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1,259 posts. Alias of Hayato Ken.


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1/5

Yeah i always loved that part where you are able to fit an arrow into the wrist sheath, but not a scroll :D


Allright, Chronicles are out via PM and dropbox link.
Any problems contact me.

Hope you had fun!
Have a merry Christmas and good new year.

I´ll continue with some PbP next year if you are interested.


Boon: 1d20 ⇒ 1


Welcome!

I´m a bit sad we didn´t see more of the scenario, but can´t be helped i guess.


Please make a d20 roll to see if you win a boon!
Also any dayjob rolls!

Then i need your PFS number and your character number.
Please share that info asap, so i can give you the chronicle sheets tomorrow.
Else you might have to wait until after new year.


Riceak detects magic and is overwhelmed by an item´s aura behind the two scoundrels. You have seen it before, it is the famous Sky Key that was displayed by the Society.

From the stairs behind you other Pathfinders rush out of the building, taking care of your enemies.
The floating tower grows quiet as Pathfinders incapacitate the last of the Aspis Consortium operatives. Down hundreds of feet below, for the first time in living memory, the Grand Lodge’s gates are closed beneath the arch that bears the Glyph of the Open Road. Just outside the gates stands a crowd of hundreds pressed up together to look up and watch the spectacle. Behind them, a force of district guards pushes toward the front, calling for someone to open the gates. From the wall, Venture-Captain Ambrus Valsin stares down and barks a firm No.

Not your problem, notes a deep voice. Marcos Farabellus and a dozen other Pathfinders approach while sheathing their weapons. The Master of Swords gives a reassuring smile and remarks, Just be thankful for once you’re not in charge down there. His smile fades as he surveys the damaged tower and picks up the Sky Key in both hands. It’s clear that the tower isn’t stable, and I don’t think tinkering with the Sky Key up here is going to make it conveniently set back down where it was. It’s past time we get out of here—before whatever magic is keeping us afloat decides to stop working.

One-by-one, Pathfinders emerge from Arliss Hall, with Marcos Farabellus emerging last. A trio of Pathfinders is waiting for him with a thick chest, and he lightly places the Sky Key within, closes the lid, and motions for the agents to carry the strange Numerian device back to Skyreach, where several dozen armed operatives quickly surround them to ensure no more ill befalls the Society’s prize. The Master of Swords strides toward the pedestal where the towering statue of Durvin Gest once stood but now lies shattered. Within minutes, hundreds of Pathfinders and their venture-captains solemnly gather in a wide circle around the monument, and the blood-spattered Master of Swords addresses alumni of this year’s Grand Convocation.

We were tested today, my friends, he confidently states as he hefts a sheathed sword in one hand, But we were not found wanting! Following a ragged cheer, his expression sobers. We also lost people today: good agents and one of the great men who taught them – the Master of Spells Aram Zey. But I tell you we saved something far greater. Not some ancient relics from a bygone era! No! We kept our wits! We kept our courage! We kept our faith in one another, and we stood, shoulder-to-shoulder, UNITED!

Another cheer rises up and after it subsides, the Master of Swords quietly observes, And the damned snakes in the Aspis Consortium still don’t have an answer for that. He clambers down the fallen stones and waves, Tend to your wounds. Get yourself a good meal and some rest. We have a lot of work to do this year. Dismissed! With that, he walks side-by-side with other venture-captains towards Skyreach.

Unable to achieve more than a handful of minor objectives, the Aspis Consortium and their dupes have turned tail and fled. Renovation of Skyreach’s towers has already begun, and the venture-captains already have sound theories on how to rescue Aram Zey. All signs point to this escapade having completely backfired for the Aspis Consortium thanks to the Pathfinders’ overwhelming victory!


Detect magic would take up to 3 rounds and since the combat started i dismissed that. You still want to do it?


Mavins strike takes out the machine operator at once.

Sorted Initiative: Cutpurse, Evindal, Riceak, Finlos, Cutpurse, Kevin, Mavin


The man next to the strange contraption fiddles around with it, as a red scorching beam suddenly emerges out of it, striking against Mavin.

Scorching Ray (touch AC): 1d20 + 3 ⇒ (11) + 3 = 142d6 ⇒ (1, 5) = 6


They seem to have been haggling over something, but as soon as they see you, they attack.

Initiative Rolls:

Finlos Initiative: 1d20 + 6 ⇒ (9) + 6 = 15
Kevin Initiative: 1d20 + 3 ⇒ (8) + 3 = 11
Mavin Initiative: 1d20 + 1 ⇒ (5) + 1 = 6
Evindal Initiative: 1d20 + 3 ⇒ (6) + 3 = 9
Riceak Initiative: 1d20 + 1 ⇒ (18) + 1 = 19
Cutpurse 1: 1d20 + 7 ⇒ (19) + 7 = 26
Cutpurse 2: 1d20 + 7 ⇒ (15) + 7 = 22

Sorted Initiative: Cutpurse, Evindal, Riceak, Finlos, Cutpurse, Kevin, Mavin


OK we only have 2 days left and i would love you people to get through some fights to the end of the scenario.
Remember you still have that aid token and should really use it, either for help or healing.

I´ll be available for a lot more posting in the next 2 days, so you might do the same, perhaps even checking in hourly, if you want to move on faster onto the end^^

Note me and Baerlie are europe based though and likely to sleep when it´s evening in the US.


The top floor of the tower is an open, undivided by interior walls but for the small space partitioning the stairwell. Windows large enough to step through line the exterior walls. Immense magical circles are permanently etched into the floor, their lines and curves inscribed and filled with several types of metallic powder.
Faint, multi-colored mist roils within the southern circle.
Two strange contraptions stand near the northwest and southwest windows. Each device is a large, red-tinted crystalline lens mounted in a frame so that they may be angled in all directions.

In the south is something like a summoning circle on the floor and inside a colorful mist is swirling, a few tentacles reaching out from it and probing the surrounding, but all still inside the circle.

The tower is also still tilted approximately 30 degrees to the east, which causes any movement to the west to count as in difficult terrain unless the PC also succeeds at a DC 10 Acrobatics check. A creature that can fly or is under the effects of spider climb ignores these effects.

Next to the contraption in the south you can see two people, probably some of the attackers, since they suspiciously don´t look like Pathfinder Agents.


Finlos locks the door after everyone moved outside and indeed he feels a slight transition. Looking out of the window, everything seems normal though.

When the others outside try to open the door again, they find it unlocked and come into a room that looks exactly the same, only Finlos is not there.

Clever as you all are, after meeting again you decide that Finlos should lock the room from the inside and then use a rope to climb out of the window and enter Arliss Hall again.

This way you are all able to enter the secret room, where a quick look with detect magic identifies the mirror as a magic portal.
You step through....and find yourself in another room.

The southeast corner of this room has broken off along with part of the floor. Rubble, loose bricks, and masonry litter the edges.
Beyond the opening, blue sky and the Absalom’s city skyline are plainly visible. A solitary door is closed to the south and a fulllength mirror is bolted to northwest wall.
The room is pretty crowded with 5 persons in there and you are glad there is no one else, since that person would likely be pushed over the broken of edge.

YOu leave the room through the door, coming to a clear floor except where the walls are crumbled away. The north and west windows feature gargoyles just below them. Both gargoyles have a reservoir built into
their backs so oil or other chemicals can be poured and sprayed down on would-be attackers. Numerous arrow slits are built into the walls.

Three doors lead to different rooms.

One room contains ancient siege supplies, stored here when Skyreach was considered a fortress in the traditional sense. Barrels of oil and a decrepit wheelbarrow are here, as well as several crates of serviceable arrows. You can find mundane versions of any weapon or ammunition in the Pathfinder RPG Core Rulebook here.

In another room old cots and moth-eaten blankets smothered in a thick
layer of dust confirm that no one has been posted atop this tower in years. The cots are nevertheless are sturdy and the door is functional.

In the last room you find a staircase, winding up...

Map.


Medium creatures can display themselves fully in the mirror.


You go to the room in question and all gather inside.
It turns out, the door has a lock and on the inside, there is a key in the lock. You didn´t notice keys on the doors in other rooms.

You lock the door, but nothing seems to happen.
Looking around in the room brings no further details, bed, chest, small table and a mirror...

You rethink that sentence. Simply lock your door and we will see to it that you are not disturbed.
You´re in the room and locked the door, now Arliss Hall will see that you are not disturbed. How could that be possible? Perhaps there is magic involved?
And what do Shaines words mean?
The chamber will be hidden in plain sight but there’s always some sort of trick to find it. Hurry and I’ll try to join you soon! One last thing—rarely can anyone find the Lost Room alone, so work together!
Are you actually in the lost room or does he mean another room, where you can only go when working together?

I´ll move you along tomorrow if you don´t find out.


There is, but i didn´t have the pdf at hand before.

There is a guest registry near the entrance, identifying which rooms are available. Currently the registry lists nine rooms, including both room 8 and “room 8A”, even though no such room appears to exist. Room 8 is currently registered to the Pathfinder agent Osprey, while Room 8A is marked “Reserved — do not use.” At the top of the page are words written in delicate penmanship and red ink. “Arliss Hall values your privacy. Simply lock your door and we will see to it that you are not disturbed.”


No problem. If this is taking long, feel free to hint a bit.


You see the guest regstistry near the entrance with a guest and room register book lying there openly.

Mavin finds the opposite sides of the hallway to be nearly the same, except from such pictures and so on.
Do you go inside the rooms and take a closer look at them or one especially, or just look from the outside?

Riceak notices an aura of conjuration coming from the northwest room upstairs. All the rooms are actually on the second level and you have to go up the stairs to reach them.

You find nothing special in the pool outside.


You might want to look at the words Kreighton Shaine told you carefully, then look at the map and think about it. Try to deduce as much information as you can from it. You can also discuss this here. Just keep in mind that there might come something else after you found that room and that time is limited.


Well you could have left Aram Zey´s body on that table. I think it was save there, after some others closed that rift in the tapestry after you cleaned the room.

Kreighton Shaines opens a door and motions you through, stepping inside just behind you.

Of all the luck, the Master of Scrolls voice echoes from thin air.
We must have exceeded some capacity limit for this version of the hall and it moved me over to another… iteration of itself. I’ll try to find my way over to you, but look for the mirror! It is in a private room that is reserved. We call it the Lost Room. The chamber will be hidden in plain sight but there’s always some sort of trick to find it. Hurry and I’ll try to join you soon! One last thing—rarely can anyone find the Lost Room alone, so work together!

You find yourself standing in the entrance of Arliss Hall, as Kreighton Shaines words fade away.

Map.

Hint: This is a puzzle situation. Have fun!


The voice of the Master of Scrolls Kreighton Shaine travels down the halls, carried by a magical breeze. Pathfinders, we have determined that objectives in Skyreach are now secure and most Aspis Consortium forces within have been neutralized. There have been further developments of which you may or may not already be aware. Aspis agents have made off with the Sky Key and seem to be holding out in the tower floating above our lodge. Our early experiments with teleporting in or flying to it have met with no success, so I am gathering our forces to enter through Arliss Hall, which has a permanent gateway to one of the tower’s rooms.
The gateway is finicky, though. Our Master of Spells Aram Zey would be better able to explain it than I, but he is currently—
The elf trails off as though searching for the right word before continuing, —indisposed due to the Consortium’s attack. Finish your business and gather outside Arliss Hall for the final assault. I shall guide you from there.

You make yourself on the way, seeing several other Pathfinders doing the same. Do you bring Aram Zey with you?

Kreighton Shaine finishes giving instructions to one team before sending them into Arliss Hall and turning to greet the new arrivals. Ah, you received my message? he asks eagerly while pulling out a small notepad and making a single tally mark.
Excellent, I was uncertain whether recent events might block communication as well. We have a theory that the northwest tower’s new floating status may be the result of the Sky Key and Hao Jin Tapestry coming too close to one another, much like two extradimensional spaces placed inside one another. Thus far, all of our more conventional attempts to reach the tower have been repelled, and admittedly the whole thing could just rocket into the Irorium any minute.
He squints to the north before adding, That would be unfortunate, as there’s a rather big match over there today. Best we take control of the tower before it misbehaves further.
The good news is that we have a permanent portal to that section of the tower. Since the link is between two objects—a pair of full-length mirrors—it should be stable and safe to use. The only catch is that one of the mirrors is inside Arliss Hall. The hall has several extradimensional properties, and with so many visitors, it’s been changing its internal layout constantly. Rather than waste time sending you to figure out a puzzle, I’ll lead you to the portal myself. We venture-captains are fairly used to it.


Sorry we didn´t make a second room. Too much work before Christmas somehow. We start act 3 today. Hope we can get some more this time.


Feel free to express your consent with the direction, or state something else, or roleplay ;)


Riceak:
You find a rather strong necromantic aura around the body of Aram Zey.

Overall, the room seems looted.
The sound of fighting and other noises echo through the whole building and you know there are other sites to check on. While the dead body of one of your leaders is a shocking sight, there isn´t much you can do right now. Neither could you close the portal in the tapestry on your own.
The sounds are getting louder...you know nearby is a restricted library and the chamber where the sky key is kept...


Riceak yes, after Kevin cast the light, everyone can see allright i think.

Finlos kills the last birdman with his swing.
You stand there around the table with the corpse of Aram Zey and the torn tapestry on the wall.
What do you do?


That´s a will save, so yu add your will save bonus. 1d20 in your case ;)


Riceak?

Finlos hits the last birdman, who cries in pain. Mavin and Evindal both miss though. The birdman presents an evil looking symbol and cries out an evil name.

Channel Negative Energy DC 12 on Mavin, Finlos and Evindal.
Channel Negative Energy: 1d6 ⇒ 5


There´s no additional lightsource in the room, but some light is coming out of the tapestry, so it´s dim light (20% miss chance).

>20% hits
Evindal: 1d100 ⇒ 75
Finlos: 1d100 ⇒ 3

Sorted Initiative: Finlos; Evindal; Bird 2; Mavin; Kevin; Bird 3; Riceak; Bird 1

The first of the birdmen goes down between Evindals arrow and Finlos charge. The second one cast a spell.
Finlos willsave DC 14 or lay down weapon.

Drop your weapons and lie on the floor! They say.

Then Kevin casts a light and Mavin runs the second birdman through, who is dead immediately.

Tapestry Chamber.


8 days left for this part and there´s 3 rooms to explore. You start with the most important though.

Riceak it would be nice if you could organize your stats in the race/gender bar on your profile, thanks^^
In my profile is a guide how to do that.


Skyreach.

The enormous fortress of Skyreach is visible from miles away. The tructure is a warren of hallways, lounges, ballrooms, and museums. Despite the many sections that are available to Pathfinders, vast portions normally remain off-limits. Many of those restrictions have been removed today.

The Pathfinders have identified many of the invaders as residents of the Hao Jin Tapestry demiplane, so to prevent more attackers from entering the Grand Lodge, it is important that you shut down the tapestry gateway, so you waste no time and rush there.
The table at the center of this rectangular room is completely contained within a rune-inscribed circle set into the floor.
Atop the table lies a Kelishite man’s body, spread-eagled and bloodstained. At the far end of the chamber hangs a ragged tapestry torn down its center. A peaceful wood with trampled undergrowth is visible through the tear, though the tapestry clearly hangs against a solid wall.
This room is unlit with a 20-foot-high ceiling.

Tapestry Chamber

Three birdlike creatures stand around the body and chant something:
Aram Zey is dead! At long last, our jailer is dead!

As you enter the room, they look at you:
Hahaha, look, more of those evil fools have come! Let them share the fate of their leader!

Initiative Rolls:

Finlos Initiative: 1d20 + 6 ⇒ (4) + 6 = 10
Kevin Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Mavin Initiative: 1d20 + 1 ⇒ (1) + 1 = 2
Evindal Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Riceak Initiative: 1d20 + 1 ⇒ (16) + 1 = 17
Bird 1 Initiative: 1d20 + 0 ⇒ (2) + 0 = 2
Bird 2 Initiative: 1d20 + 0 ⇒ (2) + 0 = 2
Bird 3 Initiative: 1d20 + 0 ⇒ (11) + 0 = 11

Sorted Initiative: Finlos; Evindal; Bird 2; Mavin; Kevin; Bird 3; Riceak; Bird 1

Round 1! Please post your intended action and an alternate action if possible. Birdcount numbers go from left to right and top to bottom. If you can´t access the map, request access. Best with a valid E-Mail please, so i can provide access faster.


Just as they are ready to fall onto you, you fend them off bravely.
The last one standing gets stabbed by a team of other Pathfinder rushing into the room.
Come quickly, there´s a lot going on and Farabellus has something to say!
With those words they motion you to follow them.
Please make sure to read through the overseer anouncements!

Marcos Farabellus makes rounds on the grounds and gathers all Pathfinder teams to him, calling for silence while he relays new information. Pathfinders, we have determined the nature of the threat which confronts us! As many of you have already ascertained, a number of Aspis Consortium agents remained trapped in the Hao Jin Tapestry after we captured their back door into it. To our surprise and regret, there remained a means to communicate with the outside world and the serpents have been conspiring. This raid is comprised of two different Consortium groups coordinating in a two-pronged attack. They are aided by creatures from within the tapestry, whom they have deceived about our goals and intentions.

At this time, we’re still unsure about what is making Skyreach’s tower hover, but we know for certain that someone has activated the Hao Jin Tapestry. Normally the Master of Spells Aram Zey would be the one to troubleshoot this kind of problem, but he is nowhere to be found. We don’t have time to wait for him, and he may be in danger. I’m sending you in as search parties and giving you temporary clearance to travel
into the restricted sections of lower and middle Skyreach. Check on the Sky Key and the archives while you’re there. Zey may have left notes around that could tell us how to shut down the tapestry.

We must act with the utmost haste. I believe the Consortium’s plan has backfired on them, but there’s no telling how long before they regroup or, worse still, somehow make the situation worse.

More follows shortly...


We are a bit.
I´ll move you over to Act III in the next view hours and try to push that a bit more.
It´s also due to very slow posting over thanksgiving and the weekend.


That´s why they only moved ;) Please post actions for round 1 and the surprise round if you can act! We only got so much time left for this act...


NO! You post what action you want to take on what round please and an alternative action if it´s perhaps not possible please.
Also, post out of turn!
I´ll summarize the round in order then.


Suddenly, 4 fierce looking men emerge, two from the room you just came from and two from the room you didn´t go yet.

Surprise Round, Finlos and Evindal can act in the surprise round. I´m rolling initiative for you all.

Initiative Rolls:

Finlos: 1d20 + 6 ⇒ (9) + 6 = 15
Evindal: 1d20 + 3 ⇒ (5) + 3 = 8
Riceak: 1d20 + 1 ⇒ (19) + 1 = 20
Kevin: 1d20 + 3 ⇒ (18) + 3 = 21
Mavin: 1d20 + 1 ⇒ (2) + 1 = 3
Cutpurse 1: 1d20 + 7 ⇒ (19) + 7 = 26
Cutpurse 2: 1d20 + 7 ⇒ (4) + 7 = 11
Cutpurse 3: 1d20 + 7 ⇒ (19) + 7 = 26
Cutpurse 4: 1d20 + 7 ⇒ (3) + 7 = 10

Sorted Initiative: Cutpurse 1, CP3, Kevin, Riceak, Finlos, CP2, CP4, Evindal, Mavin.

The man move into a room with evil grins, surrounding you.
More Pathfinders have come, what a pleasure!

Hahaha, they will suffer the same fate as their companions!

Map.


Kevin Perception: 1d20 ⇒ 3
Evindal Perception: 1d20 + 8 ⇒ (18) + 8 = 26
Riceak Perception: 1d20 + 4 ⇒ (5) + 4 = 9


Unfortunately, the shimmering wall keeps Finlos from touching the device.
Finlos gets an eerie feeling and realize, you either have to get rid of this wall first or give up.

Please give me a perception check!


Yes i moved you along to the next interaction possibility since i felt letting you explore room by room if there is nothing special would just eat time.

I plan to post 2 more times today moving you along, if you post enough we can go faster.


When Kevin let´s divine energy float through them, both moan a bit and their wounds stop to bleed. Neither one wakes up though.

You can easily enter through the north west doors and make your way through the building.
C1b. Dissection Room Local Pathfinders conduct autopsies in this room. It is equipped with steel tables, lab equipment (medical and alchemical), and barrels of wash water. The light here is dim from the windows along the east wall.
C1c. Ossuarium Skeletons are cleaned in this workshop with the use of live beetles held in glass enclosures and kilns. This workroom also has the tools required to reassemble and study skeletal remains for study. The natural light here is dim.
C1d. The Slabs This dreary chamber is kept magically cold to safely preserve bodies from decay. The floors are covered with gray flagstones. The walls are lined with stone cubicles with iron doors and bronze nameplates. The room is dark, as only a minute amount of light enters from three tiny windows near the ceiling.
C1e. Incinerators This room is used as a crematorium and for Pathfinder researchers to safely rid themselves of necromantic specimens upon completion of their experiments. A single hooded lantern has been left on the floor and is still lit. The incinerators have not been lit today, due to the festivities.
C1f. Library Large stacks of esoteric volumes dedicated to the topic of necromancy are stored here. A single hooded lantern has been left on the floor and is still lit.

C1g. Cage of Soul Echoes This room houses a strange metal cage filled with dancing ethereal mists. This dangerous artifact is infamously known as the Cage of Soul Echoes. A shimmer in the air surrounds it from all sides, but you get the feeling you could interact with it somehow.
Use Magic Device or Disable Device

Map


I´ll also remind you about the Special´s schedule:

Act 1: 5 Days : November 5th – November 10th
Act 2: 18 Days : November 10th – November 28th
Act 3: 12 Days : November 28th – December 10th
Act 4: 10 Days : December 10th – December 20th

So please try and be active over the holidays.

Also, best wishes to your Dad Riceak!


Chronicles were sent via PM link.

I´ll let this open untill the end of the week then deactivate this campaign. If there are any mistakes please let me know.

Thanks for playing!


Valid point.
I ran into an overwhelming and unanticipated wall of work.

I have 4 players getting access to the map, so someone is missing.
Please request access to the map.

I might hurry you along a bit through some minor parts, i hope everyone agrees on that. Normaly i let players roam and explire freely, but our time is more strictly limited here, as you know.


You arrive at the mausuleum...

This enormous, columned stone structure is both temple and fortress. Two wings flank an open courtyard. The imposing structure is adjacent to a thick copse of trees.

YOu find yourselves in the Courtyard. This is Mausoleum’s main entrance.
It was a scene of destruction a few years ago, and what the Society rebuilt was smashed again. Shattered statues and religious sculptures pertaining to death and the afterlife are strewn about the courtyard. The eastern stone doors are shut.
The bodies of two caretakers are slumped to the sides of the western doors.

DC 12 Heal or Perception:
Both are alive but close to death

Map.


Please follow the link under Note for later in the post above and send a request.
Please also PM me the E-Mail you use for that request here.
This is so we don´t get any trouble using map material.


Yeah, yeah, we should not remain here in danger!

Oh you mean we should guard this from danger? Mh Probably you are right. And it might even be safer here than elsewhere.

You succeed at convincing them and their backs straighten a bit while the relax and get comfortable with their guard position.

Suddenly a wounded servant comes running along in panic.
The Mausoleum! They´re attacking the Mausuleum! We need some help there!
Panting, he stops right in front of you. He has a black spot and a cut on his forehead and seems to have fallen into some mud.
The center house guards look at him, then at you:
Too bad we need to stay here and guard the center house. You look able to help them!
Another one joins in:
Yeah you should go and take care of this! We can´t leave our post!


Note for later:

I´m copying this here for you from the Overseer announcement in case you didn´t read.

Aid Tokens

During the event, it is possible for characters at one table to assist those at another through the use of Aid Tokens.

Each Aid Token represents the assistance of one or more allied Pathfinder agents who strive to restore order and repel invaders across the Grand Lodge’s campus.

The House begins with a number of Aid Tokens equal to one fifth the number of tables, and the Overseer GM will distribute these at random to tables at the end of Act 1.

During Act 2, PCs have the opportunity to recover supplies recovered or granted by the staff of the Grand Lodge or other sources. When the House accrues enough Supply Points, the Overseer GM will distribute additional Aid Tokens to represent the increased number of resources at the Society’s disposal.

Once per encounter, any character at a table can use an Aid Token to assist the group in one of five ways described below. Once a table uses an Aid Token, the token grants no further benefit until the end of the encounter, at which point one of the players can pass the Aid Token to a neighboring table for them to use. [In our case the Table GM will inform the Overseer that the token has been used and should be passed on to a new table.) It is very important that the players remember that there are a limited number of Aid Tokens, and hoarding one means that somebody else doesn’t get to use it.

An Aid Token’s benefits vary based on the table’s subtier, and these benefits can take one of the following five forms.

Aid Another: A Pathfinder agent helps the PCs solve a puzzle, disable a trap, or accomplish some other task as if performing the aid another action for a PC. In Subtiers 5–6 and 7–8, the bonus granted increases by 1. In Subtier 10–11, the bonus increases by 2.

Allied Offensive: A Pathfinder agent strikes a creature at the same time as the PC, increasing the damage dealt by one attack by 1d8 points. In addition, after the attack, the target is considered to be flanked until the beginning of the attacker’s next turn. In Subtiers 5–6 and 7–8, increase the damage dealt to 2d8 points. In Subtier 10–11, this amount increases to 3d8 points.

Burst of Healing: A Pathfinder agent heals all of the PCs of 1d6 points of damage. In Subtiers 5–6 and 7–8, the amount healed increases to 3d6 points. In Subtier 10–11, the amount healed increases to 5d6 points. Alternatively, in any subtier the agent can instead cast neutralize poison, remove curse, or remove disease with a caster level equal to the table’s APL (minimum 5).

Spellcasting Synergy: A Pathfinder agent casts a spell at the same time, increasing the save DC and caster level of a PC’s spell by 1. In Subtiers 7–8 and 10–11, the PC’s caster level instead increases by 2.

Timely Inspiration: A Pathfinder agent provides the effects of a bard’s inspire courage bardic performance for 3 rounds. In Subtiers 1–2 and 3–4, the competence bonus is +1. In Subtiers 5–6 and 7–8, the competence bonus increases to +2. In Subtier 10–11, the competence bonus increases to +3.


You march off to the Center House, the last hot spot that was pointed out to you.

THE CENTER HOUSE

Seemingly, a bunch of Pathfinders has lost their nerves here too.
From their ongoing conversation, you can hear they are discouraged, doubting if the life of a Pathfinder is still for them.
One person in particular stands out:
I just recovered from the ghoul fever i caught in Ustalav! Nearly died from that! Now such a situation again. I don´t know if i´m the right person for that.
Others reply:
What is this house anyway? I heard it´s haunted!
Uh we shouldn´t go near there then! Can´t someone else guard it? With more experience?
Perhaps if it´s haunted, it doesn´t need to be guarded at all! The haunt will guard it!

Special PCs with class features that grant bonuses against
fear effects can apply their bonus to their Diplomacy checks
made to influence this team. If a PC uses a spell that negates
or inhibits fear effects (such as remove fear), influencing this
team becomes easier. Such spells grant a +5 circumstance
bonus on checks made to influence the team.

Diplomacy DC 16:

You succeed in convincing them to stay and guard the center house!


In such cases you can totaly roll first then edit your post after you read the spoiler - or not, depending on the role^^

Uh you´re so my hero half-elf! What´s your name? Yo´re so confident! i wanna be like you! Maybe we can meet later?
Meesha, the halfing fighter in charge of the group here, seems to be taken by Mavin. The others giggle and she straightens a bit.
Of course you are right. We can take over from here. Thanks a lot for your help!

She shouts over the door: If you wanna come in here, you need an offical warrant from lord Gyr! We have some rights here and we know them!

Congratulations! That a first success! By the way you have an aid token you can use.

You can take care of the last mission here or go to another area.
One is red, the other yellow, there are still missions in both.


Seems my post got eaten again.

You can hear a cry of pain that ends abruptly and then something slumping to the ground. The smell of burned meat fills the ship and an invisible liquid runs over the floor.
After some time that liquid becomes a crimson red, drying on the wooden planks and you see the mutilated body of Captain Wardak lying on the first steps of the stairs. You find the key to the manacles that hold the rest of the slaves on her body.
In her chamber you find the remains of some half burned documents, containing some valuable information.

With Captain Wardak dead and her ship, the At Sea, seized by the Pathfinder Society, you have revealed Pasha Muhlia Al-Jakri’s involvement in attempts to infiltrate the highest levels of Absalom’s inner workings. The harbor pilot, Zigil, dutifully navigates the ship through the Ship Graveyard safely to the docks, where city officials take custody of the vessel.
You return to Lady Darchana to bring her up to speed on everything that has happened. Pleased with your success but deeply troubled by the implications, Lady Darchana has the bounty payment on Captain Wardak
and the At Sea authorized. She addresses you once more before dismissing you: Pathfinders, you have done a great service to Absalom today. The full extent, understandably, may never be widely known or recognized by the sleeping masses, but know that the Pathfinder Society can count on me as a friend and ally, and I hope that I may call upon you again in the future should the need arise.
Upon returning to the Grand Lodge, Rilla recounts what she can to Venture-Captain Valsin and you about her time spent in the Okeno slave markets on Stonespire Island, confirming several interactions with a
heavily veiled humanoid woman who forcibly took blood samples on two occasions. When Rilla inquires as to the fate of the other Pathfinders she was on assignment with,Venture-Captain Valsin closes his eyes and slowly shakes his head. No contact, is all he says on the matter.

That concludes the scenario.
You will all get a PM from me in the next days with the chronicle sheet.
Please do a dayjob roll in the discussion thread and post your PFS and Character Number there.
Thanks for playing and your patience with me, i had great fun!

We can also discuss if you want to play something else. Taking wishes.


So you head to the gate...

THE FRONT GATE

You see five pathfinders gathered around an armored halfling women standing before the gate. On the other side you can hear the loud voices of many people knocking at the door, stating they are the City Watch, demanding entrance and threatening to tear down the door to see what´s happening in there.
The Pathfinders look insecure and talk to themselves.

What should we do? There are so many of them!
Meesha we are only six!
What if the guard won’t take no for an answer?
Can I be arrested? Will someone post my bail?
Maybe a venture captain should be doing this?

Diplomacy DC 20 or Knowledge Local DC 12:

They need to be reminded this is a contest of wills not a brawl with the authorities. A good pep talk achieves this, as does a reminder that the Grand Lodge was built in the Foreign Quarter for a reason; it has some of the privileges of an embassy. Meesha needs to be coached to tell the guards that if they want to tread across the campus, they’ll
need a signed warrant from Lord Gyr first.


Wishlists and Lists

Wishlists allow you to track products you'd like to buy, or—if you make a wishlist public—to have others buy for you.

Lists allow you to track products, product categories, blog entries, messageboard forums, threads, and posts, and even other lists! For example, see Lisa Stevens' items used in her Burnt Offerings game sessions.

For more details about wishlists and lists, see this thread.


Wishlists

My Wishlist

(6 items)

Gaming Adventure Paths

(7 items)

A general list of adventure paths and some additional items that would be fun for our group to adventure in.

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