GM Netherpongo's 6-98 Serpent's Rise (Inactive)

Game Master Nathan Goodrich

Serpent's Rise Maps


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Warhammer Game Notes & Maps

You are Aspis Consortium operatives, hand-picked by your superiors for one of the most daring missions ever attempted against the hated Pathfinder Society. For centuries the Society has been the hyena of the archaeological world, descending upon legitimate Aspis operations to snatch whatever the Pathfinders want, kill hardworking contractors, and grow wealthy on the profits of their “historical preservation.” As they say, the victors write the history books, and the widely distributed Pathfinder Chronicles paint the Society’s piracy as heroism guided by a moral compass as true as the wayfinder each agent carries.

Despite the thick walls and heavy windows of the rented home that serves as your safe house, the passage of Pathfinders from across the Inner Sea region creates a muted rumble as they make their pilgrimage to the Society’s Grand Convocation, an annual gathering in which Pathfinders tell tales of their exploits, show off their discoveries, and celebrate another successful year. Every additional Pathfinder is another set of eyes to spot trouble and another blade ready to defend the Grand Lodge, yet every voice and footstep makes it even safer to discuss the impending attack.


Female Elf Oracle 7 (Dark Tapestry) | HP 36/59* | *AC 18 T 12 *FF 16 | CMB +7, CMD 19 | F: +6, R: +7, W: +10; +2 vs enchantments | Init: +2 | Perc: +2 (low-light vis), SM: +0 | Speed 30ft | Melee & ranged: Mwk Dagger +8 (1d4+2); ranged comp longbow +7 (1d8+1) | Spells: 3rd 1/5; 2nd 4/7; 1st 6/7 | *Active conditions: Cloak of Darkness, Spectral Hand.

An elfin woman dressed all in black sits alone in a corner, avoiding eye contact with the other occupants of the safe house. She has several daggers laid out on the small table next to her chair, and sharpening them methodically on a whetstone for 15-20 minutes each. Whenever she picks up the next weapon to begin her work, she mutters "A weapon must be honed," under her breath, as though reciting a lesson learned by rote.

A full backpack, longbow, and quiver of arrows rest on the floor next to her. Every item other than the daggers appears to be new and unused.

Dark Archive

Male LE Human Enchanter 7 | HP 11/51| AC 14 T 12 FF 13 | CMB +2, CMD 14 | F: +5, R: +7, W: +9 | Init: +5 | Perc: +2, SM: +2 | Speed 30ft | Active conditions: Haste, See Invisibility|
Spells:
4th - Confusion, Lesser Globe of Invuln, Telekinetic Charge 3rd - Displacement, Haste, Heroism, Lightning Bolt, Suggestion 2nd - Hid Laugh, Invisibility, Scorching Ray, See Invisbility, Touch of Idiocy 1st - Charm Person, Disguise Self, Ear-Piercing Scream, Magic Missile(x2), Shield, Ventiloquism

Hmm... Rataji surveys the lot of you, looking sceptical. I suppose you will have to do. Here's the deal - the Pathfinders think they are unassailable inside their grand lodge. I suspect it will not be quite so grand once we are done here today. Once they have all gathered for some pointless speech, that is our cue to strike.
We are to enter Skyreach - some tower on the grounds - then we need to accomplish two objectives.
First is to open the Hao Jin Tapestry to allow our forces entry. I have some notes about how to do so, but we will be better served by finding notes from a man named Zey in the Antarnicus Wing.
Second is to ascend to the small museum and take the Sky Key. This is a smash and grab with minimal attention drawn - take care of the guards quietly, grab the MacGuffin, then get out and keep the whole thing clean, quick and quiet.
We should be met shortly after by another team to extract the artifact from the lodge. The password here is "Five fingers till Oathday." Give them the Sky Key and then get out.

With that, Rataji looks at each of you in turn. What sort of skill can you offer that will help us out here? For myself, I have my enchanting smile as well as a bit of magic to back it up if they do not seem amenable.


F NE Halfling Eldritch Scion Magus 7 | HP *14/73 | AC *25 T *16 FF *21 | CMB *+5, CMD *19 | F: *+14, R: *+11, W: *+9 (+11 vs fear) | Init: +4 | Perc: *+3, SM: *+1 | Speed 20ft | Spells: 1st 2/5, 2nd 0/4, 3rd 2/2 | Eldritch Pool 3/7 | Active conditions: Heroism, Bear's Endurance, Fly, Spider Climb

The halfling woman uses the tip of her kukri to clean under her fingernails nonchalantly. "I'm here in case that winning smile of yours isn't enough," she drawls. "My magic is quick and to the point, as is my blade for those foolish enough to stand between me and my goals. Some might call me disruptive or intimidating, but that's just their fault for not being able to handle me at my best." She grins. "Shall we see which of us can collect the most of those precious wayfinders today? A friendly wager, perhaps?"


male human human cleric 1, HP 10 AC/T/FF 19/16/11 F/R/W/ +3/+1/+5, Init +1, Perc +3

Marnarius sits back and listens carefully before chiming in.

Skills? Mine include putting people in the dirt, be it an arrow in the eye or a sword in the ribs. I can work a lock pretty good, and have been knows to sneak up on people. 5 gold crowns says I get more wayfinders. I have a special spot in what's left of my heart reserved for Pathfinders. he says, the last word dripping with hate.

Grand Lodge

Female Human Unchained Rogue 7 | HP 42/45 | AC (20)19 T (16)15 FF (20)19 Uncanny Dodge | F +3 R +10 Evasion W +6 | CMB +6 CMD 21 | Speed 30' Init +5 Perc +14(16) Lowlight Vision, Trapspotter, Danger Sense +2, EFFECTS: Disgu, displace

A plain looking human woman with brunette hair and glasses sits near one of the windows looking out over the street, she has a calm and even demeanor about her as she survey's the traveler's coming and going past the safe house.

"I am Shohiraj. I'm here to help make sure this goes off without a hitch. I'll see about acquiring a key into the tower for phase two." She continues watching the street, adding in as an after thought "I'll pass on your wager."


Female Elf Oracle 7 (Dark Tapestry) | HP 36/59* | *AC 18 T 12 *FF 16 | CMB +7, CMD 19 | F: +6, R: +7, W: +10; +2 vs enchantments | Init: +2 | Perc: +2 (low-light vis), SM: +0 | Speed 30ft | Melee & ranged: Mwk Dagger +8 (1d4+2); ranged comp longbow +7 (1d8+1) | Spells: 3rd 1/5; 2nd 4/7; 1st 6/7 | *Active conditions: Cloak of Darkness, Spectral Hand.

From her corner, the elf speaks hesitantly, in a quiet monotone. "This - we - I? I. I am a vessel, a conduit for the power of They Who Exist Between the Stars. I spread the gift of madness. I wound or heal with a touch, although --" her eyes narrow in the first hint of emotion that has reached her face since her arrival "-- the healing may be as unpleasant as the wounding."

Just when she seems to be finished, she adds, "The Professor also says that I am a sneaky one."

She turns back to her pile of daggers, and begins sharpening the next one, grinding its edge along the whetstone.

"A weapon must be honed."


Warhammer Game Notes & Maps

We'll have to start the scenario and hope that Zurnzal catches up before too long.

As the appointed time arrives, the group prepares their belongings and moves to the Grand Lodge of Absalom.

You are allowed to spend any of your character's remaining gold on additional equipment as you see fit here, if you haven't already. I've prepared a maps link underneath my posting name for your use. Please try it out and let me know if you have any problems. The map of the Grand Lodge had to be relabeled and took longer to prep than I thought. I provided a second map that isn't covered in text box items.

Quote:


The Grand Lodge of Absalom:

1. Gate: A pair of massive, steel doors stands open during all but the greatest emergencies. This is the only official entrance to the Grand Lodge.

2. Skyreach: This five-towered fortress houses the offices of the Society’s most important figures as well as countless libraries and storage facilities. Many of its floors and hallways are off-limits, meaning few know the full extent of what lies within.

3. Water Palace: This low, pagoda-roofed manor is a place of quiet study and meditation. It also houses many of the Society’s relics from beyond the Inner Sea region.

4. The Center House: This home of Ustalavic design has remained off-limits by order of the Decemvirate for as long as anyone can remember. On some nights, lights shine from within, suggesting its two towers are haunted.

5. The Mausoleum: This stone-columned fortress is dedicated to unlocking the greatest mystery of all—death. Scholars study everything from burial practices to the necromantic arts of long-faded civilizations. The guiding rule is that no innocents are harmed, and even the creation of undead is relatively rare.

6. The Quadrangle: Many of the dormitories and classrooms for initiates in training are in this set of ivy-covered stone buildings.

7. Arliss Hall: Many resident Pathfinders inhabit modest flats in Arliss Hall, which is a maze of featureless corridors. There are many more halls and rooms than there are residents, and it is believed that none other than venture-captains are allowed into the central courtyard.

8. Starhall: This keep has a high, domed tower on its east end, and it holds much of the Society’s knowledge about worlds beyond Golarion and the Material Plane.

9. Outbuildings: These include residences for visiting Pathfinders, stables, smithies, bathhouses, warehouses, Pathfinder-only shops, and more.

10. Menagerie: Pathfinders sometimes bring back exotic creatures for study or domestication. Many of these animals and magical beasts are dangerous and must be corralled. The zoo’s rotating population attracts visitors from across the city.

11. Training Arena: Only a wooden fence and benches surround this dirt-floored arena. It is here that Pathfinders spar and practice their fighting techniques.

12. Temporary Structures: When the outbuildings are insufficient to house visitors, tents spring up here to manage the overflow. During the Grand Convocation, this area is especially packed thanks to the Pathfinders who have journeyed here from thousands of miles away.

13. Wall of Names: This curving wall of black glass is a memorial to Pathfinders who have perished in the pursuit of knowledge, and each such name appears on its surface. A thick copse of trees provides visitors some privacy at this solemn place of reflection.

14. Seeker’s Plaza: This small shrine houses bronze statues of some of the Society’s most important members.

15. Baphory’s Walk: This pathway is infamous for its waist-high carved heads from the Mwangi Expanse. At random intervals and when nobody is watching, the faces can change their expressions in an instant.

16. Statue of Durvin Gest: This 20-foot-high stone statue depicts Durvin Gest, one of the founders of the Pathfinder Society and widely considered to be its greatest adventurer.

17. Repository: This is a featureless building of gray stone with no doors or windows. The way inside is among the venture-captains’ best-kept secrets.

18. Southgrove: This stretch of trees is purposefully left untended, providing visiting Pathfinders who need a break from the city space to retreat.

A quick assessment of the security situation reveals that breaking into Skyreach, where your ultimate goals lie, would be infeasible at this time even for agents of your skill. The crowds buzz with word that Marcos Farabellus will be addressing the crowd, however, which would provide a distraction that might be sufficient to get you inside unnoticed.

The amount of in-world time until the speech isn't specified. You each have two phases in which you can enact your plans and make preparations. You can travel to up to three locations during each phase, but you can gather information or enact a plan at only one of them in each phase. In addition to pursuing your character-specific goals, you can also gather information normally.

Dark Archive

Male LE Human Enchanter 7 | HP 11/51| AC 14 T 12 FF 13 | CMB +2, CMD 14 | F: +5, R: +7, W: +9 | Init: +5 | Perc: +2, SM: +2 | Speed 30ft | Active conditions: Haste, See Invisibility|
Spells:
4th - Confusion, Lesser Globe of Invuln, Telekinetic Charge 3rd - Displacement, Haste, Heroism, Lightning Bolt, Suggestion 2nd - Hid Laugh, Invisibility, Scorching Ray, See Invisbility, Touch of Idiocy 1st - Charm Person, Disguise Self, Ear-Piercing Scream, Magic Missile(x2), Shield, Ventiloquism

So, with all the extra, unfamilar faces entering the lodge right now for the convocation, we should have no problems blending in. Make sure you keep any Aspis badges covered or left behind. Does anyone have a wayfinder? If not, we should one or two to share between us. The pathfinders don't all wear them constantly. They also walk about heavily armed and armored, so we shouldn't have to worry about attracting attention that way. Hide in plain sight is what I am saying is our best option. Look like pathfinders who generally belong but who have never been to Absalom before.

Grand Lodge

Female Human Unchained Rogue 7 | HP 42/45 | AC (20)19 T (16)15 FF (20)19 Uncanny Dodge | F +3 R +10 Evasion W +6 | CMB +6 CMD 21 | Speed 30' Init +5 Perc +14(16) Lowlight Vision, Trapspotter, Danger Sense +2, EFFECTS: Disgu, displace

As the time draws near, Shohiraj pulls out a kit from her backpack and starts applying a bit of makeup and a curly haired blonde wig. With a touch she deactivates the glamer on her studded leather to show the armor instead of just regular clothing. She keeps her crossbow and rapier in plain sight, keeping her sap hidden away up her sleeve. Her badge hidden away under her clothing. Changing only minor details, +13 to disguise using the kit

"In order to get into Skyreach smoothly I need to acquire some keys from a Halfling called Janira. A story teller of sorts. If I can't lift the keys from her discreetly then you'll need to find another way to do it without alerting the entire place." She looks at the others to be sure they understand what discreet means.

"IF shit hits the fan, do your best to make your way to area 18 on the map: South Grove. A copse of trees near the gate. Hide out until dusk and we'll regroup. If you don't make it by dusk then good luck."

I really want to buy a potion of protection from good but dunno if I have to do that here? If so I would think it would draw attention...

K Local vs Janira, extra useful info: 1d20 + 11 ⇒ (5) + 11 = 16


Female Elf Oracle 7 (Dark Tapestry) | HP 36/59* | *AC 18 T 12 *FF 16 | CMB +7, CMD 19 | F: +6, R: +7, W: +10; +2 vs enchantments | Init: +2 | Perc: +2 (low-light vis), SM: +0 | Speed 30ft | Melee & ranged: Mwk Dagger +8 (1d4+2); ranged comp longbow +7 (1d8+1) | Spells: 3rd 1/5; 2nd 4/7; 1st 6/7 | *Active conditions: Cloak of Darkness, Spectral Hand.

322 looks up from her whetstone. "Are we telling each other things now? That is new. All the things, or just some things? This one --" she points to Shohirajj "-- has told one thing, so I will tell one thing also. This man Zey, whose notes you want to find? I am to capture his soul."

The elf pauses to check her new backpack and equipment for the lantern mentioned by The Professor, then turns to continue sharpening her daggers. I assume the lantern isn't in her gear now, it's something that comes up later?

She looks back up again. "Which means we must kill him first, I think. Yes, that must be right."


Male NE Half-Orc Brawler 6/Assassin 1| HP 65/65| AC 18 T 14 FF 15 | CMB +11, CMD 25 (+14 DT,+13 Trip/Disarm)| F: +8, R: +10, W: +5 | Init: +2 | Perc: +11, SM: +11 | Speed 30ft | Active conditions: None |

Through the door comes a large, green half-orc man. Zurnzal gently closes the door behind him before turning to look at the gathering he had interrupted. "I had other matters to finish." He said, offering no further explanation before moving into the room proper.

Taking a casual seat with a leg thrown over one of the armrests, Zurnzal looked over the rest of the group more closely than he had before, studying them, before finally settling with a grin on Marnarius, the only one who looked nearly as brawny has he was. "What have I missed?" If he was indeed late, he didn't appear to feel guilty of it.


F NE Halfling Eldritch Scion Magus 7 | HP *14/73 | AC *25 T *16 FF *21 | CMB *+5, CMD *19 | F: *+14, R: *+11, W: *+9 (+11 vs fear) | Init: +4 | Perc: *+3, SM: *+1 | Speed 20ft | Spells: 1st 2/5, 2nd 0/4, 3rd 2/2 | Eldritch Pool 3/7 | Active conditions: Heroism, Bear's Endurance, Fly, Spider Climb

"Our charming leader," Joliryn gestures without looking, "has asked us to describe our skills and how we might of use on this mission. What use might we find for you - besides showing up late when needed?" She continues unhurriedly flicking bits of what looks to be dried blood out from under her nails with her kukri before continuing. "I think I shall investigate this Wall of Names while we wait for the sheep to be corralled - perhaps I'll learn something while I'm there. And it is... refreshing, to have it out in the open that our charming leader thinks so little of us as to feel it necessary to remind us of such obvious precautions."

Dark Archive

Male LE Human Enchanter 7 | HP 11/51| AC 14 T 12 FF 13 | CMB +2, CMD 14 | F: +5, R: +7, W: +9 | Init: +5 | Perc: +2, SM: +2 | Speed 30ft | Active conditions: Haste, See Invisibility|
Spells:
4th - Confusion, Lesser Globe of Invuln, Telekinetic Charge 3rd - Displacement, Haste, Heroism, Lightning Bolt, Suggestion 2nd - Hid Laugh, Invisibility, Scorching Ray, See Invisbility, Touch of Idiocy 1st - Charm Person, Disguise Self, Ear-Piercing Scream, Magic Missile(x2), Shield, Ventiloquism

Thank you Joliryn. I wouldn't put it like that. More that I find most Aspis agents need occasional reminding of the tenants under which we operate.


Warhammer Game Notes & Maps

Alright, everyone is here now and properly briefed. Whenver you guys are ready, you can start your first investigation/plotting phase mentioned above. Let me know if you have questions.


Female Elf Oracle 7 (Dark Tapestry) | HP 36/59* | *AC 18 T 12 *FF 16 | CMB +7, CMD 19 | F: +6, R: +7, W: +10; +2 vs enchantments | Init: +2 | Perc: +2 (low-light vis), SM: +0 | Speed 30ft | Melee & ranged: Mwk Dagger +8 (1d4+2); ranged comp longbow +7 (1d8+1) | Spells: 3rd 1/5; 2nd 4/7; 1st 6/7 | *Active conditions: Cloak of Darkness, Spectral Hand.
GM Netherpongo wrote:
"You can travel to up to three locations during each phase, but you can gather information or enact a plan at only one of them in each phase. In addition to pursuing your character-specific goals, you can also gather information normally."

@GM - I assume this means we can each only gather information or enact a plan once in each phase?

The nameless elf pulls a glassy, hexagonal pad from her pack and examines it silently.

Spellcraft: 1d20 + 9 ⇒ (1) + 9 = 10
Ah well.

She returns the object to her pack, then stands and slides her daggers into their sheaths. "I am not an Aspis agent, and so need no reminders. You are ready to leave, yes?" She folds her hands and stands still, staring at nothing.

After a moment, the light from the window and the few lit oil lamps hanging from wall sconces shrinks away from the strange woman as the shadows from the room's corners appear to reach out, cloaking her in their embrace. Activating Cloak of Darkness (duration 7 hours).

Emerging from her brief trance, she straps on her pack and slings her bow over her shoulder. "I am ready as well."

Crossing the room, the elf bends over the map and the key to the grounds of the Grand Lodge. Without looking up, she addresses Rataji. "Where are we to find this man Aram Zey? There is no Antarnicus Wing on your map, Smiling Man."


Warhammer Game Notes & Maps

Yes, during each phase you can visit 3 places, but you can only do something once in each phase. Like having three move actions & one standard, sort of. In this format I'd say that you guys should do something like visit 1-2 locations each, then meet back up to compare notes before you gather information and/or enact a plot. This is one of those things that is easier to plan out with table-talk in a live game.

Grand Lodge

Female Human Unchained Rogue 7 | HP 42/45 | AC (20)19 T (16)15 FF (20)19 Uncanny Dodge | F +3 R +10 Evasion W +6 | CMB +6 CMD 21 | Speed 30' Init +5 Perc +14(16) Lowlight Vision, Trapspotter, Danger Sense +2, EFFECTS: Disgu, displace

"I am Shohiraj" The now nondescript looking swashbucker type woman stands and introduces herself to the new comer.

"I'm going to go scout out area 18, the forest area to the southeast to find a good rendezvous location, then take a look around area 2: Skyreach tower. With any luck I'll find out where that little gnomish story teller is. Meet back at area 18 in half an hour so we can plan accordingly?" She asks as she looks at her makeup and wig in a hand mirror, puckering up her lips and adjusting her glasses.

I'm unsure exactly what sort of checks we'll be making per phase. I'm looking at perception/gather info for my scouting. I'll wait for your call on when to roll what.


Warhammer Game Notes & Maps

If you just want to gather information generally, you can use Perception in addition to Diplomacy or Knowledge (Local). If you want to gather information about something specific like "Where is Janira?" you can make a normal Diplomacy or Knowledge (Local) check. You may want to wait and see what your area visits find out for you first, though.

Shohiraj Area Visits:

When Shohiraj travels to Southgrove, she finds the forested area relatively empty. It would be a good location for the crew to meet and discuss their plans without the presence of many prying eyes. She isn't able to enter Skyreach at this time, as all of the entrances are heavily guarded. She doesn't see any targets of opportunity at either location.


Male NE Half-Orc Brawler 6/Assassin 1| HP 65/65| AC 18 T 14 FF 15 | CMB +11, CMD 25 (+14 DT,+13 Trip/Disarm)| F: +8, R: +10, W: +5 | Init: +2 | Perc: +11, SM: +11 | Speed 30ft | Active conditions: None |

"I will take a look through area seven," Zurnzal said after giving Shohiraj a nod. He leaned in and squinted at the map. "Arliss Hall? Arliss Hall. There will be a lot to find in the homes of Pathfinders. Who knows what kind of dirty secrets they keep hidden away."


Female Elf Oracle 7 (Dark Tapestry) | HP 36/59* | *AC 18 T 12 *FF 16 | CMB +7, CMD 19 | F: +6, R: +7, W: +10; +2 vs enchantments | Init: +2 | Perc: +2 (low-light vis), SM: +0 | Speed 30ft | Melee & ranged: Mwk Dagger +8 (1d4+2); ranged comp longbow +7 (1d8+1) | Spells: 3rd 1/5; 2nd 4/7; 1st 6/7 | *Active conditions: Cloak of Darkness, Spectral Hand.

The unnamed woman cocks her head as though listening to someone, then straightens up and walks to the door.

"I understand. The Antarnicus Wing is within Skyreach, which is our ultimate destination. As there is yet time for individual investigation, this -- no! I! -- I will investigate Starhall. But I will meet you at the South Grove as that one," she adds, pointing at Shohiraj, "has proposed."

The elf follows Shohiraj and Zurnzal outside, never having introduced herself.


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Warhammer Game Notes & Maps

Hi everyone. I read your individual missions more closely today and I found out that I was too casual answering your questions earlier. What I said before was broadly true but not specifically. Some further character-specific notes below:

Rataji:
Rataji doesn't have anything he can do to contribute to his secondary success conditions right now. Helping the other agents with their own plots is probably still advisable. Rataji is basically responsible to make sure that the mission briefing he already gave goes off well.

Marnarius:
Marnarius's mission is fairly direct. The menagerie is outside Skyreach and the weapon is inside Skyreach.

322:
After double-checking, 322 does not currently have the lantern. I know when you will be able to get that now. 322 does have the cosmic conduit with her already, and that is a separate item.

Shohiraj:
Your first mission is to get the keys from Janira, which it seems you already know. Your second mission is to keep the operation from being detected as much as you possibly can. That mission is ongoing throughout the whole scenario, both in and out of Skyreach.

Joliryn:
Joliryn is supposed to attend her meeting with the Pathfinder traitor at the Wall of Names & use the information as she sees fit. Finding out what the other agents are up to can be done in or out of Skyreach.

Zurnzal:
Unlike what I said was broadly true for the others, Zurnzal's missions are best completed before you enter Skyreach. Taking time to frame a traitor after the mission enters its final stages is not in the interests of the agents. Locating a prominent Pathfinder to frame/reveal is something you'll need to determine how to do on your own. A less-prominent Pathfinder would be sufficient, however, and you can locate one of those as an investigation check of Knowledge (Local) or Sense Motive.

Dark Archive

Male LE Human Enchanter 7 | HP 11/51| AC 14 T 12 FF 13 | CMB +2, CMD 14 | F: +5, R: +7, W: +9 | Init: +5 | Perc: +2, SM: +2 | Speed 30ft | Active conditions: Haste, See Invisibility|
Spells:
4th - Confusion, Lesser Globe of Invuln, Telekinetic Charge 3rd - Displacement, Haste, Heroism, Lightning Bolt, Suggestion 2nd - Hid Laugh, Invisibility, Scorching Ray, See Invisbility, Touch of Idiocy 1st - Charm Person, Disguise Self, Ear-Piercing Scream, Magic Missile(x2), Shield, Ventiloquism

Sorry for the non-involvement for a few days. I've moved, but still unpacking and getting things situated, so I will be spotty for the next few days at least.

Rataji heads for the door as everyone is going out and will go with Zurnzal to area 7. Remember, South Grove in however long the two phases will take.


Warhammer Game Notes & Maps

Which locations are Rataji & 322 intending to visit before you meet back up?


Female Elf Oracle 7 (Dark Tapestry) | HP 36/59* | *AC 18 T 12 *FF 16 | CMB +7, CMD 19 | F: +6, R: +7, W: +10; +2 vs enchantments | Init: +2 | Perc: +2 (low-light vis), SM: +0 | Speed 30ft | Melee & ranged: Mwk Dagger +8 (1d4+2); ranged comp longbow +7 (1d8+1) | Spells: 3rd 1/5; 2nd 4/7; 1st 6/7 | *Active conditions: Cloak of Darkness, Spectral Hand.

Sorry - I had the idea we were visiting our first locations, then meeting up before phase two. Per my last post, 322 will visit Starhall (location 8) in phase 1. For phase 2:

Moments after leaving, the nameless elf sticks her head back inside the safe house door, almost colliding with Rataji.

"And I will also look into the Repository (location 17) to see what these Pathfinders think is so dangerous it must be kept locked away."

She slips back outside and disappears into the crowds of arriving Society agents.


Warhammer Game Notes & Maps

I'm probably being confusing. This is all still phase 1. The idea we're currently running with is that you can visit two locations before you have to make a decision on what you want to do for your investigation/plot for phase 1. You have a third location you can visit, but the idea is you might want to save that in case something interesting turns up. That's all in phase 1. Locations 8 and 17 are fine to travel to and just see what is there (without yet investigating or enacting a plot).

Dark Archive

Male LE Human Enchanter 7 | HP 11/51| AC 14 T 12 FF 13 | CMB +2, CMD 14 | F: +5, R: +7, W: +9 | Init: +5 | Perc: +2, SM: +2 | Speed 30ft | Active conditions: Haste, See Invisibility|
Spells:
4th - Confusion, Lesser Globe of Invuln, Telekinetic Charge 3rd - Displacement, Haste, Heroism, Lightning Bolt, Suggestion 2nd - Hid Laugh, Invisibility, Scorching Ray, See Invisbility, Touch of Idiocy 1st - Charm Person, Disguise Self, Ear-Piercing Scream, Magic Missile(x2), Shield, Ventiloquism

After going with Zurnzal to area 7 for phase 1, Rataji will go to are 17 with 322 for phase 2.


Female Elf Oracle 7 (Dark Tapestry) | HP 36/59* | *AC 18 T 12 *FF 16 | CMB +7, CMD 19 | F: +6, R: +7, W: +10; +2 vs enchantments | Init: +2 | Perc: +2 (low-light vis), SM: +0 | Speed 30ft | Melee & ranged: Mwk Dagger +8 (1d4+2); ranged comp longbow +7 (1d8+1) | Spells: 3rd 1/5; 2nd 4/7; 1st 6/7 | *Active conditions: Cloak of Darkness, Spectral Hand.
GM Netherpongo wrote:
I'm probably being confusing. This is all still phase 1. The idea we're currently running with is that you can visit two locations before you have to make a decision on what you want to do for your investigation/plot for phase 1. You have a third location you can visit, but the idea is you might want to save that in case something interesting turns up. That's all in phase 1. Locations 8 and 17 are fine to travel to and just see what is there (without yet investigating or enacting a plot).

Sorry, I guess I had that wrong. 322 will visit locations 8 and 17 (the latter with Rataji) in whatever time for individual exploration she has available.


Male NE Half-Orc Brawler 6/Assassin 1| HP 65/65| AC 18 T 14 FF 15 | CMB +11, CMD 25 (+14 DT,+13 Trip/Disarm)| F: +8, R: +10, W: +5 | Init: +2 | Perc: +11, SM: +11 | Speed 30ft | Active conditions: None |

"After Arliss Hall, I plan on visiting twelve, the temporary structures." Zurnzal says, pointing to the places on the map he mentioned.


F NE Halfling Eldritch Scion Magus 7 | HP *14/73 | AC *25 T *16 FF *21 | CMB *+5, CMD *19 | F: *+14, R: *+11, W: *+9 (+11 vs fear) | Init: +4 | Perc: *+3, SM: *+1 | Speed 20ft | Spells: 1st 2/5, 2nd 0/4, 3rd 2/2 | Eldritch Pool 3/7 | Active conditions: Heroism, Bear's Endurance, Fly, Spider Climb

"Might as well enjoy the sights, like any other Pathfinder having been away for some time," Joliryn declares. "I am off to visit the menagerie, and perhaps see if there are any worthwhile opponents using the practice yard while I'm in the neighborhood." And with that, she leaves without looking back.

Areas 10 and 11.

Diplomacy to gather information (general) - Zoo: 1d20 + 4 ⇒ (7) + 4 = 11
Diplomacy to gather information (general) - Practice Yard: 1d20 + 4 ⇒ (3) + 4 = 7


male human human cleric 1, HP 10 AC/T/FF 19/16/11 F/R/W/ +3/+1/+5, Init +1, Perc +3

stupid site wasn't showing new posts...give me 10 minutes to catch up....

Marnarius scopes out the entrance to Skyreach, knowing his objective is within its walls.

Anyone need a hand? I have a few contacts that might prove useful...

using know local to try to find out where Janira might be found

know local: 1d20 + 5 ⇒ (2) + 5 = 7


Warhammer Game Notes & Maps

Shohiraj Area Visits (repeated):
When Shohiraj travels to Southgrove, she finds the forested area relatively empty. It would be a good location for the crew to meet and discuss their plans without the presence of many prying eyes. She isn't able to enter Skyreach at this time, as all of the entrances are heavily guarded. She doesn't see any targets of opportunity at either location.

Zurnzal Area Visits:
Zurnzal surveys out the Arliss Hall grounds and the temporary structures, which are mostly tents. Although there would be little risk to conducting an investigation here, it would be time intensive (requiring your investigation) and no obvious targets of opportunity present themselves.

322 Area Visits:
When 322 visits Starhall, she finds it buzzing with activity like everywhere else in the Grand Lodge. Pathfinders are exchanging notes about their discoveries and going over maps as they plan out new expeditions. When she visits the Repository, she finds a lack of activity. 322 might be able to determine the way to enter the Repository with her unique talents, but it would take more time than she has on hand right now. (and is also outside the scope of the adventure)

Rataji Area Visits:
Rataji surveys out the Arliss Hall grounds with Zurnzal. Although there would be little risk to conducting an investigation here, it would be time intensive (requiring your investigation) and no obvious targets of opportunity present themselves. At the Repository, he and 322 find a lack of activity. With their talents, they might be able to determine the way to enter the Repository, but it would be more time intensive than the current mission allows for. (and is outside the scope of this adventure)

Joliryn Area Visits and Investigation/Plot:
The menagerie holds a wide array of truly fantastic creatures and are have gained the attention of a wide assortment of onlookers. If someone was interested in causing a great deal of generalized mischief, this would be a good place for it. Like most other places in the Grand Lodge, the training area is being heavily used as various Pathfinders exchange fighting tips and attempt to show off their skills. Joliryn talks to some people at both locations and is able to find several Pathfinders willing to talk about what they've been doing over the past year. She is able to discover that in addition to the normal Pathfinder crowds, several dignitaries from Absalom are attending the Grand Convocation this year. Sadly, no one gives her a special excuse to gut them. The first gather information check consumed Joliryn's investigation for phase 1. I'm not counting the second roll (and it was worse anyway). Joliryn has one more area visit left during phase 1, but that isn't enough time to meet her contact at the Wall of Names. If she's going to do so, she should use her investigation/plot in the second phase for that.

Marnarius Area Visits and Investigation/Plot:
The entrance to Skyreach is heavily guarded. The weapon Marnarius seeks calls to him, but now is not the time to cut a path toward it. He talks to a number of Pathfinders, but either they do not know Janira or they do not know her current whereabouts. The knowledge local check used Marnarius's investigation/plot for phase 1, but you can still enact a plot or something else during phase 2.

After conducting their initial scouting missions, the Aspis agents and their allies gather in Southgrove to discuss what they've learned and make further plans.

Remaining actions for Phase 1:
Shohiraj - 1 investigation/plot and 1 area visit
Zurnzal - 1 investigation/plot and 1 area visit
Rataji - 1 investigation/plot and 1 area visit
322 - 1 investigation/plot and 1 area visit
Joliryn - 1 area visit
Marnarius - 2 area visits

If you want to enact a plot at a specific location, that would consume an area visit as well. Gathering information doesn't require you to be anywhere specific though.

Grand Lodge

Female Human Unchained Rogue 7 | HP 42/45 | AC (20)19 T (16)15 FF (20)19 Uncanny Dodge | F +3 R +10 Evasion W +6 | CMB +6 CMD 21 | Speed 30' Init +5 Perc +14(16) Lowlight Vision, Trapspotter, Danger Sense +2, EFFECTS: Disgu, displace

Shohiraj spreads her bedroll out on the grass in a sunny spot, away from anyone else. She takes out some rations and has herself a little picnic while she waits on the others.

"I guess the festivities in the tower aren't starting yet. That place was locked up tight and I was shooed away without even an autograph!" She laments, obviously speaking as if she was a visiting Pathfinder.

"This little grove here though is nice. Quiet enough I bet you could even settle in for a nap or maybe pitch a tent for the night with some peace and quiet." She crunches down on a bright orange carrot and snaps it off.


F NE Halfling Eldritch Scion Magus 7 | HP *14/73 | AC *25 T *16 FF *21 | CMB *+5, CMD *19 | F: *+14, R: *+11, W: *+9 (+11 vs fear) | Init: +4 | Perc: *+3, SM: *+1 | Speed 20ft | Spells: 1st 2/5, 2nd 0/4, 3rd 2/2 | Eldritch Pool 3/7 | Active conditions: Heroism, Bear's Endurance, Fly, Spider Climb

Ah, didn't realize that used the investigation action. #LiveAndLearn

"You should see the beasties they've got over at the menagerie," Joliryn says as she flops down next to Shohiraj on the bedroll and pulls out a breadroll. "Granted, you would lose all that peace and quiet if they happened to find their way over here - or anywhere, really." She grins. "And it looks like we've got some specials guests here today - dignitaries from Absalom." She lounges, enjoying the sunbeams rippling through the trees.


Female Elf Oracle 7 (Dark Tapestry) | HP 36/59* | *AC 18 T 12 *FF 16 | CMB +7, CMD 19 | F: +6, R: +7, W: +10; +2 vs enchantments | Init: +2 | Perc: +2 (low-light vis), SM: +0 | Speed 30ft | Melee & ranged: Mwk Dagger +8 (1d4+2); ranged comp longbow +7 (1d8+1) | Spells: 3rd 1/5; 2nd 4/7; 1st 6/7 | *Active conditions: Cloak of Darkness, Spectral Hand.

The shadow-cloaked elf appears in the grove, walking slowly and muttering to herself. She approaches Shohirajj and Joliryn, but remains standing.

"The Starhall was too crowded. It was full of these Pathfinders. Exchanging notes, looking at maps for their next escapades, taking up space and making noise."

She lets out an annoyed huff and continues.

"The so-called Repository was worse. Uninhabited, unguarded, but sealed up tight. Given time I could get in, but time is what we do not have and cannot make. At least, not yet. Anyway, for our purposes it is impenetrable."

She shucks off her pack and follows it onto the grass, then rummages through it to find some stale crackers and dried fruit wrapped in a cloth and begins to eat. She doesn't offer to share her snack, but it doesn't look terribly appetizing anyway.

"Did either of you look at the statues? Or the zoo? I think I may need to do something to the statues, but I would very much like to see the strange animals. Maybe I could use one of the animals instead of a statue. If I am supposed to use a statue. I don't really know." She trails off, looking a bit lost, then continues eating.


Male NE Half-Orc Brawler 6/Assassin 1| HP 65/65| AC 18 T 14 FF 15 | CMB +11, CMD 25 (+14 DT,+13 Trip/Disarm)| F: +8, R: +10, W: +5 | Init: +2 | Perc: +11, SM: +11 | Speed 30ft | Active conditions: None |

Zurnzal walks the Pathfinder Society with a frown on his face. Walking through Arliss Hall and the Temporary Structures had come up with nothing tangible though he wasn't searching too hard. Perhaps something would catch his eyes in the Outbuildings Number 9.

Sense MotiveInvestigation: 1d20 + 11 ⇒ (3) + 11 = 14

If that's not right, then do the investigation in the Temporary Structures.


Warhammer Game Notes & Maps

What are everyone else's further actions? I guess we might be waiting for all the agents to check back in at Southgrove...


Female Elf Oracle 7 (Dark Tapestry) | HP 36/59* | *AC 18 T 12 *FF 16 | CMB +7, CMD 19 | F: +6, R: +7, W: +10; +2 vs enchantments | Init: +2 | Perc: +2 (low-light vis), SM: +0 | Speed 30ft | Melee & ranged: Mwk Dagger +8 (1d4+2); ranged comp longbow +7 (1d8+1) | Spells: 3rd 1/5; 2nd 4/7; 1st 6/7 | *Active conditions: Cloak of Darkness, Spectral Hand.

Don't know about anyone else, but 322 is waiting to hear about the statues from Zurnzal or Rataji, maybe a little more about the animals from Joliryn. Unless I'm still not getting the mechanics of this phase, 322 is thinking that she will slap the cosmic doohickey on one of the statues or perhaps a large scary animal and see if she can use it to make some mayhem.


male human human cleric 1, HP 10 AC/T/FF 19/16/11 F/R/W/ +3/+1/+5, Init +1, Perc +3

Marnarius will go visit the menagerie to see if it it might be useful in creating a diversion.

perc: 1d20 + 11 ⇒ (5) + 11 = 16

Dark Archive

Male LE Human Enchanter 7 | HP 11/51| AC 14 T 12 FF 13 | CMB +2, CMD 14 | F: +5, R: +7, W: +9 | Init: +5 | Perc: +2, SM: +2 | Speed 30ft | Active conditions: Haste, See Invisibility|
Spells:
4th - Confusion, Lesser Globe of Invuln, Telekinetic Charge 3rd - Displacement, Haste, Heroism, Lightning Bolt, Suggestion 2nd - Hid Laugh, Invisibility, Scorching Ray, See Invisbility, Touch of Idiocy 1st - Charm Person, Disguise Self, Ear-Piercing Scream, Magic Missile(x2), Shield, Ventiloquism

Rataji will accompany Marnarius to the menagerie, and use his investigation action there.
What is the actual check I should roll for this investigation? I will put up a couple, let me know which is appropriate.
Kn(Nature): 1d20 + 15 ⇒ (19) + 15 = 34
Perception: 1d20 + 2 ⇒ (16) + 2 = 18
Kn(Arcana): 1d20 + 15 ⇒ (2) + 15 = 17in the case of any magical beasts in the menagerie


Warhammer Game Notes & Maps

Marnarius has used his investigation/plot for phase 1 already, but he can still enact a plot at the menagerie or elsewhere during phase 2 if he wishes.

Menagerie Visitors:
Broad pavilions and awnings shade segmented pens containing animals from around the world, ranging from harmless rodents and fowl to hulking dinosaurs from Tolguth, a giraffe mutated by the Mana Wastes, and war beasts from the Hold of Belkzen.

A few heavily reinforced cages hold even stranger creatures, such as an immense two-headed vulture, a ram-headed sphinx, and an armor-plated serpent with fangs the length of a broadsword.

More than a dozen handlers wander among the menagerie cages, which have thick bars and heavy locks. With his knowledge checks, Rataji is able to pick out some magical beasts among the animals in the menagerie. A small number of those are intelligent.

Enacting a plot here would involve a mix of Disable Device or Perception/Sleight of Hand to get unlock the padlocks on the cells & Stealth to prevent anyone from noticing your efforts to free the creatures in the menagerie. If you don't want the animals to cause a ruckus immediately, you would also want to make a Handle Animal check (untrained use & not that difficult).

Rataji could enact a plot on his behalf this phase if he wants to. Alternately, he could gather information (general) or gather information (specific).


Female Elf Oracle 7 (Dark Tapestry) | HP 36/59* | *AC 18 T 12 *FF 16 | CMB +7, CMD 19 | F: +6, R: +7, W: +10; +2 vs enchantments | Init: +2 | Perc: +2 (low-light vis), SM: +0 | Speed 30ft | Melee & ranged: Mwk Dagger +8 (1d4+2); ranged comp longbow +7 (1d8+1) | Spells: 3rd 1/5; 2nd 4/7; 1st 6/7 | *Active conditions: Cloak of Darkness, Spectral Hand.

The elf finishes eating, slaps the crumbs from her hands, and stands up abruptly.

"I think instead of waiting for others to come and tell about the statues, I will go to see them for myself." Glancing quickly at Joliryn and Shohirajj, she asks, "If you also desire to know about the statues, we could go to see them for ourselves together. Something interesting may happen when we do. I do not know that it will, but it might."


F NE Halfling Eldritch Scion Magus 7 | HP *14/73 | AC *25 T *16 FF *21 | CMB *+5, CMD *19 | F: *+14, R: *+11, W: *+9 (+11 vs fear) | Init: +4 | Perc: *+3, SM: *+1 | Speed 20ft | Spells: 1st 2/5, 2nd 0/4, 3rd 2/2 | Eldritch Pool 3/7 | Active conditions: Heroism, Bear's Endurance, Fly, Spider Climb

Joliryn shrugs. ”Might as well - apparently all the boys forgot we’re working as a team.”

Grand Lodge

Female Human Unchained Rogue 7 | HP 42/45 | AC (20)19 T (16)15 FF (20)19 Uncanny Dodge | F +3 R +10 Evasion W +6 | CMB +6 CMD 21 | Speed 30' Init +5 Perc +14(16) Lowlight Vision, Trapspotter, Danger Sense +2, EFFECTS: Disgu, displace

This sounds like trouble, I should definitely come along. Shohiraj nods and stands up, tossing away the last bit of her lunch and packing up her bedroll "Yup, let's have a look around, maybe I can find out where Janira is going to tell some of her great stories."

She heads off with the others, asking around if anyone's seen Janira or heard where she may be. Diplomacy Gather Info: 1d20 + 7 ⇒ (3) + 7 = 10


Female Elf Oracle 7 (Dark Tapestry) | HP 36/59* | *AC 18 T 12 *FF 16 | CMB +7, CMD 19 | F: +6, R: +7, W: +10; +2 vs enchantments | Init: +2 | Perc: +2 (low-light vis), SM: +0 | Speed 30ft | Melee & ranged: Mwk Dagger +8 (1d4+2); ranged comp longbow +7 (1d8+1) | Spells: 3rd 1/5; 2nd 4/7; 1st 6/7 | *Active conditions: Cloak of Darkness, Spectral Hand.
Joliryn - Hawthwile wrote:
Joliryn shrugs. ”Might as well - apparently all the boys forgot we’re working as a team.”

The shadow-cloaked woman blinks in surprise. "I am surprised that the Aspis Consortium would send boys on a mission this dangerous. Perhaps it is less important than I was told? Although the Smiling Man, he certainly looked old enough to be an adult, for a human."

Shohirajj wrote:

This sounds like trouble, I should definitely come along. Shohiraj nods and stands up, tossing away the last bit of her lunch and packing up her bedroll "Yup, let's have a look around, maybe I can find out where Janira is going to tell some of her great stories."

She heads off with the others, asking around if anyone's seen Janira or heard where she may be. [dice=Diplomacy Gather Info]]1d20+7

The unnamed elf nods seriously. "Yes, I would be interested to hear her stories. Before you kill her, I mean. Although," she rummages through her pack for a moment, pulling out a small brass trumpet to show the others before returning it to a side pocket, "We can always ask afterwards, too."

She continues on her way to see the statues with Joliryn and Shohirajj.


Warhammer Game Notes & Maps

Statue Visitors:
Already carved in larger-than-life proportions, the stone statue of Durvin Gest towers over the surrounding lawn on a pedestal flanked by angelic figures and carved with elaborate friezes depicting some of his most famous voyages.

Several dozen pathfinders are gathered around the statue, swapping stories of their expeditions with each other. Shohiraj breaks off from the group to begin asking around for the whereabouts of Janira Gavix and cuts herself off mid-sentence as she nearly asks the halfling bard herself where she is. Janira is standing on a bench nearby the statue, reciting a story about Selmius Foster's race against a marid and an efreeti.

I'm assuming that Shohiraj's intent was to go to the statue and then gather information at that location. If so, she doesn't need to use her investigation/plot for phase 1 on that since she found her answer.

Janira's movement on the park bench soon reveals that the keys Shohiraj hopes to obtain are in her coat pocket. Getting them from her would require a difficult Sleight of Hand (matching a DC and also exceeding Janira's opposed Perception) that is made substantially more difficult by their position in Janira's jacket. Taking 10 under these conditions is not possible. Is there something you can do to change the situation?

Placing the cosmic conduit on the statue of Durvin Gest would first require a Climb check. Placing it secretly would require a Sleight of Hand check or Stealth check, although a distraction could make the task easier.


Female Elf Oracle 7 (Dark Tapestry) | HP 36/59* | *AC 18 T 12 *FF 16 | CMB +7, CMD 19 | F: +6, R: +7, W: +10; +2 vs enchantments | Init: +2 | Perc: +2 (low-light vis), SM: +0 | Speed 30ft | Melee & ranged: Mwk Dagger +8 (1d4+2); ranged comp longbow +7 (1d8+1) | Spells: 3rd 1/5; 2nd 4/7; 1st 6/7 | *Active conditions: Cloak of Darkness, Spectral Hand.

How tough does that climb look? Does it look like "A surface with ledges to hold on to and stand on, such as a very rough wall or a ship’s rigging" (DC 10)? Or harder than that?

The elf stares up at the statue, staying as far from the crowd around Janira (and any other bystanders) as possible.

"I need... to create a distraction to do this thing. Do either of you have any ideas for distracting this crowd? I could try driving one or two of them to temporary madness, but the other adventurers here would probably subdue them too quickly for them to be of any use."


F NE Halfling Eldritch Scion Magus 7 | HP *14/73 | AC *25 T *16 FF *21 | CMB *+5, CMD *19 | F: *+14, R: *+11, W: *+9 (+11 vs fear) | Init: +4 | Perc: *+3, SM: *+1 | Speed 20ft | Spells: 1st 2/5, 2nd 0/4, 3rd 2/2 | Eldritch Pool 3/7 | Active conditions: Heroism, Bear's Endurance, Fly, Spider Climb

"And what exactly is this thing you are doing?" Joliryn asks with an arched eyebrow. "Getting rid of this crowd, I could certainly do. Distracting? Not so much - unless we want to bring the entire Society down on our heads. But it would be easier to help each other if we knew what needed to be done."


Warhammer Game Notes & Maps

The climb would be harder than a ship's rigging.


Female Elf Oracle 7 (Dark Tapestry) | HP 36/59* | *AC 18 T 12 *FF 16 | CMB +7, CMD 19 | F: +6, R: +7, W: +10; +2 vs enchantments | Init: +2 | Perc: +2 (low-light vis), SM: +0 | Speed 30ft | Melee & ranged: Mwk Dagger +8 (1d4+2); ranged comp longbow +7 (1d8+1) | Spells: 3rd 1/5; 2nd 4/7; 1st 6/7 | *Active conditions: Cloak of Darkness, Spectral Hand.

The nameless elf seems to weigh her options, then nods to herself. "I am supposed to work with the Aspis Consortium team. You are part of the Aspis Consortium team. Also, you came to the meeting place when you said you would come to the meeting place. So I will tell you about what I think I am supposed to do."

She opens her pack to allow Joliryn and Shohirajj to glimpse the cosmic conduit. Then she takes a deep breath and explains, her words spilling out in a rush.

“This is a cosmic conduit it is a conduit for the energies of the stars and the Lurker at the Threshold like I am a conduit for the energies of the stars and the Lurker at the Threshold but different and if I attach it something suitable I am told that I will somehow be able to use the energies to animate the thing and maybe do things with it and supposedly only I can will know how to use it but right now I don't know how to use it but I think it would be interesting to animate that great big statue but it's probably too hard for me to climb and besides with all these Pathfinders around they would probably shoot me down before I could attach it or understand how it works so that's what I'm supposed to do."

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