GM TOP #4-11: The Disappeared (Core) (Inactive)

Game Master Pete H.

Maps


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Ghost Dot here please. The scenario won't start until about 1 week after the Overflow Archives finishes, so everyone will have time to update their PC's.

Silver Crusade

* * Pathfinder Core * * M Human 3 Ranger
Tag:
LN Human M Ranger 3 | HP: 27/27 | AC 20; TC 15; FF 16 | CMB +5; CMD 20 | Fort +4; Ref +7; Will +2 | Init +6 |Perc: +7, SM: +1 | Speed 30ft

"Ehhhh, is Bernard 'ere. Joost checking in." - the tanned man walks in, tips his hat to everyone, picks a chair and sit's down.


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The gala inside the Chelish embassy appears to be in full swing, and as the faint light from the building falls upon the alleyway outside, Venture-Captain Ambrus Valsin’s (maps page 2) mission briefing is hard to forget.

“Pathfinders,” Valsin boomed but hours earlier in the briefing chamber within the Grand Lodge, “Zarta Dralneen no longer exists. She never existed. She’s never worked for the Chelish embassy here in Absalom, and she’s never been in charge of the Chelish Pathfinders. At least that’s what I was told, repeatedly, to my face, through three layers of Chelish bureaucrats. I know those people, and they all knew Zarta. They didn’t just forget about her. She’s been disappeared.

I don’t know where she went and I don’t know who took her. What I need you to do for me is to go into the Chelish embassy and find out as much as you can by snooping around for a bit. I want to know where Zarta is, I want to know who took her, and I want to know why she was taken.

We can’t afford to offend Cheliax, so you’ll have to infiltrate their embassy quietly. I’ve devised a cover story that should get you in the side door with orders to see the new Chelish ambassador. An ongoing diplomatic gala scheduled for the same time and a clever ruse by Venture-Captain Amara Li— who is also attending the gala—will keep the ambassador busy, but you’ll have to act quickly if you want to secure the information we need before he arrives to meet you. You must get into the embassy, get what we need, and get back out of the embassy without the Chelaxians ever catching on that we’ve been rooting around.

Here is a packet of information that bears on Chelish interests in Sargava. It’s legitimate intelligence that we probably would have passed on to Zarta eventually anyway and that we’re willing to give up for free as our ticket into the building.

You’ll enter the embassy through the north entrance of the residential wing, where Chelish imperial security receives all of their informants. Even if you have a good cover story, you might have difficulty getting past the guards there—if necessary, you’ll have to resort to bribing your way through. Once you’re in, the guards will likely make you wait for the ambassador when you tell them you have important information for him. Don’t give it to anyone else, since once they have the information there will be no reason for them not to show you the door.

Amara Li will keep the ambassador pinned down at the gala while you break out of the waiting room and snoop around. She will also meet you just before you enter the gala to cast a message spell on you, just in case you need to keep in touch during your mission. You just need to make your way to Zarta’s chambers—they’re in the southwest corner of the residential wing, but you’ll have to find a route that doesn’t intersect with the gala’s attendees or residents of the embassy. Try to get in and out in less than an hour. That’s my best estimate at how long the gala and Li can keep the ambassador preoccupied. Once you’ve got the information and made it back to the waiting area, you just have to wait for the ambassador to find time to see you.

My informants tell me that Ailenia Hospar, one of the clerks you’ll likely run into at the embassy, is addicted to shiver. I’ve procured some of the drug for you to slip her if she initially proves less than accommodating. You may also have to deal with Anstrella Trelax, the pompous night-duty officer.

Beyond that, what you’ll face is beyond my knowledge. I’ve ordered for you to receive several tools that might help you in your mission. Good luck, Pathfinders.”

Please take the time to introduce your characters (you can backpost all the way to the briefing if you wish), do any prep you would have done prior to getting to the alleyway, and make any plans as a group if you wish. I'll make a push post once introductions/plans are done to set the immediate scene. This scenario has a little bit of an interesting format, I hope you enjoy!

Dark Archive

LN Halfling Sorcerer 3 | Mods: None | HP: 20/20 | AC 13, Tch 13, Fl 11 | CMB: -1, CMD: 11 | F: +4, R: +4, W: +3: FR 5; +2 vs Fear/Poison | Speed 20ft | Corrupting Touch: 7/7 | Spells 1st: 5/6 | Perc: +1, SM: -1 | Init: +8

"Ms. Dralneen does in fact exist! Those traitorous little Thrune-loving...." grumbles the halfling as he takes in the rest of the news. Shaking his head, he inquires "What tools might those be? I don't suppose a wand of invisibility for each is on the list? Disguise person?"

A sly smile crawls across his face as he looks to his companions. "Well, least we aren't doin plumbing work this time. Back in my home for a nice change of pace at least."

Suddenly noticing the new comer, he frowns. "And who might you be? I'm Vraxam the All-Powerful and I've recently seen these others in action....but I don't know you."

Hmm...perhaps we should get some disguises? Anyone good at sneaking? I do have another *Magical Sling Heirloom* to trade if needed. ;-)

Grand Lodge

CORE-Male elf | Rogue 2 / Illusionist 1 |HP: 18/18 | AC18 T 14 FF 14 | F+0 R+7 W+2 | Init +6 | Perc +8(9 trapfinding) | SM +0 | CMB +2 | CMD 15 | Speed 30

Prior to the adventure, Naneryn acquires a wand of cure light wounds, a potion of the same, some holy water, and alchemist's fire. There is probably more he should have bought, but he couldn't drag himself out of bed long enough to shop for it.

"So... in addition to dying, we will be enslaved by demons and our names erased from history." He declares in his slow, dreary monotone lament.

Dark Archive

Male N Human Druid 2 | HP: 15/19 | AC: 18 (12 Tch, 16 Fl) | CMB: +5, CMD: 17 (15 Fl) | F: +6, R: +3, W: +5 | Init: +4 | Perc: +6, SM +1 | Speed 20ft | Active conditions: none

Nahko's eyes lift in wonder as Valsin's tale expands. Disappeared? They can do that?!? His outrage at Cheliax just "disappearing" his faction leader rises quickly, but Vraxam adequately covers it with his outburst; Nahko stews privately instead.

Reaching down to scratch Kuti behind the ears, he seconds the Sorcerer's question. "Yeah, what tools are you providing? That will help our own private preparations you know." And shiver? You're directing us to drug them to get this done? The Society grows more interesting by the day. I'm glad they're realistic about what a successful strategy can look like.

He chuckles when Naneryn makes the mistake about Cheliax. The elf was effective, for sure, but certainly seemed to not care about the details. "Devils, Naneryn. Cheliax doesn't court with demons. Theirs is a nation of supreme law."

Dark Archive

LN Halfling Sorcerer 3 | Mods: None | HP: 20/20 | AC 13, Tch 13, Fl 11 | CMB: -1, CMD: 11 | F: +4, R: +4, W: +3: FR 5; +2 vs Fear/Poison | Speed 20ft | Corrupting Touch: 7/7 | Spells 1st: 5/6 | Perc: +1, SM: -1 | Init: +8

"Well said Nahko. Some may ally with the traitor Thrune, yet we would never stoop so low as to align with demons!" he acknowledges, shaking at the the thought.


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

The ‘tools’ given are 2 scrolls of disguise self (10 minute duration, Vraxam can cast) and 2 elixirs of hiding. There is also a small vial of what you assume to be the drug called ‘shiver’.

Scarab Sages

#76925-39 CG Female Halfling Ranger 1 Rogue 2 | HP: 23/23| AC: 19/15/16 |Init: +5| Perc: +7| Fort: +5| Ref: +10| Will: 3| CMB: +2| CMD: 15| S.Lbow: +5;1d6| S.MStar: +3;1d6+1| Sap: +3;1d4+1| SA:+1d6|
Skills:
Acro: +8| Appraise:+5| Bluff:+6| Climb:+1| Diplo:+6| DD:+7| Intim: +2| H.A:+6| Kn.(Nat/Geo): +5| Kn.(loc):+6| Kn.(His):+2| Kn.(Arc):+2|Lin:+5| S.M: +5| Stealth: +11| Sleight: +5| Survival: +5| Swim: -1| UMD:+6|

Dotting.

Grand Lodge

CORE-Male elf | Rogue 2 / Illusionist 1 |HP: 18/18 | AC18 T 14 FF 14 | F+0 R+7 W+2 | Init +6 | Perc +8(9 trapfinding) | SM +0 | CMB +2 | CMD 15 | Speed 30

"Oh, devils. That's good to know." (This was not my initial intention, but now every time Naneryn speaks, I imagine Eeyore (from Winnie the Pooh) speaking the words.) "Wouldn't want to make my tormentor angry. That would be a very bad day."

At some point in the conversation, the stinky elf's eyes glaze over as if seeing some other place or time. "Oh!", he interrupts abruptly, "do we need special weapons to fight devils?"
Should I buy a cold iron or silver dagger? How much are they?

Afterward, he listens to the dialog quietly and when things slow down, he drones "Ready when you are."


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Knowledge: Planes for devil traits.

For Cold Iron DR
Cold Iron Dagger 2g

For Silver DR
Alchemical Silver Dagger 21g (-1 Damage)
Mithral Dagger 501g

300g more to make any of those Masterwork. The Mithral Dagger is already Masterwork which gives +1 hit.

Silver Crusade

* * Pathfinder Core * * M Human 3 Ranger
Tag:
LN Human M Ranger 3 | HP: 27/27 | AC 20; TC 15; FF 16 | CMB +5; CMD 20 | Fort +4; Ref +7; Will +2 | Init +6 |Perc: +7, SM: +1 | Speed 30ft

The man in the hat who was sleeping for half of the introduction quickly wakes up. He takes a swig of something strong from his hip flask, which brings back some colour back to his face. He sounds confidents and calm about this whole situations as he joins the conversation.

"Ehhhh. I do not know who this Zarta is, but if she worked for the Chelish embassy she must hold some importance. We will get the information you need, Venture Capitan. Yoo noot need to warry."

Bernard quickly checks his trusty rapier by his side and turns to Naneryn. "Do not worry - eelf. Deveels and Deemans are my speciality. And between yoo-me, i think we can sneak in and out pretty well." - he winks in his general direction and falls back asleep.

Kn. Planes vs Devils: 1d20 + 5 ⇒ (14) + 5 = 19 -- Any relevant information, preferably DR.

Bernard is ready to go, he has made all of his purchases prior to the game.

Grand Lodge

M Human Fighter 1 |AC 15 (t 10, ff 15) | F+5, R+0, W+1(+2 vs fear) | CMD 15 CMB + 5 | Init +0 | Percep +2 SM +1 | Bast +4 (PA +3)/2d8+6(PA+8) | HP 13/13 | Active conditions: elixir of hiding (+10 stealth)
Tactics:
[dice=ATK, reg]1d20+4[/dice] crit 19-20/x2 [dice=DMG. reg]2d8+6[/dice] Power attack [dice=ATK, PA]1d20+3[/dice] [dice=DMG, PA]2d8+8[/dice]

"Well met f.. f... friends. Are you ready for another m..m..mission? I am better prepared now." Grix the towering old man with a massive weapon on his back points down to a new fanny pack with the following words embroidered on the side For use in emergency please apply until subject is concious

it holds a wa... wa.. wand of clw. I used to run some infiltration mi... m... missions in the army but since my accident I can't move as well. But I will do as I can.


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Bernard shares that pretty much all devils can be harmed by good aligned weapons. He is pretty sure that a few of them can be harmed by silver aligned weapons as well, though those would be the weakest of devil-kind. Any other prep?

______________________________________________________________

Currently, the group (maps page 1) finds itself looking around the corner at the so-called “spy’s entrance” to the Chelish embassy. What they see is a nondescript entrance in an alley that runs along the north side of the building. The only feature distinguishing the spy’s entrance from other doors piercing the alley walls is the presence of a guard in Chelish imperial livery (maps page 2). The guard looks alert but slightly relieved to not be inside dealing with the party.

Scarab Sages

#76925-39 CG Female Halfling Ranger 1 Rogue 2 | HP: 23/23| AC: 19/15/16 |Init: +5| Perc: +7| Fort: +5| Ref: +10| Will: 3| CMB: +2| CMD: 15| S.Lbow: +5;1d6| S.MStar: +3;1d6+1| Sap: +3;1d4+1| SA:+1d6|
Skills:
Acro: +8| Appraise:+5| Bluff:+6| Climb:+1| Diplo:+6| DD:+7| Intim: +2| H.A:+6| Kn.(Nat/Geo): +5| Kn.(loc):+6| Kn.(His):+2| Kn.(Arc):+2|Lin:+5| S.M: +5| Stealth: +11| Sleight: +5| Survival: +5| Swim: -1| UMD:+6|

A Familiar figure lounges as the group exits.

Dressed in now a new cloak cut to accentuate her figure and a rather plain ruby ring on her fingers, she looks up with a sly smile. Having spent quite a abit of time to regain her looks (and teeth). She gifts everyone a sultry smile.

"I heard that we have a new job. I'm guessing we do a little snooping around." she shrugs as if being not at the briefing earlier wasn't an issue.

"Also we have tools. Better then the last job we had to pull." she makes a face at the memory of having lost her teeth and having to swim.

Dark Archive

LN Halfling Sorcerer 3 | Mods: None | HP: 20/20 | AC 13, Tch 13, Fl 11 | CMB: -1, CMD: 11 | F: +4, R: +4, W: +3: FR 5; +2 vs Fear/Poison | Speed 20ft | Corrupting Touch: 7/7 | Spells 1st: 5/6 | Perc: +1, SM: -1 | Init: +8

Rolling his eyes, Vraxam nods to Hootie. "Yes. We are to gain entry through false pretenses and find out what happened to the Magnificen Ms Zarta. You really should show up to these briefings before the mission starts. Not all are as useless as the last one...the the apprentice of scrolls isn't involved you're more likely to learn something."

Turning towards the guard at the door, he frowns. "I suppose getting in is the easy part....it's the getting in once we're in that'll be hard..."

Looking over their supplies, he shakes his head. "Would have been nice to have more disguise scrolls...or a wand maybe? I guess this'll have to do. You guys ready?"

Silver Crusade

M Half-Orc 6 | Bloodied | Crossblooded Barbarian

"Eeeeeh, yes, I eem r'ady to guu. I will pretend too be guard - does anyone here do well with the talks?" - says the strange man with a hat as they enter the alley. "Also, whoot is aur cover stury?"

Silver Crusade

* * Pathfinder Core * * M Human 3 Ranger
Tag:
LN Human M Ranger 3 | HP: 27/27 | AC 20; TC 15; FF 16 | CMB +5; CMD 20 | Fort +4; Ref +7; Will +2 | Init +6 |Perc: +7, SM: +1 | Speed 30ft

I am horribly sorry for that last post, that was supposed to be from Bernards' perspective...i'm not really sure what happened there...

Scarab Sages

#76925-39 CG Female Halfling Ranger 1 Rogue 2 | HP: 23/23| AC: 19/15/16 |Init: +5| Perc: +7| Fort: +5| Ref: +10| Will: 3| CMB: +2| CMD: 15| S.Lbow: +5;1d6| S.MStar: +3;1d6+1| Sap: +3;1d4+1| SA:+1d6|
Skills:
Acro: +8| Appraise:+5| Bluff:+6| Climb:+1| Diplo:+6| DD:+7| Intim: +2| H.A:+6| Kn.(Nat/Geo): +5| Kn.(loc):+6| Kn.(His):+2| Kn.(Arc):+2|Lin:+5| S.M: +5| Stealth: +11| Sleight: +5| Survival: +5| Swim: -1| UMD:+6|

"Girl's got to look her best after all a job pays and payment lets one look better." Hootie smirks in reply.

She looks around at the group
"I do hope that you're not making the vertically challenged do the talking?

Diplomacy +6 for her.

Dark Archive

Male N Human Druid 2 | HP: 15/19 | AC: 18 (12 Tch, 16 Fl) | CMB: +5, CMD: 17 (15 Fl) | F: +6, R: +3, W: +5 | Init: +4 | Perc: +6, SM +1 | Speed 20ft | Active conditions: none

"Better the pretty halfling than this old man, that's for sure. This face was not made for favors." -2 to all Cha skills except Handle Animal

Nahko slips some small bit of cured meat out of his tunic, holding it out for Kuti who devours it quickly. Whispering to the cat, he tries to prepare it for their mission. "We're going to a party, Kuti. You're going to have to be a pet again. I know you don't like it, but it's important."

Dark Archive

LN Halfling Sorcerer 3 | Mods: None | HP: 20/20 | AC 13, Tch 13, Fl 11 | CMB: -1, CMD: 11 | F: +4, R: +4, W: +3: FR 5; +2 vs Fear/Poison | Speed 20ft | Corrupting Touch: 7/7 | Spells 1st: 5/6 | Perc: +1, SM: -1 | Init: +8

"And we do appreciate your efforts Hootie. Alas, I believe it's a curse. The taller you are...the less others listen to you."

+9 Diplomacy/Bluff
==Once all are ready==

Doing a once over of the group, he confidently heads over to the guard. "Evening, sir. We have business within. Its absolutely paramount you bring us to the Ambassador immediately! We have uncovered sensitive information about his Sargava interests."

Pausing a moment, he frowns. "And before you ask, no. I will not show you. It's for his eyes only."

Grand Lodge

CORE-Male elf | Rogue 2 / Illusionist 1 |HP: 18/18 | AC18 T 14 FF 14 | F+0 R+7 W+2 | Init +6 | Perc +8(9 trapfinding) | SM +0 | CMB +2 | CMD 15 | Speed 30

Muttering about needing the right tool for the job, the sinky elf excuses himself from the party to make a quick purchase. After what seems like an eternity, you see him slowly making his way back to the party. "I had no idea these were so expensive", he complains, pulling out a masterwork sliver dagger and holding it gingerly. "But you've got to have the right tools for a job. Sorry about the extra time, but it took me forever to find just the right one."

Naneryn is now broke, LOL!


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They female guard eyes the little man and sighs while muttering, "of course I had to get this on my shift... but there is always a silver lining."

She throws a big smile at you, "awww, aren't you just the cutest! I could gobble you right up! Okay, I'll let you inside but not that riffraff with you."

GM Screen:
stealth: 1d20 + 2 ⇒ (2) + 2 = 4

The guard leans down a bit towards the half-ling and whispers loudly with a wink, "I get off at 2."

I'm glad to have everyone check in! No worries Bernard, mistakes happen. I'll need a Diplomacy check to get the whole group inside.

Grand Lodge

M Human Fighter 1 |AC 15 (t 10, ff 15) | F+5, R+0, W+1(+2 vs fear) | CMD 15 CMB + 5 | Init +0 | Percep +2 SM +1 | Bast +4 (PA +3)/2d8+6(PA+8) | HP 13/13 | Active conditions: elixir of hiding (+10 stealth)
Tactics:
[dice=ATK, reg]1d20+4[/dice] crit 19-20/x2 [dice=DMG. reg]2d8+6[/dice] Power attack [dice=ATK, PA]1d20+3[/dice] [dice=DMG, PA]2d8+8[/dice]

W... w.... we go together or not at.... t... t.... all. I’m sure the am... ambas... ambasador will not be impressed when he hears that you turned away important information.

Dimpomacy, aid: 1d20 - 2 ⇒ (13) - 2 = 11

Grand Lodge

CORE-Male elf | Rogue 2 / Illusionist 1 |HP: 18/18 | AC18 T 14 FF 14 | F+0 R+7 W+2 | Init +6 | Perc +8(9 trapfinding) | SM +0 | CMB +2 | CMD 15 | Speed 30

An almost visible aura of 'bad smell' creeps up on the guard. "I don't mind being left out. I'll just sit right here and keep you company. I get tired of oggling the same thing all the time. I'm sure you get a lot of pretty sights passing through here." He gets up very close to the guard, pressing his body against the guard's armor to whisper foul smelling word into his ear, "How often do you need to search guests for dangerous items? I'd sure like to help with that, if you know what I mean!" He smiles a toothy (though slightly black with decay) grin in the guards face.

LOL, I always figured his hygiene would be a liability. I never expected it to be an asset. Ewwwwwwww!

Silver Crusade

* * Pathfinder Core * * M Human 3 Ranger
Tag:
LN Human M Ranger 3 | HP: 27/27 | AC 20; TC 15; FF 16 | CMB +5; CMD 20 | Fort +4; Ref +7; Will +2 | Init +6 |Perc: +7, SM: +1 | Speed 30ft

Bernard steps next to Hootie and puts his arms crossed over his chest. He manages a stern look as her speaks.
"Is that any way tooo speak to a lady? We are with her, yooo should be wise tooo let us throo."

He will not assist becuase he doesn't wish to hinder the parties chances to do well here.

Scarab Sages

#76925-39 CG Female Halfling Ranger 1 Rogue 2 | HP: 23/23| AC: 19/15/16 |Init: +5| Perc: +7| Fort: +5| Ref: +10| Will: 3| CMB: +2| CMD: 15| S.Lbow: +5;1d6| S.MStar: +3;1d6+1| Sap: +3;1d4+1| SA:+1d6|
Skills:
Acro: +8| Appraise:+5| Bluff:+6| Climb:+1| Diplo:+6| DD:+7| Intim: +2| H.A:+6| Kn.(Nat/Geo): +5| Kn.(loc):+6| Kn.(His):+2| Kn.(Arc):+2|Lin:+5| S.M: +5| Stealth: +11| Sleight: +5| Survival: +5| Swim: -1| UMD:+6|

I think the guard is female?
Diplomacy, aid another 1d20 + 6 ⇒ (4) + 6 = 10

"I think that the guard here is doing her duty but she knows not the import of the message we bring. Perhaps, you might wish to listen to my leader here."

Yes I'm throwing leadership on to you lol!
Go get them Vraxam Uldar

Dark Archive

Male N Human Druid 2 | HP: 15/19 | AC: 18 (12 Tch, 16 Fl) | CMB: +5, CMD: 17 (15 Fl) | F: +6, R: +3, W: +5 | Init: +4 | Perc: +6, SM +1 | Speed 20ft | Active conditions: none

Nahko stands with the others, a simple look of Oh, Really? on his face. He doesn't speak, but his expression and body language express a frustration at the delay.

Diplomacy, aid: 1d20 - 2 ⇒ (10) - 2 = 8


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari
Nahko Bear wrote:
Nahko stands with the others, a simple look of Oh, Really? on his face. He doesn't speak, but his expression and body language express a frustration at the delay.

Hah! Good luck with that frustration, it won't be the last roadblock on this mission! :P

Failing an Aid Another check does not usually create any penalties, unless there is a special circumstance (which I would tell you about ahead of time). I'm just waiting on Vraxam's roll right now. Looks like he has +4 from aid anothers at the moment.

Dark Archive

LN Halfling Sorcerer 3 | Mods: None | HP: 20/20 | AC 13, Tch 13, Fl 11 | CMB: -1, CMD: 11 | F: +4, R: +4, W: +3: FR 5; +2 vs Fear/Poison | Speed 20ft | Corrupting Touch: 7/7 | Spells 1st: 5/6 | Perc: +1, SM: -1 | Init: +8

"Apologies my dear, but we are an all or none package. If we leave her without sharing the information we received...well itll be on your head. May I have your name for my report? I'm certainly not going to receive the blame for this."

Diplomacy with aids: 1d20 + 9 + 4 ⇒ (17) + 9 + 4 = 30


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The guard seems overwhelmed and a bit glassy eyed from her interaction with the little halfling she walks over and opens the door, "get on in there then."

As Vraxam walks through the door she winks, "remember, get off at two!"

Inside the room you see a lady dressed like a common clerk sitting calmly at a desk. She is working on a stack of papers and glances up as the door opens. The guard adds as you all walk in, "Ailena, some people to see the ambassador." The door shuts with a click of the latch behind everyone.

The room has a tall ceiling with an abundance of red paint used to cover up some old mosaics from the days when the building was a temple to some god that has obviously fallen out of favor in Cheliax.

Ailena (the clerk) smiles sweetly and with a bare hint of sarcasm asks, "do you have an appointment?"

Another guard, dressed like the one outside, steps into the room from the east door. He eyes the group's fully armed and armored status warily. Through the partially open door you see a small sitting room.

Grand Lodge

CORE-Male elf | Rogue 2 / Illusionist 1 |HP: 18/18 | AC18 T 14 FF 14 | F+0 R+7 W+2 | Init +6 | Perc +8(9 trapfinding) | SM +0 | CMB +2 | CMD 15 | Speed 30

Naneryn remains quiet and allows other people to answer. He does grin at the guard though.

Dark Archive

LN Halfling Sorcerer 3 | Mods: None | HP: 20/20 | AC 13, Tch 13, Fl 11 | CMB: -1, CMD: 11 | F: +4, R: +4, W: +3: FR 5; +2 vs Fear/Poison | Speed 20ft | Corrupting Touch: 7/7 | Spells 1st: 5/6 | Perc: +1, SM: -1 | Init: +8

As they pass through the door, Vraxam glances back to the first guard and winks. "Two it shall be m'dear."

"Appointment?! Of course I've got an appointment! You don't think I'd just waltz in here all willy-nilly, do you? This is my home! I know the proper way to handle my affairs in my own town!" cries out the halfling indignantly.

"Regardless of your listings, I'm here now with vital information for the ambassador regarding Sargava. If turned away, I will not return. Do you really want to explain to the ambassador why his actions in Sargava failed when he could have succeeded?!"

Mechanics:

Bluff: 1d20 + 9 ⇒ (13) + 9 = 22


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

GM Screen:
1d20 + 4 ⇒ (3) + 4 = 7

Ailena seems taken back by your claim and double checks her empty appointment book, you can tell her hand shakes a bit as she does. Sighing and closing it she replies, "I'm sorry I still don't see any claimed appointment. Are you sure you made it here and today? Why don't I just take the information and pass it on to the ambassador after the gala? I guarantee it will get to him." She nods like that is an excellent plan that you should follow. Her left eye twitches almost imperceptibly several times.

Charm or Bluster (diplomacy or intimidate) are the skills needed here. Also, those who actually pay attention to things might be able to grant some bonuses other than Aid Another to that check, though Aid Another will still work too.

Grand Lodge

M Human Fighter 1 |AC 15 (t 10, ff 15) | F+5, R+0, W+1(+2 vs fear) | CMD 15 CMB + 5 | Init +0 | Percep +2 SM +1 | Bast +4 (PA +3)/2d8+6(PA+8) | HP 13/13 | Active conditions: elixir of hiding (+10 stealth)
Tactics:
[dice=ATK, reg]1d20+4[/dice] crit 19-20/x2 [dice=DMG. reg]2d8+6[/dice] Power attack [dice=ATK, PA]1d20+3[/dice] [dice=DMG, PA]2d8+8[/dice]

Grix stays stoic and steps forward, slightly behind Vraxam, and crosses his arms. He eyes the guard.

Would an imposing poster help with diplomacy? Showing that we will not tolerate being pushed around and intimidated.

diplomacy, aid another: 1d20 - 2 ⇒ (10) - 2 = 8

Dark Archive

Male N Human Druid 2 | HP: 15/19 | AC: 18 (12 Tch, 16 Fl) | CMB: +5, CMD: 17 (15 Fl) | F: +6, R: +3, W: +5 | Init: +4 | Perc: +6, SM +1 | Speed 20ft | Active conditions: none

Nahko steps up to the desk. "Did I hear your name was Ailena?" He draws a small, nondescript vial from his cloak. "Listen, Ailena. We know how hard a shift like this can be... so far from the gala inside and all the fun that that entails." He places the vial down on the desktop gently, still holding it loosely by two fingertips.

"It can get awfully boring attending to this kind of administrative stuff, and hard to stay interested in it all. Maybe this could help?" He slides the vial to her side of the desk and releases it, letting it gently roll back and forth before it settles in place.

This is the vial of shiver, obvs


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari
Grix Wolfguard wrote:

Grix stays stoic and steps forward, slightly behind Vraxam, and crosses his arms. He eyes the guard.

Would an imposing poster help with diplomacy? Showing that we will not tolerate being pushed around and intimidated.

Technically by the rules, I have to let you roll whatever check (assuming it is a skill your character is capable of rolling) you wish to roll without any Roleplay involved at all. But that's boring!

I enjoy and prefer a bit of RP added to things. And sometimes I'm allowed or even encouraged to add circumstantial modifiers to certain checks based upon the RP.

TLDR - No, but it won't hurt though an 8 still won't aid. :(

_______________________________________

After Nahko slips the vial onto her desk, Ailena's eyes go wide and she quickly snatches it up. The guard eyes what happens and then shrugs, bribery is nothing unusual in his experience... at least at the lower levels of the beauracracy.

Ailena looks around and then smiles, "I uh... think I can help you a bit, though I don't have the standing to go direct to the ambassador I can get you to the person who does."

She looks at the guard and advises him to go get Duty Officer Trelax. He steps up to the door behind the desk and opens it, going through.

A moment later a sharply dressed guard officer lady steps into view and takes in the situation. She tsk tsk tsks at Ailena and adds with a mildly berating tone, "you couldn't handle this rifraff yourself? What do they want?"

Ailena murmers that they need an audience with the Ambassador as they have some very important intelligence.

Duty Officer Trelax eyes the group, "pathfinders I presume. Well I'm sorry. The ambassador is unavailable during the gala. I will take what information you have. We do appreciate you coming in person though. Thank you."

She seems to be very confident in her post and unlikely to be bluffed or intimidated. Some of you, due to your experiences in the Chelish cast-like society, may be able to understand how to craft your Diplomatic argument best to gain what you need.

Scarab Sages

#76925-39 CG Female Halfling Ranger 1 Rogue 2 | HP: 23/23| AC: 19/15/16 |Init: +5| Perc: +7| Fort: +5| Ref: +10| Will: 3| CMB: +2| CMD: 15| S.Lbow: +5;1d6| S.MStar: +3;1d6+1| Sap: +3;1d4+1| SA:+1d6|
Skills:
Acro: +8| Appraise:+5| Bluff:+6| Climb:+1| Diplo:+6| DD:+7| Intim: +2| H.A:+6| Kn.(Nat/Geo): +5| Kn.(loc):+6| Kn.(His):+2| Kn.(Arc):+2|Lin:+5| S.M: +5| Stealth: +11| Sleight: +5| Survival: +5| Swim: -1| UMD:+6|

Diplomacy 1d20 + 6 ⇒ (16) + 6 = 22

"Duty Officer Trelax I presume," Hootie begins as she gives the woman a smile. "The package we have is for the Ambassador's eyes and my compliments for your diligence, we will put forward your name to the Ambassador so that he is aware that he has such a capable officer serving him. Furthermore given your standing with him, it is clear that you are high in his eyes indeed but a little more push to recognize your achievements especially coming from another organisation would be better wouldn't it? We can also spread the word that any who seek audience with the Ambassador will have to go through you. Something I'm sure one such as you will understand the position of such import."


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Well done all!

Hootie's smooth words and logical argument appeal to the Cheliax Officer. She replies haughtily, "well that is true. I'm glad I'm finally getting the respect I deserve. You at least see how much value I have here."

She leads you to the nearby sitting room you saw earlier and ushers you inside, "unfortunately the ambassador is actually very busy, however I'll guarantee that you are able to see him within the hour." She smiles and adds, "though you must understand the importance of this event, I'll ask that you not wander around." The door shuts and the obvious click of a lock being activated is heard.

You sense no malice in her motive, she merely wishes that you stay out of the way until the ambassador is able to see you.

The room is sparsely furnished with only a few old chairs and a couch. Two doors—one to the east and another to the west—lead elsewhere within the embassy. (moved the group inside it on the map)

Both doors are locked as you are placed inside the sitting room. Kuti hops up on one of the plush chairs and curls up for a nap.

Time Remaining: 60 Minutes
Strikes: 0 of 6

You now have 60-ish minutes to complete your actual mission AND return to meet the ambassador to keep your actions secret. Specific drastic actions and failed skill checks that bring attention to you beyond the scope of why you are at the embassy will net ‘strikes’ (as tabulated above). However, some strikes will likely be necessary for the progression through the mission. I’m also keeping track of the time you have to work un-bothered. Good luck!

After less than a minute, you hear a click of a lock being unlatched from the east door. What do you all do next?

If the east door is opened you see an small quiet empty hallway. To the south are crimson curtains that appear to lead somewhere. Further to the east you can hear the constant clink and clang of dishes as the cooks work on the food for the gala.

Grand Lodge

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CORE-Male elf | Rogue 2 / Illusionist 1 |HP: 18/18 | AC18 T 14 FF 14 | F+0 R+7 W+2 | Init +6 | Perc +8(9 trapfinding) | SM +0 | CMB +2 | CMD 15 | Speed 30

Just because he doesn't have the right tools, it doesn't mean that Naneryn cannot appreciate watching a complex 'lock' being undone. Though the conversations bored him at first, a careful observer could clearly see the the life creeping back into his body as things progressed. His eyes came alive and darted back and forth between the speakers. He was sure there were masters at work and he could actually hear the tumblers clicking into place as they spoke, but the nature of the tools and the lock itself completely escaped him. The frustration was also plain on his face as he struggled to see the intricate components in motion.

By the time we are lead to the sitting room, the rogue has begun to sweat from exertion. Yet he still manages to bounce slightly on his heals and quietly claps once we are locked in. Even though he's played no part in defeating this mechanism, he has thoroughly enjoyed it. But all of that built up energy comes crashing down in one long sigh when he hears the door begin unlocked. Damm! Someone just snatched the fun from right under my nose! "Knew the fun couldn't last." he drones in defeat.

Grand Lodge

CORE-Male elf | Rogue 2 / Illusionist 1 |HP: 18/18 | AC18 T 14 FF 14 | F+0 R+7 W+2 | Init +6 | Perc +8(9 trapfinding) | SM +0 | CMB +2 | CMD 15 | Speed 30

Nan will creep out into the hall and peak beyond the curtain. Do we have a specific destination? He'll report back what he finds. He'll let Hoots go first if she insists. :)

stealth: 1d20 + 8 ⇒ (1) + 8 = 9

Silver Crusade

* * Pathfinder Core * * M Human 3 Ranger
Tag:
LN Human M Ranger 3 | HP: 27/27 | AC 20; TC 15; FF 16 | CMB +5; CMD 20 | Fort +4; Ref +7; Will +2 | Init +6 |Perc: +7, SM: +1 | Speed 30ft

The hatted man smiles and pats Hootie on the back. "Yoo seem tooo have a way with wards young miss. Thank yooo fooor getting us throo that mess."

"It seems we need too make oor way too the Paracountess' chambars. Anyane have any idea where that wood be?" - Bernard is going to briefly take a look around the room for anything useful, afterwards swiftly taking moving to the door at the back and using his thiefs tools on the lock. If the door is succefully opened, he will try to use the shadows to the best of his advantage to try and hide his presence.

Perception: 1d20 + 5 ⇒ (6) + 5 = 11 -- anything useful in the room
Disable Device: 1d20 + 8 ⇒ (10) + 8 = 18 -- using masterwork disable device tools
Stealth: 1d20 + 5 ⇒ (16) + 5 = 21 -- incase we need that roll

If the door is opened with no issue, then Bernard would instead like to aproach the eastern door and use his disable device to try and lock that door instead. Maybe that would stop the cooks from coming into the part of the building. He then ushers the rest of the gang to go towards the red curtains down south.

Scarab Sages

#76925-39 CG Female Halfling Ranger 1 Rogue 2 | HP: 23/23| AC: 19/15/16 |Init: +5| Perc: +7| Fort: +5| Ref: +10| Will: 3| CMB: +2| CMD: 15| S.Lbow: +5;1d6| S.MStar: +3;1d6+1| Sap: +3;1d4+1| SA:+1d6|
Skills:
Acro: +8| Appraise:+5| Bluff:+6| Climb:+1| Diplo:+6| DD:+7| Intim: +2| H.A:+6| Kn.(Nat/Geo): +5| Kn.(loc):+6| Kn.(His):+2| Kn.(Arc):+2|Lin:+5| S.M: +5| Stealth: +11| Sleight: +5| Survival: +5| Swim: -1| UMD:+6|

Hoping to her feet as she hears the door being unlocked, Hootie signals to her fellow pathfinders to start moving. She checks the door to see if she can glimmer a hint on how the door was unlocked so swiftly.

"Here's to the tough mission, friends! We got an hour and we need to move fast. Bernard and Naneryn with me to the front! Vraxam and the rest will have our backs. Let's hope we get this done smoothly. Don't forget to close the door after we leave" as she moves her shapely behind through the door.

Perception 1d20 + 7 ⇒ (7) + 7 = 14
Stealth 1d20 + 11 ⇒ (14) + 11 = 25
We do know the way to her rooms right? :P

Dark Archive

LN Halfling Sorcerer 3 | Mods: None | HP: 20/20 | AC 13, Tch 13, Fl 11 | CMB: -1, CMD: 11 | F: +4, R: +4, W: +3: FR 5; +2 vs Fear/Poison | Speed 20ft | Corrupting Touch: 7/7 | Spells 1st: 5/6 | Perc: +1, SM: -1 | Init: +8

"Well said Hootie. Nice play with the head gal...seems I have plans this afternoon so lets get this handled. Everyone remember the goal?" he asks in a hushed tone. 'Just because they've locked us in doesn't mean they aren't listening...it IS the chelaxian way...'

Looking to each member in turn, he sighs. "We're here to find and, if needed, save Ms Zarta Dralneen."

'Save...oh I bet that would go a long way to securing me a powerful position in the Archives!' considers the man, beaming from ear to ear.

Snapping back to attention as the hygienic man slips into the hall, he creeps through the door, motioning for the stragglers to carefully, quietly join them in the hall.

"May want to lock it behind us too. Wouldn't want a stray server to accidentally wander in and find it empty."

Stealth: 1d20 + 7 ⇒ (5) + 7 = 12


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Time Remaining: 59 Minutes
Strikes: 0 of 6

Remembering back to their briefing, Hootie recalls that Zarta's office was located in the southwest corner of the residential wing. Where the residential wing is located is anyone's guess at the moment, but it certainly isn't in this hallway.

I apparently missed something that occurred prior to your entry to the embassy. Venture Captain Amari Li (maps pg 2) is a bonifide guest at this gala. She will be running a bit of interference with the Ambassador if needed but won't be able to do much more than periodic updates. She did meet with the group just prior to them gaining access to the embassy to cast Message on the entire group.

You hear a small buzzing in your ears as Amari speaks, "good job, no one has noticed anything unusual out here yet."

Oddly enough a set of keys is hanging from the outside of the door to the sitting room. Bernard manages to jam the latch of the door to the kitchen. (Bernard, can you get a header up and show where your character information is located?) Glancing through the red curtains the pathfinders see a long hallway.

The hallway in front of them is on the north side of the main ballroom area. The hallway and the ballroom are only separated by a thick row of curtains. The group periodically sees servants randomly going to and fro between the ballroom and kitchen.

To the west are a set of double doors that presumably lead back the way you came, though there were a couple doors that way that lead to unknown locations. (Low Perception Check to time a gap to get through them)

To the south you can dash across the hall to slip through the curtains into the ballroom. (Low Perception Check to time a gap to get through them)

To the east are several options. The easier and closer option would be to get into the kitchen, but from the noises you expect the kitchen is quite busy and you would be noticed quickly, plus if you wanted to go to the kitchen you just jammed the latch to a really easy path to it.

The other option to the east is to dash all the way down through the double doors and (as you periodically can see when servants come through them) slip through another door at the end of the hall leading away from the kitchens into the unknown. (High Perception Check to time shooting this much longer gap)

A couple notes. The above perception checks to time a gap between the servants have specific scenario rules. Aid Another is not allowed. Each PC has to make their own check (animal companions follow their handlers so at least no check is needed for the animals). Failure just means you don't make it and have to try again, no strikes gained. However, each attempt does take time off the clock. The group is welcome to chat over where they wish to go and come to a consensus. You could also split up and try different routes. You do have message up to communicate as long as you all are in the same building. Perception at this stage is more important than stealth, since there isn't any cover to use.

Other tactics are also welcome, though I can't guarantee any will work nor their effect on the strikes or time remaining.

Dark Archive

LN Halfling Sorcerer 3 | Mods: None | HP: 20/20 | AC 13, Tch 13, Fl 11 | CMB: -1, CMD: 11 | F: +4, R: +4, W: +3: FR 5; +2 vs Fear/Poison | Speed 20ft | Corrupting Touch: 7/7 | Spells 1st: 5/6 | Perc: +1, SM: -1 | Init: +8

Eyeing the servants randomly moving to and fro, Vraxam muses "Perhaps we could take a few of them out and don their clothes..."

"Oh, uh....without killing them of course...of course...."

Considering the possibly, a slight smile begins to creep across the mans face, pantomiming a servant. In an instant the smile vanishes with a shake of his head. "No...no...likely a group of servants vanishing suddenly would draw notice...hmmmm....we do have a few of those disguise scrolls though...whatcha think Hootie? Perhaps a servants disguise would give us a chance to scout the place?"

Grand Lodge

M Human Fighter 1 |AC 15 (t 10, ff 15) | F+5, R+0, W+1(+2 vs fear) | CMD 15 CMB + 5 | Init +0 | Percep +2 SM +1 | Bast +4 (PA +3)/2d8+6(PA+8) | HP 13/13 | Active conditions: elixir of hiding (+10 stealth)
Tactics:
[dice=ATK, reg]1d20+4[/dice] crit 19-20/x2 [dice=DMG. reg]2d8+6[/dice] Power attack [dice=ATK, PA]1d20+3[/dice] [dice=DMG, PA]2d8+8[/dice]

I think we sh.. sh... should go west. We should stay away from the ballroom. I will stay back and guard the rear. I am not good at hiding or t... t... talking. But if we get stuck in a pinch I can take someone out k.. k.. quickly. If we need to move silently and unseen, I will need the elixir of hiding. My armor is noisy and I cannot move as well in it as I used to.

Grix will stay about one room behind the lead group and what for them to wave him over.

Silver Crusade

* * Pathfinder Core * * M Human 3 Ranger
Tag:
LN Human M Ranger 3 | HP: 27/27 | AC 20; TC 15; FF 16 | CMB +5; CMD 20 | Fort +4; Ref +7; Will +2 | Init +6 |Perc: +7, SM: +1 | Speed 30ft

LN Human M Ranger 1 | HP: 12/12 | AC 20; TC 15; FF 16 | CMB +3; CMD 18 | Fort +3; Ref +6; Will +1 | Init +6 |Perc: +5, SM: +1 | Speed 30ft

I apologise, i havn't made tags for my characters yet. I'll just copy paste this in every time.

Bernard acknowledges Grix's words and seeing the pathway to the west, he attempts to skim past towards the doors.

Perception vs West: 1d20 + 5 ⇒ (15) + 5 = 20

Scarab Sages

#76925-39 CG Female Halfling Ranger 1 Rogue 2 | HP: 23/23| AC: 19/15/16 |Init: +5| Perc: +7| Fort: +5| Ref: +10| Will: 3| CMB: +2| CMD: 15| S.Lbow: +5;1d6| S.MStar: +3;1d6+1| Sap: +3;1d4+1| SA:+1d6|
Skills:
Acro: +8| Appraise:+5| Bluff:+6| Climb:+1| Diplo:+6| DD:+7| Intim: +2| H.A:+6| Kn.(Nat/Geo): +5| Kn.(loc):+6| Kn.(His):+2| Kn.(Arc):+2|Lin:+5| S.M: +5| Stealth: +11| Sleight: +5| Survival: +5| Swim: -1| UMD:+6|

"I'm fairly confident in getting around quietly. Have the others use the items given. Like Grix will need the elixir of hiding, Scrolls of disguise for all those not good at sneaking around and talking their way out of trouble. And yes. Staying away from the ballroom is a good thing." Hootie swiftly considers their mission and what they have.

Perception 1d20 + 7 ⇒ (5) + 7 = 12

Grand Lodge

CORE-Male elf | Rogue 2 / Illusionist 1 |HP: 18/18 | AC18 T 14 FF 14 | F+0 R+7 W+2 | Init +6 | Perc +8(9 trapfinding) | SM +0 | CMB +2 | CMD 15 | Speed 30

You start to worry when you see it is Naneryn's turn. He slowly drags himself to the doorway and starts watching. There's no way he can make it across, you think. And sure enough, he just seems to hang there frozen. You can almost see an hourglass draining its sands away while he waits there, unmoving. But just about the time you start to wonder if he's had a heart-attack and died in that position, something odd happens. He seems to rev-up. He doesn't move or do anything that a normal person would do when getting ready to run. But you would swear that his still form was now bristling with energy. When he bolts across the hall, you are nearly startled by the sudden movement. Safe on the other side with the others, you can see the energy vanish again.

I assume a 16 passes
perception: 1d20 + 6 ⇒ (1) + 6 = 7
perception: 1d20 + 6 ⇒ (10) + 6 = 16

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