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.
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!
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.
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.
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.
The southeast corner of this room has broken off along with part of the floor. Rubble, loose bricks, and masonry litter the edges.
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
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
In the last room you find a staircase, winding up... Map.
You go to the room in question and all gather inside.
You lock the door, but nothing seems to happen.
You rethink that sentence. Simply lock your door and we will see to it that you are not disturbed.
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.”
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.
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.
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.
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.
Riceak:
You find a rather strong necromantic aura around the body of Aram Zey. Overall, the room seems looted.
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
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.
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.
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.
Three birdlike creatures stand around the body and chant something:
As you enter the room, they look at you:
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.
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
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...
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.
Hahaha, they will suffer the same fate as their companions! Map.
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.
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.
I´ll also remind you about the Special´s schedule: Act 1: 5 Days : November 5th – November 10th
So please try and be active over the holidays. Also, best wishes to your Dad Riceak!
Valid point.
I have 4 players getting access to the map, so someone is missing.
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.
DC 12 Heal or Perception:
Both are alive but close to death Map.
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.
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.
Special PCs with class features that grant bonuses against
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?
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.
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.
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.
That concludes the scenario.
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.
What should we do? There are so many of them!
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.
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