+6 W:+1 | Init:+5 | Perc:+4 Low-light vision | Move:30ft)
Skills:
Acro +9 Bluff +7 Climb +4 Diplomacy +7 EA +7 Intim +10 Knowledge (Local +5) (Nobil +4) Perc +5 Perform (Dance) +7 Ride +7 SM +4 SoH +7 Stealth +3 Swim +4

Jinny chuckles quietly.

A fine disguise, sir. We shall retrieve your package.

Knowledge History, Untrained: 1d20 + 1 ⇒ (5) + 1 = 6

Jinny knows much of local customs, but nothing of the Wounded Wisp in particular.

The Concordance

Male Human psychic 1

Knowledge History, Untrained: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23 +1 to knowledge checks in Absalom, not that it mattered here.

Ah the Whisp. I know it well. Perhaps we will even see Selmius Foster there. He was one of the founding members of the Pathfinder Society and rumor has it that he still hangs out at the Whisp from time to time.

The Exchange

Male NG Sylph Investigator 1 | HP -4/10 | AC 13 T 11 FF 12 | CMB +2, CMD 13 | F: +1, R: +3, W: +3 | Init: +1 | Perc: +5, SM: +1(+2 vs. lies) | Speed 30ft | Inspiration: 4/6 | Spell-like-ability: Breeze-Kissed 1/1, Feather Fall 1/1 | Active conditions: Stable.

Knowledge(history): 1d20 + 7 ⇒ (12) + 7 = 19

Akaash nods. "An easy enough task, it seems. What is the parcel we're going to get? Any special precautions needed in transporting it?"


"What, no, No! It really is only a wine bottle! After I have my bottle your real mission is going to start but you see ... I cannot leave now and would so much like to have a good glass of wine." Dreng says with a smile.

The Exchange

Female Tian-Xian Kitsune Swashbuckler (Inspired Blade)/3 (HP 25/25 | AC:18 T:18 FF:14 | CMB:+3 CMD:16 | F:+2 R:+6 W:+1 | Init:+5 | Perc:+4 Low-light vision | Move:30ft)
Skills:
Acro +9 Bluff +7 Climb +4 Diplomacy +7 EA +7 Intim +10 Knowledge (Local +5) (Nobil +4) Perc +5 Perform (Dance) +7 Ride +7 SM +4 SoH +7 Stealth +3 Swim +4

I favor a nice strong Port, myself, but I understand the draw of a glass of fine wine.

Ready to move on.

The Concordance

True Neutral Female Sylph Magus (Kensai) 1 | HP 16/16 | AC 15 (T15/FF10) (+ mods) | Init +4 | Perc +1 | Speed 30' | CMB +2 | CMD 18 (FF12) | F+4 R+4 W+4 | Arcane Pool 4/4 | Spells prepped: daze, acid splash, light, color spray (1/1), shocking grasp (1/1) | Active Conditions: None

Willow stands quietly and watches the group interact with Drandle.

Also ready to go

The Exchange

Male NG Sylph Investigator 1 | HP -4/10 | AC 13 T 11 FF 12 | CMB +2, CMD 13 | F: +1, R: +3, W: +3 | Init: +1 | Perc: +5, SM: +1(+2 vs. lies) | Speed 30ft | Inspiration: 4/6 | Spell-like-ability: Breeze-Kissed 1/1, Feather Fall 1/1 | Active conditions: Stable.

Akaash says, "Do you need us to bring you a glass, as well, or will the bottle alone suffice?" The question is clearly rhetorical, as it is asked in a tone of amusement and he is already turning to go.

Ready to go as well.


"You can find me here again when you got my bottle. I am not going anywhere at the moment.”

He suddenly stares to corner to his right and hesitates moment – then looks at you “Run, run, otherwise you might be too late!“

Following the instructions you arrive at the Wounded Wisp bar.


LOCATION

The Wounded Wisp is located in the Foreign Quarter district of Absalom, close to the grounds of the Grand Lodge. Dreng’s hastily sketched map provides basic directions. You have no difficulty finding the establishment with the map Dreng provided. Almost every initiate or member has heard of or seen the building at some point.

* * * * *

DESCRIPTION

Built from dark, discolored wood, the exterior of the Wounded Wisp is the image of an iconic dive bar. Stained and barred windows obscure direct vision into the establishment, though ruddy yellow light bleeds from a window in the front hall. In the hours just before dawn, the building closes long enough for menials to clean and to give staff a rest.

The only distinguishing feature on the Wisp’s exterior is a thick wooden sign hanging from above the bar’s entrance. A brass ring fitted onto the sign anchors a lantern—referred to by the staff as “the wisp”— that hangs there during the evening hours.

Description of the Wounded Wisp based on what you can already see (see map in handouts.)

A1. Entry Hall: This long wooden hallway is the entrance to the Wounded Wisp, heading north into the building itself. The walls are covered in numerous decorations and trophies left by successful Pathfinders who’ve donated minor paraphernalia to the bar.

A2. Coat Check: This large closet contains various coat racks and shelves for patrons to place any equipment they don’t want to lug with them. Typically a teenager works here and manages any garments the patrons wish to stow.

A3. Main Hall: Tables fill the main floor of the Wounded Wisp where patrons sit with colleagues and share stories over drinks. Three sets of stairs lead up to a raised dining area (area A5).

A4. Bar: Staffed by at least one employee of the Wounded Wisp, the bar holds a variety of different beers, while hard liquors are kept in a glass case on the wall behind the bar.

A5. Dining Area: Four feet above the main floor of the Wounded Wisp, this section is sectioned off by elegant metal railings. On this level, patrons can enjoy a more private meal without the noise of the area below.


YOU STEP INSIDE

The smell of smoke and spilled ale assails the senses in this wide-open area. Walls of dark-stained wood make up the sides of the Wounded Wisp, while well-used wooden tables are spread throughout the space. A raised area in the back of the establishment houses several additional tables and eating areas for groups seeking more than just a good drink. An austere bar supported by kegs instead of wooden panels commands the northern end of the room. A stained-glass cabinet stands behind the bar, its dark panes cracked in several spots, yet not so opaque as to conceal the several dozen types of hard liquor within.

As you arrive, a handful of different groups are already relaxing around the bar, enjoying drink and food offered by the Wisp’s staff.

++++++++++++++++++++++++++++++++++++++++

You all notice that the current talk of the bar is that Sir Reinhart of Kenabres, a Mendevian crusader who recently arrived from the north, plans on attempting the Test of the Starstone, the legendary trial by which one might ascend to godhood.

The Exchange

Female Tian-Xian Kitsune Swashbuckler (Inspired Blade)/3 (HP 25/25 | AC:18 T:18 FF:14 | CMB:+3 CMD:16 | F:+2 R:+6 W:+1 | Init:+5 | Perc:+4 Low-light vision | Move:30ft)
Skills:
Acro +9 Bluff +7 Climb +4 Diplomacy +7 EA +7 Intim +10 Knowledge (Local +5) (Nobil +4) Perc +5 Perform (Dance) +7 Ride +7 SM +4 SoH +7 Stealth +3 Swim +4

Pish! The only way to take The Test is drunk, and on a dare. Anything less is painfully pedestrian, don't you agree?

Diplomacy, Gather Information: 1d20 + 7 ⇒ (11) + 7 = 18


elf rogue(unchained)1, hP 13, AC 17, T 14, FF 13, F +2, R +6, W +2, Init +6, Perc +10, +11 traps lowlight

[b]Well good for him. I hope he makes it, the foolish bugger. I woukd need to be drunk to even think out that. Now, let's get this bottle and get some work done.[b]Darnellius says as he almost floats between the other patrons. He heads to the bar and motions to the barkeep.

The Exchange

Male NG Sylph Investigator 1 | HP -4/10 | AC 13 T 11 FF 12 | CMB +2, CMD 13 | F: +1, R: +3, W: +3 | Init: +1 | Perc: +5, SM: +1(+2 vs. lies) | Speed 30ft | Inspiration: 4/6 | Spell-like-ability: Breeze-Kissed 1/1, Feather Fall 1/1 | Active conditions: Stable.

"Evidence would suggest that, pedestrian or not, other methods can be successful." Akaash smiles at Jinhong.

The Concordance

True Neutral Female Sylph Magus (Kensai) 1 | HP 16/16 | AC 15 (T15/FF10) (+ mods) | Init +4 | Perc +1 | Speed 30' | CMB +2 | CMD 18 (FF12) | F+4 R+4 W+4 | Arcane Pool 4/4 | Spells prepped: daze, acid splash, light, color spray (1/1), shocking grasp (1/1) | Active Conditions: None

Always intrigued by how people interact with each other, Willow lets Darnellius deal with the barkeep and starts quietly moving around the room, eavesdropping on the people at the bar, looking for interesting characters to study.

Perception to listen to conversations: 1d20 ⇒ 13

The Concordance

Male Human psychic 1

Sorry for the wrong alias above. What I get for posting from my phone.


Jinhong Yeou, the Crimson Fox wrote:

Pish! The only way to take The Test is drunk, and on a dare. Anything less is painfully pedestrian, don't you agree?

Diplomacy, Gather Information: 1d20 + 7 ⇒ (11) + 7 = 18

Use this as your first roll for my post below.


"Willow" Saye wrote:
Always intrigued by how people interact with each other, Willow lets Darnellius deal with the barkeep and starts quietly moving around the room, eavesdropping on the people at the bar, looking for interesting characters to study.

Standing here in the Wounded Wisp you see a lot Wayfinders in the open and realize that this tavern is still very much frequented by Pathfinders

You look around and some of you see the faces of people that you have once or twice seen in the Grand Lodge.

Roll knowledge Local OR Diplomacy (Information Gathering) four times and as Pathfinders you may make this roll untrained to achieve the DCs above 10:

Kn(local) OR Diplomacy (Information Gathering) DC15:
On the right sits a lone Keleshite merchant who is drinking tea and reading a book. The keleshite merchant is Aram bin Kaleel, a devout inquisitor of Sarenrae. He owns Kaleel’s Curiosities, a shop in the Coins district. At least once a month, Aram comes to the Wounded Wisp to chat with fellow Pathfinders, discussing matters of adventure and faith in equal measure.

Kn(local) OR Diplomacy (Information Gathering) DC20:
You see a male and female half-orc who are joyfully laughing and drinking ale. The two half-orcs are the Boartusk Twins, Garl and Shrade. They are members of the Society for the past 3 years, but have only traveled on a handful of missions. It is rumored that the two earned their field commissions after saving the lives of a Pathfinder group deployed in Lastwall, and it’s likely the two half-orcs never fully understood what they were getting into. Since that time, they have participated in missions where brute strength is preferable to diplomacy or finesse. But you know that sadly this means they tend to receive few jobs. Sometimes, people joke that the two enjoy their Pathfinder discount when making purchases from the Wounded Wisp too much to leave the society and of course come to the bar frequently.

Kn(local) OR Diplomacy (Information Gathering) DC 20 OR you may open if your character has played Scenario #1: Silent Tide OR #3–06: Song of the Sea Witch:

On the other side of the bar sits the military historian Yargos Gill, one of the few patrons who bear no direct affiliation with the Society. Despite this, Gill has often found himself wrapped up in the Society’s affairs and he has come to accept the Pathfinders as allies. The older man is sipping from an oversized flagon of ale while reading through a large and ominous-looking tome.

Kn(local) OR Diplomacy (Information Gathering) DC 15 OR you may open if your character has played Scenario #5–08: The Confirmation:

Next to the bar sits Janira Gavix. Having completed her ow n Confirmation several months ago, the female halfling bard enjoys taking breaks at the Wounded Wisp. You have heard that Janira has an extraordinary memory, and that she spends much time here learning about the exploits of other adventurers and relating her own tales with oratorical flourishes.

Looking at her table you have the impression that Janira already has a group of newly confirmed Pathfinders listening to her tales of Society founder Durvin Gest and the fabled Lens of Galundari.


Darnellius wrote:

Well good for him. I hope he makes it, the foolish bugger. I woukd need to be drunk to even think out that. Now, let's get this bottle and get some work done. Darnellius says as he almost floats between the other patrons. He heads to the bar and motions to the barkeep.

You and all who are interested walk to the bar.

For those of you who know her, Heryn Gale works the bar of the Wounded Wisp tonight, catering directly to those sitting on stools while simultaneously preparing drinks for those at tables and coordinating the wait staff.

Heryn looks at you and smiles.

"Oh hello gentlemen, I am Heryn." she says laughing. Then she takes your orders and serves you everything you need.

"So what brings you to this establishment?"

The Concordance

True Neutral Female Sylph Magus (Kensai) 1 | HP 16/16 | AC 15 (T15/FF10) (+ mods) | Init +4 | Perc +1 | Speed 30' | CMB +2 | CMD 18 (FF12) | F+4 R+4 W+4 | Arcane Pool 4/4 | Spells prepped: daze, acid splash, light, color spray (1/1), shocking grasp (1/1) | Active Conditions: None

Kn(local) 1: 1d20 + 3 ⇒ (6) + 3 = 9
Kn(local) 2: 1d20 + 3 ⇒ (12) + 3 = 15
Kn(local) 3: 1d20 + 3 ⇒ (15) + 3 = 18
Kn(local) 4: 1d20 + 3 ⇒ (7) + 3 = 10

For a habitual eavesdropper and people watcher, Willow isn't very good at knowing things today lol

After checking out the room, Willow wanders over to the group at the bar, nodding at Heryn.

The Concordance

Male Human psychic 1

Kn. Local: 1d20 + 41 ⇒ (6) + 41 = 47

Kn. Local: 1d20 + 41 ⇒ (8) + 41 = 49

Kn. Local: 1d20 + 41 ⇒ (20) + 41 = 61

Kn. Local: 1d20 + 41 ⇒ (4) + 41 = 45

Uri recognizes several people and takes the time to point them out to all.

Everyone please read the spoilers

Dark Archive

Male Nagaji| HP 7/7 | Init+2; Per +2 | AC 13, T 12, FF 11 | F +1, R +2, W+4|4/4 1st level spells Sorcerer (seeker) 1

Tata follows the others to the bar, listening as Uri passes along the information. "Right then." With a knowing smile, he pulls his hood over his head and looks at Heryn with interest, curious to see what the others will say.

The Concordance

True Neutral Female Sylph Magus (Kensai) 1 | HP 16/16 | AC 15 (T15/FF10) (+ mods) | Init +4 | Perc +1 | Speed 30' | CMB +2 | CMD 18 (FF12) | F+4 R+4 W+4 | Arcane Pool 4/4 | Spells prepped: daze, acid splash, light, color spray (1/1), shocking grasp (1/1) | Active Conditions: None

Although she stays with the group, Willow hears Uri's information and starts watching Janira, fascinated with her ability to tell stories.

I don't understand how some can be so comfortable interacting like that. I couldn't even talk to a group that large let alone with so much skill.

She will let Darnellius deal with Heryn, trying to pay attention to the party while still listening to Janira.


Uri Caine wrote:

[dice=Kn. Local]1d20+4=1

[dice=Kn. Local]1d20+4=1

[dice=Kn. Local]1d20+4=1

[dice=Kn. Local]1d20+4=1

Uri recognizes several people and takes the time to point them out to all.

Everyone please read the spoilers

Where does the 41 mod come from?

The Concordance

Male Human psychic 1
GM Nowruz wrote:
Uri Caine wrote:

[dice=Kn. Local]1d20+4=1

[dice=Kn. Local]1d20+4=1

[dice=Kn. Local]1d20+4=1

[dice=Kn. Local]1d20+4=1

Uri recognizes several people and takes the time to point them out to all.

Everyone please read the spoilers

Where does the 41 mod come from?

Should have been 4+1. Sorry - posting from my phone, which I hate. I could have just left it at 4 as that make the check but Uri gets +1 in Absalom that I initially forgot.

The Concordance

True Neutral Female Sylph Magus (Kensai) 1 | HP 16/16 | AC 15 (T15/FF10) (+ mods) | Init +4 | Perc +1 | Speed 30' | CMB +2 | CMD 18 (FF12) | F+4 R+4 W+4 | Arcane Pool 4/4 | Spells prepped: daze, acid splash, light, color spray (1/1), shocking grasp (1/1) | Active Conditions: None

I hereby retract the attention I'm paying to Janira, as it looks like we only learned about Yargos from Uri. If someone else knows Janira and points her out I'll leave my actions the same, otherwise I'm just with the group at the bar instead.

The Exchange

Male NG Sylph Investigator 1 | HP -4/10 | AC 13 T 11 FF 12 | CMB +2, CMD 13 | F: +1, R: +3, W: +3 | Init: +1 | Perc: +5, SM: +1(+2 vs. lies) | Speed 30ft | Inspiration: 4/6 | Spell-like-ability: Breeze-Kissed 1/1, Feather Fall 1/1 | Active conditions: Stable.

Knowledge(local): 1d20 + 7 ⇒ (10) + 7 = 17
Knowledge(local): 1d20 + 7 ⇒ (6) + 7 = 13
Knowledge(local): 1d20 + 7 ⇒ (3) + 7 = 10
Knowledge(local): 1d20 + 7 ⇒ (7) + 7 = 14

Akaash takes a meandering path along with the others that leads him past the Keleshite's table. As he passes, he nods his head toward the man and says, "Blessed dawn to you. Reading anything good?"


elf rogue(unchained)1, hP 13, AC 17, T 14, FF 13, F +2, R +6, W +2, Init +6, Perc +10, +11 traps lowlight

know local: 1d20 + 6 ⇒ (6) + 6 = 12
know local: 1d20 + 6 ⇒ (3) + 6 = 9
know local: 1d20 + 6 ⇒ (8) + 6 = 14
know local: 1d20 + 6 ⇒ (17) + 6 = 23

The Exchange

Female Tian-Xian Kitsune Swashbuckler (Inspired Blade)/3 (HP 25/25 | AC:18 T:18 FF:14 | CMB:+3 CMD:16 | F:+2 R:+6 W:+1 | Init:+5 | Perc:+4 Low-light vision | Move:30ft)
Skills:
Acro +9 Bluff +7 Climb +4 Diplomacy +7 EA +7 Intim +10 Knowledge (Local +5) (Nobil +4) Perc +5 Perform (Dance) +7 Ride +7 SM +4 SoH +7 Stealth +3 Swim +4

Jinny sits confidently at a table with a prosperous merchant.

Aram bin Kaleel, I presume? Your reputation precedes you, sir. May I buy you a drink?

Read the first spoiler.


Heryn sees you looking at her and is waiting for a clear response.

"Sooooo ... can I do anything for you?!" she asks.


Jinhong Yeou, the Crimson Fox wrote:

Jinny sits confidently at a table with a prosperous merchant.

Aram bin Kaleel, I presume? Your reputation precedes you, sir. May I buy you a drink?

Akaash Truthspeaker wrote:
Akaash takes a meandering path along with the others that leads him past the Keleshite's table. As he passes, he nods his head toward the man and says, "Blessed dawn to you. Reading anything good?"

The Kelishite man looks at Jinhong and Akaash and answers "Oh young men of course you may join me. Please sit down and let us have tea first."

He politely starts pouring you a cup of tea and sets his book aside.

"You are correct, my name is Aram bin Kaleel. You being in this tavern most certainly means that you are Pathfinders. But I have not seen you here before. Oh and yes ... advice and such is what I can share."

Aram bin Kaleel starts a deeper discussion with Bob and whoever wants to join in. He opens his cloak and you see a holy symbol of Sarenrae.

"I like how you Pathfinders stand together when they are pushed. We all here share similar roots ... and are so different ... I see a little of myself in your current situation as new Pathfinders." he says smiling.

Sense Motive DC 15:

During the discussion you feel that Aram bin Kaleel wants to give advice to younger Pathfinders but never steps in directly on their behalf. If you want to know something you could surely ask.

"One warning for you. I espouse a belief in a balanced approach when acting on behalf of the Society — particularly when it comes to Pathfinders with little knowledge and an overabundance of brawn."

Aram continues “A Pathfinder should stand on his own two feet, but be able to lean on a fellow agent when needed. That is a common mantra espoused by Keleshite and also my philosophy ... but tell me more of yourself Bob - what are your goals in the society?"

The Exchange

Female Tian-Xian Kitsune Swashbuckler (Inspired Blade)/3 (HP 25/25 | AC:18 T:18 FF:14 | CMB:+3 CMD:16 | F:+2 R:+6 W:+1 | Init:+5 | Perc:+4 Low-light vision | Move:30ft)
Skills:
Acro +9 Bluff +7 Climb +4 Diplomacy +7 EA +7 Intim +10 Knowledge (Local +5) (Nobil +4) Perc +5 Perform (Dance) +7 Ride +7 SM +4 SoH +7 Stealth +3 Swim +4

Sense Motive DC15: 1d20 + 0 ⇒ (4) + 0 = 4

My grandmother always told me, "A little knowledge is a dangerous thing". Do you think that's true?

Diplomacy: 1d20 + 7 ⇒ (16) + 7 = 23

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