PFS PbP Gameday 4 - Serpent's Rise (7th Level pregen) Start 19 / 09 / 2015 (Inactive)

Game Master nightdeath

Initative:

[dice=Rataji]1d20+5[/dice]
[dice=Marnarius]1d20+2[/dice]
[dice=322]1d20+5[/dice]
[dice=Shohiraj]1d20+5[/dice]
[dice=Joliryn]1d20+4[/dice]
[dice=urnzal]1d20+2[/dice]


Maps


Knowlege (local) DC 15:

1. Gate: A pair of massive, steel doors stands open
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.