PFS1e - #7-16 Faithless and Forgotten, Part 2: Lost Colony of Taldor (high tier) (Inactive)

Game Master MauveAvengr

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Grand Lodge

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Male Half-orc Bard (archaeologist) / 6 HP 44/51 | AC 23 F 20 T 13 | Init +3 | F +8 R +12 W +9 | Perception (+12) | Darkvision 60'

Slow down there champ. It's still Cass's turn


Cassiopia delays.

The raven, Inverness, flies overhead towards the exit, hoping to escape.

The Hellknight screams out, "For House Thrune!" before drinking a potion and doubling in size.

------------------

[u]Round 2[/u]

Bahram (27/27 hp)
Wymarc (31/31 hp)
Amiri (45/45 hp)
Cassiopeia (20/20 hp)

Hellknight (blue)

Iluvia
Inverness (raven)

Hellknight (red)

Everyone is up!

Sovereign Court

female Human
Spoiler:
AC 13/T12/FF11 HP 26/26 F+2 R+3 W+4 Init +6 Perception +9
Psychic (Rebirth) 4

Cassiopia quickly casts a Mind thrust at the red Hellknight.
MT: 5d6 ⇒ (5, 4, 2, 2, 5) = 18 (Save DC 16 Will for half)


Will: 1d20 + 2 ⇒ (12) + 2 = 14

The Hellknight holds his head as Cassiopia reaches into his mind and finds the most vulnerable portions, overloading his brain with a clut of psychic information.

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[u]Round 2[/u]

Bahram (27/27 hp)
Wymarc (31/31 hp)
Amiri (45/45 hp)
Cassiopeia (20/20 hp)

Hellknight (blue)

Iluvia
Inverness (raven)

Hellknight (red) (-18 hp)

Bahram, Wymarc, and Amiri are up!

Grand Lodge

Male Elf CG / UC Rogue 3 / Infiltrator 3 | HP:46/46 | AC:19 T:15 FF:14 | CMB:6 CMD:21 | Saves F:+6 R:+12 W:+4 (+2 vs enchantments) | Init:+7 | Per: +17 |
Skills:
DD+17, KnLoc+4, Stealth+19, Acrobatics +19

Wymarc moves to get LOS on the hellknight and fires...

To hit: Base/Dex, Magic, Weapon Focus, PBS
Damage: Magic, Strength, PBS

Magic Longbow: 1d20 + 8 + 1 + 1 + 1 ⇒ (20) + 8 + 1 + 1 + 1 = 31
Confirm: 1d12 + 8 + 1 + 1 + 1 ⇒ (8) + 8 + 1 + 1 + 1 = 19
Magic/Cold Iron/Critical Damage: 3d8 + 2 + 2 ⇒ (5, 6, 2) + 2 + 2 = 17 (only 7 if not confirmed)


Wymarc aims at the large Hellknight and lets an arrow fly. Solid hit! And he goes down, shrinking back to his normal size.

Combat is over, some pretty good rolls for the PCs! Wish Iluvia stayed alive a little longer. She had some cool abilities. But being a caster, she had such low AC and not that much health.

Inspecting the bodies of the Hellknights, one has a potion of enlarge person (the other used his), both have a potion of cure moderate wounds, and both have a potion of bull's strength. Each has 24 gp.

Iluvia has a brooch of shielding, a pearl of power (1st), a potion of cure moderate wounds, a lesser reach metamagic rod, a wand of identify (22 charges), a cloak of resistance +1, and a golden pendant worth 50 gp. She also has 28 gp.

They also find a [url=https://docs.google.com/presentation/d/1ouGYG0Cfq1tDfxFzCfzgBddiZM_24AKtcSz8fIRRI6E/edit#slide=id.gdb1dd38ce0_0_16][/url] note on Iluvia.

The Pathfinders hear some commotion outside. Perhaps other Hellknights are on the way, but they believe they have enough time to inspect Zefiro's office before a larger force of guards arrive.

Now the Pathfinders can head into Zefiro's office. Bookshelves and display cases stand in the corners of the large office. An oaken desk sits in the middle of the room with large windows set in the wall on either side of it. Doors to the south open to a raised terrace, and a large painting of Abrogail II hangs on the north wall.

DC 20 Perception:
The painting appears to be affixed to the wall, but you notice a latch on the side of the painting's frame that allows it to be shifted to one side, revealing a secret door to the north.

Grand Lodge

Male Elf CG / UC Rogue 3 / Infiltrator 3 | HP:46/46 | AC:19 T:15 FF:14 | CMB:6 CMD:21 | Saves F:+6 R:+12 W:+4 (+2 vs enchantments) | Init:+7 | Per: +17 |
Skills:
DD+17, KnLoc+4, Stealth+19, Acrobatics +19

I'll take 10 on Perception for 20...

Wymarc notices something odd about the picture...he pulls the latch to reveal the secret door...

The rogue will check out the door...

Perception: 1d20 + 10 ⇒ (9) + 10 = 19

...and if he finds it locked or trapped will attempt to pick/disarm it...

Disable Device: 1d20 + 15 ⇒ (11) + 15 = 26

...and then open the door...


The secret door is not trapped nor locked. Wymarc pushes it aside to reveal another room. Several bookshelves, a desk, and a display case crowd the cramped room. The the left stands a statue of Aroden.

In the room, you find some of Zefiro's secret research and illicit projects. There are some early (and now publicly redacted) diary filled with tales of infernal war crimes committed by Thrune, an Aspis Consortium cargo manifest for a shipment from Taldor to Khari, and Zefiro's holy Arodenite scriptures.

DC 15 Appraise, Knowledge (history or nobility), or relevant Profession (e.g. Librarian) OR DC 20 Perception:
You can also identify key records that the Pathfinder Society would want preserved. You can probably smuggle these out of Cheliax before the Order of the Rack discovers and destroys them.

Grand Lodge

Male Elf CG / UC Rogue 3 / Infiltrator 3 | HP:46/46 | AC:19 T:15 FF:14 | CMB:6 CMD:21 | Saves F:+6 R:+12 W:+4 (+2 vs enchantments) | Init:+7 | Per: +17 |
Skills:
DD+17, KnLoc+4, Stealth+19, Acrobatics +19

Again, I'll take 10 on Perception for 20...

Wymarc gathers Zefiro's reasearch in addition to the key records he spotted...

"The Society would likely want to study this and, even moreso, preserve it...

"We should take this and go before more Hellknights show up..."

Grand Lodge

Male Half-orc Bard (archaeologist) / 6 HP 44/51 | AC 23 F 20 T 13 | Init +3 | F +8 R +12 W +9 | Perception (+12) | Darkvision 60'

Appraisal: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24

Bahram nods in agreement with Wymarc.

"These Cheliaxians are something else, aren't they? I wouldn't mind highlighting some truths that might also smear the name of 'Hellknight'. Good find. What about Zefiro? Hate for him to end up on the rack. And that girl?"


GM Mauve wrote:

"...I strongly advise that you turn yourself in for questioning - though I must admit that part of me hopes you won't, since our friends to the east are sure to hammer the truth out of the traitor Zefiro anyway."

Sounds like they had already captured Zefiro.

With the documents, the Pathfinders make a hasty retreat, before any more Hellknights can come in and find them. They board a ship out of Corentyn back to Absalom before Chelish authorities are able to connect you to the museum incident.

Zefiro's arrest and imprisonment casts a dark shadow over Cheliax's new relationship with the Pathfinder Society, especially as you have brought to light new ways in which the infernal empire hoped to reshape their national narrative by falsifying its past. If Taldor ever founded a colony so deep in Rahadoum, Ibhir is not it.

Back in Absalom, Master of Swords Marcos Farabellus can barely restrain his fury at Cheliax's duplicity and use of the Society as a cat's paw to validate Chelish lies. He sends for Ianarth Alazario, the new liaison from Cheliax, only to find that she has slipped away from the Grand Lodge to 'attend to pressing business abroad.' Farrabellus assures you by slamming his desk, "Cheliax may be more powerful than their organization, but the Society will not suffer this indignity with a smile. Remain in Absalom to await further word about a daring mission I have only began to plan."

Mission is done!

Primary Success Conditions: if you explore the ruins as far as area A9 and discover clues of Zefiro's destination in eastern Cheliax. SUCCESS

Secondary Success Conditions: must accomplish three of the following: recover the relics (success), find Zefiro's hidden rooms (success), secure the high-priority texts from the secret room (success), uncover three or more archeological forgeries (success), uncover all 5 archaeological forgeries (success).

Sovereign Court

female Human
Spoiler:
AC 13/T12/FF11 HP 26/26 F+2 R+3 W+4 Init +6 Perception +9
Psychic (Rebirth) 4

Does any of this count for the following faction goal:
Recover blackmail or incriminating evidence against a named NPC ambassador, aristocrat, noble, or similar figure.

As the Mission is over Cassiopia returns to Taldor to work on the court for her position as a RISING STAR demand hard work and diligence.
You can use your Downtime to attempt a Knowledge (nobility) check to build connections within Taldor’s elaborate noble hierarchy, laying the groundwork for your own promotion later. The DC of this check is equal to 15 + 1/2 your character level (minimum +0). If you succeed, check one of the boxes below. If your check exceeds the DC by 10 or more, you can instead check two boxes.
KnowNobility vs DC 18: 1d20 + 17 ⇒ (14) + 17 = 31
2 more boxes.

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