GM Hawthwile - Ageless Ambitions (Inactive)

Game Master Hawthwile

Maps and Handouts


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Witch's Winter Holiday

You received a letter from Master of Swords, Marcos Farabellus. In it, he asked you urgently to meet him at a safe house on the outskirts of Merab. When you arrived, an agent disguised as a beggar led you through the urban sprawl of the city to a small estate near the city docks. An estate guard escorted you inside, saying, ”Please wait in the study. Get to know your friends,” before leaving.

Grand Lodge

”Taman” | male CN Medium Human Barbarian 8 | HP 93/93 (117/117 in rage) ||AC 21, T 12, FF 20 | CMD 25| F +12 R +6 W +6; | Init +3 | Perc +11 |IN RAGE AC 19; hp 117; Fort +13, Will +8; Str 24, Con 20; CMB +13 (+15bull rush); CMD 25 (27 vs. bull| Speed 40ft | Rage 21/23 | Power attack -3/+9 | Active Conditions: None. | rations 12/14

Anyone who looks at Taman will see a half-naked strong man. His face is dyed in color. He carry his large Bastard sword. "Sorry! I did not introduce myself. My name is Taman! Taman Hornraven!"


”Shardra” | Female N Medium Dwarf Shaman 7 | HP 73/73 + 0/0 Temp. HP | AC 20, T 10, FF 20 | CMB +3 CMD 15 | F +6 R +3 W +11; +3 vs. poison, +5 vs. spells and SLA | Init +1 | Perc +12; darkvision, stonecunning | Speed 20ft | Channel Pos. Energy 1/4 Monstrous Insight 6/day | Active Conditions: none

A female dwarf in a golden dress walks with grace and bows to the rest of the group.

She smiles to greet you all but stays silent for the time being.

Grand Lodge

Female CN Half Orc Mesmerist 9 | HP 17/66 | AC17 T12 F15 | CMB+15 CMD22 | F9 R12 W15 | Ini+7 | Prcpt+12, SM+4 | Spd 90' fly | Mesmerist Tricks: 6/9 | Spells 1: 4/7 2: 2/5 3: 2/4 | Extend Rod 0/3 | Persistent Rod 1/3 | Spell-Storing Armor: Vampiric Touch | Active: Mask Misery, Haste, Fly, DF 6/10

A young half-orc woman, skin the color of light ash and eyes of ice blue, armed with a glowing heavy flail and armored in a mithral chain shirt enters the small estate. Beneath the fine rings of mithral covering her torso, the surface of her delicate-looking black silk robe is adorned with tiny embossed runes across its entire surface, all brought together at the waist with a thick black belt decorated with huge metal buckles. Wrist sheathes can be seen beneath her sleeves on the inside of each forearm, and two crisscrossed bandoliers hang across her chest and shoulders, each loop filled with scrolls and wands. Flecks of silver shimmer within the fabric of her black cloak and her coal-black hair hangs down in loose curls over a delicately-engraved silver headband decorated with blue and white gemstones.

She carries herself with poise and gives anyone who’s eyes meet hers a friendly smile. Her gaze feels positively hypnotic. She introduces herself as Glasha Rogmesh to each of the assembled Pathfinders, offering a firm-but-gentle handshake to all of her fellow Society members assigned to this mission and making polite but genuine conversation.

”I hear we’re going after more Aspis,” she says with a mischievous grin as she jingles her belt pouch. She then reaches into her pouch and proudly displays a handful of bronze and silver badges, each emblazoned with a serpent.

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

A human in his mid-twenties reading a dusty tome navigates through the room without looking up. His black cloak seems to absorb the light around it. Silver runes gracefully around the trim. Glasha notices sheathes similar to her own strapped to the man's wrists. A sharp eye may notice fine mithral links under his dark tunic. In addition to his rather full quiver, a darkwood bow is slung over his shoulder. The guard and leather wrapping of the rapier on his hip show little, if any, actual use.

He sets the book down for a moment and makes certain to greet the other members of the team. "Well met. Taman was it? Fendel. Pleasure to make your acquaintance. Greetings and salutations Glasha. Sounds like you are looking forward to hunting reptiles. Nice to meet you Miss...? Well, in good time I guess."

He goes back to his text and continues reading. Fendel carries on conversations as they happen without breaking eye-contact with what he is reading.


”Shardra” | Female N Medium Dwarf Shaman 7 | HP 73/73 + 0/0 Temp. HP | AC 20, T 10, FF 20 | CMB +3 CMD 15 | F +6 R +3 W +11; +3 vs. poison, +5 vs. spells and SLA | Init +1 | Perc +12; darkvision, stonecunning | Speed 20ft | Channel Pos. Energy 1/4 Monstrous Insight 6/day | Active Conditions: none

Shardra looks at you all and smiles.

”I am Shardra. May your ancestors be blessed and may you find the peace that the spirits present to you as a gift each day. The spirits teach us that bonding means to share and seek understanding. Taman, Fendel, Glasha, I am looking forward to bring balance to this world with you ... similar to you I travel the world, guarded but curious, uncovering lost treasure and listening to the tales it has to tell. Like many Pathfinder permanent bonds chafe me ... .“ Shardra says in a deep voice.

Sovereign Court

Female Elf CN Magus (Spelldancer) 11 | HP: 69/69| AC: 32 | T: 21 | FF: 25| CMD: 29| Fort: +10| Ref: +12| Will: +8 (+10 enchant) | Init: +9 | Perc: +11| Sense Motive: -1 | Arcane Pool: 9/10 | Reroll: 1/1

Next to enter is a stunningly beautiful female elf with shimmering violet eyes and long, flowing brown hair. Looking young for her race, perhaps in her mid hundreds, the confident looking girl wears a shiny, very well-fitted and fashionably low-cut sparkling silver armor and a fine purple cloak. An extremely sharp looking scimitar is sheathed at her hip. She also sports some impressive jewellery, including a dark black amulet that seems to cling to the skin above her breasts and a jewelled band that she wears on her head.

"Greetings all. Marquise Thoriel Liltamael reporting for duty. Sorry I'm late. Big night last night, you know how it is. Mornings really don't suit me"


Witch's Winter Holiday

After several minutes, the doors swing open again and Master of Swords Marcos Farabellus and Lady Gloriana Morilla enter. The Master of Swords stands before the fireplace, while Lady Morilla remains seated in a large, comfortable chair.

See Handouts.

The Master of Swords motions toward the remaining seats in the room. “Pathfinders, I thank you for coming on such short notice. Every year, one of Thuvia’s city-states gets to auction doses of the magnificent sun orchid elixir, and this year Pashow has the privilege. That city misplaced its elixirs the past two times, to its treasury’s detriment. In order to ensure nothing went wrong this year, Emir Guldis has retained the Society’s services to assist with security.

“He made the right choice. We stymied an attempt on Pashow’s caravans and found evidence that the Korholm Agenda—a nefarious faction of the Aspis Consortium—was collaborating with Prince Zinlo of Aspenthar to ensure Pashow’s shipment would never arrive. The ringleader is named Kitio Aspenthi, and he’s the ranking Aspis gold agent who coordinates Thuvia. It seemed the plan was to steal the elixirs and trigger a coup to overthrow Emir Guldis, at which point Prince Zinlo’s daughter, Princess Ziralia, could take control and thus annex the neighboring city-state. Thankfully, we’ve built some rapport with the princess, and it is she who pointed us to the Korholm Agenda’s latest plan.”

“Yes, we should be quite thankful,” declares Lady Gloriana, rising from her chair. “According to the princess, the Korholm Agenda has been coordinating mischief with the guards of Aspenthar. Having failed to deprive the emir economically, it appears the Korholm Agenda aims to frame Pashow for an attack on Prince Zinlo’s city. These false-flag operations would be the catalyst for Zinlo to declare war and conquer Pashow by force.

“We are expecting the attacks several days hence during the Sun Orchid Festival that Prince Zinlo recently established in Aspenthar. Along with the standard fare of food and music, the church of Sarenrae will commemorate a local hero, and the prince is permitting the temporary release of Aspenthar-born prisoners to enjoy the festivities. We expect Zinlo to make a speech later that day.

“Princess Ziralia expects these three events to be the focus of the Korholm Agenda’s attacks, which in turn could endanger the people of Aspenthar. On top of preventing harm to innocents, averting these plots could allow us to stop the Korholm Agenda and the agent Kitio Aspenthi for good. Additionally, any evidence you can find linking Prince Zinlo to the Korholm Agenda would benefit us and discourage him from attempting such a stunt in the future. A ship waits at the docks to take you to Aspenthar when you’re ready.”

Arms crossed, Marcos remains standing by the fireplace as Lady Gloriana returns to her seat and folds her hands in her lap.

What do you do?

Grand Lodge

Female CN Half Orc Mesmerist 9 | HP 17/66 | AC17 T12 F15 | CMB+15 CMD22 | F9 R12 W15 | Ini+7 | Prcpt+12, SM+4 | Spd 90' fly | Mesmerist Tricks: 6/9 | Spells 1: 4/7 2: 2/5 3: 2/4 | Extend Rod 0/3 | Persistent Rod 1/3 | Spell-Storing Armor: Vampiric Touch | Active: Mask Misery, Haste, Fly, DF 6/10

”This ‘rapport’ we’ve built with Princess Ziralia...how are we sure it’s enough to trust her? What if she’s just playing the game of politics and trying to use us? If you’re sure we can trust her...what are the details of the Korholm Agenda’s attacks? Do we have any more info besides, ‘they’re probably going to attack the festival’?”

Grand Lodge

”Taman” | male CN Medium Human Barbarian 8 | HP 93/93 (117/117 in rage) ||AC 21, T 12, FF 20 | CMD 25| F +12 R +6 W +6; | Init +3 | Perc +11 |IN RAGE AC 19; hp 117; Fort +13, Will +8; Str 24, Con 20; CMB +13 (+15bull rush); CMD 25 (27 vs. bull| Speed 40ft | Rage 21/23 | Power attack -3/+9 | Active Conditions: None. | rations 12/14

"Can you summarize that what we have to do in one sentence. I am a little bit slow! You know what I mean?"


”Shardra” | Female N Medium Dwarf Shaman 7 | HP 73/73 + 0/0 Temp. HP | AC 20, T 10, FF 20 | CMB +3 CMD 15 | F +6 R +3 W +11; +3 vs. poison, +5 vs. spells and SLA | Init +1 | Perc +12; darkvision, stonecunning | Speed 20ft | Channel Pos. Energy 1/4 Monstrous Insight 6/day | Active Conditions: none

Shardra thinks.

”So which task should we tackle first? Any guidance on priorities?“ she asks.

Sovereign Court

Female Elf CN Magus (Spelldancer) 11 | HP: 69/69| AC: 32 | T: 21 | FF: 25| CMD: 29| Fort: +10| Ref: +12| Will: +8 (+10 enchant) | Init: +9 | Perc: +11| Sense Motive: -1 | Arcane Pool: 9/10 | Reroll: 1/1

Thoriel smiles and gives a respectful bow to Lady Gloriana. "You had me at 'food and music'!" She laughs with a wink at her fellow Taldan, then clears her throat. "...but seriously, so attend the commemoration of the local hero, the release of the prisoners and Prince Zinlo's speech and keep an eye out for trouble? So should we report to Emir Guldis upon arrival, or are there any other contacts we should touch base with to get further intel?"


Witch's Winter Holiday

Lady Gloriana answers Glasha, "While that is always a risk, Princess Ziralia and the Pathfinder Society have already worked together in other matters, and she has demonstrated her trustworthiness. In fact, it was she who approached us with this information. At this point, it seems she is completely discontent with her father's dealing and has all but denounced him publicly for it."

"As for the attacks," Marcos continues, "we don't know, unfortunately. Our best guess is that the Korholm Agenda intends to harm the citizens of Aspenthar, but they might aim to demolish city property. My suspicion for the prison is that the Agenda's agents will perform a jailbreak, goad the criminals to harm others, and blame it on Pashow."

To Taman, Marcos only replies, "No. Get the fur out of your ears and pay attention."

Lady Gloriana addresses Shardra's question next. "Your best bet is to head to either the prison or the ceremony site and wait. If you arrive in advance, you can minimize any civilian casualties or even outright prevent any damage from happening. In regard to the prison, you might even manage to slip in early and relocate the remaining prisoners before the attack. In that case, we have another safe house in Aspenthar that can hold the prisoners until the Korholm Agenda threat is over. We trust your judgement as to which of these locations should be visited first."

"And perhaps I didn't make myself clear," Marcos says with a scowl at Thoriel, "but you will be heading to Aspenthar, the city-state under the rule of Prince Zinlo, not the city-state of Pashow where Emir Guldis rules."

"We do not have a contact for you in Aspenthar unfortunately," Lady Gloriana continues. "The information we received leads us to believe the Korholm Agenda is already in Aspenthar and actively searching for us. We have to make sure we don't play our hand too early and give away the fact that we are aware of the upcoming attacks. Doing so could encourage the Korholm Agenda agents to change their plans and leave us completely in the dark, so we have kept our activities in Aspenthar to a minimum."

"Any other questions? Or are you ready to set sail?" Marcos asks.

What do you do?


”Shardra” | Female N Medium Dwarf Shaman 7 | HP 73/73 + 0/0 Temp. HP | AC 20, T 10, FF 20 | CMB +3 CMD 15 | F +6 R +3 W +11; +3 vs. poison, +5 vs. spells and SLA | Init +1 | Perc +12; darkvision, stonecunning | Speed 20ft | Channel Pos. Energy 1/4 Monstrous Insight 6/day | Active Conditions: none

Shadra raises her arms into the air.

”I want the inner sea to see a balanced leadership rule with the people’s goals in their hearts. May the spirits guide us to achieve our goals against these Aspis agents. The prince is a snake himself for collaborating with them but we are here to see the serpent’s dreams not come true!“ Shardra continues in her prayer to the spirits.


Female LG Human Paladin 7 | HP: 67/67 | AC: 26 25 (11 10 Tch, 25 Fl) | CMB: +11, CMD: 21 | F: +11, R: +7 +6, W: +10 | Init: +0 | Perc: +1, SM +11 | Speed 50 20 ft | Active conditions: haste

Introductions

A dark-skinned woman is the last to join the group. A familiar face around the Grand Lodge, many of you already know her name. "Hi all, my name is Seelah. I apologize for my lateness; I was at devotion. It is good to meet you." Her armor is resplendent, and she wears it with comfort and ease. The shining star of Iomedae stands out, brightly engraved onto the breastplate, shining with high polish.

Mission Briefing

"That all seems clear enough. Thank you, Master of Swords, and you, Lady Gloriana, for the opportunities you offer. I'm grateful to serve, and to be able to protect these people."

She seems to have no further questions for their commanders, and immediately begins planning. "Once we get there, the prison seems a strong first target. Let's secure the prisoners and make sure the Aspis won't have them as a pawn in their ploy. The rest we can figure out from there."


Witch's Winter Holiday

"Very well," Marcos says. "If there are no more questions, we place our trust in you."

As the meeting concludes, Lady Morilla takes Shardra and Thoriel aside.

For Shardra and Thoriel’s eyes only:
”I’m so grateful you’re part of this mission,” Lady Morilla tells the two Pathfinders. ”I think we have the opportunity to make a strong ally in Princess Ziralia here, and if the Pathfinders can help her people it will be a strong case for the princess to join the Sovereign Court.”

”Now, Princess Ziralia cares deeply for her people. The more you can do to shield the citizens of Aspenthar from harm during this mission, the stronger our case. Perhaps you can demonstrate your leadership by helping to guide innocents away a conflict, or by organizing bystanders to cooperate if the worst should come to pass.”

”Finally, the Sovereign Court is still a secret and you must not reveal your affiliation with the faction while doing these things. Do not worry that the Court will not receive credit - I will be working to make sure word of your actions finds its way to the princess’s ear.”

”Best of luck,” Lady Morilla finishes, then kisses first Thoriel, then Shardra on both cheeks before sending them on their way.

On the ship to Aspenthar, the Pathfinders have a chance to recall and share what they know about the city and what they might find there.

I do hold players to what they’ve learned in scenarios - either from their own memories or from other Pathfinders. This means you have to share what you know unless you don’t want your companions to know what you know (ya know?).

-- About Aspenthar traditions --

Knowledge (history) DC 15+:
The city-states of Thuvia regularly fend off vicious fiends known as divs. These creatures have tormented the region for millennia.

Knowledge (history) DC 20+:
The folk hero Ah-Misehp features strongly in Aspenthar’s local lore. The famed Sarenite dervish wielded the Dawnflower’s sacred flames to fight off the divs assaulting Aspenthar three centuries ago.

Knowledge (history) DC 25+:
The site of Ah-Misehp’s battle lies just outside Aspenthar, and the ruins are considered a holy site for the church of Sarenrae. Priests celebrate the anniversary of the battle by reconsecrating the site - party a symbolic gesture to keep any divs from tormenting the city again.

-- If someone makes the Knowledge (history) DC 15 check above --

Knowledge (planes) DC 15+:
Divs are a type of fiend born from corrupted genies that are now intent on despoiling the works of mortals.

Knowledge (planes) DC 20+:
Each kind of div has a specific compulsion or weakness that draws its ire, such as a certain color or sound. Canny warriors can lure divs into dangerous situations or goad them to make poor tactical choices by exploiting these compulsions.

Knowledge (planes) DC 25+:
Divs are especially hardy, but attacks from cold iron weapons or weapons blessed with good energies - sometimes both against the more powerful varieties - are particularly effective.

-- About Aspenthar locations --

Knowledge (local) DC 10+:
In celebration of the sun orchid elixirs emerging from the Citadel of the Alchemist once more, Aspenthar has begun a Sun Orchid Festival. The city is decked out in Aspenthar’s colors: orange, blue, and black. There are also appearances of Pashow’s colors - pale yellow, black, and maroon - in recognition of that city-state’s right to auction the elixir this year.

Knowledge (local) DC 15+:
Prince Zinlo’s grand palace is in a secluded part of Aspenthar. A smaller palace used for public announcements and events rests at the heart of the city. A large plaza lies to the south of this palace.

Knowledge (local) DC 20+:
A small ruin outside of the city marks the location of an important battle. Local legend holds that it was where the great dervish Ah-Misehp defeated a great evil centuries ago.

Knowledge (local) DC 25+:
Aspenthar’s prison lies just inside the city walls, secluded in one of the less prosperous districts. Celebrations for the Sun Orchid Festival are likely to draw many of the residents to the central districts, leaving behind only a skeleton crew to watch over the other prisoners.

If you wanted to make any last-minute purchases before leaving town, note them here.

This is also an excellent opportunity to discuss social and martial strategy, marching formation, and other fun things. Be sure to move your tokens into marching order in the slides.

What do you do?

Grand Lodge

”Taman” | male CN Medium Human Barbarian 8 | HP 93/93 (117/117 in rage) ||AC 21, T 12, FF 20 | CMD 25| F +12 R +6 W +6; | Init +3 | Perc +11 |IN RAGE AC 19; hp 117; Fort +13, Will +8; Str 24, Con 20; CMB +13 (+15bull rush); CMD 25 (27 vs. bull| Speed 40ft | Rage 21/23 | Power attack -3/+9 | Active Conditions: None. | rations 12/14

Taman only listens others because his knowledge is equal to zero.

Grand Lodge

Female CN Half Orc Mesmerist 9 | HP 17/66 | AC17 T12 F15 | CMB+15 CMD22 | F9 R12 W15 | Ini+7 | Prcpt+12, SM+4 | Spd 90' fly | Mesmerist Tricks: 6/9 | Spells 1: 4/7 2: 2/5 3: 2/4 | Extend Rod 0/3 | Persistent Rod 1/3 | Spell-Storing Armor: Vampiric Touch | Active: Mask Misery, Haste, Fly, DF 6/10

Glasha is satisfied with the briefing.
All purchases made for this adventure: lesser Extend and Persistent metamagic rods, lesser talisman of life's breath, lesser talisman of freedom, cloak of resistance upgraded to +2, scroll of align weapon, oil of daylight, handy haversack.

Glasha is much less knowledgeable than the average Pathfinder, but she's friendly and will listen to anything her party-mates share. She can lie and intimidate like few others, and is fairly diplomatic as well. In combat: she's a debuffer/striker. She has a variety of self-buff spells and enemy-debuff spells. Her Hypnotic Stare reduces a single enemy's WILL save by 3, as well as that enemy's SR (if any) and the DC of any spells/SLAs they might use. If she attacks that enemy, she gets an extra 4d6+11 damage via Painful Stare once/round. If she's unable to attack the target she can trigger the Painful Stare when an ally hits for a flat +11. She gets a free intimidate check to demoralize when she non-lethally damages an enemy (which is why her +1 adamantine heavy flail is merciful). Her defenses and HP are not amazing, so she usually needs a couple rounds of buffing herself before engaging in a dangerous combat. She also has Mesmerist Tricks: 3 different tricks active at any one time; 9/day total uses. @EVERYONE: look over these tricks and tell me which, if any, you'd like me to implant in your character.

Mesmerist Tricks:
Mesmerist Tricks (Su): A mesmerist can create hypnotic bonds with his allies, implanting magical suggestions in their minds that he can later activate. Each day, he can implant a number of these tricks equal to 1/2 his mesmerist level (minimum 1) plus his Charisma bonus (if any). He can have only one trick implanted at a given time, and implanting a new trick ends the previous one (the mesmerist still loses the use of this ability he spent on the previous trick).

To implant a trick, the mesmerist must take a standard action and either touch a willing creature or implant the trick in himself. A creature can be the subject of only one mesmerist trick at a time. The mesmerist can activate the trick as a free action when a triggering condition is met (as defined in the trick’s description), even if it isn’t his turn. The subject must be within medium range (100 feet + 10 feet per level) for the mesmerist to trigger the trick. The mesmerist monitors for the trick’s triggering condition through a subtle telepathic connection, so he doesn’t need line of sight to trigger it—but anything that blocks telepathic contact prevents him from triggering tricks. An implanted trick lasts until the next time the mesmerist regains his spells.

Once triggered, a trick is no longer implanted, and can’t be triggered again until the mesmerist implants the trick again. The duration of the effect caused by triggering a trick is either instantaneous or appears in the trick’s entry. The DC for any mesmerist trick or masterful trick that requires a saving throw or skill check is 10 + 1/2 the mesmerist’s level + the mesmerist’s Charisma modifier.

The mesmerist knows one trick at 1st level, and learns another trick at 2nd level and every 2 levels thereafter (to a maximum of 11 tricks at 20th level). Each daily use of mesmerist tricks can be used to implant any trick the mesmerist knows. Unless specifically noted in the mesmerist trick’s description, a mesmerist can’t choose a particular trick more than once.

Compel Alacrity:
A dash of mental speed lets the subject push past her physical limits to avoid an enemy. The mesmerist can trigger this trick when the subject begins her turn within an enemy’s reach. The subject can move 10 feet as a free action without provoking attacks of opportunity. The distance the subject can move increases by 5 feet for every 5 levels the mesmerist possesses, to a maximum of 30 feet at 20th level. The subject can’t move farther than her speed in this way. The movement from this trick doesn’t count against the subject’s movement speed for that round.

False Flanker:
A duplicate of the mesmerist appears momentarily, as though he were fighting in tandem with the subject. The mesmerist can trigger this trick when the subject moves into or begins her turn in a square where she threatens an enemy. An illusory duplicate of the mesmerist appears in any unoccupied space adjacent to that enemy. This duplicate counts as threatening the enemy for the purposes of determining flanking, but can’t actually make attacks. The duplicate disappears at the end of the turn during which the trick is triggered. This is an illusion (figment) effect, and a creature that interacts with the false flanker can attempt a saving throw to disbelieve the effect.

Fearsome Guise:
A veil of illusion makes the subject appear to be someone else and then transform into a hideous monster at an opportune time. While this trick is implanted, the subject’s appearance is altered, as disguise self. The mesmerist can trigger this trick when the subject attacks a creature. The illusory appearance briefly makes the subject appear monstrous, then ends. The mesmerist attempts an Intimidate check to demoralize the target of the triggering attack. The restrictions on attempts to demoralize a target (the target being within 30 feet and able to see and hear the creature attempting the Intimidate check) apply to the subject of the trick. This is an illusion (glamer) effect.

Mask Misery:
The subject can shrug off a condition for a short time before succumbing to it. The mesmerist can trigger this trick when the subject becomes affected by a minor condition listed under the touch treatment ability. The subject can ignore the effect of that condition for 1d4 rounds, after which the subject takes the full effect. This has no effect on any conditions affecting the subject other than the triggering condition, even if those other effects are also listed under touch treatment. The rounds during which the subject ignores the triggering effect still count against that effect’s duration; if the duration of mask misery is longer than the effect lasts, the subject isn’t affected by the condition at all. If an effect that imposes more than one condition triggers this trick, the subject ignores all eligible conditions. If the mesmerist is 6th level or higher, he adds the moderate conditions to the conditions he can ignore with this trick, and this trick ends minor conditions entirely instead of suppressing them temporarily. The mesmerist doesn’t need to have touch treatment to choose or use this trick.

Mesmeric Mirror:
An illusory image appears near the subject to throw off attackers. The mesmerist can trigger this trick when the subject is attacked or becomes the target of a spell that requires an attack roll. One duplicate of the subject appears, and the attacker must determine randomly which it hits (as mirror image). For every 5 class levels the mesmerist possesses, one additional image appears, to a maximum of five images at 20th level. Each image lasts for 1 minute per mesmerist level or until destroyed. This is an illusion (figment) effect.

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

"Just to clarify, are we operating with any knowledge or permission from the government or local authorities? Otherwise we are likely to attract the ire of the constabulary. Especially if we 'relocate' their inmates."

Cannot fail at the spoilers, even on a one. I will share all the info.

@Glasha: Fendel would like the Mesmeric Mirror if you please


Witch's Winter Holiday

"Which do you think the constabulary would mind more: you relocating the prisoners to a safe location, or the Korholm Agenda releasing them into the streets?" Marcos replies with a raised eyebrow. "Granted, at this point we're not sure if some or even all of the guards are on the Korholm Agenda's side. Without any kind of guarantee one way or the other, it would be wisest to keep a low profile."

Moving things along - please continue to make plans and discuss things either here or in the Discussion tab.

The Pathfinders arrive in Aspenthar on the morning of the Sun Orchid Festival. The city is filled with the sounds of joyful music, scents of food, and thousands of smiling faces. Vendors line the streets to sell exotic wares, and the streets are crowded with strange beasts on display from all over Garund. A few people stare wondrously at the Pathfinders and their weapons as they make their way through the crowds, but nobody appears hostile.

I like a consensus of three before moving the party or making a big decision. You have three locations of interest:
- Ruins
- Prison
- Palace

What do you do?


”Shardra” | Female N Medium Dwarf Shaman 7 | HP 73/73 + 0/0 Temp. HP | AC 20, T 10, FF 20 | CMB +3 CMD 15 | F +6 R +3 W +11; +3 vs. poison, +5 vs. spells and SLA | Init +1 | Perc +12; darkvision, stonecunning | Speed 20ft | Channel Pos. Energy 1/4 Monstrous Insight 6/day | Active Conditions: none

Prison.

Grand Lodge

”Taman” | male CN Medium Human Barbarian 8 | HP 93/93 (117/117 in rage) ||AC 21, T 12, FF 20 | CMD 25| F +12 R +6 W +6; | Init +3 | Perc +11 |IN RAGE AC 19; hp 117; Fort +13, Will +8; Str 24, Con 20; CMB +13 (+15bull rush); CMD 25 (27 vs. bull| Speed 40ft | Rage 21/23 | Power attack -3/+9 | Active Conditions: None. | rations 12/14

Ruins

Sovereign Court

Female Elf CN Magus (Spelldancer) 11 | HP: 69/69| AC: 32 | T: 21 | FF: 25| CMD: 29| Fort: +10| Ref: +12| Will: +8 (+10 enchant) | Init: +9 | Perc: +11| Sense Motive: -1 | Arcane Pool: 9/10 | Reroll: 1/1

Thoriel would like the Mask Misery trick, thanks!

Prison


Female LG Human Paladin 7 | HP: 67/67 | AC: 26 25 (11 10 Tch, 25 Fl) | CMB: +11, CMD: 21 | F: +11, R: +7 +6, W: +10 | Init: +0 | Perc: +1, SM +11 | Speed 50 20 ft | Active conditions: haste

Seelah would welcome any or all of the Compel Alacrity, Mask Misery, or Mesmeric Mirror tricks.

"Fendel, you make a strong point. While relocating the prisoners may be the best option, I'm not sure that I see a way we could do it and remain within the law. I will have to think on this. Let's start at the ruins; I need time to let Iomedae enter my thoughts and provide some guidance."

Grand Lodge

Female CN Half Orc Mesmerist 9 | HP 17/66 | AC17 T12 F15 | CMB+15 CMD22 | F9 R12 W15 | Ini+7 | Prcpt+12, SM+4 | Spd 90' fly | Mesmerist Tricks: 6/9 | Spells 1: 4/7 2: 2/5 3: 2/4 | Extend Rod 0/3 | Persistent Rod 1/3 | Spell-Storing Armor: Vampiric Touch | Active: Mask Misery, Haste, Fly, DF 6/10

Upon arrival in Aspenthar, Glasha implants tricks in her fellow Pathfinders: Mesmeric Mirror in Fendel, Mask Misery in Thoriel, and Compel Alacrity in Seelah. Glasha will also implant Compel Alacrity in Shardra and Mask Misery in Taman if they allow it. Finally, she implants Mask Misery in herself.

Glasha defers to her smarter, wiser allies regarding where to start the mission. (no vote for now)

current tricks:
Mesmeric Mirror: Fendel | Mask Misery: Glasha, Thoriel, Taman | Compel Alacrity (15’): Seelah, Shardra | tricks details

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

"Perhaps the prevention of the incarcerated being loosed on the public at large is the greatest threat. Seelah, consider the fact that while under your jurisdiction, the prisoners could be considered to be maintaining the sentence justly bestowed upon them."

Prison


Witch's Winter Holiday

Then it is decided.

The Pathfinders make their way to the prison. The city is quiet in this secluded area near the outskirts of town. A quick survey of the building reveals the following:
- 20 ft high walls
- Front door (portcullis, closed)
- No patrols

In addition, Fendel's keen eyes find what looks to be a secret door below what looks to be a chimney, on the opposite side of the building from the front door. While there are windows in the several walls, they are too high up to casually inspect the interior without drawing attention.

See Maps - I placed tokens in no particular order on the edge of the map. Please arrange yourselves as you would like to be positioned.

Also, please update your preferred marching order in the slides as well.

What do you do?


Female LG Human Paladin 7 | HP: 67/67 | AC: 26 25 (11 10 Tch, 25 Fl) | CMB: +11, CMD: 21 | F: +11, R: +7 +6, W: +10 | Init: +0 | Perc: +1, SM +11 | Speed 50 20 ft | Active conditions: haste

"Well, we should probably use that door in the chimney," Seelah offers. "If we're going off book, we might as well do it all the way. It's not like we can knock at the front door, with what we plan to do."

Quietly, she prays briefly before following Fendel to the secret door. "Forgive me Iomedae, for deceiving the leaders of this land. I pledge to keep these prisoners in secure custody as if they remained in this jail until such time as it is safe to return them to their proper masters. I believe that this is the greater good; even Acemi would make this choice here today."

Grand Lodge

Female CN Half Orc Mesmerist 9 | HP 17/66 | AC17 T12 F15 | CMB+15 CMD22 | F9 R12 W15 | Ini+7 | Prcpt+12, SM+4 | Spd 90' fly | Mesmerist Tricks: 6/9 | Spells 1: 4/7 2: 2/5 3: 2/4 | Extend Rod 0/3 | Persistent Rod 1/3 | Spell-Storing Armor: Vampiric Touch | Active: Mask Misery, Haste, Fly, DF 6/10

Glasha casts heightened awareness on herself (stat bar updated) and goes (presumably with the group) over by the secret door below the chimney.

Grand Lodge

”Taman” | male CN Medium Human Barbarian 8 | HP 93/93 (117/117 in rage) ||AC 21, T 12, FF 20 | CMD 25| F +12 R +6 W +6; | Init +3 | Perc +11 |IN RAGE AC 19; hp 117; Fort +13, Will +8; Str 24, Con 20; CMB +13 (+15bull rush); CMD 25 (27 vs. bull| Speed 40ft | Rage 21/23 | Power attack -3/+9 | Active Conditions: None. | rations 12/14

Glasha: Taman will take the Mesmeric Mirror

Grand Lodge

Female CN Half Orc Mesmerist 9 | HP 17/66 | AC17 T12 F15 | CMB+15 CMD22 | F9 R12 W15 | Ini+7 | Prcpt+12, SM+4 | Spd 90' fly | Mesmerist Tricks: 6/9 | Spells 1: 4/7 2: 2/5 3: 2/4 | Extend Rod 0/3 | Persistent Rod 1/3 | Spell-Storing Armor: Vampiric Touch | Active: Mask Misery, Haste, Fly, DF 6/10

@Taman: you got it.

current tricks:
Mesmeric Mirror: Fendel, Taman | Mask Misery: Glasha, Thoriel | Compel Alacrity (15’): Seelah, Shardra | tricks details

Sovereign Court

Female Elf CN Magus (Spelldancer) 11 | HP: 69/69| AC: 32 | T: 21 | FF: 25| CMD: 29| Fort: +10| Ref: +12| Will: +8 (+10 enchant) | Init: +9 | Perc: +11| Sense Motive: -1 | Arcane Pool: 9/10 | Reroll: 1/1

"After you, big boy? Or is this one of those ladies first situations? Don't want to step on your toes here. I know how much some men like to take charge." Thoriel smiles at Taman, a cheeky glint in her eye.

Thoriel is more than happy to be in the front line. Will either go in through the door straight after Taman or right behind him, whatever he might prefer.

Grand Lodge

”Taman” | male CN Medium Human Barbarian 8 | HP 93/93 (117/117 in rage) ||AC 21, T 12, FF 20 | CMD 25| F +12 R +6 W +6; | Init +3 | Perc +11 |IN RAGE AC 19; hp 117; Fort +13, Will +8; Str 24, Con 20; CMB +13 (+15bull rush); CMD 25 (27 vs. bull| Speed 40ft | Rage 21/23 | Power attack -3/+9 | Active Conditions: None. | rations 12/14

Taman slowly opens the secret door and looks in the room.

perception: 1d20 + 11 ⇒ (15) + 11 = 26


Witch's Winter Holiday

The concealed door opens quietly enough, but appears to connect to the chimney. As Taman looks inside he gets a face full of smoke from the fire burning below.

Secret door is 5 ft above ground, fire looks to be at ground level inside.

What do you do?

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

The detective peers in to see if there is a mechanism for diverting the smoke or extinguishing the flames.

Engineering: 1d20 + 24 + 1d6 ⇒ (15) + 24 + (2) = 41

"If there is no mundane way to deal with this, perhaps one of the magically inclined can summon water to douse the fire?"

I would rather be toward the middle of the group. Close enough for Trap Finder and to disarm anything.


Witch's Winter Holiday

The fireplace does not seem to be complicated enough to include mechanisms for extinguishing the fire.

What do you do?

Sovereign Court

Female Elf CN Magus (Spelldancer) 11 | HP: 69/69| AC: 32 | T: 21 | FF: 25| CMD: 29| Fort: +10| Ref: +12| Will: +8 (+10 enchant) | Init: +9 | Perc: +11| Sense Motive: -1 | Arcane Pool: 9/10 | Reroll: 1/1

Thoriel retrieves her waterskin from her pack and leans in and empties its contents out onto the fire.


Witch's Winter Holiday

As Thoriel empties her waterskin, the fire sputters angrily before falling silent. Plumes of steam and ash billow up the chiminy, disappating after a minute or two.

Fire is out. Looking through the secret door only reveals the chimney and fireplace, but the fireplace looks large enough for a person to fit through without much difficulty.

What do you do?

Grand Lodge

”Taman” | male CN Medium Human Barbarian 8 | HP 93/93 (117/117 in rage) ||AC 21, T 12, FF 20 | CMD 25| F +12 R +6 W +6; | Init +3 | Perc +11 |IN RAGE AC 19; hp 117; Fort +13, Will +8; Str 24, Con 20; CMB +13 (+15bull rush); CMD 25 (27 vs. bull| Speed 40ft | Rage 21/23 | Power attack -3/+9 | Active Conditions: None. | rations 12/14

Taman enters and opens the door on the other site.

perception: 1d20 + 11 ⇒ (17) + 11 = 28


Witch's Winter Holiday

GM Screen:
??: 1d20 + 10 - 5 - 5 ⇒ (16) + 10 - 5 - 5 = 16
??: 1d20 + 10 - 5 - 5 ⇒ (20) + 10 - 5 - 5 = 20
??: 1d20 + 1 - 5 - 5 ⇒ (11) + 1 - 5 - 5 = 2

??: 1d20 + 16 + 5 + 5 ⇒ (8) + 16 + 5 + 5 = 34
??: 1d20 + 16 + 5 + 5 ⇒ (2) + 16 + 5 + 5 = 28

As he climbs down into the remains of the fire, Taman sees what is probably the prison's kitchen. Cutting boards, knives, and pots of a variety of sizes decorate the walls and counters in this room, and the air still smells of freshly chopped onions.

What Taman finds more interesting though is the muffled sound of a chair scraping and a voice chanting something incomprehensible to the north of him.

I trust you to not metagame.

Even though some of the party might not realize it, we're in initiative!

Perceptions (DC 34):
Thoriel: 1d20 + 9 ⇒ (7) + 9 = 16
Shardra: 1d20 + 12 ⇒ (20) + 12 = 32
Glasha: 1d20 + 12 ⇒ (6) + 12 = 18
Fendel: 1d20 + 33 + 1d6 ⇒ (16) + 33 + (3) = 52
Seelah: 1d20 + 1 ⇒ (18) + 1 = 19

Initiatives:
Taman: 1d20 + 1 ⇒ (8) + 1 = 9
Thoriel: 1d20 + 8 ⇒ (3) + 8 = 11
Shardra: 1d20 + 1 ⇒ (4) + 1 = 5
Glasha: 1d20 + 7 ⇒ (14) + 7 = 21
Fendel: 1d20 + 8 ⇒ (2) + 8 = 10
Seelah: 1d20 + 0 ⇒ (8) + 0 = 8

Purple: 1d20 + 6 ⇒ (16) + 6 = 22
Orange: 1d20 + 6 ⇒ (20) + 6 = 26
White: 1d20 + 6 ⇒ (9) + 6 = 15

The space with the secret door counts as difficult terrain.

If you have any daily buffs already in place, please include them as a spoiler/note/whatever in your next post. Right now the only ones I've seen are from Glasha (tricks and heightened awareness.

Surprise Round! Bold may act!
Orange
Purple

Glasha
White
Thoriel
Fendel
Taman

Seelah
Shardra

What do you do?

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Buffs:

Clear Ear {Perception 35+ 1d6 / +2 to knowledge skills}
False Life False Life: 1d10 + 4 ⇒ (9) + 4 = 13 Current hp = 81
Bloodboil Pill {already included in stat bar}

Not certain if a 50+ Perception allows me to hear the chanting as well, but I will post as if it does as you bolded me for initiative.

The detective's keen ears pick up chanting beyond the door. "Be on your guard, it would seem something is happening just beyond the door." Fendel moves into the room, readying his bow along the way.

Spellcraft: 1d20 + 16 + 1d6 ⇒ (2) + 16 + (1) = 19
Know Arcana: 1d20 + 22 + 1d6 ⇒ (1) + 22 + (2) = 25

Thanks dice bot, that was amazing

Grand Lodge

”Taman” | male CN Medium Human Barbarian 8 | HP 93/93 (117/117 in rage) ||AC 21, T 12, FF 20 | CMD 25| F +12 R +6 W +6; | Init +3 | Perc +11 |IN RAGE AC 19; hp 117; Fort +13, Will +8; Str 24, Con 20; CMB +13 (+15bull rush); CMD 25 (27 vs. bull| Speed 40ft | Rage 21/23 | Power attack -3/+9 | Active Conditions: None. | rations 12/14

Taman enters the kitchen and goes to see what is on the eastern side. He listens on the door on the east.

perception: 1d20 + 11 ⇒ (11) + 11 = 22


Witch's Winter Holiday

Fendel did indeed hear the chanting.

Fendel:
Without being able to see what's going on, Fendel cannot determine what spell is being cast. He's pretty sure it is a spell and not a sacrificial ritual though.

Taman:
Taman does not hear anything moving beyond this door.

Botting Glasha - her player's out hiking this weekend.

Notified by Fendel, Glasha moves through the secret door as well and takes up a position next to the doorway to the north, drawing her flail as she does so. Double move.

Round 1! Bold may act!
Orange
Purple

Glasha
White
Thoriel
Fendel
Taman
Seelah
Shardra

What do you do?


”Shardra” | Female N Medium Dwarf Shaman 7 | HP 73/73 + 0/0 Temp. HP | AC 20, T 10, FF 20 | CMB +3 CMD 15 | F +6 R +3 W +11; +3 vs. poison, +5 vs. spells and SLA | Init +1 | Perc +12; darkvision, stonecunning | Speed 20ft | Channel Pos. Energy 1/4 Monstrous Insight 6/day | Active Conditions: none

Shardra moves inside.

Grand Lodge

Female CN Half Orc Mesmerist 9 | HP 17/66 | AC17 T12 F15 | CMB+15 CMD22 | F9 R12 W15 | Ini+7 | Prcpt+12, SM+4 | Spd 90' fly | Mesmerist Tricks: 6/9 | Spells 1: 4/7 2: 2/5 3: 2/4 | Extend Rod 0/3 | Persistent Rod 1/3 | Spell-Storing Armor: Vampiric Touch | Active: Mask Misery, Haste, Fly, DF 6/10

Since we haven't advanced far enough for my move to matter much if I change it: Glasha will take out a wand of Divine Favor and use it on herself. Heightened Awareness was spent when initiative rolled so I turned it off in my stat bar.

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

"Be warned! A spell caster lies in the next chamber. I am uncertain as to what spell they have cast. However, I am certain it is not a ritual. They may be aware of our presence. I will cover the door."

Readied Action (bad guy in sight) Merciful Bow {PBS/DA}: 1d20 + 12 ⇒ (19) + 12 = 311d8 + 10 + 1d6 ⇒ (8) + 10 + (1) = 19 Non-Lethal

Grand Lodge

”Taman” | male CN Medium Human Barbarian 8 | HP 93/93 (117/117 in rage) ||AC 21, T 12, FF 20 | CMD 25| F +12 R +6 W +6; | Init +3 | Perc +11 |IN RAGE AC 19; hp 117; Fort +13, Will +8; Str 24, Con 20; CMB +13 (+15bull rush); CMD 25 (27 vs. bull| Speed 40ft | Rage 21/23 | Power attack -3/+9 | Active Conditions: None. | rations 12/14

Taman opens that door on the east.

perception: 1d20 + 11 ⇒ (11) + 11 = 22

Sovereign Court

Female Elf CN Magus (Spelldancer) 11 | HP: 69/69| AC: 32 | T: 21 | FF: 25| CMD: 29| Fort: +10| Ref: +12| Will: +8 (+10 enchant) | Init: +9 | Perc: +11| Sense Motive: -1 | Arcane Pool: 9/10 | Reroll: 1/1

Thoriel quickly bursts into action as well. The elf practically glides through the secret door and across the room, her steps so graceful it is almost as if she dances rather than runs. As she takes up a position beside the north door, she looks back at Fendel and nods.

Swift: enter Spell Dance. Movement now 50'. Move


Witch's Winter Holiday

Botting Seelah

Seelah joins her companions in the room, drawing her weapon (player's choice) as she does so.

Taman opens the door and finds what looks to be a storeroom - more onions hang from the rafters and various cheeses and cured meats line the shelves. This door appears to be the only way in or out of the storeroom - Taman sees no hidden passageways or secret switches.

Round 2! Bold may act!
Orange
Purple

Glasha
White
Thoriel
Fendel
Taman
Seelah
Shardra

What do you do?


Female LG Human Paladin 7 | HP: 67/67 | AC: 26 25 (11 10 Tch, 25 Fl) | CMB: +11, CMD: 21 | F: +11, R: +7 +6, W: +10 | Init: +0 | Perc: +1, SM +11 | Speed 50 20 ft | Active conditions: haste

Thanks for the bot; Seelah will have drawn her longsword.

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