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GM Mother May I?'s page

32 posts. Alias of Bearded Ben.


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MAP

Adakos is right, my heart just hasn't been in this game. Since he's leaving, Lyra hasn't posted in a while, and I can't see myself getting a second wind any time soon, I've decided to end this game. I wish you all better luck in your future gaming endeavors.


MAP

Round 2

Summary:
Adakos walks towards the creature. Halkale steps to get a clear line of sight and looses an arrow which misses. Lyra continues inspiring the party (you can maintain it as a free action, is there anything else you wish to do?).

The creature suddenly takes to the air, flying at Halkale and braining him with the box it holds. 2 damage

GM Dice:
K Charge: 1d20 + 3 + 2 - 4 ⇒ (14) + 3 + 2 - 4 = 15K atk: 1d3 ⇒ 2

Initiative Order
Abasi
Halkale
Lyra
K
Adakos

Abasi can take an Attack of Opportunity on the creature as it charges past if you want.

I will update the map shortly.


MAP

Round 2

Summary:
Adakos walks into the room and casts a spell. Halkale nocks an arrow. Lyra continues inspiring the party (you can maintain it as a free action, is there anything else you wish to do?).

Adakos Only:
You detect the presence of magic in the general direction of your companions, the bed, and the imp.

Initiative Order
Abasi
Halkale
Lyra
K
Adakos

Map


MAP

Round 1

Summary:
Everyone bursts into the room. Halkale looses an arrow, which slams into the wall above the creature's head. Surprised, it darts, half-walking, half-flying, behind the wreckage of the bed.

Initiative Order
Abasi
Halkale
Lyra
K
Adakos

Map

Adakos is up. Since everyone else will go before the creature, they can post what they will be doing next round.


MAP

Round 1

GM Only:
Imp Perception: 1d20 + 7 - 5 ⇒ (2) + 7 - 5 = 4

Initiative Order
Abasi
Halkale
Lyra
Adakos
K

Abasi and Halkale:
You notice that the creature is holding the box you came for.

New Map

Did I misplace anyone? Abasi and Halkale still have a standard action left if they want to do anything else. Lyra, do you start your performance this round or do you do something else? Adakos, can I assume you delay until after the creature?


MAP

Abasi opens the door and you all peer inside. Zarta’s bedroom is decorated in the colors of Cheliax — ebon black and crimson red. Silk, rare woods, and carefully carved marble compose every bit of furniture in the room. Goose down now litters the room, covering almost every surface and the silken shreds of the cushions that contained it lie about like flayed skin . A post on the massive screened bed is snapped in half, collapsed on the bed and drawing the screened curtains into a ripped slope of formerly fine cloth. Vials of perfume and crystal jars of other cosmetics sit smashed on the marble floor around the dresser. A prominent fixture in the room, a large “X” made of stout wood sits along the west wall, complete with leather shackles and chains. A table sits to its left strewn with various items intended for pleasure, but outwardly resembling implements of pain.

The two-foot-tall vaguely humanoid creature on the other side of the room is too busy hammering something against the wall to notice that you've opened the door.

MAP

GM's eyes only:
Init: 1d20 + 3 ⇒ (1) + 3 = 4Lyra Kn: 1d20 + 2 ⇒ (2) + 2 = 4

Roll initiative and state what you are planning on doing and I'll try to organize it into a coherent narrative. :)


MAP

Old Business

Lyra Greyburn wrote:
I've got plenty of money. I'll pay for a cab ride for the lot of us. Just tell me the cost.

One copper piece per person per leg of the journey.

Lyra Greyburn wrote:
Upon hearing another crash, Lyra turns to Zarta and asks "What the devil is in there, anyways?

Zarta grins and says "An apt turn of phrase. You'll find out soon enough."

Halkale Timarson wrote:
[dice=Sense Motive on Zarta]d20+5

For Halkale's eye's only:
You aren't certain what led to the situation in the other room, but Zarta seems to be enjoying the thought of using it as a test of your prowess and skill.
Adakos Wraithbane wrote:
He stares hard at the Paracountess and asks as politely as he can manage, "Am I to assume you have some sort of beastly servant in that room that we are expected to deal with for you? From the sounds of it I do not believe it is prepared to submit to words alone. Is it to be captured, or disposed of?"

"Do whatever you want to it, I don't care."

Abasi Essa wrote:
He steps up to take that letter opener, and takes the opportunity when at the desk to ask what the item looks like.

It's an iron box about the size of a man's hand with elaborate decorations on it, and it is locked with seven locks. It radiates abduration and evocation magic.


MAP

I'll have the next post up in a day or two.


MAP

Do you travel on foot, or do you take a cab?

Paracountess Zarta Dralneen’s townhouse in the Ivy District is a magnificent gothic structure three stories in height. The ebon lacquered double doors wrought with gleaming silver fixtures greet the characters, a prickly brass cone hanging from a chain serving as the door chime. Moments after ringing it, a servant in loose casual attire opens the door, greeting the Pathfinders as if expected.

If you question him:
the servant remains quiet, only responding when pressed, and then with only a few simple words: “My mistress will answer any questions you have once we reach her quarters.”

Led through well-appointed sitting rooms, ballrooms, and a grand stairway granting a view of an elaborate study, the PCs finally arrive on the third floor of the house, at the door of Zarta’s personal study, which lies beyond her bedroom. Knocking upon the door and announcing his presence, the servant opens the darkly stained wooden door.

A large intricate carpet dominates the marble floor in this sitting room. A chaise sits along the north wall and a desk spans the southeast corner, its chair positioned with its back to the southwest corner of the room. Three comfortable chairs are positioned around a small, low circular table.

DC 25 Perception:
You notice a secret door in one of the walls

Sitting in the chair behind the desk, Paracountess Zarta Dralneen regards you with a wry smile, putting away a few papers before standing to address the hopeful Pathfinders.

“Aldor, you are dismissed. Close the door behind you and attend to your other tasks.” She then turns her attention to the group. “It’s always so incredibly adorable when I see a freshfaced batch of Pathfinders. I mean, look at you scrumptious little teacakes. I could eat each and every one of you up. Well, maybe not you.” Zarta points. “I assume this isn’t a pleasure visit since most of you are terribly overdressed for that manner of occasion, so that must mean you are here for that trinket Valsin has been nagging me about. Seems I can’t get that man around these parts anymore,” she gestures, sliding her hand down her body and widening the gesture to sweep out and across the room as if her home were a secondary thought. “On the good side, he always sends me all the precious new recruits.

“Many think we in Cheliax serve and worship devils, but that couldn’t be further from the truth. In fact, we use the creatures for their power. They serve us and we sculpt their power in our own interests. The world must come to terms with the order of things. People need to know their place and operate accordingly. It is the only way to make order from this world. Too many people stretch too far beyond their station, making waves and eroding the true order.”

Details about the item she tells you if you care to know:
It is a seven-lock iron case. Zarta tells you about the box and its locks and seals, explaining she was trying to bypass the protections. She advises not trying to tamper with the case when bringing it back to the Grand Lodge, but never admits to what the case contains. She tells you the box is magically warded with abjuration magic intermingled with strong evocation magic, in addition to the seven masterwork locks. Zarta claims to know nothing about the box aside from it having a connection with devils and Hell.

As the paracountess talks, a cacophony of booms and crashes sounds from beyond the room’s west door. She sometimes pauses at an extended eruption of these noises before continuing with the conversation. If asked about the neighboring ruckus, Zarta explains, “A servant is greatly misbehaving. You’re going to have to deal with it in order to get the trinket.” She goes over to the desk in her study, opening a drawer and drawing out an exquisite silver letter opener shaped like a dagger (treat as a masterwork silver dagger). “You might need this to get it to submit,” she offers with a sly grin.

Feel free to react to any or all of this as you see fit.


MAP
Adakos Wraithbane wrote:
Turning his attention to the chamberlain he adds, "What is the expected timeframe for our completion of these duties? You said quickly, but some of us measure time in different ways."

"I'd like to see you back here before I leave for the evening, so you've got roughly ten hours."

Abasi Essa wrote:
"Perhaps after we reach the Ascendant Court, we could split up, one group to deliver the medicine, and the other to head to the docks."

"You are forgetting something," Valsin interjects. "You'll be carrying several valuble items. Also, in our line of work, you rarely know exactly what you're getting into."

"Now get going."


MAP
Halkale Timarson wrote:
Are we...um..cleared..um..for violence to ...um complete these ...jobs?

"Don't go starting any unnecessary fights, but fight if you have to," says Valsin. "Use your best judgment. Remember that you are Pathfinders, not common thugs."

To aid you in planning, here's a map of Absalom. I'll fix the labels tomorrow - the Docks are the cental section of, well, docks; the Ascendant Court's the purple blob in the middle; the Wise Quarter's the red blob in the north; the Ivy District's the light green next to the Wise Quarter; you are in the Foreign Quarter, the tan blob west-center. The city's about four miles across. You can walk if you like, or hail a cab for a few coppers.


MAP

Here's a picture of venture captain Ambrus Valsin. (Could you tell me if you can't see it?)


MAP

You are shown into the office of Ambrus Valsin, the venture-captain in charge of daily operations in and around the Grand Lodge. The efficient and straightforward chamberlain greets you curtly and motions for you to sit before jumping straight into your assignment.

“All right, Pathfinders! Listen up. I know you are new recruits eager to make names for yourselves in the organization, but first we need to make sure you are up to snuff and won’t get yourself killed out there. I have a number of small assignments for you and your team, and it would be best if you could finish them before the day’s end.

“Every day we get some doe-eyed hopeful or some sniveling bootlicker willing to do anything to join up with the Pathfinders. Most of them are good kids, but not all of them have the salt to make it in a world like this. It’s rough out there and I’m not just talking about the ruins, tombs, and wilderness Pathfinders find themselves in on missions. We’ve got people who look down their noses at us, folks who think we squander our resources, and agents who want to take everything we have collected. This wealth of knowledge and these items of lore make us the most powerful organization on the planet. That said, since we are fractured and widespread, it’s difficult for that power to light on anything for too long. For every friend of the Society, there are two enemies.

“Your first mission, to test your mettle and loyalties, sends you to meet a few people important to the Society living here in Absalom. These are other venture-captains or close allies of our organization, so follow their orders as you would mine. I’ve prepared a list of things I want you to do. They’re not arranged in any particular order of importance, but I want them all completed as quickly as possible. Only report to me once you complete them all. Included in the envelope you hold in your hands is the list, complete with the name of your contact, and directions to the meeting location.”

List

  • A man named Guaril Karela runs a curio shop in the Docks called the Pickled Imp. Go to him and fill his request as a favor to the Society. I believe it has something to do with a set of rare books.
  • Ollysta Zadrian requested aid and is expecting you at the Temple of the Shining Star in the Ascendant Court. She needs someone to deliver a parcel of medicine and curatives to a needy orphanage and verify the character of the recipient.
  • Visit the offices of Osirian nobleman Dremdhet Salhar in the Wise Quarter. The Pathfinder Society needs to obtain permission to delve the Salhar ancestral vaults beneath Sothis. He has made a verbal agreement, and your visit makes it official. You will receive an official charter and detailed maps. Do not embarrass the Society in this matter.
  • Chelish Paracountess Zarta Dralneen possesses an item loaned from the Vaults. Meet with her in her estate in the Ivy District and retrieve the item in her possession.

Any questions (in or out of character) before you begin?


MAP
Halkale Timarson wrote:
Yes, I need to purchase a skinning knife or some sort of knife, I forgot one.

You're in a major city. You can buy whatever you need between the briefing and whereever it is you're going.


MAP

So much for getting the first post done "shortly". Well, it's up now.


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MAP

Pathfinders explore Golarion in service to lore. This widespread group of treasure hunters, thrillseekers, sages, and voyagers make it their lives’ work to uncover lost artifacts, map neglected ruins, and learn forgotten knowledge. They do these things for the sake of lore, as well as for fame. The Pathfinder Society publishes the Pathfinder Chronicles, a multi-volume series of chapbooks highlighting some of the most amazing finds by field agents.

Pathfinders are part archaeologist, part historian, and all adventurer. Many established Pathfinders make their own way in the world, following their interests or tracking down leads to greater mysteries. These established few are still subject to orders from their superiors, but the least prestigious tasks are usually reserved for those new to the organization (like yourselves). The Society is governed by the Decemvirate, 10 anonymous leaders who pull strings and guide the organization from Skyreach in the Grand Lodge of Absalom. They hand down orders from their secret posts to venture-captains, who in turn pass the orders to field agents.

The Society has few rules, but all Pathfinders are expected to perform the Three Duties: explore, report, and cooperate. Idle Pathfinders are useless to the organization, and agents must seek out secrets or further their work in exploration of some kind, always growing and gathering knowledge. This exploration would be worthless if not for frequent reports. Pathfinders must send back accounts of their adventures, many of which end up published by the Decemvirate. Finally, Pathfinders are great heroes from dozens of countries and backgrounds with thousands of different motivations and allegiances, and the Decemvirate expects that individual Pathfinders will not interfere with one another, and absolutely never let a conflict between themselves come to blows.

Despite the mandate to cooperate, Pathfinders have myriad motivations and often fall in with similarly minded factions within the organization, or external groups with close ties to the Society. (You're going to meet members of some of those factions during this adventure.) As fresh new recruits, most Pathfinders know only the venture-captains who give them their training, especially Ambrus Valsin, the man in charge of daily operations in the Grand Lodge.

A new batch of Pathfinder agents has completed their training and now stand fresh and wide-eyed before the towering structure of Skyreach awaiting their first assignment for the Pathfinder Society. (That's you. Make your own decision about how "fresh and wide-eyed" you are.)

As you show up, you are shepherded into a small room with a table and some chairs and told to wait until Venture-Captain Ambrus Valsin sends for you.

Here's where you introduce your characters. Stride/walk/stumble into the room, talk amongst yourselves, examine the art on the walls, describe as much or as little of your character's appearance as you want, etc.


MAP

"That's four votes for Part 1 and one abstention. The motion passes." Bangs gavel.

I'll have the opening "getting to know each other" post up shortly. While everyone's introducing themselves, I'll give everyone's character sheets a once over.

@Riverfort (continuing the conversation from the other thread): We aren't in such a hurry that you couldn't play the bard you were planning. This is a Pathfinder Society game, so your character should use a 20 point buy, two traits, and start out with 150 gold pieces.


You're in luck. Someone just dropped out of the game I'm starting. Post here if you're interested. I'd like to start soon, so would you be willing to play a premade character if you don't have a character ready to go?


MAP

We could still run it, but it wouldn't be an "official Pathfinder Society" game - any XP, treasure, etc. from it wouldn't count for PFS purposes. We'll cross that bridge if/when we come to it.


MAP

I'm currently strongly leaning that way. The opening narration in Part 1 wouldn't make much sense if we came back to it. I'll just have to avoid critting anyone with [REDACTED]. :)


Recruitment has ended. Could the following please post in the discussion thread? Anyone who hasn't checked in by Tuesday at the latest will be dropped and a replacement picked.

Forthepie aka Halkale Timarson
Proioxis aka Abasi Essa
Chad from the Ville aka Adakos Wraithbane
Zen Al'Shear aka Alonzo Silver tongue
DickovDK aka Kallan Viper
Deckhart aka William MacKay / Stranger

@Deckhart: could you create an alias for William MacKay?


MAP

(I should probably note that the previous post was made when I expected to pick up players from a First Steps game run by GM Shifty.)


Not at all.


It's parts 2 and 3, and I think they're being dropped in August. It's up to the players which we do. (Part 2 is a dungeon, part 3 is a mostly wilderness adventure.)


Recruitment will end Midnight (UTC)/5 PM (PST) Saturday, I will pick players Sunday, and begin Monday. The following list should be mostly correct. Unless anyone objects, we'll begin with Part I: In Service to Lore. (In which you run around a city doing dangerous favors for people.)

Interested:
Brother Spider
Proioxis
TheCarrionCrawler
joe martin 265
Capricornus
Zen Al'Shear

Incomplete submissions:
Deckhart
The "Emerald" Duke Virden aka Alexos Virden

Completed submissions:
Forthepie aka Halkale Timarson
GM Aarvid aka Roland Garros
TrueRepentance aka Sierra Guisarde
Chad from the Ville aka Adakos Wraithbane
Dakcenturi aka Krim Avoss
DickovDK aka Kallan Viper


PFS's restrictions are found in Additional Resources. Short answer, there's only a handful of things from the APG that aren't allowed, and Half-Elven stuff isn't on that list.

If you look below the box you type in, there's something that says "How to format your text" which shows nearly every thing you can do to text on these forums. How to make links is one of them.

That reminds me, here's a helpful guide to PbPs


Everyone who's interested should create an alias with a stat block/character sheet on it (or a link to a character sheet elsewhere online) by Saturday. (Roland's is a good example of what I'm looking for).

If you haven't already read/skimmed the Guide to Pathfinder Society Organized Play, do so.

@The "Emerald" Duke Virden: You can read the main Pathfinder books online at Paizo's Pathfinder Roleplaying Game Reference Document.

@Sierra Guisarde: This game will be covering the same scenarios that your game with Shifty is covering. First Steps is, however, an exception to the rules about replaying scenarios, so I leave it up to your best judgement whether you wish to play it twice nearly simultaneously.


Rickmeister wrote:
Roland, First Steps can be played over and over, as far as I know. So even with the GM credit, it doesn't matter. Be sure to check it out.

I had assumed that you couldn't have both player and GM credit for the same scenario on a character, but I can't find a rule prohibiting that.


I'm putting a game together here. I can't say if it will end up turning into a regular group or not, but it's a start.


I'm putting a game together here.


Who's interested in playing part of the First Steps series of Pathfinder Society scenarios? If you are, do you have any specific one in mind?


MAP

Should we start with Part I or with either Part II or Part III? I ask because Parts 2 and 3 will be phased out in August and I'm less confident than GM Shifty in my ability to maintain a fast pace.