Consortium Agent

Jacob Rahlquist's page

51 posts. Organized Play character for Crashwheeler.




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Dot in. Once everyone does, the scenario will start.


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The gala inside the Chelish embassy appears to be in full swing, and as the faint light from the building falls upon the alleyway outside, Venture-Captain Ambrus Valsin's mission briefing is hard to forget. “Pathfinders,” Valsin boomed but hours earlier in the briefing chamber within the Grand Lodge, “Zarta Dralneen no longer exists. She never existed. She’s never worked for the Chelish embassy here in Absalom, and she’s never been in charge of the Chelish Pathfinders. At least that’s what I was told, repeatedly, to my face, through three layers of Chelish bureaucrats. I know those people, and they all knew Zarta. They didn’t just forget about her. She’s been ‘disappeared.’
“I don’t know where she went and I don’t know who took her. What I need you to do for me is to go into the Chelish embassy and find out as much as you can by snooping around for a bit. I want to know where Zarta is, I want to know who took her, and I want to know why she was taken.
“We can’t afford to offend Cheliax, so you’ll have to infiltrate their embassy quietly. I’ve devised a cover story that should get you in the side door with orders to see the new Chelish ambassador. An ongoing diplomatic gala scheduled for the same time and a clever ruse by Venture-Captain Amara Li— who is also attending the gala—will keep the ambassador busy, but you’ll have to act quickly if you want to secure the information we need before he arrives to meet you. You must get into the embassy, get what we need, and get back out of the embassy without the Chelaxians ever catching on that we’ve been rooting around.
“Here is a packet of information that bears on Chelish interests in Sargava. It’s legitimate intelligence that we probably would have passed on to Zarta eventually anyway and that we’re willing to give up for free as our ticket into the building.
“You’ll enter the embassy through the north entrance of the residential wing, where Chelish imperial security receives all of their informants. Even if you have a good cover story, you might have difficulty getting past the guards there—if necessary, you’ll have to resort to bribing your way through. Once you’re in, the guards will likely make you wait for the ambassador when you tell them you have important information for him. Don’t give it to anyone else, since once they have the information there will be no reason for them not to show you the door.
“Amara Li will keep the ambassador pinned down at the gala while you break out of the waiting room and snoop around. She will also meet you just before you enter the gala to cast a message spell on you, just in case you need to keep in touch during your mission. You just need to make your way to Zarta’s chambers—they’re in the southwest corner of the residential wing, but you’ll have to find a route that doesn’t intersect with the gala’s attendees or residents of the embassy. Try to get in and out in less than an hour. That’s my best estimate at how long the gala and Li can keep the ambassador preoccupied. Once you’ve got the information and made it back to the waiting area, you just have to wait for the ambassador to find time to see you.
“My informants tell me that Ailenia Hospar, one of the clerks you’ll likely run into at the embassy, is addicted to shiver. I’ve procured some of the drug for you to slip her if she initially proves less than accommodating. You may also have to deal with Anstrella Trelax, the pompous night-duty officer. Beyond that, what you’ll face is beyond my knowledge. I’ve ordered for you to receive several tools that might help you in your mission. Good luck, Pathfinders.”

As you all leave Ambrus' office, one of his assistants hands you two scrolls of disguise self and two elixirs of hiding
Sorry about the wait. Go ahead and introduce your characters and ask questions if you want.


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A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).

The Pathfinder Society dispatches you to the catacombs called Cassomir's Locker to find the source of a rat cult breeding monstrous vermin. After clearing Cassomir's dank sewers and delving into the dirty dungeons below, will you find the artifact that powers Cassomir's Locker or bring about the destruction of Taldor's most important port?

This scenario is being run during the PBP Gameday so it is starting September 19th.

Players already part of this scenario:
1: Lithrac
2: Carla the Profane
3: Masym Dalaere

There is still room for three more and alternates.


When a monster is discovered on the grounds of the Pathfinder Lodge at Heidmarch Manor in Magnimar, an investigation into its appearance leads the PCs deep under the City of Monuments—and face to face with a burgeoning thieves’ guild.

This scenario is being run during the PBP Gameday so it is starting September 19th.

Players already part of this scenario:
1: Great Green God
2: Stephnyan
3: Mike Garlington
4: TheBobJones
5: Cyrus9553

There is still room for one more and alternates.

Liberty's Edge 1/5

So I just finished up the Shades of Ice trilogy and it got me thinking, What other adventures/modules/scenarios require cold weather checks? I know the Frostfur Captives, Shades of Ice trilogy, and the Reign of Winter adventure path but are there any others and what are they?


You are in Absalom, the mighty City at the Center of the World, and you’ve always longed to explore one of the countless ruins of failed conquerors that litter the plains outside the city’s walls.
You’ve heard rumors that one of the sealed siege castles has been laid open by a minor earthquake. Word on the street is that no one has yet entered the tower, which folks are calling the “Fallen Fortress.” What better way to start a life of excitement and adventure than by exploring its long-abandoned, dusty halls and perhaps claiming its ancient treasures?
There is a notice on a bulletin board inside the Grand Lodge that a wealthy historian wishes to hire a group of 6 adventurers to go to this "Fallen Fortress" and retrieve any artifacts that may be found there. If there is any, they should be turned in to him at the local museum where he is the curator.
This is where everyone will meet and once everyone shows up, you will go out into the Cairnlands to explore. So introduce yourselves. :)


Real Name:
PC Name:
PFS #
Faction:
Day Job Roll:
email:


You are in Absalom, the mighty City at the Center of the World, and you’ve always longed to explore one of the countless ruins of failed conquerors that litter the plains outside the city’s walls.
You’ve heard rumors that one of the sealed siege castles has been laid open by a minor earthquake. Word on the street is that no one has yet entered the tower, which folks are calling the “Fallen Fortress.” What better way to start a life of excitement and adventure than by exploring its long-abandoned, dusty halls and perhaps claiming its ancient treasures?
There is a notice on a bulletin board inside the Grand Lodge that a wealthy historian wishes to hire a group of 6 adventurers to go to this "Fallen Fortress" and retrieve any artifacts that may be found there. If there is any, they should be turned in to him at the local museum where he is the curator.
This is where everyone will meet and once everyone shows up, you will go out into the Cairnlands to explore. So introduce yourselves. :)


Real Name:
PC Name:
PFS #
Faction:
Day Job Roll:
email:


An unnamed siege castle has stood in the Cairnlands for hundreds if not thousands of years, magically sealed after the death of its forgotten master. But recently, a minor earthquake rocked the land, accomplishing in moments what dozens of scholars, sages, and adventurers could not achieve in years—the quake caused part of the siege castle to collapse, opening its interior for the first time in centuries. The locals now call this tower the Fallen Fortress.
A wealthy historian hires adventurers to collect any historical artifacts that might still be within the ruined tower.
I will require you to post at least once a day. I will make the Initiative rolls for you. As soon as we get 6 players we will start.


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Please list your
Real name:
Player Name:
PFS ID:
Faction:
Day Job:


This scenario will be played during Pbp Gameday 3, and so will start on Nov 1, 2014.
A Pathfinder Society Scenario designed for level 1-2.

Almost all Pathfinders undergo extensive training for three or more years to learn the tricks of the trade, and their last test before graduating from the ranks of the initiates to the status of a full Pathfinder agent is the Confirmation, a special research project that involves considerable fieldwork and is designed to simulate the initiates' future work as a Pathfinder. Even the noteworthy field commissioned agents sometimes participate in such trials as a way to familiarize themselves with the Pathfinder Society’s rules and expectations. Although Confirmation is typically an individual affair, the society recently discovered a site on the Isle of Kortos that would be perfect for initiates but perhaps too dangerous to handle alone. Successfully uncovering this site’s secrets will not only contribute to the society’s body of knowledge but shape the exciting careers ahead for each of the prospective agents.

The link to the sign up sheet for this scenario is -->here.<---


A nondescript cleric from the church of Pharasma approaches each of you saying "We need your help up at the church. I, and other clerics, are out looking for pathfinders and other adventurers to help us. Just show up at the Godsmouth Cathedral and you will be informed as what will be needed from you." and the cleric disappears into the crowd, heading towards the church.
At this point, each of you will show up in the entrance of the church. Introduce yourselves to each other and then you will be greeted and the adventure will get underway.

The Exchange

Male Half-Elf Bard(Dirge) 2/Sorcerer(undead) 1 | AC 12 T 12 FF 10 | HP 23/23 | F +2 R +5 W +4 | Init +1 | Perc +7 | Performance Rounds 12/12 | Bloodline Power 7/7

One day while walking through Kaer Maga, a melancholic half-elf bard in black and white makeup, playing a set of congos, walks up to Grigori. "Greetings. I can see that you follow Pharasma as well. I just came from the church up there and sent me to find a party of pathfinders to help them. You look competent. Why don't you gather with more pathfinders at the Godsmouth Cathedral to help them?"
And with that he disappears into the crowd, probably off looking for more adventurers to help the temple.
Each of you get approached by this 'effective' NPC, all being sent toward the church. Once you are ready, make your introductions and then the adventure will get underway.


Go ahead and dot away.


Go ahead and dot away.


Since this is my first time GMing, I'll host one that I am somewhat familiar with. Please bear with me.

Deep below the anarchic city of Kaer Maga, someone—or some thing—has begun stealing corpses from the city’s most prestigious tomb, the Godsmouth Ossuary. Fearing the worst, the clerics of Pharasma in charge of maintaining the crypts quietly call for aid, not wanting to risk their own members in combating whatever horrors may have crept in from the tunnels and hidden chambers of the legendary Undercity. Yet when the PCs venture below the closed-off sections of the crypt, what they find may be more than they bargained for. For beneath the infamous crypt lies a temple from an ancient empire devoted to sin, and a former Pharasmin cleric who’s weathered his goddess’s wrath to create an army of undead minions, their dead flesh standing ready to support his heretical plans.

Written by Rob McCreary

Requirements
*A level 1 or 2 PFS character.
*Posting at least once or twice a day (once or twice on the weekends if needed)
*A character sheet that I can review.

Liberty's Edge 1/5

If my character dies, what happens with the chronicle sheets that he/she has accumulated? Can I still use them for other characters or do I have to play through those scenarios again with a different character to get the ability to buy the items on them?