[PBPGameDay VII] 9-00: Seige of Absalom [5-6] (GM Gustavef) (Inactive)

Game Master Andrew Harasty

Siege Maps and Notes


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Silver Crusade

active effects:
M Dhampir (Ancient Born) Monk (Qinggong Hungry Ghost) 6 / cleric (crusader) 1 | AC 17 T 17 FF 15 | HP 58/58 | F +9 R +8 W +12 | CMD 28 | Init +2 | Perc +14 darkvision 60', lowlight vision | ki 7/7 | kick 6/6 | rest 7/7

As the librarians are ushered to safety, Sleeping Sword says a silent prayer over the remains of the Agents, before propping himself up against a bookshelf for a little snooze.

When someone pokes him and asks about the three locks, the old monk jerks upright at once, his hand going instinctively to his scabbards.

"Huh? Wuzzat? Locks? Well, unlock them then! That's what they are for!"

Seeing perhaps some difficulty arising with these particular locks, Sleeping Sword offers his aid.

Detect Magic followed by Will save vs illusion: 1d20 + 8 ⇒ (13) + 8 = 21 +2 more if it is mind affecting, which some illusions are, and another +1 if the illusion was cast by a human

"Your eyes can deceive you. Trust not the senses, but feel your ineffable connection to your Ki."

Looks like Dragon and Spider locks are covered.

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Noke and Sleeping sword are able to pierce the veil of the illusion and access the first lock. With out much more effort it releases.

Noke then brings the flame to the dragon lock and it uncoils allowing you access to open it.

Having dealt with the poison dart trap, Savina opens the third.

Once the you break into the vault, you can recover the yellowed codebook with relative ease. Upon receiving the codebook, Zarta Dralneen thanks the party and quickly identifies a few key entries with which she can disrupt the attack on Absalom. She and her assistants set to creating bursts of light that begin leading Black Echelon operatives into ambushes and to sites they cannot easily destroy.

Mission Success! Which one next

Aid Token has been boosted and passed. Don't worry there are many in play.

The Exchange

Human M Human Alchemist 8 |Current AC: 23 AC Base: 21 T 14 FF 20 | HP 58/58 | F +9 R +12 W +5| CMD 13 | Init +8 (12wHA)| Perc +19 | Spells: Level 1 5/6 Level 2 3/5 Level 3 2/3| Bombs 19/19 | Active Buffs: SeeInvis, Heroism, DrkVsn, BrkSkn, Cog

I vote for the Liberty's Edge one - but again, I'll support someone else in favor of any of them except the Grand Lodge one and Soverin Court ones.

Hah! Good job Sleeping Sword. You'll have to teach me some meditation techniques or something to help with that. I have a tendency to trust what my eyes show me...

Anyways! On to the next mission! I love investigating a good mystery, so lets help out the Liberty's Edge next!

Sovereign Court

♀ Human (Taldan) Investigator 5 | AC 20 T 15 FF 16 | HP 33/33 | F +2 R +9 W +5 | CMD 18 | Init+3 | Per+8 | Spells 2nd–3/3 1st–5/5 Inspiration 7/7 Phrenic 2/2

Savina nods, “I also like mysteries, so let’s go there.agrees on Liberty’s Edge

Grand Lodge

Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

Fair to me. Onward! Alessio agrees and is ready to proceed.

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

You begin to track down Major Colson Maldris, however you are unable to locate him before a halfling hails you.

Looking for Maldris, are you? Me too. It seems the major’s been on hiatus for some time—worrisome, but hardly as dangerous as the army camped outside. What say we do a little good in the meantime?

Siege Lord Wynsal Starborn signed an emergency mandate that says any slaves who volunteer to serve Absalom in the defense of the city will earn their freedom. A few messengers set out to take the proclamation to Misery Row. Turns out, no slaves have showed up to help move supplies and fight fires, and Absalom’s finest figured the spooky undead saboteurs must have had something to do with it. Just to be sure, the First Guard has deputized fine freedom-longing folk like us to look into it, guarantee the message reaches Misery Row, and ensure the slave masters don’t try any monkey business.” Tamrin Credence scoffs to ensure his feelings about slavers’ integrity are entirely clear. “You, my friends, get to be the ones to carry out this important task. Remember that bloodshed tends not to endear emancipators to bystanders, so avoid violence unless you have no other choice.

The halfling hands you a copy of the proclomation (Slide 7)

Silver Crusade

active effects:
M Dhampir (Ancient Born) Monk (Qinggong Hungry Ghost) 6 / cleric (crusader) 1 | AC 17 T 17 FF 15 | HP 58/58 | F +9 R +8 W +12 | CMD 28 | Init +2 | Perc +14 darkvision 60', lowlight vision | ki 7/7 | kick 6/6 | rest 7/7

"The Way of the Sleeping Sword teaches us that to win without fighting is best! Where do we find this place, Misery Row?"

Grand Lodge

Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

Finally a path for the slaves to freedom. An abhorrent practice. I will be happy to help.

The Exchange

Human M Human Alchemist 8 |Current AC: 23 AC Base: 21 T 14 FF 20 | HP 58/58 | F +9 R +12 W +5| CMD 13 | Init +8 (12wHA)| Perc +19 | Spells: Level 1 5/6 Level 2 3/5 Level 3 2/3| Bombs 19/19 | Active Buffs: SeeInvis, Heroism, DrkVsn, BrkSkn, Cog

Lemme think... maybe I know where they are...

Kn Local: 1d20 + 16 + 2 ⇒ (20) + 16 + 2 = 38

Dark Archive

Female N Wayang Witch (Invoker archetype, Time patron) 12 | Darkvision 60 ft | Speed 20 ft (40 ft riding Happu) | | Temp HP 19/19 | HP: 115/115 | AC 19 Tch 15, Fl 16 | CMB: +2, CMD: 15| F: +18 , R:+14, W:+14 & +1 vs. spells/spell-like ab./poison | Init: +3 | Perc: +17, SM: +3, Dipl. (Influence): +22, Bluff (Deceive): +22 | Invoke Patron: 9/12 min. | Flight 10/12 min. | Reroll 1/1 | Chaldira reroll 0/1 | Happu (riding dog) HP: 13/13 | Divune (familiar) HP: 115/115 | Act. Cond: See invisibility, Heroism

Noke rejoices!

”Oh Chaldira’s touch has given these slaves a new chance! Let us move fast! Happu, follow the group so that my small feet don’t slow us down.“ she says to her riding dog,
eager to begin this mission.

Sovereign Court

♀ Human (Taldan) Investigator 5 | AC 20 T 15 FF 16 | HP 33/33 | F +2 R +9 W +5 | CMD 18 | Init+3 | Per+8 | Spells 2nd–3/3 1st–5/5 Inspiration 7/7 Phrenic 2/2

Savina seems unsatisfied when hearing the mission, thinking Hardly the puzzle I was looking for, this is just a message delivery mission. She then look decided and says “Let’s go to Misery Row then.“, turning to the halfling before going, ”It’s a big quarter, do you have any specific place in mind?

How long did our previous mission took? I’m thinking of casting Heightened Awareness myself. Also how far are we from Misery Row? I have Knowledge (local): 1d20 + 9 + 1d6 ⇒ (7) + 9 + (5) = 21 if needed to determine the distance from our current location.

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Missions are about 10 -30 minutes between each other . So any Minute/level spells would expire between them. But 10/minute per level would last for two missions

Misery row is easy enough to find. (Slide 2 is a map of Absalom )

As the you arrive in Misery Row, they notice a group of people gathered around the dead body of a woman wearing a uniform that identifies her as one of the messengers who were sent to deliver the proclamation.

It is not immediately evident who killed her, but you can examine the crime scene and interrogate eyewitnesses. However, the evidence is rapidly becoming contaminated as people jostle through the crowd, and eyewitness accounts become more unreliable. You are able to locate three potential witnesses

Eyewitnesses:

  • Yggwil (male dwarf -- local shopkeeper) --
  • Marten (male human child -- street urchin) --
  • Tamira (female human -- courtesan) --

    Examining the Crime Scene

    Investigate Equipment -- Perception DC 14:

    You notice not only that all valuables have been stolen, but also that the proclamation is missing—it is not on the body or anywhere near the body.

    Investigate Footprints -- Perception DC 20 or Survival (track) DC 17:

    You notice that the perpetrators were wearing heavy boots and weighed around 200 pounds each.

    Investigate Injuries -- Heal DC 14:

    You identify that the injuries were caused by blunt trauma.

  • Grand Lodge

    Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

    Alessio will absorb an extract of cure light wounds with Touch Injection. 3 hour duration.

    Healing Infusion:

    At 2nd level, the blighter can prepare extracts of the healing subschool as if he had the infusion discovery and can choose to render any such extracts inert and prepare other extracts to replace them (unlike infusions, which continue to occupy the alchemist’s daily extract slots until consumed or used). If the blighter has the infusion discovery, or if he is also a chirurgeon, he can use touch injection as a spell-like ability once per day as a standard action, but only to absorb an infusion of the healing subschool.

    heal: 1d20 + 4 ⇒ (1) + 4 = 5

    Alessio hopes he didn't kill anybody.

    The Exchange

    Human M Human Alchemist 8 |Current AC: 23 AC Base: 21 T 14 FF 20 | HP 58/58 | F +9 R +12 W +5| CMD 13 | Init +8 (12wHA)| Perc +19 | Spells: Level 1 5/6 Level 2 3/5 Level 3 2/3| Bombs 19/19 | Active Buffs: SeeInvis, Heroism, DrkVsn, BrkSkn, Cog

    Perception Equipment: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
    Footprints: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15
    Heal: 1d20 ⇒ 4

    Ridley isn't able to contribute much, but he does manage to determine that the proclamation has also been taken from the body.

    Anyone good at talking to people? I'm a little rough around the edges and am as likely to offend them as get any useful info...

    Scarab Sages

    Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

    Ridley also notices that the messenger’s jacket has a well-hidden pocket in the lining, but it’s also empty.

    Dark Archive

    Female N Wayang Witch (Invoker archetype, Time patron) 12 | Darkvision 60 ft | Speed 20 ft (40 ft riding Happu) | | Temp HP 19/19 | HP: 115/115 | AC 19 Tch 15, Fl 16 | CMB: +2, CMD: 15| F: +18 , R:+14, W:+14 & +1 vs. spells/spell-like ab./poison | Init: +3 | Perc: +17, SM: +3, Dipl. (Influence): +22, Bluff (Deceive): +22 | Invoke Patron: 9/12 min. | Flight 10/12 min. | Reroll 1/1 | Chaldira reroll 0/1 | Happu (riding dog) HP: 13/13 | Divune (familiar) HP: 115/115 | Act. Cond: See invisibility, Heroism

    Perception : 1d20 + 6 ⇒ (1) + 6 = 7
    Perception : 1d20 + 6 ⇒ (15) + 6 = 21
    Heal untrained : 1d20 - 1 ⇒ (9) - 1 = 8

    Noke looks at the scene in more detail.

    ”Hmm ... I noticed that the perpetrators were wearing heavy boots and weighed around 200 pounds each! Remember this!“

    Sovereign Court

    ♀ Human (Taldan) Investigator 5 | AC 20 T 15 FF 16 | HP 33/33 | F +2 R +9 W +5 | CMD 18 | Init+3 | Per+8 | Spells 2nd–3/3 1st–5/5 Inspiration 7/7 Phrenic 2/2

    Savina casts Heightened Awareness.

    Heal DC 14 (untrained): 1d20 ⇒ 8

    Out of hear of the eyewitnesses, Savina says “Of course, I can talk to common folk,”, looking at them, she continues “I’ll begin with Yggwill, the shopkeeper.”.

    Out of sight of the witnesses, she casts Detect Thoughts DC 15, maintaining the spell through concentration and getting the witness in the range and trying to read their name.

    She goes to the dwarven shopkeeper and starts asking questions; starting with presenting herself as a Pathfinder and how her team was sent to help slaves. She ask a bit the dwarf about his work and business before going into specifics about the murder. While asking questions, she continues concentration on the spell. If the dwarf resist the spell, she will try sensing any lies (Sense Motive).

    She will then go to the courtesan, but will not ask questions about her work, only mentioning that she was around and asked what she knows.

    She will go last to the street urchin. She will offer to buy him some food from a nearby cart or shop to ease in the interrogation.

    If the spells runs out —it only lasts 4 minutes, I don’t cast it again. I took it into account in the order I interrogated the eyewitnesses.

    Silver Crusade

    active effects:
    M Dhampir (Ancient Born) Monk (Qinggong Hungry Ghost) 6 / cleric (crusader) 1 | AC 17 T 17 FF 15 | HP 58/58 | F +9 R +8 W +12 | CMD 28 | Init +2 | Perc +14 darkvision 60', lowlight vision | ki 7/7 | kick 6/6 | rest 7/7

    "A murder? How tragic. And of someone who came to grant a lifeline."

    Sleeping Sword, mindful of the admonishment against violence and heedful of the maxims of his Order, keeps his swords sheathed and takes in the scene.

    perception, footprints: 1d20 + 8 ⇒ (13) + 8 = 21
    heal: 1d20 + 3 ⇒ (19) + 3 = 22

    "The messenger has been beaten to death with blunt objects. Clubs or fists perhaps."

    Sleeping Sword scans the crowd looking for a gang of toughs.

    perception: 1d20 + 8 ⇒ (14) + 8 = 22

    Scarab Sages

    Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

    Sleeping Sword also realizes the perpetrators pummeled the woman with their fists and probably didn’t intend to kill the messenger.

    Savina goes to talk to the witnesses

    The dwarf says "Aye, I saw a few of those rotten buggers just before I found the body and almost tripped on it. It was the Undead that killed the woman.” During your interigations he says, “And don’t trust a word that lying, thieving urchin Marten says. He keeps taking my tools

    Sense Motive DC 14:

    You realize the dwarf really has no clue who did it.

    The courtesan: “I saw three skeletal creatures attack the woman.

    Sense Motive DC 17:

    This a blatant lie. But although you press harder she wibbles but does not offer any more information.

    However, after talking to the first two, you are unable to locate the urchin.

    However, you are able to piece together that the perpetrators most likely headed to the slave pits.

    You make your way to slave pits (Slide 8) and notice a group of thugs guarding the area, they come up to you and stop you. “Sorry, guv’nors, you gotta turn back. Lord’s orders.

    Perception DC 17:

    You notice that that hands of the guards are bruise as if recently in a fight

    Dark Archive

    Female N Wayang Witch (Invoker archetype, Time patron) 12 | Darkvision 60 ft | Speed 20 ft (40 ft riding Happu) | | Temp HP 19/19 | HP: 115/115 | AC 19 Tch 15, Fl 16 | CMB: +2, CMD: 15| F: +18 , R:+14, W:+14 & +1 vs. spells/spell-like ab./poison | Init: +3 | Perc: +17, SM: +3, Dipl. (Influence): +22, Bluff (Deceive): +22 | Invoke Patron: 9/12 min. | Flight 10/12 min. | Reroll 1/1 | Chaldira reroll 0/1 | Happu (riding dog) HP: 13/13 | Divune (familiar) HP: 115/115 | Act. Cond: See invisibility, Heroism

    Sense Motive : 1d20 + 1 ⇒ (16) + 1 = 17 See spoilers.

    Sense Motive : 1d20 + 1 ⇒ (4) + 1 = 5

    Perception : 1d20 + 6 ⇒ (7) + 6 = 13

    Grand Lodge

    Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

    sense motive: 1d20 ⇒ 14

    sense motive: 1d20 ⇒ 11

    Between the group, The dwarf has no idea what he's talking about. This Marten is a distraction. The slave pits must be it.

    perc: 1d20 + 6 ⇒ (15) + 6 = 21

    Alessio looks down at their hands. You turn away others recently? Who else is seeking access?

    Silver Crusade

    active effects:
    M Dhampir (Ancient Born) Monk (Qinggong Hungry Ghost) 6 / cleric (crusader) 1 | AC 17 T 17 FF 15 | HP 58/58 | F +9 R +8 W +12 | CMD 28 | Init +2 | Perc +14 darkvision 60', lowlight vision | ki 7/7 | kick 6/6 | rest 7/7

    perception: 1d20 + 8 ⇒ (12) + 8 = 20

    "Uh? Wazzat? Lord who? We work for Siege Lord Wynsal Starborn." Sleeping Sword smiles, eyes half closed, and then says: "Those fists look like they could do with a good clean, maybe some bandages too. Infected wounds can be dangerous. Perhaps you should get them seen to now."

    Grand Lodge

    Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

    ***OVERSEER ANNOUNCEMENT***

    The Dark Archive has recovered the missing codebook, allowing Zarta Dralneen and her agents to create contradictory signals that confuse the Black Echelon undead.

    Table GMs, the Dark Archive mission has been completed, and that faction’s special condition on page 10 is in effect. No new groups may start the Dark Archive mission; those groups already in progress may complete the mission and report the success towards one of the other missions.

    Sovereign Court

    ♀ Human (Taldan) Investigator 5 | AC 20 T 15 FF 16 | HP 33/33 | F +2 R +9 W +5 | CMD 18 | Init+3 | Per+8 | Spells 2nd–3/3 1st–5/5 Inspiration 7/7 Phrenic 2/2

    Savina first talks to the dwarf, Sense Motive DC 14: 1d20 + 7 ⇒ (3) + 7 = 10. She thinks she needs to interrogate the street urchin.

    Savina is talking to the courtisan and sense her lie (Sense Motive DC 17: 1d20 + 7 ⇒ (13) + 7 = 20Do not lie to me, woman, what did you see?” but she is unable to get any real answer, only a direction; pressed by the time she does not press for long then looks for the urchin but he’s nowhere to be found.

    Noke and Allesio indicates to Savina that the dwarf had no clue.

    She looks at the thugs Perception DC 17 (heightened awareness): 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26 and also spots those bruises. She thinks maybe we found the killers, but there might be another explanation. She comes closer (moved my token a bit, speaking from so far away makes no sense) and continues after Sleeping Sword “As my fellow Pathfinder said, you seem to have got into a fight recently… What happened?

    If needed to get them to talk, Diplomacy: 1d20 + 7 ⇒ (13) + 7 = 20.
    To sense if they are going to attack Sense Motive: 1d20 + 7 + 1d6 ⇒ (7) + 7 + (1) = 15, will use inspiration on this one.
    If combat breaks out, I’ll dismiss heightened awareness for +4 init.

    Scarab Sages

    Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

    The Guards are noticeable put on edge when mentioned their injuries. But are currently reluctant to start a fight. "Just a...misunderstanding. Just local business. Nothing that you Pathfinders need to get involved in."

    You are able to sense that they are the guilty party but currently not willing to confess just yet. They also don't want to fight, yet.

    Sovereign Court

    ♀ Human (Taldan) Investigator 5 | AC 20 T 15 FF 16 | HP 33/33 | F +2 R +9 W +5 | CMD 18 | Init+3 | Per+8 | Spells 2nd–3/3 1st–5/5 Inspiration 7/7 Phrenic 2/2

    Savina thinks “we probably should try to intimidate them to make them confess, but I’m not good at that, let’s hope one of my teammate is. If none are, we could try to convince them to give the person that hired them in exchange for a reduced sentence”.

    Dark Archive

    Female N Wayang Witch (Invoker archetype, Time patron) 12 | Darkvision 60 ft | Speed 20 ft (40 ft riding Happu) | | Temp HP 19/19 | HP: 115/115 | AC 19 Tch 15, Fl 16 | CMB: +2, CMD: 15| F: +18 , R:+14, W:+14 & +1 vs. spells/spell-like ab./poison | Init: +3 | Perc: +17, SM: +3, Dipl. (Influence): +22, Bluff (Deceive): +22 | Invoke Patron: 9/12 min. | Flight 10/12 min. | Reroll 1/1 | Chaldira reroll 0/1 | Happu (riding dog) HP: 13/13 | Divune (familiar) HP: 115/115 | Act. Cond: See invisibility, Heroism

    ”I would really appreciate it if you would come forward and confess! We are here under official orders of the city to encourage slaves to use their resources to aid the city during this demonic attack! So please come forward with your responses!“ Noke says with a calm voice.

    Diplomacy : 1d20 + 4 ⇒ (4) + 4 = 8

    Scarab Sages

    Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

    The Guard rebuffs "Who says we did anything? You got no proof. You are just causing trouble with us lawfully abiding citizens."

    Silver Crusade

    active effects:
    M Dhampir (Ancient Born) Monk (Qinggong Hungry Ghost) 6 / cleric (crusader) 1 | AC 17 T 17 FF 15 | HP 58/58 | F +9 R +8 W +12 | CMD 28 | Init +2 | Perc +14 darkvision 60', lowlight vision | ki 7/7 | kick 6/6 | rest 7/7

    "Uh? You are lawfully abiding here perhaps, but you did not abide lawfully where we found the Siege Lord's dead messenger on Misery Row. Beating a person to death for following the Siege Lord's instructions is not lawful, especially in time of war. I see three of you big strong men, there was only one woman, so it could not have been self-defence. But perhaps it was an accident, yes? Perhaps you didn't mean to kill her, only scare her off. Accidents do happen.

    Of course, if you were lawfully abiding here then that poor messenger girl would still be alive. But she is dead, and your trail was easy to follow and led us here. So if you want to remain lawfully abiding here, I think you should tell us who ordered you to stop the messenger. Who is this 'Lord' of yours? Somebody close-by?"

    Scarab Sages

    Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

    Confronted with the statements made by Sleeping Sword, the guards start to back peddle. "Yeah, it was an accident. I mean she was not supposed to die, we just were told to 'send a message'"

    Over the course of the next few minutes of talking you learn the following:

    The Siege Lord’s mandate didn’t sit well with several members of the Coin Council, most notably Lord Nevvem of House Wachail. Believing the Siege Lord’s mandate an unacceptable seizure of property, Lord Nevvem dispatched cronies to intercept the official messengers and ensure the order never arrived. The thugs only meant to give the messenger a beatdown and steal the proclamation, but they botched the job and accidentally killed the messenger.

    Mission Success

    Scarab Sages

    Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

    MISSION 7 : A Noble Cause

    You head off to locate Lady Gloriana Morilla and find her reading though a growing pile of reports. Every minute or two, a courier delivers another sealed letter, or a charmed animal scrambles in through one of the doors or windows with a rolled up missive from elsewhere in the city.

    The city is in dire straits, Pathfinders. The Siege Lord Wynsal Starborn is a strong leader, but he’s had difficulty gathering the High Council—and in turn getting other nobles to focus. The recent acts of sabotage have caused many noble families to seal off their estates or begin evacuating the city in private ships. Not only is this cowardly exodus clogging the harbor and sowing confusion, but it is also disrupting other defenses because the nobles had earlier promised their household guards’ service in defending the city. Acting under authority granted by the Siege Lord, help me find them and remind them of their responsibilities as members of the nobility. History need not remember them and their descendants as the ones who failed Absalom.

    You are entrusted with four family names: the Arpadors, Caperinas, al-Hadirs, and Tullians — and their presumed whereabouts. The first three are bunkered in their estates in the Petal District. The Tullians are attempting to evacuate on their ship. You will need to convince three of the families.

    The Arpadors

    Kn(nobility) DC 14, or Kn(local, history) DC 17:

    The Arpadors are calm and collected, favoring an exaggeratedly formal Taldan accent and verbiage. Marton Arpador, the head of the family, is very fashionable and fond of twirling his mustache and noncommittally using the word “indeed.”

    The following can be made if anyone makes the first check for the family

    Sense Motive DC 17:

    You determine that the Arpadors are hiding because they are afraid of the undead, not out of selfishness. Promising them that they’ll be protected decreases the difficulty of Diplomacy

    Kn(local) DC 17:

    The Arpadors were originally merchants who effectively bought their way into the nobility with their considerable wealth accumulated in the cattle trade. Mentioning their humble origins makes them flustered, and easier to Bluff or Intimidate

    The Caperinas:

    Kn(nobility) DC 14, or Kn(local, history) DC 17:

    The Caperinas have narrow eyes and prominent cheekbones. Annalia Caperina, the head of the family, likes to hold her gray Chelish ragdoll cat in her arms and overuses the word “perhaps” while avoiding explicitly affirmative or negative answers.

    The following can be made if anyone makes the first check for the family

    Perception DC 20:

    You can spot that Annalia is wearing a small pentagram amulet paying homage to Asmodeus—an act of devotion she’s picked up in response to the pending siege. Due to her family’s public renunciation of Asmodeus, this is a point of embarrassment, and can be used to help Bluff the Family

    kn(religion) DC 17:

    The Caperinas are from Cheliax, and like many of their fellow Chelaxians, they are sticklers for law. You s can attempting Linguistics or Profession (barrister) checks in place of Bluff, Diplomacy, and Intimidate checks to influence the Caperinas.

    The al-Hadirs

    Kn(nobility) DC 14, or Kn(local, history) DC 17:

    The al-Hadirs wear loose-fitting silk garments, and both the men and women of the family wear their hair long. Naadhira al-Hadir, the head of the family, speaks slowly and deliberately, often invoking her patron deity’s name in expressions like “by Sarenrae’s grace.”

    The following can be made if anyone makes the first check for the family

    Sense Motive DC17:

    You can determine that Naadhira is hardheaded and doesn’t respond well to threats; You can attempt a second Bluff or Diplomacy check in place of an Intimidate check.

    Kn(history) DC 17:

    Centuries ago, the extended al-Hadir family produced many great warriors who fought Taldor and became war heroes. Reminding Naadhira of her family history makes her feel ashamed, decreasing the difficulty of either the Bluff check or Diplomacy check

    Tullians

    Not much more to know about them, but you do learn of their where their ship is located in the docks and that it has not left port yet. With the Black Echelon agents around, it is very likely they could be in trouble.

    To convince any of the first three families would require Bluff, Intimidate, and Diplomacy. The Tulians is a rescue mission

    Silver Crusade

    active effects:
    M Dhampir (Ancient Born) Monk (Qinggong Hungry Ghost) 6 / cleric (crusader) 1 | AC 17 T 17 FF 15 | HP 58/58 | F +9 R +8 W +12 | CMD 28 | Init +2 | Perc +14 darkvision 60', lowlight vision | ki 7/7 | kick 6/6 | rest 7/7

    "Lord Nevvem will answer to the Siege Lord. You must find your own redemption. A good place to start would be volunteering to help the city in its time of need. He who conquers himself is the mightiest warrior."

    Sleeping Sword bows slightly to the thugs, and departs.

    Sleeping Sword can help with only the secondary skill checks for the Sov Court mission (perception and sense motive are both decent). Of course, I can help with the rescue mission if we need to attempt it, and if we do need to do that one I'll use another charge of my Mage Armour wand.

    Grand Lodge

    Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

    Alessio hasn't involved himself with local politics having spent most his time in a lab or on assignment. He would be most useful at the dock or helping coerce one of the families if others gave him information.

    Intimidate Aid for one of the families: 1d20 + 7 ⇒ (10) + 7 = 17

    The Exchange

    Human M Human Alchemist 8 |Current AC: 23 AC Base: 21 T 14 FF 20 | HP 58/58 | F +9 R +12 W +5| CMD 13 | Init +8 (12wHA)| Perc +19 | Spells: Level 1 5/6 Level 2 3/5 Level 3 2/3| Bombs 19/19 | Active Buffs: SeeInvis, Heroism, DrkVsn, BrkSkn, Cog

    Well done Sword and Savina! And everyone else too. We sure showed those thugs who's boss

    Ridley listens intently to the briefing. As soon as it is over, he hops up and starts speaking.

    Ahem, allow me. I believe I have some useful information on each of the families.

    Ridley finds a chalk board somewhere, and begins scrawling out notes on each family, lecturing as he goes. It is quite boring, but informative, and he at least speaks quickly. Very quickly in fact. You're not sure if this is how he normally talks when relaying information, or if he has increased his pace due to the time sensitive nature of the situation.

    The Arpadors

    Kn Local: 1d20 + 16 ⇒ (1) + 16 = 17
    Kn Local #2: 1d20 + 16 ⇒ (4) + 16 = 20

    The head of the Arpador family is a fashionable mustachioed man of calm demeanor. His family got their start cattel ranching, and used the profits from that to buy their way into the nobility. Mentioning that will throw them off balance and make them easier to get them to do what you want

    The Caperinas

    The head of this family is Annalia Caperina. She always has her ragdoll cat and has recently beem wearing a pendant of Asmodeous. This would likely be quite embarassing, as her family has renounced that god, and you can probably use that fact to help deceive the family. They are sticklers for law, so fancy language or legalese might be able to sway them

    Kn Nobility: 1d20 + 16 ⇒ (7) + 16 = 23

    Kn Religion: 1d20 + 16 ⇒ (6) + 16 = 22

    Perception: 1d20 + 7 ⇒ (17) + 7 = 24

    The al-Hadirs

    Kn Local: 1d20 + 16 ⇒ (12) + 16 = 28

    Kn History: 1d20 + 16 ⇒ (13) + 16 = 29

    The al-Hadirs favor loose silk garments and wear their hair long. Their leader, Naadhira, speaks slowly and often invokes Sarenrae's name. Many of their ancestors fought Taldor. They find this fact quite shameful, and bringing it up might help you convince them.

    Lets do the skill check part then group up to do the rescue mission. Ridley got all of the info except the sense motive ones, so feel free to read those spoilers. Ridley is going to go try to convince the Caperinas.

    Ridley finds Annalia, and launches into a prepared speech.

    Mrs Caperina! My name is Ridley Zane, pathfinder, scholar, alchemist. You wouldn't dream of abandoning your responsibilities would you? Should the walls fall, not only would you surely be doomed yourself, as I doubt your private estate is more secure than the walls of Absalom, your entire family would be shamed and disgraced for abandoning the city in its hour of need. And don't think that trinket of Asmodeous will save you. Those are demons assaulting the city - not devils. They're likely to kill you all the quicker if they think you are in league with their hated rivals in the underworld.

    Linguistics: 1d20 + 11 ⇒ (7) + 11 = 18

    Grand Lodge

    Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

    This guy. Alessio points his thumb at Ridley.

    Ok, It seems we may have some leverage with the Arpadors. Let's go press them. Buying your way into anything will leave a trail of corruption or victims who deserved what they paid for.

    Pending Intimidate Aid of 17

    Dark Archive

    Female N Wayang Witch (Invoker archetype, Time patron) 12 | Darkvision 60 ft | Speed 20 ft (40 ft riding Happu) | | Temp HP 19/19 | HP: 115/115 | AC 19 Tch 15, Fl 16 | CMB: +2, CMD: 15| F: +18 , R:+14, W:+14 & +1 vs. spells/spell-like ab./poison | Init: +3 | Perc: +17, SM: +3, Dipl. (Influence): +22, Bluff (Deceive): +22 | Invoke Patron: 9/12 min. | Flight 10/12 min. | Reroll 1/1 | Chaldira reroll 0/1 | Happu (riding dog) HP: 13/13 | Divune (familiar) HP: 115/115 | Act. Cond: See invisibility, Heroism

    kn nobility Arpadors: 1d20 + 5 ⇒ (3) + 5 = 8

    kn nobility Caperinas: 1d20 + 5 ⇒ (18) + 5 = 23

    kn nobility al-Hadirs : 1d20 + 5 ⇒ (7) + 5 = 12

    Seeing that Noke knows much less about the families compared to Ridley, Noke helps to convince the families.

    Diplomacy Arpadors: 1d20 + 4 ⇒ (15) + 4 = 19

    ”Please be assured we will protect you against the undead. Think of all the merchants that will fall if you do not help the city ... these were your roots too.“

    Diplomacy Caperinas: 1d20 + 4 ⇒ (19) + 4 = 23

    ”I agree with my colleagues. Please support the cause of the city as you leaving chaos behind will not show others the strength you have to rule over those who are weak!“

    Diplomacy al-Hadirs : 1d20 + 4 ⇒ (18) + 4 = 22

    ”Please stand at the side of Absalom and wash your history of support against Taldor clean!!“

    Silver Crusade

    active effects:
    M Dhampir (Ancient Born) Monk (Qinggong Hungry Ghost) 6 / cleric (crusader) 1 | AC 17 T 17 FF 15 | HP 58/58 | F +9 R +8 W +12 | CMD 28 | Init +2 | Perc +14 darkvision 60', lowlight vision | ki 7/7 | kick 6/6 | rest 7/7

    Sleeping Sword listens to Ridley's 'lecture' whilst snoozing against a wall, hands on the hilt of his scabbarded katana.

    sense motive, Arpadors: 1d20 + 7 ⇒ (14) + 7 = 21

    "Uh? The Arpadors are merchants then. Like most who follow coin, this family is fearful. They are afraid of the undead. The Way of the Sleeping Sword is threefold; virtuous, we are free from anxieties; wise we are free from perplexities; and bold we are free from fear.

    If we offer them protection, they should be receptive to gentle persuasion." Mention their fear of the undead and diplomacy is easier.

    sense motive, al-hadirs: 1d20 + 7 ⇒ (17) + 7 = 24

    "Huh. Naadhira al-Hadir is a hard-headed one. Soft words are best used with her, not threats. If a person is under the influence of anger, their behaviour will not be correct." Bluff or Diplomacy are easier than Intimidate.

    Scarab Sages

    Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

    The Caperina estate is well ordered much like any Cheliaxian household. However, you find that there are no guards to stop you entering the grounds. It seems like enough people fear the family's ties not to attempt anything untoward during this crisis.

    Once inside the house a majordomo greets you. "Lady Annalia will see you now." As if already expecting you and your purpose.

    You are taken to fairly austere room that is very functional but still made with the finest woods and accents even in its simplicity.

    Lady Annalia speaks. "My agents have already informed me of your purpose. At times, I think Lady Gloriana is careless. But then maybe she wanted me to know. Either way. Say your piece. "

    Listening to Zane's words she nods. "Yes our standing is important and we would lose some face if we do not help. But losing face is better than losing our lives and property"

    Noke's statement seems to seal the deal.

    "Yes, I believe we can help with this"

    Caperians convinced

    Scarab Sages

    Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

    You reach the pristine manor house of the Arpadors. Knowing what you have found out you can easily recognize that many of the paintings and artifacts are not family heirlooms. But bought to show off their wealth.

    Showing your credentials to the guards posted outside you are escorted inside. Alphanso Arpadors greets you from his fairly well stocked bunker in the house. Other members of the family otherwise ignore you but are somewhat nervous.

    "What can I do for you today?" He says in a somewhat perfunctory but not with an intention of wanting to do anything for you.

    Noke's words sit uncomfortably with Aplphanso, but then nods. "Yes if you can offer some additional support against the undead I can see offering our services, but it is still costly"

    You can still do a Bluff or Intimidate, or something else creative, convince them

    The Exchange

    Human M Human Alchemist 8 |Current AC: 23 AC Base: 21 T 14 FF 20 | HP 58/58 | F +9 R +12 W +5| CMD 13 | Init +8 (12wHA)| Perc +19 | Spells: Level 1 5/6 Level 2 3/5 Level 3 2/3| Bombs 19/19 | Active Buffs: SeeInvis, Heroism, DrkVsn, BrkSkn, Cog

    This definitely falls into something creative... not sure what check would be relevant for it. Hopefully something knowledge related? Spellcraft, or crafy alchemy or maybe it just falls into diplo category and will be some RP fluff. Regardless, here it is. I'll roll a d20 - feel free to add whatever you feel is relevant GM

    d20: 1d20 ⇒ 16

    Most of the undead are old Taldan agents that can be controlled by flashes of light. If you agree to help out, I'm sure we can get you a copy of the code book that would be quite useful in protecting your house from any undead incursions. If you have any spellcasters in your house, I'm sure they could replicate the effects with a dancing lights spell.
    Failing that, I could probably provide you some simple alchemical creations that would create flashes of light for this purpose.

    Scarab Sages

    Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

    That sounds like a bluff, but good use of additional resources

    Alphanso sputters, "You can do that. Well, that could be useful. I mean, better to keep them away than have to even fight them. I think we can offer our aid to the city."

    Arpodors Family convinced

    Scarab Sages

    Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

    Unlike the last two houses, the manor of the al-Hadirs is in chaos. They are still working to shutter in from the on coming onslaught. It takes a while before someone actually notices you. And after a few questions to other householders you are taken to Naadhir al-Hadir.

    The nervous business is in her loose fitting silk garments, but is still somewhat flustered with the proceedings. But still maintains a calm demeanor.

    "By Sarenrae's grace, this is a tragedy. But I have much to do here in order to secure our holdings."

    With Noke's opening request, Naadhir pauses. "Yes, we should not let our history with Taldor overshadow us, and now is the time to step in and create a new name for ourselves."

    She still needs some more convincing, but you can make another Diplomacy, or try Bluff or Intimidate

    Grand Lodge

    Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

    [b]You are absolutely right. Adversity is opportunity and we would be honored to help you engage in the defense of the city.

    diplo aid: 1d20 ⇒ 10

    Silver Crusade

    active effects:
    M Dhampir (Ancient Born) Monk (Qinggong Hungry Ghost) 6 / cleric (crusader) 1 | AC 17 T 17 FF 15 | HP 58/58 | F +9 R +8 W +12 | CMD 28 | Init +2 | Perc +14 darkvision 60', lowlight vision | ki 7/7 | kick 6/6 | rest 7/7

    "Sarenrae is the Sun Goddess, yes? She is like unto the Empress of Heaven, whose light shows the Way of the Sleeping Sword. May She bless our endeavours this day. May we grant the Sleep Eternal to those who have been denied it!"

    Would like to attempt to use Knowlege (religion) to draw upon similarities between the Keleshite sun goddess, Sarenrae, and Sleeping Sword's Tien sun goddess, Shizuru.

    Sleeping Sword displays his holy symbol and offers a prayer for victory against the undead.

    know.religion: 1d20 + 4 ⇒ (18) + 4 = 22

    Sovereign Court

    ♀ Human (Taldan) Investigator 5 | AC 20 T 15 FF 16 | HP 33/33 | F +2 R +9 W +5 | CMD 18 | Init+3 | Per+8 | Spells 2nd–3/3 1st–5/5 Inspiration 7/7 Phrenic 2/2

    Looks like my skills were not needed here; you guys posted fast yesterday

    Savina listened to Ridley’s explanation, as she probably knew most of that, nodding at some point.

    Concerning the al-Hadirs:

    Savina points out that destroying undead and demon and all unredeemable evil is one of the tenants of the Serenrae faith and this is what Absalom is facing now. Absalom needs you now, and needs you. The population and its leaders will remember those that help.
    And the Pathfinder Society is always looking for more allies.

    Diplomacy: 1d20 + 7 ⇒ (15) + 7 = 22

    Scarab Sages

    Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

    Naadhir al-Hadir smiles. "It is true that Serenrae calls us forth as to bring the light to evil. So yes we will help"

    al-Hadir convinced

    Mission Success

    Scarab Sages

    Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

    Amenopheus and Tahonikepsu, leaders of the Scarab Sages faction, busily review brittle scrolls in the Pathfinder Society’s Starhall as they search for forgotten weapons of war that might be turned to Absalom’s defense. Amenopheus steps away to meet with you as you approach.

    The Sapphire Sage carries a weathered scroll marked with silvery ink. “As you know, rebuilding our ancient order has been the main priority of the Scarab Sages, but we also take a keen interest in wondrous technology from the past and how those discoveries could benefit the present. This isn’t the first time Absalom’s fallen under attack, and there are untold defenses secreted away beneath centuries of new construction. Tahonikepsu and I have recovered several promising leads that—

    Tahonikepsu interrupts without looking up. “Amenopheus! This scroll speaks of a ritual that turns Absalom’s walls into living fire and its streets into carnivorous sand! Such potential! What a sight to behold!

    Wide-eyed with shock, Amenopheus warily turns to look back at his colleague. “To say nothing of that being more dangerous to our citizens than to the invaders, the city patched up that glaring problem several years ago after the Decklands almost leaked it to our enemies.” Tahonikepsu visibly deflates before she grabs another scroll and voraciously continues her research.

    As I was saying, we have identified a more promising and ancient defense described by—and perhaps built by—the wizard Beldrin centuries ago. This so-called ‘Gulgamodh’ is a weapon that lies buried beneath a fountain in the Precipice Quarter. I ask that you identify it, locate it, and activate it for use in the battle to come.

    Amenopheus gives yous a key and a yellowing map with a location called the Titan’s Fountain marked on it. According to the sages’ old texts, Gulgamodh is buried beneath the fountain, and the key should help the bearers access the weapon.

    Dark Archive

    Female N Wayang Witch (Invoker archetype, Time patron) 12 | Darkvision 60 ft | Speed 20 ft (40 ft riding Happu) | | Temp HP 19/19 | HP: 115/115 | AC 19 Tch 15, Fl 16 | CMB: +2, CMD: 15| F: +18 , R:+14, W:+14 & +1 vs. spells/spell-like ab./poison | Init: +3 | Perc: +17, SM: +3, Dipl. (Influence): +22, Bluff (Deceive): +22 | Invoke Patron: 9/12 min. | Flight 10/12 min. | Reroll 1/1 | Chaldira reroll 0/1 | Happu (riding dog) HP: 13/13 | Divune (familiar) HP: 115/115 | Act. Cond: See invisibility, Heroism

    Noke looks at Amenopheus with respect.

    ”Of course! Thank you for your great research and the opportunity to conduct this mission for you! I have always admired your work! Can you tell us anything else about the weapon that could help us?“

    I assume not so I am continuing:

    She looks at the team and continues ”Let us make haste and find ‘Gulgamodh’ beneath the fountain in the Precipice Quarter!“

    Scarab Sages

    Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

    You head to the area located -- (Slide 11)

    Amenopheus’s directions are clear and lead you to the run-down, partly collapsed fountain plaza.

    A curious ten-foot-tall fountain stands at the center of a plaza in the Precipice Quarter. Shaped like a giant fist and built from steel that hasn’t become tarnished despite its apparent age, it looks almost as though some titan of old had punched its fist through the ground.

    When you approach the plaza, the key starts vibrating gently, and glowing script appears along the fountain’s surfiace

    Celestial, Draconic, or Osiriani:

    Here lies Gulgamodh, aegis of Absalom. When the city needs Gulgamodh, open the locks and call it forth with true and honest intent.

    You can attempt the following to free Gulgamodh

    Remember stories that shed light to what Gulgamodh: (Knowledge [history or local])
    Realign the glowing sigils and schematics: (Knowledge [arcana], Spellcraft, or Use Magic Device)
    Investigate the fountains for mechanisms that can free Gulgamodh: (Appraise, Craft [sculptures or stonemasonry], Perception, or Sleight of Hand)
    Improvise a phrase that encourages Gulgamodh to activate: (Bluff, Diplomacy, Intimidate, Linguistics, or Perform [oratory or sing])
    Remove parts of the fountain that aren’t part of the original construction: (Disable Device, Knowledge [engineering], or combat maneuver check)

    Dark Archive

    Female N Wayang Witch (Invoker archetype, Time patron) 12 | Darkvision 60 ft | Speed 20 ft (40 ft riding Happu) | | Temp HP 19/19 | HP: 115/115 | AC 19 Tch 15, Fl 16 | CMB: +2, CMD: 15| F: +18 , R:+14, W:+14 & +1 vs. spells/spell-like ab./poison | Init: +3 | Perc: +17, SM: +3, Dipl. (Influence): +22, Bluff (Deceive): +22 | Invoke Patron: 9/12 min. | Flight 10/12 min. | Reroll 1/1 | Chaldira reroll 0/1 | Happu (riding dog) HP: 13/13 | Divune (familiar) HP: 115/115 | Act. Cond: See invisibility, Heroism

    Noke is truly fascinated and reads out loud the inscription that is in draconic and translates.

    ”Happu, let me and Divune get down!“ and she gets off her riding dog and approaches the glowing sigils.

    Divune, Noke’s horned lizard familiar, casts ‘guidance’ on her.

    ”Let me realign the glowing sigils and schematics! Maybe I can awaken Gulgamodh!“

    kn arcana, guidance : 1d20 + 10 + 1 ⇒ (9) + 10 + 1 = 20

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