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Grand Lodge

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Losonti wrote:
I've been thinking about dipping my toes into the world of GMing, and I happen to have two 1-5 PFS scenarios already, 5-19 and 10-01. I've been playing TTRPGs for a while, but I've got pretty limited experience in running them and certainly haven't run a Society game before. Would folks be interested in bearing with me as I figure this whole thing out playing?

absolutely. there are plenty of seasoned GMs that would ride along with you if you needed.

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game reported. thanks for playing.

Grand Lodge

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Chronicles here.

Please let me know if you need any corrections.

Carlin, I need your details over PM or in the Character Details sheet.

Thanks a bunch, folks.

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Anything else you need on your character sheets before I put pen to paper?

Please update day job gold on the character details spreadsheet.

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Sayuki the Duplicitous wrote:
Is that allowed? Never really thought of that.

yeah go for it

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Cith the Curious wrote:

Glad you enjoyed it Bedisa! I would gladly play at a table with any of you again.

@GM Weenerton,
I would like your opinion on a Silver Crusade FJC objectives.

Defeat a divine spellcaster whose patron is an evil deity and whose CR is at least equal to your character level.
* I caused the healer to flee, and he didn’t come back. Did they worship an evil deity and would this count as a defeat?

No day job,

No deity specified but as a Lawful Evil cleric I'd say yes. I'll add that to your chronicle.

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Day job rolls, please. There's a Day Job table in the Character Details spreadsheet if you would be so kind as to fill out that field for your character. I'll have chronicles up in the next few days.

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Well y'all are deadly as all hell at this level :) congrats. The cleric type was commanded to flee and won't return to be killed with his compatriots.

With the defeat of the Aspis agents, the warehouse is safe, and Delroya is able to enact the final stages of her plan.

Ambrus Valsin personally thanks you for your successful mission, stating that you dealt a major blow to the Aspis Consortium’s operations on the Isle of Kortos, and prevented a great deal of suffering from spreading across the Inner Sea region. He speaks highly of your discretion among the nobility of the Isle of Kortos.

Well done everyone. Scenario over. I'll have more for you in Discussion.

Grand Lodge

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Wait I... he falls unconscious.

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You shouldn't b... DECAPITATED

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All good. I restored a version from earlier in the day. Moved you by Bedisa.

The agents at the secret door rush in and the first figure is quickly decapitated by Bedisa, the singer behind nearly stumbles onto the corpse but also finds a large greased area to contend with.

acrobatics: 1d20 + 4 ⇒ (6) + 4 = 10
reflex: 1d20 + 4 ⇒ (17) + 4 = 21

She keeps her footing but is stuck in place.

The singer takes a rapier strike to Bedisa.
rapier: 1d20 + 3 ⇒ (2) + 3 = 5
damage: 1d6 ⇒ 4

The thug in the green tights launches at Bry Anne.
punch: 1d20 + 3 ⇒ (15) + 3 = 18
damage: 1d6 + 1 ⇒ (2) + 1 = 3

Bahram
Carlin

Healer yellow -4
Initiate green
Initiate blue ded
Singer purple
Bedisa
Sayuki
Cith
Bry Anne
-3

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Carlin there would have been a grease spot where you are moving. Feel free to adjust your action.

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Bahram al-Urgug "Jack" wrote:
k. That's my turn then!

That was last round. Go ahead and take your 2nd round action.

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I made some other rolls for the quality of the jamming. I assumed y'all locked them all too. They just have keys. The readied bow attack would be a miss in any case, Bahram.

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1d2 ⇒ 2

Yes, Sayuki sorry. That just missed the healer type (yellow).

will yellow: 1d20 + 4 ⇒ (8) + 4 = 12

Command will take hold, Cith.

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The front door opens and two agents enter, Hey, who the heck are you? They draw weapons and are looking for a fight. The other two agents just reach the secret door you are ambushing.

Bahram
Carlin

Healer yellow
Initiate green
Initiate blue
Singer purple
Bedisa
Sayuki
Cith
Bry Anne

Party is up.

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In order to streamline this a bit, I'm going to bunch up the initiative for the bad guys and move us forward a bit.

Bahram
Carlin

Healer yellow
Initiate green
Initiate blue
Singer purple
Bedisa
Sayuki
Cith
Bry Anne

Two of the agents move toward the back of the building while the other two mess with some keys at the front door.

Party is up.

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Kortos folks you interacted with went home and informed Aspis they screwed up as per the Red Fox. Aspis sent these folks to check y'all out.

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After a moment of no answer, the morningstar-wielding character tries the door to the breakroom (4), finding it locked. Who has the key? You two go around back.

Bahram
Singer
Carlin
Healer
Bedisa
Sayuki
Cith

Initiate
Bry Anne

Bold are up.

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Just to confirm, no other action Carlin? Move? Ready? Delay?

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The image appears but the agents haven't noticed them yet.
1d2 ⇒ 1

An agent carrying a lute (purple) knocks on the door to the north, Who the hell is in there? Where is this Red Fox? Open up or we're coming in.

Bahram
Singer
Carlin
Healer
Bedisa
Sayuki
Cith
Initiate
Bry Anne

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Bahram
Singer
Carlin
Healer
Bedisa*
Sayuki
Cith
Initiate
Bry Anne

Apologies.

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gm stuff: 2d6 ⇒ (2, 2) = 4

initiative:

Cith,Initiative: 1d20 + 3 ⇒ (3) + 3 = 6
Bahram al-Urgug,Initiative: 1d20 + 1 ⇒ (20) + 1 = 21
Sayuki the Duplicitous,Initiative: 1d20 + 4 ⇒ (3) + 4 = 7
Bry Anne,Initiative: 1d20 + 1 ⇒ (4) + 1 = 5
Bedisa,Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
Carlin,Initiative: 1d20 + 1 ⇒ (16) + 1 = 17
Initiate ,Initiative: 1d20 + 3 ⇒ (2) + 3 = 5
Singer ,Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Healer ,Initiative: 1d20 + 1 ⇒ (8) + 1 = 9

Two groups of Aspis agents approach from different vectors.

Bahram
Singer
Carlin
Healer
Sayuki
Cith
Initiate
Bry Anne

Bahram is up. Map updated.

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Seemingly satisfied with your response, the men turn and head out.

--

A few hours pass which will certainly give your "Aspis screwed this up" rumor to circulate around town. If they come for answers, they're less likely to be turned away with words.

Position yourselves and give me a "ready" when you'd like to meet the Aspis agents.

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The man turns and consults the others before turning back, Ok, we'll let the bosses know it's being handled. Who shall I say is in charge in there?

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In a low voice, the man responds. We are Kortos. Is everything ok?

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Since you are interfacing with a potential adversary.. all good.

The lead character stops in his tracks and looks around. Did you hear that? He stops and responds to the building? Yes, uh, we came to check on the shipment. We heard it was delayed.

Your setup and initial roll gave you a pretty big leg up. Sayuki, one more response and a bluff or diplomacy roll, please. You'll have a bonus for your success so far.

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Sayuki, please roll the Bluff since there are consequences for failure. Cith, go ahead and roll stealth.

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Good stuff. No other rolls for now.

gm stuff:

en: 1d6 ⇒ 5
en: 1d6 ⇒ 4
dude: 1d3 ⇒ 1
dude: 1d3 ⇒ 1
dude: 1d3 ⇒ 3
dude: 1d3 ⇒ 3
Cith,Perception: 1d20 + 4 ⇒ (1) + 4 = 5
Bahram al-Urgug,Perception: 1d20 + 4 ⇒ (1) + 4 = 5
Sayuki the Duplicitous,Perception: 1d20 + 5 ⇒ (17) + 5 = 22
Bry Anne,Perception: 1d20 + 1 ⇒ (13) + 1 = 14
Bedisa,Perception: 1d20 + 4 ⇒ (11) + 4 = 15
Carlin,Perception: 1d20 + 3 ⇒ (11) + 3 = 14

Later in the day, after you've made your preparations, a group of five men approach the warehouse. Sayuki's perch allows her to see them coming.

Up to you now.

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Still some discussion so I'll let y'all hash out the last details. If you go with a ruse of some kind, I'll roll you a disguise check and a bluff check when we get to the encounter. Please mark each exit with a status you want to leave it in.

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Attempts to bar, lock, or jam a door require Disable Device 20.

In your investigation you find a few things:

-2 hungry fighting dogs growl at the PCs from within a locked cage (the key rests nearby in plain sight). A PC who spends 3 hours interacting with the dog and succeeds at a DC 20 Handle Animal check befriends him.

-Wand of cure moderate wounds (5 charges)

-6 doses of drow poison.

Let me know when you are ready to receive your first wave :)

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I dig it. Y'all describe any preparations you want to do for that and I'll ask for a couple rolls before they show up.

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Secret doors marked on map with "S"

For one, we now know about them in case they try to enter in places we did not expect. They can be used as a getaway for you, just in case. I suggest you narrow the points of entry so you dont' get surrounded too easily.

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You can move boxes to barricade or try to lock the doors. Stuff like that. Let me know how you prepare.

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Magali takes you around the warehouse. I was able to scout this place out quite well. I've found a few secret doors that may be useful. I also found this in [area 4].

She hands over an oil of Arcane Lock.

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Magali perks up at the mention, Yes, they would be most helpful. Hod did you come by them?

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GM secret stuff:
r 1: 1d6 ⇒ 6
r 2: 1d6 ⇒ 6
r 3: 1d6 ⇒ 5
r 4: 1d6 ⇒ 6
r 5: 1d6 ⇒ 1
r 6: 1d6 ⇒ 4

Map updated with the warhouse and some places to investigate if you like. Let me know how you plan to move forward.

Grand Lodge

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A large warehouse looms into view at the end of Gull Street. Its main level sits at the edge of the street above a ten-foot drop to the harbor’s waters below. A door in the western wall of the warehouse opens, and a woman clad in simple leather armor steps out. Her features display a blend of Taldan and Mwangi heritages, and her crisp accent is difficult to place. “I am Magali Delroya. You must come quickly, Pathfinders. We do not wish to be seen.” Delroya moves briskly, waving off protests or interruptions, and speaks with the rhythm of her steps. “Questions later. Much is at stake. First you must listen.” Her outward display of authority does not entirely mask her fear.

The small room through the warehouse’s western door features a round table and several chairs. “This room is for the guards. They are all too busy dealing with our disruptions, so no one is here for now. That door leads to the docks below,” she says, indicating a door in the southern wall. “Come this way. I will show you the warehouse.” She opens a door in the northern wall, revealing a cavernous storage room. Haphazard stacks of barrels and crates almost reach the ceiling twenty feet above. Two large skylights in the ceiling provide ample light during the day, and a dozen unlit lanterns are spaced around the room. To the east, a wide opening in the southern wall looks out over the loading bay ten feet below. A freight elevator platform rigged to a complex set of pulleys and ropes and a staircase both lead down to the loading bay.

“As you can see, the Aspis Consortium maintains a sizable operation out of this warehouse, which they rent from the Kortos Consortium’s Locosta family in exchange for alchemical goods. After tonight, I hope that the relationship between Aspis and Kortos will be irreparably damaged."

“We may have delayed the shipment, but my sources tell me that both the Kortos and Aspis consortia are likely to investigate the warehouse later tonight. I had hoped for more time, but I will not able to move the goods until after midnight. I need your help in holding off the agents until everything is in order. They are not likely to work together, so you should prepare for multiple groups of agents. While I have no qualms about fighting the Aspis agents, if possible we should avoid further antagonizing the Kortos Consortium. Their agents may be willing to look the other way.”

“Because the agents are on high alert, you should stay at the warehouse until they arrive. We wouldn’t want anyone spotted or attacked out in the city before we’re ready. That gives you several hours to prepare. Most of the items in the warehouse are simple trade goods designed to make this outfit look legitimate. You may want to take some time to look around, though—you never know what the Aspis Consortium might have stowed away here.”

“I can stay here briefly, if you have questions or need assistance.”

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Around noon on Fireday, Captain Zendrani calls a meeting on the deck of the Sixwing Drake. “An urchin boy delivered this note just a few minutes ago. I tried to keep him here so we could talk to him, but he slipped away without a word and ran off into the city. I haven’t looked at the note—but it seems to be from Delroya.” The captain hands over the note.

See handout 3 in the deck.

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Don't forget any changes in spell loadout.

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You turn Lazso into the guards and keep the sample of whip for yourselves. A temple is easy enough to find and you deposit the test subjects for recuperation. You easily find an inn to eat and rest of the night between Oathday and Fireday.

I'll give y'all a few hours in real time to post any RP or special prep for the next day. If everyone makes a post, I'll go ahead and move us to the activities (and climax!) on Fireday.

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The test subjects can walk. What do you do with the notes?

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You want a sample of the unrefined drug, per Delroya's note. Temples are ubiquitous, so you can definitely place them there if that's what you choose. Sayuki, taking 10 is fine.

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The alchemist ceases bleeding but remains unconscious.

You approach one of the men and look him over. He shakes from the substance dependency and likely some degree of undernourishment. Carlin is able to release them from their bonds, leaving you to decide what to do with them.

perception:

Cith,Perception: 1d20 + 4 ⇒ (17) + 4 = 21
Bahram al-Urgug,Perception: 1d20 + 4 ⇒ (13) + 4 = 17
Sayuki the Duplicitous,Perception: 1d20 + 5 ⇒ (15) + 5 = 20
Bry Anne,Perception: 1d20 + 1 ⇒ (13) + 1 = 14
Bedisa,Perception: 1d20 + 4 ⇒ (4) + 4 = 8
Carlin,Perception: 1d20 + 3 ⇒ (3) + 3 = 6

Cith, Bahram, and Sayuki notice a bulge in one of the test subject's sleeves. Appears to be an extra stitched pocket concealing a vial of Lazlo's drug: whip.

You can determine that the drug is unrefined if you succeed at a DC 14 Craft (alchemy) check or a DC 18 Perception check.

Those of you that look through Lazso's belongings find a journal of his notes. The script is cramped and difficult to read.

To decipher journal: Linguistics DC 16; characters with a rank in Craft (alchemy) receive a +4 circumstance bonus.

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He's still alive. -5 HP, bleeding.

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Lazso is ready to return a strike with his stony fist but you prove much more than he can handle and he falls under longsword and quarterstaff.

Combat over
The gaunt figures in the hallways are test subjects that are mostly incoherent although you may try to speak to them. Otherwise, what do you do?

Grand Lodge

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Delaying Bry-Anne

Sayuki and Bahram advance menacingly. Bahram issues a dire warning and Sayuki soaks an arrow in the muck.

Lazso backs up a bit and consumes an extract. This is my life's work and you MAY NOT HAVE IT!

Lazso -3
Bedisa
Bahram -2 Update action.
Carlin
Cith -6

Beetle ded
Bry Anne -4 (Pending Action)
Sayuki

Bold are up.

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Ok adjusting some damage from Painful Stare. Bahram, Bedisa splattered the but before you attacked, feel free to adjust your action. Lazso was shakened for 2 rounds.

will, Evil eye, Shaken. vs Daze: 1d20 + 4 - 2 - 2 ⇒ (14) + 4 - 2 - 2 = 14

Lazso -3
Bedisa
Bahram -2 Update action.
Carlin
Cith -6
Beetle -5
Bry Anne -4
Sayuki

Bold may go.

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Bahram, you would have been out of range of the bomb splash, no reflex necessary. The bug goes splat.

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Bahram moves to follow the party. *bot*

Laz will: 1d20 + 4 - 2 ⇒ (14) + 4 - 2 = 16
Laz will: 1d20 + 4 - 2 ⇒ (17) + 4 - 2 = 19

The acid splashes Lazso and is angered by it!

You filth command me not. You will be excellent subjects for my next experiment. He tosses a bomb at Cith!

bomb, touch attack: 1d20 + 6 ⇒ (9) + 6 = 15
damage: 1d6 + 3 ⇒ (3) + 3 = 6
That's a hit. 6 fire damage for Cith. 4 damage for Bry-Anne and Bedisa, DC 14 reflex for half.

The beetle closes after the explosion, prompting an AoO from Cith which connects.

The beetle takes a bite at Bedisa.
beetle bite: 1d20 + 3 ⇒ (4) + 3 = 7
damage: 1d4 + 2 ⇒ (3) + 2 = 5

Lazso -3
Bedisa
Bahram -4 pending save
Carlin
Cith
-6
Beetle -5
Bry Anne -4 pending save
Sayuki

Bold are up.