GM Tyranius Age of Ashes (PF2E) (Inactive)

Game Master Tyranius

Tactical Map
Treasure Sheet
Macros
Ruling Citadel Alterein
Hero Points (Max 3): Cabaguil (3); Cuthberwyn (1); Ðakaþos (3); Dori (2); Kelvin (0); Raspar (3)


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Male Human

Cabaguil tries to reach out to the Steel Falcons in Katapesh. He starts early, hoping to succeed this day.
Diplomacy: 1d20 + 27 + 2 ⇒ (7) + 27 + 2 = 36 (ring) vs DC 36

He'll spend the afternoon tracking down the party members to let them know what he found - and scheming.

I think we completed all the Liberation of Exavisu Legwork bits. Woot!

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Kelvin strolls all over town looking to make contact with the Steel Falcons. Unfortunately he gets drawn into a game of bones and before he knows it the day is over.

Dori finishes with his deliveries as the group overall impresses the Guild of bakers with their work ethic and cheese folding abilities. This was enough to finish off the Bakers Guild.

Cuthberwyn sits down, straining his eyes against the torchlight as he meticulously works on changing the names on the invitation to their own. +1 Edge Point.

Dakapos gets some quiet reflection time as the noise of the busy market the last few days drove on his nerves. This manages to do the trick. This was also enough to finish off the Order of Alchemists.

The reason Kelvin couldn't find any Steel falcons is because Cabauil already set up the meeting. Cabaguil quickly finds himself standing in a room with several steel knights, nervous and eager to hear what he has to say. "You lot have been asking all around town for us. For what?"

@Raspar- Your Guild is now completed. Where would you like to redirect?


Male Human

”It’s a heist (link).” Cabaguil begins simply, ”And we were lead to believe that you would be able to assist us with this, ah, delicate matter.”

He explains about the enslavement of the leader of the Jewelers’ Guild, Exavisu Kerndallion. He explains that it was done to consolidate power more than the value of any individual slave. While it may not be in strict violation of the local slavery code, it certainly is against the spirit of the thing. And besides, slavery - am I right?

He tries to get the group to lend their assistance.
Diplomacy: 1d20 + 27 + 2 ⇒ (4) + 27 + 2 = 33 (ring)

Damn, and with only one hero point, he lets it stand.

He makes a shameless request (link) at least so that might help.


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Scarlet Jerkbags:
"The Scarlet Triad’s influence in Katapesh is deep and potent. As a result, attempts to Gather Information about the Scarlet Triad take much longer than normal, requiring a full day of downtime per attempt. Uncovering information about the Scarlet Triad requires a successful DC 35 (Gather Information) check—on a critical success, a PC learns two pieces of information."

Raspar will apply his check to the above.

Upon congratulating Dori for his wonderful kill steal folded cheese, Raspar will take a corner of such on his way out the door to begin working on the thing he really wants to end: The Scarlet Triad.

They are jerks and he will see them in trouble.

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After hearing the situation from Cabaguil the Steel falcons grow quite excited. "We would be eager to combine forces in the name of liberating the oppressed." +1 Edge Point.

Part 1 of the Liberation is complete. Now you just need to do the actual Heist on the 15th day.

Raspar, proud that his cheese folding is getting the credit it deserves, skips through the city streets, talking to folks and seeing where he can he helpful.

Random Event: 1d4 ⇒ 2

Raspar comes across a bounnty board. Seems the leader, guildmaster Aldane Zulran, of the Imperial Union of Breeders is looking for a prized unique bull camel said to roam the wilds of Katapesh. A 1,000 gold piece bounty stands to bring it back in good health.

An aging, rotund, and loquacious man steps out and wipes his hands on a rag. "I see your looking at my bounty. Beautiful, powerful, and sporting purple stripes in his fur, Duneshadow is a wild creature that dozens of trappers and breeders have tried to capture and tame, but the canny beast has evaded every attempt to date." the man laughs "Duneshadow there would revitalize my camels bloodlines all by himself."

You have unlocked the Romancing the Camel Quest. This starts with a
Diplomacy check or Nature check to try and track Dunshadows whereabouts. Will need 3 successes to scout Duneshadows location.

★★★
The Threefold Demise! Round 13

Battlemap

──────────
BOLD: GO!:
──────────
➤ Raspar (216/216 HP)Resist Piercing 3; Resist Fire 15 (Righteous Aura 15 Ft Resist Evil 5) (Spined Shield Hardness 6, HP 21/24)
➤ Kelvin (235/235 HP)Resist Fire 7
➤ Cuthberwyn (203/203 HP)Resist Fire 10
➤ Dori (234/234 HP)(Shield Hardness 17 HP 167/180), Resist Fire 7, Slashing 4 (Wyrmbane Aura 15 Ft Fire 3 , Acid 3 , Cold 3 , Electricity 3 , Poison 3)
➤ Cabaguil (143/143 HP)Resist Fire 10
➤ Dakapos (231/231 HP)Resist Slashing 3


Male Gnome HP 83/268| AC 42 | Fort +33 (M), Refl +31 (E), Will +35 (L, greater resolve) | Perc +30 (M) (darkvision) | Speed 25 | Active conditions resist fire 15 20, resist acid 10 | Default Exploration: Search | Hero points: 0

Camels? Cuthberwyn asks dubiously. I don't know that we're cut out for a hunt and capture of a wild animal. Though, the reward is handsome indeed. Hmm.

Cuth does some background checking on Aldane Zulran. If he is a cruel master, Cuth will not hear of taking the bounty. If he is kind to his animals, Cuth will suggest considering it.
Diplomacy (Gather Information): 1d20 + 23 ⇒ (2) + 23 = 25


Male Human

Cabaguil follows Cuthberwyn's thoughts as well. Camels? Aren't they the sort to spit a lot?

Diplomacy: 1d20 + 27 + 2 ⇒ (9) + 27 + 2 = 38 (ring) to gather information on Duneshadows

He does what he can to find a thread.


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5
Cuthberwyn Fizzkomingus wrote:
Camels? Cuthberwyn asks dubiously. I don't know that we're cut out for a hunt and capture of a wild animal. Though, the reward is handsome indeed. Hmm.

"Agreed. Maybe we should let the animal be. We have slavers and other issues within the city," Raspar opines forcefully to the party. "Let us not get distracted with enslaving an animal for breeding, but focus on the ills of this city. Raspar sets his tiny, yet strong, hands on hip hips, hoping for sanity amidst the main goal.

"We should focus on the important things."

Radiant Oath

HP 250/250| AC 39 (41 with raised shield)| Fort +26, Refl +23, Will +27 | Perc +24 (+26 int) (darkvision) |Resist: 7 fire, 4 slashing Acid 4, Cold 4, Elec 4, poison 4

"Agreed. let us move on. What's next?"


Male Human

"The camel is what's next. For some of us at least. We need to get these folks to our side, and if that means saving a camel, so be it."

Cabaguil continues his task.

"You could work on other folks if you prefer." he suggests handing over the list (second tab).

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Cuthberwyn spends the day asking around and finds out that Aldane Zulran cares more for the steeds in his care, securing a good deal, and horseback riding than he does about getting the Union embroiled in squabbles. Unfortunately none of the local nomads seem to know what he is talking about and have not seen Duneshadow. Failure. Cabaguil begins to get a few leads on the majestic beast. 1 of 3 successes.

You all are still up as those 2 scouting checks only took 4 hours of your day so it is around noon for Cuthberwyna nd Cabaguil.


HP 310/310 | AC 44 (43 with Rage)| Fort +31, Refl +34, Will +29 | Perc +29 (+31 vs traps) (darkvision, true seeing) | Stealth +32| Default Exploration: [url=Search (Constant Avoid Notice)| Speed 25 | Hero Points 1/3 | Active conditions: Deny Advantage, Improved Evasion, Resist Fire 10, Resist Force 10, Resist B/P/S 5, Trap Spotter, True Seeing

Kelvin is happy for the opportunity to make some coin, and sets to asking around.
Diplomacy: 1d20 + 23 ⇒ (9) + 23 = 32
Diplomacy: 1d20 + 23 ⇒ (5) + 23 = 28


Male Human

As the other tasks are all a day long, Cabaguil will continue to try and find the steeds.

Diplomacy: 1d20 + 27 + 2 ⇒ (17) + 27 + 2 = 46 (ring) to gather information on Duneshadows


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

"Are we sure we want to go after the beautiful peaceful camel to trap it and have it ruined," Raspar asks, thinking that there are many other activities that could be completed.

"We have other guilds to influence, you know? We could do those instead?" Raspar makes his point.

"But if we are insistent on this, I will help."

1d20 + 2 ⇒ (3) + 2 = 5 Know (nature) - Duneshadows


Male, Elf (Seer) | HP 306/306 AC: 47 (Slash Resist 3) | F: +33 (Juggernaut) R: +34 (Evasion), W: +27 (Bravery) | Perception: +27 (M, Low-Light Vision) Default Exploration: Scout | Speed: 40' (Daily Longstrider)

Dakapos prefers the methodical approach, and tries to divine what he knows, and how we might be able to hunt this thing down.

Nature: 1d20 + 16 ⇒ (9) + 16 = 25

Radiant Oath

HP 250/250| AC 39 (41 with raised shield)| Fort +26, Refl +23, Will +27 | Perc +24 (+26 int) (darkvision) |Resist: 7 fire, 4 slashing Acid 4, Cold 4, Elec 4, poison 4

"Now i'm a camel herder..."

Dori grumbles under his breath as he searches for leads. He'll do the job. He just doesn't have to like it.

diplo: 1d20 + 25 ⇒ (18) + 25 = 43

diplo: 1d20 + 25 ⇒ (19) + 25 = 44

diplo: 1d20 + 25 ⇒ (8) + 25 = 33

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Raspar may know all about cooking and cleaning, but he ends up finding himself back in the market looking for the elusive camel. Kelvin makes no such luck but at least he is outside of town on the outskirts.

Cuthberwyn check #2: 1d20 + 23 ⇒ (6) + 23 = 29

While the group is lost and looking in the wrong areas in the morning that leaves nothing but leads in the afternoon as Dakapos and Cabaguil find a couple nomads and caravans that have seen Duneshadow near a broad swath of territory where he is said to roam—a swath of desert about 90 miles northwest of Katapesh near the eastern side of a wide gap in the Brazen Peaks on the Osirion–Katapesh border.

Having tracked Duneshadow, you begin intermittently sighting him atop distant hills and hearing his bellowing calls. The camel is remarkably cunning and stealthy, able to exploit heat shimmers to hide his movements, predict your next steps, and making exceptional use of the terrain. All the while, his path leads you farther into the foothills of the Brazen Peaks.

You may each attempt two checks to try and approach Duneshadow.
Acrobatics or Athletics DC 37 (to approach quickly via a shortcut)
Deception DC 38 (to trick Duneshadow into evading pursuit in the wrong direction)
Nature DC 35 (to keep Duneshadow calm and appear nonthreatening)
Performance DC 34 (to intrigue Duneshadow with calming music)
Stealth DC 36 (to approach undetected).


Male Human

Cabaguil tries singing to calm Duneshadow as the party moves about during the course of the day. He's had some practice, though not a lot, so he hopes for the best.

Performance: 1d20 + 23 ⇒ (19) + 23 = 42 vs DC 34 (morning)
Performance: 1d20 + 23 ⇒ (2) + 23 = 25 vs DC 34 (afternoon)

He's so pleased by his morning successes he tries a harder tune in the afternoon, and just can't master it.


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Thinking quickly, Raspar tries to help capture the innocent camel that the party does not need to capture and would be better for everybody if they did not.

1d20 + 3 ⇒ (4) + 3 = 7 Deception

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It is still the same day. Around suppertime. These approach actions only take 1 hour each so you can certainly do them in the same day.


Male, Elf (Seer) | HP 306/306 AC: 47 (Slash Resist 3) | F: +33 (Juggernaut) R: +34 (Evasion), W: +27 (Bravery) | Perception: +27 (M, Low-Light Vision) Default Exploration: Scout | Speed: 40' (Daily Longstrider)

Athletics: 1d20 + 28 ⇒ (14) + 28 = 42
Athletics: 1d20 + 28 ⇒ (9) + 28 = 37

Dak moves swiftly. His long elven strides barely touch the ground as he opts for a shortcut.


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Raspar realizes that he can work extra hard to help the camel. He works again during the evening.

1d20 + 3 ⇒ (14) + 3 = 17 Deception

And then decides that he should do more…working twice more during the night, too, because it’s important for the party to capture this free and perfect animal for the abuse of breeders. Though with increasing fatigue, he continues bravely forward.

1d20 + 3 - 1 ⇒ (20) + 3 - 1 = 22 Deception (fatigue)
1d20 + 3 - 2 ⇒ (4) + 3 - 2 = 5 Deception (fatigue)


Male Gnome HP 83/268| AC 42 | Fort +33 (M), Refl +31 (E), Will +35 (L, greater resolve) | Perc +30 (M) (darkvision) | Speed 25 | Active conditions resist fire 15 20, resist acid 10 | Default Exploration: Search | Hero points: 0

Cuthberwyn takes Cabaguil's lead, though it takes him some time to get into the groove.

Performance (L), morning: 1d20 + 29 ⇒ (3) + 29 = 32
Performance (L), afternoon: 1d20 + 29 ⇒ (10) + 29 = 39

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It takes a bit of back and forth as Duneshadow is quite skittish. Over the course of a couple hours you manage to gently coax the graceful and naturally beautiful camel.

Wrapping a set of reins around the camel yu begin to ease it back into town, hoping to get back before nightfall. Duneshadow has been able to run free for so long because he has more going for him than mere cleverness. His natural beauty and grace have earned him a powerful and supernatural patron—a simurgh. The simurgh alights atop a 20-foot-diameter boulder about 50 feet away. He menacingly fans his wings. "What is it you think you are doing? Stealing living art from the canvas of Katapesh?"


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

"Yes, you are right. We should let it roam free," Raspar agrees completely, embarrassed that the party undertook this needless and foolish pursuit.

"We should free it immediately, after offering many apples and sugar cubes in apology."


HP 310/310 | AC 44 (43 with Rage)| Fort +31, Refl +34, Will +29 | Perc +29 (+31 vs traps) (darkvision, true seeing) | Stealth +32| Default Exploration: [url=Search (Constant Avoid Notice)| Speed 25 | Hero Points 1/3 | Active conditions: Deny Advantage, Improved Evasion, Resist Fire 10, Resist Force 10, Resist B/P/S 5, Trap Spotter, True Seeing

Kelvin sighs. He has no qualms stealing the beast, but doesn't like getting caught. "Aye, no harm meant. We knew someone that wanted to join this creature with their own kind. Grow the majesty of the species. But probably not the best idea."

He will let the camel go if no one complains.

Radiant Oath

HP 250/250| AC 39 (41 with raised shield)| Fort +26, Refl +23, Will +27 | Perc +24 (+26 int) (darkvision) |Resist: 7 fire, 4 slashing Acid 4, Cold 4, Elec 4, poison 4

Dori Sighs...
"Our apologies, We have need of the animal. We are fighting against a great evil and this animals captivity will garner us help from others in our task." Dori's voice sounds tired.

"What would allow us to complete our task?"

glad hand to make an impression (immediate): 1d20 + 25 - 5 ⇒ (8) + 25 - 5 = 28
make an impression (take 2): 1d20 + 25 ⇒ (20) + 25 = 45

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Prihayn sighs and suggests a compromise. "If you can agree to create a work of art commemorating Duneshadow’s majesty for me to keep and can convince me that Duneshadow will be treated well then I will allow you to escort Duneshadow to the city." The massive wings unfurl. "You will have one week to craft my art." She glares down at Dori. "I will be seeing you in one weeks time at sunrise at a secluded cove north of Katapesh.

@Dori- This will take one day and a DC 40 Craft or Performance check to craft a work of art.


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Raspar seems pleased by the results, and will not ‘help’ any further lest he ruin things.

”We should get back to the city and get to work. Can’t be out here lolly-arting all day,” Raspar takes his tiny, but strong, feet back to town.

He will see what he can learn about the Fleshmonger group:

1d20 + 24 ⇒ (4) + 24 = 28 Diplomacy

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Happy to quickly move along Raspar helps drag the camel back through the city where several onlookers gasp in shock and awe. Zulran is even more ecstatic and rushes into his hut, scrounging around for his payment as he surely wasn't expecting you to return. "I can't believe you actually did it. Ho..how?" He shakes his head. "Never mind I don't want to know." He hands your payment over. 1000 GP along with a set of greater horseshoes of speed.

Romancing the Camel completes the Imperial Union of Breeders.

Raspar tries to get a bead and bit of info on the Fleshmongers. Unfortunately the criminal activity seems to be a bit more underground than he is expecting.

★★★
The Threefold Demise! Round 14

Battlemap

──────────
BOLD: GO!:
──────────
Raspar (216/216 HP)Resist Piercing 3; Resist Fire 15 (Righteous Aura 15 Ft Resist Evil 5) (Spined Shield Hardness 6, HP 21/24)
➤ Kelvin (235/235 HP)Resist Fire 7
➤ Cuthberwyn (203/203 HP)Resist Fire 10
➤ Dori (234/234 HP)(Shield Hardness 17 HP 167/180), Resist Fire 7, Slashing 4 (Wyrmbane Aura 15 Ft Fire 3 , Acid 3 , Cold 3 , Electricity 3 , Poison 3)
➤ Cabaguil (143/143 HP)Resist Fire 10
➤ Dakapos (231/231 HP)Resist Slashing 3


Male Human

Cabaguil tries to finish up the Carpenter’s guild, which he started but had to step away from for a bit.

Craft: 1d20 + 24 + 1 ⇒ (8) + 24 + 1 = 33 (eyepiece) vs DC 34

Sigh. So close!


Male, Elf (Seer) | HP 306/306 AC: 47 (Slash Resist 3) | F: +33 (Juggernaut) R: +34 (Evasion), W: +27 (Bravery) | Perception: +27 (M, Low-Light Vision) Default Exploration: Scout | Speed: 40' (Daily Longstrider)

Dak also tries his hand at the Carpenter's Guild. The work isn't his favorite, but he's passable.

Crafting: 1d20 + 20 ⇒ (6) + 20 = 26 just not today.

Radiant Oath

HP 250/250| AC 39 (41 with raised shield)| Fort +26, Refl +23, Will +27 | Perc +24 (+26 int) (darkvision) |Resist: 7 fire, 4 slashing Acid 4, Cold 4, Elec 4, poison 4

crafting a small item with blacksmithing: 1d20 + 25 ⇒ (5) + 25 = 30

crafting a small item with blacksmithing (take 2): 1d20 + 25 ⇒ (10) + 25 = 35

crafting a small item with blacksmithing (take 3): 1d20 + 25 ⇒ (11) + 25 = 36

Dori get's frustrated, "damned all this sand! it's adding too much silicate to the alloy!"


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Male Gnome HP 83/268| AC 42 | Fort +33 (M), Refl +31 (E), Will +35 (L, greater resolve) | Perc +30 (M) (darkvision) | Speed 25 | Active conditions resist fire 15 20, resist acid 10 | Default Exploration: Search | Hero points: 0

Reasoning he's the only one who might be able to work that angle, Cuthberwyn heads over to the League of Upright Barristers.

DC 34 Society: 1d20 + 20 ⇒ (1) + 20 = 21

It's clear almost before he opens his mouth that he's out of his element, and soon finds himself on the other side of a closed door, back on the street. Well, that was rude.

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Cuthberwyn quickly finds himself well in over his head as the League of Upright Barristers aren't quite as chummy with him yet. He will need to find a way into their inner circle.

Dori works and works at his piece of art that he has to return in exchange. Unfortunately the entire day leads to the scrap pile.

Cabaguil also needs a small break as the days wear on him. No rest leads to a muddled mind as both he and Dakapos keep bumping into each other and not putting tools back when they are done with them.

Kelvin Intimidation DC 34: 1d20 + 25 ⇒ (14) + 25 = 39

Tempers flare as Kelvin begins screaming about the mess and works at trying to get the two in line to build more than a double decker couch. Success to finish off the Carpenter's Guild.

It is now Day 15.

★★★
The Threefold Demise! Round 15

Battlemap

──────────
BOLD: GO!:
──────────
➤ Raspar (216/216 HP)Resist Piercing 3; Resist Fire 15 (Righteous Aura 15 Ft Resist Evil 5) (Spined Shield Hardness 6, HP 21/24)
➤ Kelvin (235/235 HP)Resist Fire 7
➤ Cuthberwyn (203/203 HP)Resist Fire 10
➤ Dori (234/234 HP)(Shield Hardness 17 HP 167/180), Resist Fire 7, Slashing 4 (Wyrmbane Aura 15 Ft Fire 3 , Acid 3 , Cold 3 , Electricity 3 , Poison 3)
➤ Cabaguil (143/143 HP)Resist Fire 10
➤ Dakapos (231/231 HP)Resist Slashing 3


HP 310/310 | AC 44 (43 with Rage)| Fort +31, Refl +34, Will +29 | Perc +29 (+31 vs traps) (darkvision, true seeing) | Stealth +32| Default Exploration: [url=Search (Constant Avoid Notice)| Speed 25 | Hero Points 1/3 | Active conditions: Deny Advantage, Improved Evasion, Resist Fire 10, Resist Force 10, Resist B/P/S 5, Trap Spotter, True Seeing

Believing that Raspar will need help to find any underground information, the Kelvin the Master Gladiator does his own sniffing about the Fleshmongers.
Diplomacy: 1d20 + 23 ⇒ (11) + 23 = 34


Male Human

Happy the carpenters are done, even if he didn’t get to be the one to put the finishing touches on it, he turns to pure research for now to get some more leads.
Diplomacy (gather information): 1d20 + 27 + 2 ⇒ (5) + 27 + 2 = 34 (ring) vs DC 35 to learn about Scarlet Triad

Aren’t we supposed to stop something today as well? I made a note we had to do something on the 15th, but foolishly didn’t note what.

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Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Today is the event to help free the Jewelers Leader if you wish to.

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The Bhetshamtal Estate is a centuries-old palace rumored to have been new when the Pactmasters first arrived nearly a millennium ago, though records are hazy. It’s now owned by the Scarlet Triad, which assumed control in 4712 as repayment for the previous owner’s debts. The estate consists of a carriage house, kitchen, servant’s quarters, well-watered gardens, and a manor—the last of which includes a ballroom, dining room, bedrooms, a variety of salons, and bathrooms.

Most days, the Scarlet Triad uses the estate to host influential visitors or hold meetings. The evening of the auction, the estate is abuzz with nearly 100 different visitors, servants, and auction staff. Slaves going up for bid at the auction include Exavisu Kerndallion and her three assistants, who are secretly transported into the manor from their cells under the Red Pyramid on the night of the auction

Much of the evening’s entertainment takes place in the gardens outside, where caterers bring in more food and drink throughout the evening, and performers play a variety of elegant tunes. Guards stand at the major entrances and patrol the walls on either side, and guard dogs are vigilant for trespassers. The event is an elitist soiree.

You will need to reach the Manor without arousing suspicion. You each must attempt two of the below checks. (Stealth)

Blend in- Sometimes the best option for crossing a crowded party is to act natural and join the crowd. (Deception, Society, or Stealth)

Classic Breaking and Entering- You scale the walls, calm the guard dogs, hide from guards, and unlock gates. (Acrobatics, Athletics, Nature, Stealth, Thievery)

Cunning Disguise- You conceal your true identities, relying on false personas to be admitted onto the estate. You can use a skill closely connected to their chosen disguise in place of Deception, such as Intimidation for a guard, Guild Lore for a merchant, or any food-related Lore for a caterer.

Smuggled- You hide yourselves inside carts, wine barrels, or other large containers that are bound for the estate. This deposits you inside the walls but a distance from the manor.


M Halfling
Stats:
Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

Raspar looks calmly normal and not-out-of-place amongst the laborers and staff. In addition, he’s helpful while working his way in, tidying what needs to be tidied. Afterall, there is little reason not to help out when one’s hands are made for helping.

1d20 + 29 ⇒ (7) + 29 = 36 Stealth
1d20 + 29 ⇒ (4) + 29 = 33 Stealth


Male, Elf (Seer) | HP 306/306 AC: 47 (Slash Resist 3) | F: +33 (Juggernaut) R: +34 (Evasion), W: +27 (Bravery) | Perception: +27 (M, Low-Light Vision) Default Exploration: Scout | Speed: 40' (Daily Longstrider)

Dak, not one to use a silvered tongue, prefers old school B&E... He takes some time to assess the best path in, before relying on his mastery of acrobatics and athleticism
Acrobatics: 1d20 + 25 ⇒ (9) + 25 = 34
Athletics: 1d20 + 25 ⇒ (12) + 25 = 37


Male Human

Cabaguil tries to blend in, relying on his silver tongue to keep him out of trouble.

He'll cast Glibness (•>>, +4 deception) at the gate (lasts 10 minutes).

Deception: 1d20 + 23 + 2 + 4 ⇒ (1) + 23 + 2 + 4 = 30 (ring, glibness)
Deception: 1d20 + 23 + 2 + 4 ⇒ (11) + 23 + 2 + 4 = 40 (ring, glibness)

...and he gets caught.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

GM Screen:

Raspar's Perception (E): 1d20 + 28 ⇒ (11) + 28 = 39
Ðakaþos's Perception (E): 1d20 + 21 ⇒ (9) + 21 = 30
Cabaguil's Perception (E): 1d20 + 22 ⇒ (14) + 22 = 36

Raspar expertly blends in with the wait staff and he begins cleaning up a few of the dishes, though he doesn't quite make it to the manor before he notices something a bit unusual. +1 Awareness Point.

Dakapos goes for the old school B&E approach. It takes a couple of attempts but he is able to scale a side wall before falling into the bushes. A few of the guards patrol past to inspect the noise but don't manage to find anything as Dakapos lies quite still in the brush. +1 Awareness Point.

Cabaguil relies on his wit and silver tongue as he ends up talking his way right to the Manor. Disguise Edge Point Used.

Raspar and Cabaguil are both sure there’s more to Baroness Epminia Fahlspar than meets the eye. She seems to be wearing some sort of disguise for some reason. You can use Arcana, Occultism or Perception to overcome her disguise.

Total Awareness Points. 2
Raspar (1/2 Successes)
Kelvin
Cuthberwyn
Dori

Cabaguil (2/2 Successes)
Dakapos (1/2 Successes)


HP 310/310 | AC 44 (43 with Rage)| Fort +31, Refl +34, Will +29 | Perc +29 (+31 vs traps) (darkvision, true seeing) | Stealth +32| Default Exploration: [url=Search (Constant Avoid Notice)| Speed 25 | Hero Points 1/3 | Active conditions: Deny Advantage, Improved Evasion, Resist Fire 10, Resist Force 10, Resist B/P/S 5, Trap Spotter, True Seeing

Kelvin keeps up with Dakapos, nodding appreciatively as the elf breaks and enters.
Athletics: 1d20 + 29 ⇒ (10) + 29 = 39
Stealth: 1d20 + 28 ⇒ (15) + 28 = 43

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

GM Screen:

Kelvin's Perception (L): 1d20 + 23 ⇒ (17) + 23 = 40

Kelvin uses Dakapos jumping points as he lands on the elf and makes a break for the shadows of the manor just before the guards come. As the guards pass Kelvin notices a keyring on one of the guards. Thievery to attempt to take the keys.

Total Awareness Points. 2
Raspar (1/2 Successes)
Kelvin (2/2 Successes)
Cuthberwyn
Dori

Cabaguil (2/2 Successes)
Dakapos (1/2 Successes)


Male Gnome HP 83/268| AC 42 | Fort +33 (M), Refl +31 (E), Will +35 (L, greater resolve) | Perc +30 (M) (darkvision) | Speed 25 | Active conditions resist fire 15 20, resist acid 10 | Default Exploration: Search | Hero points: 0

Cuthberwyn wastes no time deciding, going along with Dak and Kelvin. How exciting!

Athletics: 1d20 + 23 ⇒ (7) + 23 = 30
Athletics: 1d20 + 23 ⇒ (2) + 23 = 25

Exciting, yes.
Sliding down the walls, also yes.


HP 310/310 | AC 44 (43 with Rage)| Fort +31, Refl +34, Will +29 | Perc +29 (+31 vs traps) (darkvision, true seeing) | Stealth +32| Default Exploration: [url=Search (Constant Avoid Notice)| Speed 25 | Hero Points 1/3 | Active conditions: Deny Advantage, Improved Evasion, Resist Fire 10, Resist Force 10, Resist B/P/S 5, Trap Spotter, True Seeing

Kelvin takes the opportunity when he sees it, going for the keys.
Thievery for Keys: 1d20 + 26 ⇒ (19) + 26 = 45


HP 106/266| AC 40 (42 with raised shield)| Fort +27, Refl +21, Will +28 | Perc +25 (+27 int) (darkvision) |Resist: 8 fire, 4 slashing

I'll-suited for this endeavour, Dori skips out on the skullduggery and opts to disguise himself as a scribe. "Just chronicling the days events, ho ho!"
Scribing Lore: 1d20 + 17 ⇒ (9) + 17 = 26

"You know, scribe scribe. Scribe scribe scribe!"
Scribing Lore: 1d20 + 17 ⇒ (10) + 17 = 27

It's not very believable.

Radiant Oath

HP 250/250| AC 39 (41 with raised shield)| Fort +26, Refl +23, Will +27 | Perc +24 (+26 int) (darkvision) |Resist: 7 fire, 4 slashing Acid 4, Cold 4, Elec 4, poison 4

Dori let's the younger folks sneak through the shadows. He walks towards the front gate just like he belongs there...

diplo: 1d20 + 25 ⇒ (5) + 25 = 30
diplo: 1d20 + 25 ⇒ (20) + 25 = 45

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Kelvin snags the keyring to the manor from the shadows without the guard even realizing it. This earns an edge point to be used for opening locks.

Cuthberwyn makes a substantial amount of noise as he falls right on top of Dakapos, causing the pair to scream. Fail, Crit Fail.

Dori draws a lot of attention to himself at first but quickly learns to blend in as he makes his way to the manor.

Kelvin Dori and Cabaguil wait for the others to quickly make their way to the Manor. Raspar, Cuthberwyn, and Dakapos are back up as they haven't quite made it to the Manor yet. As you can see each failure in this earns Awareness points. If it gets high enough the extraction fails.

Total Awareness Points - 4
Edge Points Remaining 1 Generic | 1 for opening locks
Raspar (1/2 Successes)
Kelvin (2/2 Successes)
Cuthberwyn (1/2 Successes)
Dori (2/2 Successes)
Cabaguil (2/2 Successes)
Dakapos (1/2 Successes)

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