#8-05 UNGROUNDED BUT UNBROKEN - GM Nowruz (Inactive)

Game Master noral

Maps and handouts.


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Dark Archive

Female Catfolk Rogue 3/Scaled Fist 1 | hp 13/35 | AC 19 (21 defensively) T19 FF13 | CMB +4, CMD 19 | F: +5, R +9, W +1 | Init: +7| Perc: +8, SM: -1, Concentration | Speed 30 ft | |Spells: 1st 0/0 | Conditions: none

Sounds good. Camina would be helpful in sneaking and picking locks when we go together.

Liberty's Edge

Male CG Half-Orc Pugilist 4.0 | Init +4 | Perc: +9, SM: +2; Darkvision 60 ft | HP 33| AC 20; T 15; FF 15 | CMB +3 | CMD +18 | Fort +7; Ref +13; Will +4 (5 vs enchantment) | Speed: 30 ft | Conditions: -

"Zandu, can you find arcane traps? Because I can't really help with that." Ash ponders the plan.


Whatever you think that your part could be, please describe it in the next post and make your respective rolls that you think make sense. Even if it is out of order or not aligned, yet. I will then put your plan in order and resolve but we have to get going now. ;-)

Dark Archive

F Human Witch/6 HP 39/39 AC16/T 12/FF 14 Fort +4/Ref +4/ Will +5 Init +4 Perc +2|Sense Motive +0|Active conditions: none

Zandu has detect magic--I checked.


Male Companion Air Elemental size Tiny HP 9/9 | AC 18, T 17, FF 11 | F: +2, R: +8, W: +0 | Perc +4, Darkvision 60’ | Init +9

It takes some convincing but eventually, Belthelgior agrees to go with the group scouting out the commander's quarters. As he is quite tiny, he is able to slip through most openings, especially since he can fly to get to ones that are high up. Since he's little more, physically, than a rambunctious wind, he's also very hard to see. If it becomes evident that there are no magic traps on the door, he'll try to find another way in and open the door from the inside and scout for any other obvious dangers, though his concentration is such that he often doesn't notice things.

Unfortunately, he only speaks Auran so communication with the group may be problematic.

Perception: 1d20 + 4 ⇒ (8) + 4 = 12

Stealth: 1d20 + 13 ⇒ (5) + 13 = 18

Dark Archive

HP 50/50, AC/T/F 21/14/18, Intimidate +3, Perception +12, Initiative +2 , F/R/W: 8/6/4 (6 v fear) Halfling Fighter (Rondelero Duelist) 6.0

Ryskovich isn’t stealthy nor is he sly of tongue. He hangs back, and keeps a keen eye out for any signs of trouble on the first night.

perception: 1d20 + 11 ⇒ (8) + 11 = 19

Dark Archive

F Human Witch/6 HP 39/39 AC16/T 12/FF 14 Fort +4/Ref +4/ Will +5 Init +4 Perc +2|Sense Motive +0|Active conditions: none

"Ryskovich, stay in the barracks the first night, in case the captain pulls another surprise night inspection."

Dark Archive

HP 50/50, AC/T/F 21/14/18, Intimidate +3, Perception +12, Initiative +2 , F/R/W: 8/6/4 (6 v fear) Halfling Fighter (Rondelero Duelist) 6.0

Will do


Belthelgior wrote:

It takes some convincing but eventually, Belthelgior agrees to go with the group scouting out the commander's quarters. As he is quite tiny, he is able to slip through most openings, especially since he can fly to get to ones that are high up. Since he's little more, physically, than a rambunctious wind, he's also very hard to see. If it becomes evident that there are no magic traps on the door, he'll try to find another way in and open the door from the inside and scout for any other obvious dangers, though his concentration is such that he often doesn't notice things.

Unfortunately, he only speaks Auran so communication with the group may be problematic.

[dice=Perception]1d20 +4

[dice=Stealth]1d20 +13

The air elemental can enter the room via the cracks beneath the door.

No idea if an air elemental can be treated to be in gaseous form if it desires but let’s flow with that now.

Inside the elemental sees that the office is cramped and contains a walnut desk, a hard-backed chair, and a bookshelf.

Nothing out of the ordinary.

What do the rest of you do? I’ll give you another 48 hours and then will resolve the actions and move on after that if that is ok. ;-)

The door is locked so it a cannot be opened easily from the inside.

The Exchange

Male Human Telekineticist 4/Sorcerer 1 | HP 47/47 (5NL) | AC 14 22 T 14 FF 10 18 | F+9 R+9 W+9 | Perception +10 +12| Init +5 | CMB +1 | CMD 15

Zandu grins a slight, cocky grin and nods briefly. He replies to Ash, "I can. Help me keep a watch out for any watchers."

When the time comes to scout out the path and lay of the land, Zandu draws out a wand of Heightened Awareness and uses it on himself.

You gain a +2 competence bonus on Perception checks and on all Knowledge checks that you are trained in. If this spell is active when you have to make an initiative check, you can instantly dismiss this spell and gain a +4 bonus on that check.

In the event there is combat, I will dismiss it for the +4 to init.

On the walk over he keeps an eye out for anyone watching, and if he sees anybody he tries to quietly avoid them.

Perception to check for fools along the route to the building: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15
Stealth to hide from fools along the way: 1d20 + 11 ⇒ (7) + 11 = 18

When he gets close to the building, he casts Detect Magic on himself (3 minute duration). He then examines the building, and particularly the door, looking for any traps, any sources of magic, or anything else of particular interest.
Perception to check out the building: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22 Add +1 for finding traps from Trap Finder if applicable.


There is no magic or trap detectable and no one is observing you currently.

The Exchange

Male Human Telekineticist 4/Sorcerer 1 | HP 47/47 (5NL) | AC 14 22 T 14 FF 10 18 | F+9 R+9 W+9 | Perception +10 +12| Init +5 | CMB +1 | CMD 15

Are there any windows that I could peek in? If so, I carefully peek in the windows.

Also, would my examination of the door for traps have told me whether or not the door was locked, without me touching the door?

Liberty's Edge

Male CG Half-Orc Pugilist 4.0 | Init +4 | Perc: +9, SM: +2; Darkvision 60 ft | HP 33| AC 20; T 15; FF 15 | CMB +3 | CMD +18 | Fort +7; Ref +13; Will +4 (5 vs enchantment) | Speed: 30 ft | Conditions: -

Sorry, work got me swarmed.

Ash nods when Zandu confirms his ability to find non-mechanical traps, and joins on the exploration mission. He tries to stay inconspicuous, as much as he can be, and observant throughout the process.

perception: 1d20 + 9 ⇒ (3) + 9 = 12

Oof


Zandu Miklos wrote:

Are there any windows that I could peek in? If so, I carefully peek in the windows.

Also, would my examination of the door for traps have told me whether or not the door was locked, without me touching the door?

The door is locked. There is a window which shows the same setting that the air elemental saw. The office is cramped and contains a walnut desk, a hard-backed chair, and a bookshelf.

Nothing out of the ordinary.

The Exchange

Male Human Telekineticist 4/Sorcerer 1 | HP 47/47 (5NL) | AC 14 22 T 14 FF 10 18 | F+9 R+9 W+9 | Perception +10 +12| Init +5 | CMB +1 | CMD 15

Zandu falls back and goes to regroup with everyone else. "There doesn't appear to be any special defenses of any sort. No magic on the door or surrounding building, no guards or watches that I could see, and a fairly easy approach. Really nothing more than a simple locked door. Seems to be a fairly low-threat approach."

Dark Archive

F Human Witch/6 HP 39/39 AC16/T 12/FF 14 Fort +4/Ref +4/ Will +5 Init +4 Perc +2|Sense Motive +0|Active conditions: none

"If nothing changes tomorrow, we'll go back tomorrow night. Are there any good places to hide closer to the office that we can keep watch from?"

Dark Archive

Female Catfolk Rogue 3/Scaled Fist 1 | hp 13/35 | AC 19 (21 defensively) T19 FF13 | CMB +4, CMD 19 | F: +5, R +9, W +1 | Init: +7| Perc: +8, SM: -1, Concentration | Speed 30 ft | |Spells: 1st 0/0 | Conditions: none

Camina will stealth along with the second incursion, putting her rogue skills to use (sneaking, picking locks and disabling traps, scouting as best she's able).

Spoiler:
stealth: 1d20 + 13 ⇒ (6) + 13 = 19
disable device: 1d20 + 11 ⇒ (18) + 11 = 29
perception: 1d20 + 8 ⇒ (19) + 8 = 27


Camina opens the locked door quite easily.

The office is cramped and contains a walnut desk, a hard-backed chair, and a bookshelf.

Camina looks around and finds a letter addressed to Othis thanking
her for the tip about a certain caravan.

The letter bears an etching of three stony hands grasping a roughly spherical faceted gemstone. Each of the hands has three fingers.

I assume you do a take 20 search.

You continue to search the room carefully and find a hidden compartment in the stone wall of the office containing a vial.

You search the bookcase and discover a hollowed-out copy of Tactical Engagement that contains a bronze Aspis Consortium badge and a missive
from Krayler Cauchemar.

(See Player Handouts).

Dark Archive

F Human Witch/6 HP 39/39 AC16/T 12/FF 14 Fort +4/Ref +4/ Will +5 Init +4 Perc +2|Sense Motive +0|Active conditions: none

Assuming that Camina returns with the items:

Ilarien sniffs. "Well, that's...interesting. It would certainly explain why she has it in for us. It would also seem that she doesn't have much loyalty to the Ungrounded, either...unless one of you can come up with an explanation for the first letter that isn't 'she betrayed the caravan.' I suppose the next question is what we do about this." The witch contemplates the first missive again. "Do any of you recognize that symbol?"

Dark Archive

Female Catfolk Rogue 3/Scaled Fist 1 | hp 13/35 | AC 19 (21 defensively) T19 FF13 | CMB +4, CMD 19 | F: +5, R +9, W +1 | Init: +7| Perc: +8, SM: -1, Concentration | Speed 30 ft | |Spells: 1st 0/0 | Conditions: none

Do we know if this caravan has already been hit? If not, we can interrupt the ambush. We could maybe bring our suspicions to the guy we were speaking to about the captain, just to build support for our eventual denunciation.

Liberty's Edge

Male CG Half-Orc Pugilist 4.0 | Init +4 | Perc: +9, SM: +2; Darkvision 60 ft | HP 33| AC 20; T 15; FF 15 | CMB +3 | CMD +18 | Fort +7; Ref +13; Will +4 (5 vs enchantment) | Speed: 30 ft | Conditions: -

Once they are somewhere private, Ash takes a look at the notes with an inquisitive look. "So - I know of who are the Aspis consortium, but... Who are Cauchemar and Slagcrusher?"

He shrugs, indicating his ignorance on the matter of the two names.

"Anyway - the captain seems to have a side hustle. Or the Aspis have something on her that force her hand. We'll need to look into this further, I suppose. But we need to hide these well. If the captain finds out they are missing, we will probably be the first she will check. Any ideas on a safe stash?"

Dark Archive

F Human Witch/6 HP 39/39 AC16/T 12/FF 14 Fort +4/Ref +4/ Will +5 Init +4 Perc +2|Sense Motive +0|Active conditions: none

Ilarien ponders, idly tapping a finger on her chin. "From the tone of the letter, I infer that 'Cauchemar' is a higher-echelon Aspis agent. The name is suggestive, as well; cauchemars are evil outsiders native to the plane of Abaddon. I don't know who 'Slagcrusher' is, but I can hazard a guess as to what it is. There are creatures of elemental Earth called xorns. They have three arms and are known to eat gems as a delicacy. That's consistent with what the note says, at least."

Taking 10 on a couple of Knowledge (Planes) checks to identify creatures.

The Exchange

F Focus: 8/8 M Sylph Occultist (Sha’ir) 4 [HP 24/24, AC 18 /ff 15 /t 13, Fort +4, Ref +4, Will +6, Init +3, Per +9, Spd 40']

"We should put them back," Shenendril suggests. "If we're lucky, she won't know that we've seen them. If we're not lucky she'll know someone saw them but won't be able to prove it by finding them in our possession."

She looks at the note from Slagcrusher. "Can anyone think of a way that we can figure out where this is happening and how we might be able to sneak out to stop it?

"We're so constrained here that it's hard to figure out when we might slip away and come back. Unless we just want to leave and deal with it in the hopes we can get enough evidence to bring Othis down."

The Exchange

Male Human Telekineticist 4/Sorcerer 1 | HP 47/47 (5NL) | AC 14 22 T 14 FF 10 18 | F+9 R+9 W+9 | Perception +10 +12| Init +5 | CMB +1 | CMD 15

Zandu frowns. "If we put it back, we lose any proof that she is involved in these dealings. Is there anything we can do with these documents to expose her?"

Dark Archive

F Human Witch/6 HP 39/39 AC16/T 12/FF 14 Fort +4/Ref +4/ Will +5 Init +4 Perc +2|Sense Motive +0|Active conditions: none

"On the other hand, if we don't put it back, she's likely to find out that it's missing, which could lead to...unwanted reactions. I recommend putting it back until we're ready to move. That leads to the next question: what are we going to do with this information?"

Dark Archive

Female Catfolk Rogue 3/Scaled Fist 1 | hp 13/35 | AC 19 (21 defensively) T19 FF13 | CMB +4, CMD 19 | F: +5, R +9, W +1 | Init: +7| Perc: +8, SM: -1, Concentration | Speed 30 ft | |Spells: 1st 0/0 | Conditions: none

Regarding the location of the ambush, maybe we can ask the friendly dwarf if there is a pass along one of the caravan routes that would be a good spot for one.


Do you put the notes you found back?


Kn planes DC 15+:

The Pathfinder Society is not the only organization with an interest in the Plane of Earth, however. The Aspis Consortium began carving out a small niche in the Opaline Vault several decades ago, and they now control one of the hundreds of enclaves maintained by various Material Plane conglomerates.

Kn planes DC 20+:

There are a notorious elemental cartels here on the Plane of Earth. One is led by the xorn bandit king Slagcrusher you heard.

Kn planes DC 25+:

Slagcrusher commands a gang of elementals and mephits who steal gems and ore from mining operations and caravans around the Vault.

His agents bring him the pilfered goods, and he provides them with a share of the profit, as well as protection from other gangs and refuge from the shaitans.

Slagcrusher’s mark depicts three hands grasping at a single faceted gemstone.

Kn planes DC 30+:

You recognize the name! The mysterious Krayler Cauchemar, is an accomplished assassin and spy rumored to be descended from a night hag. There are also rumors that he is a silver Aspis agent.

The Exchange

F Focus: 8/8 M Sylph Occultist (Sha’ir) 4 [HP 24/24, AC 18 /ff 15 /t 13, Fort +4, Ref +4, Will +6, Init +3, Per +9, Spd 40']

I believe we were still debating what to do with the notes. My vote is to put them back so she can't prove that we have them, even if she figures out we looked at them.

Knowledge (Planes): 1d20 + 9 ⇒ (5) + 9 = 14

Liberty's Edge

Male CG Half-Orc Pugilist 4.0 | Init +4 | Perc: +9, SM: +2; Darkvision 60 ft | HP 33| AC 20; T 15; FF 15 | CMB +3 | CMD +18 | Fort +7; Ref +13; Will +4 (5 vs enchantment) | Speed: 30 ft | Conditions: -

I vote we keep them and hide them somewhere, in case she suspects something and decides to dispose of them.

Dark Archive

F Human Witch/6 HP 39/39 AC16/T 12/FF 14 Fort +4/Ref +4/ Will +5 Init +4 Perc +2|Sense Motive +0|Active conditions: none

Knowledge (Planes) check: 1d20 + 11 ⇒ (3) + 11 = 14

"That's a good point, Ash. My concern is where we could hide them--she'd likely turn this camp upside down if she found them missing, and she knows this place well. On the other hand, she'd need to find them missing...I could try to forge replacements for the notes, and Zandu can probably help a little."

Dark Archive

Female Catfolk Rogue 3/Scaled Fist 1 | hp 13/35 | AC 19 (21 defensively) T19 FF13 | CMB +4, CMD 19 | F: +5, R +9, W +1 | Init: +7| Perc: +8, SM: -1, Concentration | Speed 30 ft | |Spells: 1st 0/0 | Conditions: none

I think we should keep them. She can't look for them openly without tipping her hand that they exist and the dynamic feels like we'll have to expose her to get the other troops on our side.


You can think about it but I am going to move on now.

The following morning, the Pathfinders are summoned mid-breakfast to the captain's office. Captain Othis sets down a stone sheet as they enter, but remains seated.

"Well," she says, crossing her arms.

"After your performance, I think it's time we promote you to some practical training - as it seems that's the only way some of you might learn anything."

She pushes the stone page to the edge of her desk.

"The Ungrounded's primary source of income is, of course, the perennial contract with the Peerless Empire. However, this revenue is supplemented by providing hired security for the various businesses and guilds of the Opaline Vault. One such occasion is tonight, at the Glitterfang Halls."

She jerks a thumb over her shoulder in an upward direction.

"It's posh, it's pretty, it's owned and operated by a crystal dragon, and he wants extra security for tonight's grand opening of some new suite. He's concerned about a notorious cheater known as Inysha, a master of disguise who's been kicked out of other casinos in the past."

Captain Othis pauses to tap the page.

"This is the crude sketch we were given, as well as a written physical description of the con artist. Report to the facility at least a few hours before the 19:00 opening, and try not to disappoint me this time. Dismissed."

Dark Archive

F Human Witch/6 HP 39/39 AC16/T 12/FF 14 Fort +4/Ref +4/ Will +5 Init +4 Perc +2|Sense Motive +0|Active conditions: none

What's an appropriate Knowledge check for the Glitterfang Halls, the crystal dragon, and/or Inysha?

"Will there be any issues with the use of magical abilities or spells?"


kn planes or local or geography.

“Of course not! Use every tool that you need to make the mission succeed! DISMISSED!“ she says and send you out.

Anything else before going there?

Liberty's Edge

Male CG Half-Orc Pugilist 4.0 | Init +4 | Perc: +9, SM: +2; Darkvision 60 ft | HP 33| AC 20; T 15; FF 15 | CMB +3 | CMD +18 | Fort +7; Ref +13; Will +4 (5 vs enchantment) | Speed: 30 ft | Conditions: -

Ash stands up in silence. Just nods at the captain to express understanding. Then leaves the room.

I would still like to get back to the documents we found. Can we make forgeries, leave them there, and keep the originals? Anyone has a good linguistics skill?

The Exchange

F Focus: 8/8 M Sylph Occultist (Sha’ir) 4 [HP 24/24, AC 18 /ff 15 /t 13, Fort +4, Ref +4, Will +6, Init +3, Per +9, Spd 40']

No Linguistics here. I was really hoping the side mission she sent us on was to guard a caravan going through the pass...

Shenendril follows Ash's lead, simply getting to her feet, standing at attention then departing the room once the mission is given.

At least they'll be able to prove their worth without having their hands tied or on an uneven playing field this time.

She'll report to the facility at 16:00 hours if possible.

Dark Archive

F Human Witch/6 HP 39/39 AC16/T 12/FF 14 Fort +4/Ref +4/ Will +5 Init +4 Perc +2|Sense Motive +0|Active conditions: none

Ilarien has +5 on Linguistics (it's not a class skill for witches)


If that is the plan then please someone make the main roll and the others can roll aid another. I will continue to speed things up and assume the forgery was done the night before when you had access to the office.

~ ~ Glitterfang Halls ~ ~

You arrive at your destination.

An impressive structure even among the many wondrous sights in the Opaline Vault, the Glitterfang Halls is built into an excavated series of stalactites suspended 400 feet above the city’s sprawling Inner District.

Deposits of multi-colored crystals peek out from the stalactite’s black-and-cream marble exterior. Most of the city’s native inhabitants can easily access the casino using earth glide, but a towering stone shaft houses a glass elevator to assist extraplanar visitors.

The elevator ascends lazily to a marble platform connected to the group of stalactites, its glacial pace allowing for a breathtaking view of the city below.

~

Room 1

The doors of a decorative silver cage swing open as the elevator stops moving, revealing a room carved from the natural marble in a perfect circle. A few glowing crystals hang in the air, suspended by magic to provide low ambient lighting.

~

Room 2

On the western wall, a 20-ft-high archway flanked by platinum and gold pillars lead into the casino's foyer. Inside, an oread bedecked in gems growing out of her flesh stands at a desk constructed of the same precious metals as the pillars outside. As the Pathfinders enter, she looks up and smiles.

"Hello, welcome to the Glittering Halls!" she says with a practiced smile.

"We're not open quite yet, so I'll have to ask you to come back in a few hours... Wait..." her voice trails off, losing its rote recitative quality as she studies the group more closely.

"You don't look like guests... Ah, you must be the extra security. Right this way please!" her customer face back on, she leads the group through the archway on the other side of the room.

Dark Archive

F Human Witch/6 HP 39/39 AC16/T 12/FF 14 Fort +4/Ref +4/ Will +5 Init +4 Perc +2|Sense Motive +0|Active conditions: none

The Linguistics check for a forgery is a secret roll.

Knowledge (Planes) check on Glitterfang Halls, etc.: 1d20 + 11 ⇒ (20) + 11 = 31


You create the necessary documents to forge and put them back in the office of the captain.

GM:
linguistics: 1d20 ⇒ 20

~

The Glitterfang Halls is an upscale establishment owned and operated by the adult crystal dragon Cestranell.

There is no more information. :-(

The Exchange

F Focus: 8/8 M Sylph Occultist (Sha’ir) 4 [HP 24/24, AC 18 /ff 15 /t 13, Fort +4, Ref +4, Will +6, Init +3, Per +9, Spd 40']

Shenendril looks around in wonder. Even with her own elemental affinity for Air, she has to admit this place of Earth is impressive.

She snaps too as the attendant leads the way. Bad enough if they do poorly in scenarios Othis has purposefully set to be unfairly stacked against them. Worse to fail when there are no such shenanigans.

"The workers always seem to know more than people expect," she says to the woman as they move along.

"Any idea why extra security might be needed?"

Diplomacy: 1d20 + 9 ⇒ (2) + 9 = 11


"Well, I thought that you have a specific mission ... " she says with a confused look on her face and continues walking.

(Room 3)

Brilliantly colored formations of natural crystal grow from the floors, walls, and ceiling of the next room. Teardrop-shaped lights hang from the ceiling 100 feet above, shimmering and reflecting from a majestic statue of a crystal dragon emerging from a pool of melted gemstones. Jewel-encrusted metal chairs and sofas strewn with velvet cushions surround the pool at a safe distance, providing cozy seating for the casino’s patrons. The Pathfinders don't have time to stop and stare though as their escort hurries them along. "That's the lounge," she explains quickly.

~

(Room 4)

"And this... is the gaming hall."

A pillar of amethyst crystals juts from floor to ceiling in the expansive room beyond, flanked by bars carved from the black-and-cream marble found throughout the casino.

Enormous sheets of polished crystal cover the walls, dancing with refracted, moving images of creatures and scenery. Pleasant music played upon unfamiliar instruments fills the chamber, though no musicians can be seen. Rectangular slabs of marble rise from the floor to provide surfaces for gambling, each table supporting a small crystalline structure in its center.

~

(Room 5)

The oread continues onward to a cavernous room, the ceiling undulating from a mere 50 ft overhead to a massive 300 ft. Stalactites and stalagmites flattened and ground to a smooth surface serve as dining tables.

A stone platform is built into the southeastern wall, decorated as a stage for performing.

"This is the main stage," the escort continues. She points at a ledge high up on the northern wall.

"That's where Mr. Cestranell spends most of his time. If you don't have a very good reason to bother him, don't. He doesn't have a great opinion of the hired help after... well, after the last batch."

The crystal dragon Cestranell perches on a ledge 150 feet up the northern wall, where he has a perfect view of the stage and V.I.P. area. In spite of this spectacular vantage point, Cestranell spends most of his time preening in the reflective crystals that surround his booth or obsessively counting a pile of coins and gems.

~

(Room 6)

"And that..." she points at a smaller stone booth at the top of a flight of marble stairs and blocked off by red velvet ropes.

"That's the Member's Lounge. Don't worry, you'll have access - just try not to bother the guests there too much."

~

(Room 7)

Finally, the escort knocks on a door to the southwest and opens it to reveal a remarkably un-glamorous room containing only a desk, bookcases, and wooden cabinets - as well as a hassled-looking oread man. He looks up as the group enters, then shifts his gaze to the other oread.

"Boss, these are the extra security," the escort says quickly as she leaves the room and closes the door behind her. "Can't stay, gotta keep an eye on the front desk, so sorry, bye."

"Boss" looks the Pathfinders up and down. "Right. Security."

His voice is as strained as his face, and he looks like he is making a conscious effort not to run his hands through his hair.

"So. I hired professionals, yes? Yes. Here, you'll need to wear these while on duty."

He hands out sashes made of brilliant silver and gold weave, then looks at the group expectantly.

So we've got a day to get ourselves situated and make a plan.

Liberty's Edge

Male CG Half-Orc Pugilist 4.0 | Init +4 | Perc: +9, SM: +2; Darkvision 60 ft | HP 33| AC 20; T 15; FF 15 | CMB +3 | CMD +18 | Fort +7; Ref +13; Will +4 (5 vs enchantment) | Speed: 30 ft | Conditions: -

"Thought we were meeting a dragon of some kind?" Ash looks at the 'uniform' "And these look like they're supposed to draw attention to you. Is that on purpose?"

The Exchange

F Focus: 8/8 M Sylph Occultist (Sha’ir) 4 [HP 24/24, AC 18 /ff 15 /t 13, Fort +4, Ref +4, Will +6, Init +3, Per +9, Spd 40']

Shenendril takes the sash and puts it on.

"You don't happen to have any more information about the person we're looking for, do you? I'm afraid the details we've been given so far are sketchy, at best."

Dark Archive

F Human Witch/6 HP 39/39 AC16/T 12/FF 14 Fort +4/Ref +4/ Will +5 Init +4 Perc +2|Sense Motive +0|Active conditions: none

Ilarien tries to catch the sylph's eye, and shakes her head minutely.


Kridash Magath wrote:
"Thought we were meeting a dragon of some kind?" Ash looks at the 'uniform' "And these look like they're supposed to draw attention to you. Is that on purpose?"

"Yo have to wear those! You are security!" the boss answers Kridash, "Do not take them off ... not after last time."

He refuses to say more on the subject besides "... unless you want to get thrown out by the regular security, you'll wear the sashes - they got too much other stuff to keep track of tonight."

The security guard look at Shenendril, "Do what you were hired to do! No more questions!! Ahhh, Sylphs!" he says and shakes his head.

~

You settle yourself in for the evening, donning your sashes and each finding a place to stand watch.

Slowly, guests start to trickle in until the establishment is full of the lively sound of laughter and happy voices.

Please place your token in the room you would like to be patrolling for the evening.

After about an hour or so, a woman matching the captain's description of Inysha enters through the foyer. She walks slowly through the gaming room before finding a quiet spot to sit and ordering a drink from one of the three-armed xorn waitstaff.

As they bring back her drink, she tosses a few gems into the xorn's open mouth and looks slowly around the room.

Dark Archive

HP 50/50, AC/T/F 21/14/18, Intimidate +3, Perception +12, Initiative +2 , F/R/W: 8/6/4 (6 v fear) Halfling Fighter (Rondelero Duelist) 6.0

Ryskovich makes his way into the gaming hall, sash on as he patrols the area as the Hall fills with guests. He keeps his eyes open, trying to be cognizant of his surroundings.

Liberty's Edge

Male CG Half-Orc Pugilist 4.0 | Init +4 | Perc: +9, SM: +2; Darkvision 60 ft | HP 33| AC 20; T 15; FF 15 | CMB +3 | CMD +18 | Fort +7; Ref +13; Will +4 (5 vs enchantment) | Speed: 30 ft | Conditions: -

Ash doesn't ask a question before leaving. He makes a statement instead.

"You will get robbed. You hire extra security, but do not introduce is to your floor security manager, or anyone relevant in your security staff. Instead, you give us -THIS- so that they know who we are. Or at least that is what we are supposed to think.

He dons the sash.

"We don't k ow your security protocol. We don't know if we can catch and subdue this person, who to talk to when-" he pauses to correct himself IF we catch them doing something they shoiuln't be doing. Have a good night.

When the woman described enters the room, he stands near the door, but keeps an eye out on her.

Perception: 1d20 + 9 ⇒ (13) + 9 = 22

Not sure where she sat down on the map, so in that room, near the door towards the exit.

Dark Archive

F Human Witch/6 HP 39/39 AC16/T 12/FF 14 Fort +4/Ref +4/ Will +5 Init +4 Perc +2|Sense Motive +0|Active conditions: none

Before the party gets shooed out of the office, the witch asks, "What are the rules for the use of lethal force? The captain didn't mention it in the briefing."

Once out on the floor, Ilarien murmurs to the others, "The captain isn't above harming the Ungrounded's reputation if it will make us look bad."

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