PbP GameDay 4: DM Sfounder's Serpent's Rise (Inactive)

Game Master Chris Marsh

Tactical Map

Initiative Quick Post:

  • [dice=322]d20+2[/dice]
  • [dice=Joliryn]d20+4[/dice]
  • [dice=Marnarius]d20+2[/dice]
  • [dice=Rataji]d20+5[/dice]
  • [dice=Gazwyr]d20+1[/dice]
  • [dice=Zurnzal]d20+2[/dice]
  • [Dice=Goodies]d20+0[/dice]
  • Perception Quick Post:

  • [dice=322]d20+2[/dice]
  • [dice=Joliryn]d20+1[/dice]
  • [dice=Marnarius]d20+11[/dice]
  • [dice=Rataji]d20+2[/dice]
  • [dice=Gazwyr]d20+13[/dice] (blindsense 60 ft., darkvision 120 ft.)
  • [dice=Zurnzal]d20+11[/dice]
  • Stealth Quick Post:

  • [dice=322]d20+10[/dice]
  • [dice=Joliryn]d20+8[/dice]
  • [dice=Marnarius]d20+12[/dice]
  • [dice=Rataji]d20+1[/dice]
  • [dice=Gazwyr]d20+11[/dice]
  • [dice=Zurnzal]d20+12[/dice]

  • 1 to 50 of 439 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>

    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Please keep this thread in character, but feel free to dot!

    Lantern Lodge RPG Superstar 2015 Top 16

    Dot for now. Then to arguing about pregen choices afterwards!

    Dark Archive

    Dotting!

    Liberty's Edge

    Male Human Healer/ Warrior 10

    Dot


    HP 46/46 | AC 19 T 15 FF 14 | Init +5 Perc +12 | CMB +6 CMD 21 | F+3 R+10 (+2 Traps) W+6 | N Human | Unchained Rogue 7 | Rapier +11; 1d6+1 (18-20) OR Crossbow +11; 1d8 (19-20)

    .


    Halfling Magus (Eldritch Scion) 7
    Stats:
    HP:59║AC20 T15 FF16║F+10 R+9 W+7 (+2vs Fear)║Init+4║Perception+1║CMB+4 CMD+18║

    Dot


    Male Half-orc Brawler 6/Assassin 1 | AC 18 T 14 FF 15 | HP 35 /65 | F +8 R +10 W +5 | Init +2 | Perc +11 | Knockout 1/1 | Martial Flexibility 1/6

    "I'm ready for my next assignment."

    Dark Archive

    Female Elf Oracle 7 HP: 56/59 AC:18 (tch 18, ff 16) F: +6, R: +7, W: +10; Init: +2, Perc: +2 (low light), SM: +0; Active: Cloak of Darkness

    dot


    Checking in!


    Male Human (taldan) Fighter (Aldori Swordlord) 03

    Dotting now. Just a few days more folks! Can't wait!


    Male Human Wizard (enchanter) 08 HP: 58/58 | AC:11 | T:11 | FF:10 | CMD:14 | Fort:+5 | Ref:+7 | Will:+10 | Init:+5 | Perc:+2 | Dazing Touch 8/8

    Dotting!


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Race is done and I'm ready to go. I can't walk, but I can type!

    You are Aspis Consortium operatives, hand-picked by your superiors for one of the most daring missions ever attempted against the hated Pathfinder Society. For centuries the Society has been the hyena of the archaeological world, descending upon legitimate Aspis operations to snatch whatever the Pathfinders want, kill hardworking contractors, and grow wealthy on the profits of their “historical preservation.” As they say, the victors write the history books, and the widely distributed Pathfinder Chronicles paint the Society’s piracy as heroism guided by a moral compass as true as the wayfinder each agent carries.

    Despite the thick walls and heavy windows of the rented home that serves as your safe house, the passage of Pathfinders from across the Inner Sea region creates a muted rumble as they make their pilgrimage to the Society’s Grand Convocation, an annual gathering in which Pathfinders tell tales of their exploits, show off their discoveries, and celebrate another successful year. Every additional Pathfinder is another set of eyes to spot trouble and another blade ready to defend the Grand Lodge, yet every voice and footstep makes it even safer to discuss the impending attack.

    As you join your Aspis allies, you take a moment to check the missive given to you regarding the mission. Please only read your own spoiler.

    Rataji:

    Rataji,
    Congratulations are in order, my friend! Three years in the Consortium, and you have already earned the silver badge! What’s more, you are in charge of a critical element of the upcoming mission. As the ranking agent on your team, this is your first shot at being in charge, but I warn you that this first team isn’t one you’ll want to boss around; this is a coalition force, and everyone seems to be the favorite of someone else a lot higher up in the food chain. Aim to coordinate, not command.
    Look on the bright side, though: after all of those briefings that you had to sit through, now you are the hotshot who gets to lay out the plan. I’ve summarized the objectives below so that you don’t forget, but it’s up to you to make it interesting and inspire your team. You’ll do great.
    —————
    Hundreds of Aspis agents and sympathizers are assembling throughout Absalom in preparation for an attack on the Pathfinder Society’s Grand Lodge. Most of these teams are in position to sow chaos, lure the Pathfinders’ attention elsewhere, and keep the rest of Absalom from interceding.

    You are the lynchpin of the assault. Infiltrate the Grand Lodge, using the festival and throngs of unfamiliar faces to cover your movements. Gather what additional information you need, meet with any informants your team knows about, and lay the groundwork for your assault—split into smaller groups if necessary. Your cue to enter Skyreach—the towering stronghold the Society thinks unassailable—is a speech given by Master of Swords Marcos Farabellus. Agents will start ushering Pathfinders toward one of the lawns and pouring drinks for a toast, giving you a fairly generous window to get inside.
    Once inside Skyreach, you have two major objectives: open the Hao Jin Tapestry gateway, and secure the Sky Key in that order. I have included some notes about how to activate the tapestry, as well as the coordinates within the tapestry where our allies are gathered. However, the notes only address how to send one person inside, not how to bring anyone out. It seems Zey is paranoid about even keeping any notes about cracking the tapestry open, and he only stores them in one of the vaults beneath Skyreach—a section called the Antarnicus Wing, used for most of the tapestry’s treasures. Be prepared to break in. Once you have secured the notes, get to the tapestry chamber quickly.

    Handle any opposition, open the gateway, and welcome our allies from inside the demiplane. Make sure that they have some sense of where they’re going.

    After that, ascend to the small museum where the Society is keeping the Sky Key. It’s the usual routine: take care of any guards, grab the target, get out, and keep the whole operation clean. A second team (listen for the code “Five fingers till Oathday“) should find you soon after; pass them the Sky Key, get out, and congratulate your team.

    Mission accomplished.

    Make the Patrons proud,
    Myrosype

    Marnarius:

    Marnarius,
    I promised you I would get you out, didn’t I? After three long years in captivity, cast away by the Pathfinders who cared nothing for your humanity or the life you had left behind, you are finally back. I must accept some of the blame for your being stranded, for it was I who assigned you to that lucrative post; however, it was that fool Aglorn who failed to guard the gate and lost us not only our way into the tapestry but also several of our finest agents. This injustice shall not stand. I would not assign you a mission if I did not have the highest confidence in your abilities, and I consider securing you this particular venture a small step in reconciliation. The Pathfinder Society shall burn, and you shall have the revenge you seek.
    There are several hundred of our agents throughout the Grand Lodge ready to inflict damage and provide you the distraction needed to reach high priority targets. Anything you can do to make their jobs easier by preparing a few distractions of your own would help you as much as it would them. I already have numerous arsonists ready, but nobody seems bold enough to do anything about the zoological garden the Pathfinders keep. That’s why we’re fortunate to have a resourceful agent like you, willing to aid these fellow wretched creatures also unjustly imprisoned by the Pathfinders. I am sure they, like yourself, would love a chance to extract some justice from their captors. In addition to the forces within the Grand Lodge, hundreds of people who, like you, wish to escape from the confines of the tapestry are massed by your old base camp. I am sure that if your fellow agents forget where your allies are stationed, you can steer them in the right direction.
    Do you remember the weapon I sent you to recover in Hao Jin’s hellhole? After they secured the gate, they snatched it up, and it went right into one of the vaults beneath Skyreach. Find it, and it’s yours to keep and use as you see fit. Wield it in the name of vengeance and the Consortium.
    Regards,
    Tseka

    322:

    While you slept last night, a familiar figure wearing a blue coat and mask visited you. She smiled as she stepped over the threshold of your childhood home, whose windows were all bound in chains.
    “Oh my dear 322, how does freedom feel? Are you still staring at the sky in wonder and fear? Do you still dream of the doorway between the stars? Have you kept writing in your journal?” The masked woman paused as she looked at you, and then smiled again. “Had you stopped wondering if I would find you again? Hardly. You are as drawn to uncover your own secrets as I am.” Shaking her head as if remembering some sweet memory, she continued. “Clinical experimentations ceased because you demonstrated increased capacity to channel the Lurker’s dark mysteries. I have guided you to Absalom in order to participate in a field study—a live test of your powers. Prepare yourself to work with members of the Aspis Consortium. Assist them to the best of your abilities.”
    “You have two other responsibilities, both important to our studies and our allies. The first is this,” she said while conjuring a glassy, hexagonal pad out of dreamstuff. “It emits a resonance similar to the stars beyond, just as you do, so none of your allies will know how to operate it. I have used it to channel cosmic life energies into tiny homunculi, but I suspect that it could animate something far grander. Find a suitable host, attach it without drawing attention to yourself, and activate it when you see fit.”

    “Your other task is even more important. At some point during your mission, you will find a simple lantern among your possessions. If opened, it captures the escaping essence of whoever dies near it, ensuring Pharasma never judges the unfortunate soul trapped within. Only one Pathfinder can repair the damage inflicted in the upcoming Aspis attack: Aram Zey. Ensure that the Society cannot call upon his expertise ever again, and I shall ensure his expertise helps you learn more about yourself.” The masked figure raises her arm in a salute. “Godspeed, my curious disciple—whichever gods those may be.” With that the dream ended.

    [spoiler=Shohiraj]
    Shohiraj,
    After hearing the reports of lesser agents operating under lesser commanders, allow me to express how pleased I am to hear that you have accepted this job. What I have heard from my colleagues about your coworkers sounds equally reassuring; they are all competent in their respective fields. However, none of them can compare to your practical, on-the-job experience I am relying on you to ensure that this mission goes off without a hitch. Each bystander’s scream, nearby explosion, or track left behind is another complication that could jeopardize the operation.
    My other agents have been watching the Grand Lodge closely. I have included the incomplete map that they created, noting the locations of your objectives in Skyreach. In addition, the agents report that the Master of Scrolls Kreighton Shaine—normally responsible for managing the keys to Grand Lodge’s vaults but concerned about his ability to keep them out of reach—has delegated several of the keys to one of his protégés, a halfling named Janira Gavix. My intelligence reports that she practically worships the Master of Scrolls, so there is no chance that she would take a bribe. Supposedly she is rather proud of her storytelling prowess, though, and can often be found near large crowds. If you can relieve her of the keys, your infiltration of Skyreach should be all the cleaner. I have enclosed a sketch of the halfling to assist your efforts to locate her.
    May silence hide your footfalls,
    Kitio Aspenthi, gold agent

    Joliryn:

    Joliryn,
    It’s been several years in the making, but the coalition of some of the finest Aspis minds has finally manifested in this approaching assault—a fight to regain the Consortium’s glory and put the Society back in its place. I have not forgotten your earlier contributions, and I have pulled a few strings to secure you a key role in the upcoming operation. You won’t have the tiresome chore of leading the team; one of my colleagues has elected one of his cat’s paws to the role, and I trust you’ll let him parade about while letting you get the real work done. In fact, everyone on your team has powerful connections and probably thinks highly of themselves. I am betting on this, actually, because those connections have been particularly cagey about their own reasons for participating in this raid. Just as a tracker can tell the health and drives of an animal by the spoor it leave behind, you can help me gaze into my colleagues’ minds by discerning what it is that their agents want to accomplish. Keep an eye on your comrades, and report what you can to me about their ulterior motives.

    Of course, I would not demand information without sharing some in return. One of my many spies in the Society is a Chelish man named Arminaldi Charthagnion, a disciple of Nethys’ divine secrets. He is unhappy with the Society’s treatment of artifacts, and I have managed to keep him selling me secrets with the promise of helping him liberate a relic or two. I am expecting his latest report soon, but since you will be there anyway, perhaps you might meet him at the Wall of Names and use the intelligence as you see fit.
    He won’t acknowledge you as my agent unless you tell him “The wall slithers like a snake through grass.” You’ll know you have the right man if he responds “None would step on so great a serpent.” He should give you what you need to know, and no more need be said. Just try not to spoil his cover or your own by making a scene about it.

    I await news of your victory,
    Suliji Peshar

    Zurnzal:

    Zurnzal,
    We have reviewed your work over the past four years, and so far your performance has gone beyond the expectations to which we typically hold our contractors. The Consortium is always on the lookout for resourceful, intelligent operatives who know how to do more than just bash heads together—useful a skill as that is. I have a key vacancy in my roster, but I need more than just a knee-breaker who will knock down what I point at. Consider your current mission a tryout of sorts. At least one of your teammates is taking notes on your performance. Impress them, and you’ll impress me. Do that, and I’ll have a bronze badge waiting for you.
    The upcoming attack relies on chaos, and that same chaos can cover your team’s tracks. What could be more upsetting to the Pathfinders than discovering that someone in their midst was a traitor? Of course, you may have to make a traitor by making an upstanding but easily missed Pathfinder disappear. If he happens to be a traitor already, that’s even cleaner. A missing traitor means no alibi, and that means someone disguised as that traitor could pin any number of crimes on him. Whether you do that or not is up to you; after all, an agent able to delegate effectively is just as valuable to me as one who can do the job himself.
    Your friend in Tamran

    Dark Archive

    Female Elf Oracle 7 HP: 56/59 AC:18 (tch 18, ff 16) F: +6, R: +7, W: +10; Init: +2, Perc: +2 (low light), SM: +0; Active: Cloak of Darkness

    Shohiraj's text is in 322 spoiler (I didn't read it) - I think maybe a ] was missing.


    A silent fire burns in Marnarius' eyes as he reads his missive. With an assertive nod he leans over and burns the slip of paper in the fireplace. His eyes take a far away glaze as a grim smile of dire forbidding graces his rock hard features.

    Grand Lodge

    Venture-Lieutenant - NH | Proprietor of Castamir's Station
    The Experiment 322 wrote:
    Shohiraj's text is in 322 spoiler (I didn't read it) - I think maybe a ] was missing.

    oops! Sorry about that. I'll fix it ASAP

    -Posted with Wayfinder


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Shohiraj:

    [spoiler=Shohiraj]
    Shohiraj,
    After hearing the reports of lesser agents operating under lesser commanders, allow me to express how pleased I am to hear that you have accepted this job. What I have heard from my colleagues about your coworkers sounds equally reassuring; they are all competent in their respective fields. However, none of them can compare to your practical, on-the-job experience I am relying on you to ensure that this mission goes off without a hitch. Each bystander’s scream, nearby explosion, or track left behind is another complication that could jeopardize the operation.
    My other agents have been watching the Grand Lodge closely. I have included the incomplete map that they created, noting the locations of your objectives in Skyreach. In addition, the agents report that the Master of Scrolls Kreighton Shaine—normally responsible for managing the keys to Grand Lodge’s vaults but concerned about his ability to keep them out of reach—has delegated several of the keys to one of his protégés, a halfling named Janira Gavix. My intelligence reports that she practically worships the Master of Scrolls, so there is no chance that she would take a bribe. Supposedly she is rather proud of her storytelling prowess, though, and can often be found near large crowds. If you can relieve her of the keys, your infiltration of Skyreach should be all the cleaner. I have enclosed a sketch of the halfling to assist your efforts to locate her.
    May silence hide your footfalls,
    Kitio Aspenthi, gold agent


    Male Human Wizard (enchanter) 08 HP: 58/58 | AC:11 | T:11 | FF:10 | CMD:14 | Fort:+5 | Ref:+7 | Will:+10 | Init:+5 | Perc:+2 | Dazing Touch 8/8

    As Rataji moves to greet his fellow agents with one of his best "open and honest smiles", he carefully reviews the content of themissive bearing his orders carefully:"Get in - get the prize - get out... easy as pie..." he muses while opening his arms in a welcoming gesture.

    "My fellow agents, words almost fail me when I consider the sheer enormity of what we are tasked to accomplish here in Absalom today. Simply put we were chosen to be the sperhead meant to bring our hated competitors low. That we, among countless others were deemed worthy of such a lofty goal, alone speaks volumes about the individual prowess of each one of us. As such I don't need any proof of how formidable everyone inside this room is. What I need is to make sure we are all on the same page, willing to work togheter as a team, because, despite our personal power, we are going to be pitted against the most insidious and reckless of creatures. The hydra like monster known as the Pathfinder's Society!"

    Rataji lets that linger in the air for a moment before continuing:"Our enemies are getting ready to celebrate their latest iniquities. Grand Convocation, they call it, but we know it for what it really is: a sham meant to glorify theft and murder! Well... this time we are giving them something REAL to celebrate... the time they were beaten at their own game! You see, our forces are in position and ready to act throughout Absalom, and the pathfinders don't suspect a thing. When the "Grand Convocation" starts we are to infiltrate it while our fellow aspis agents spread chaos in the city and force the enemy to investigate. Once there, hidden by the anonimity granted by the crowd, we should be able to find a way inside Skyreach and then to move to our end goal... the Hao Jin Tapestry and the Sky Key... the ultimate prize we need to recover!"

    Once he feels he's delivered the needed information Rataji adds:"That's our orders... now I'd like to hear your toughts about it, any insight could be vital for achieving success on the field and you know how much we of the Aspis Consortium value our people's opinions and ideas!"

    Dark Archive

    Female Elf Oracle 7 HP: 56/59 AC:18 (tch 18, ff 16) F: +6, R: +7, W: +10; Init: +2, Perc: +2 (low light), SM: +0; Active: Cloak of Darkness

    "Same page, yes. I understand the mission."


    HP 46/46 | AC 19 T 15 FF 14 | Init +5 Perc +12 | CMB +6 CMD 21 | F+3 R+10 (+2 Traps) W+6 | N Human | Unchained Rogue 7 | Rapier +11; 1d6+1 (18-20) OR Crossbow +11; 1d8 (19-20)

    Shohiraj nods as she listens intently ... after which she indicates that she is ready to start to her companions.


    Halfling Magus (Eldritch Scion) 7
    Stats:
    HP:59║AC20 T15 FF16║F+10 R+9 W+7 (+2vs Fear)║Init+4║Perception+1║CMB+4 CMD+18║

    Really it seems like you've said it all. Any insight I have to share will likely be gleaned once we're closer to our targets.

    The halfling woman talks with an air of cold confidence not typically associated with her race. She folds her own missive up and stores it somewhere safe.

    What's the first step to our grand plan?


    Male Half-orc Brawler 6/Assassin 1 | AC 18 T 14 FF 15 | HP 35 /65 | F +8 R +10 W +5 | Init +2 | Perc +11 | Knockout 1/1 | Martial Flexibility 1/6

    "A cover identity.", speaks the half-orc with an efficient intelligence that seems unlike hus brutish physique. "Sure we are to blend in with the Pathfinders, but acting as a prominent figure among their ranks may open doors where tools or magic could not. At the very least, the identity will be a scapegoat for our true goal. I have the training and tools for such a task, but intel on an appropriate patsy would be useful."

    -Posted with Wayfinder

    Grand Lodge

    Venture-Lieutenant - NH | Proprietor of Castamir's Station

    wrapping up my chores for the weekend. Will post later today.

    -Posted with Wayfinder


    Marnarious steps forward to address the group. "I have a few ideas for distractions once we are within the folds of the enemy. Once we reach the Tapestry, however, I believe that my.... experience.. will prove most useful to the cause. I was trapped within the other realm for many years by these thrice damned Pathfinders, and it will be my great pleasure to use this tool against them now!"


    Male Human Wizard (enchanter) 08 HP: 58/58 | AC:11 | T:11 | FF:10 | CMD:14 | Fort:+5 | Ref:+7 | Will:+10 | Init:+5 | Perc:+2 | Dazing Touch 8/8

    Rataji claps his hands togheter apparently estatic at his companions words:"This is GREAT! You see? This is the spirit we need to defeat those sanctimonious thieves at their own game. We have strength, we have intelligence, we have guile... we have KNOWLEDGE! And they... they suspect nothing! Once we are finished with them they'll remember this as the day they were shamed in front of the world! We'll take their greatest prize for our own and laugh as we tell the tale to the next generation of Aspis' agents! And, of course, we'll get a reward commisurated to the deed as well!"


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    The convocation is likely chaotic enough that a disguise is not needed. You're all unknown to the society. As you break, a quick check on the time shows you have about two hours before your "deadline". At that point, it's Tapestry or bust. But, that's for the future. For now, there is groundwork to be done!

    Each hour, you can wander, meander, and see three different places. At any of those places, you may investigate or actively interact once per hour. You may travel as a group, in smaller groups, or even as lone agents. The choice is yours.

    Where to Pathfinders? Agents?


    HP 46/46 | AC 19 T 15 FF 14 | Init +5 Perc +12 | CMB +6 CMD 21 | F+3 R+10 (+2 Traps) W+6 | N Human | Unchained Rogue 7 | Rapier +11; 1d6+1 (18-20) OR Crossbow +11; 1d8 (19-20)

    Shohiraj will mingle and attempt to locate the halfling Janira Gavix ...

    Diplomacy: 1d20 + 7 ⇒ (18) + 7 = 25


    Halfling Magus (Eldritch Scion) 7
    Stats:
    HP:59║AC20 T15 FF16║F+10 R+9 W+7 (+2vs Fear)║Init+4║Perception+1║CMB+4 CMD+18║

    Joliryn will slip through the crowd, trying to look too busy to get caught in any conversations about "Her latest big adventure." She momentarily considered telling one particularly invasive Human that she was with the Consortium just to get him to leave.

    Soon enough she found herself at the Wall of Names and began casually talking to the Society members present, hoping to find Arminaldi Charthagnion.

    Diplomacy: 1d20 + 4 ⇒ (7) + 4 = 11


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    While you only have 2 hours, you can spend the first half akin to a combat round. EVERYONE gets a free check as you work your way through the throng. Choose one of the following skills: Diplomacy (Gather Information) or Knowledge (Local). Also tell me if you're seeking something specific, as Shohiraj did above, or if you're just taking it all in and whatever info comes your way. I have everything from Shohiraj and the subject for Joliryn.


    Male Half-orc Brawler 6/Assassin 1 | AC 18 T 14 FF 15 | HP 35 /65 | F +8 R +10 W +5 | Init +2 | Perc +11 | Knockout 1/1 | Martial Flexibility 1/6

    Free Kn: Local check (untrained): 1d20 + 2 ⇒ (8) + 2 = 10
    Looking for a notable, yet not super important Pathfinder to use. Preferably medium sized, and perhaps a half-orc if that is at all possible.

    If he doesn't find anyone, Zurnzal will stealthily make his way through the crowds looking for such a person as noted above.

    Action Kn: Local check (untrained): 1d20 + 2 ⇒ (18) + 2 = 20


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Shohiraj slips through the massive crowd of enemies looking for one in particular. You find her easily, as your picture is clearly accurate, and the halfling is actively working a crowd while telling a story by the statue of Durvin Guest. Joliryn too has success. Her mark is by himself, though the throng of people doesn't mean he's "alone." Coincidentally, Zurnzal makes a mark, but not exactly what he was expecting. The "sage" eyed by Joliryn is extremely similar in build to the Ambitious Agent. The clothing would be easy to match (and the hood helps). The build is spot on. The only issue is the race. Still, it's the best one you find in your first pass, and you don't have all day. He could keep looking, but time is tight. The choice is yours...

    HOUR 1
    322:
    1.
    2.
    3.
    Joliryn:
    1. Locates the sage by the Wall of Names
    2.
    3.
    Marnarius:
    1.
    2.
    3.
    Rataji:
    1.
    2.
    3.
    Shohiraj:
    1. Locates Janira by the Statue of Durvin Guest
    2.
    3.
    Zurnzal:
    1. Locates a potential mark in Joliryn's contact.
    2.
    3.


    Halfling Magus (Eldritch Scion) 7
    Stats:
    HP:59║AC20 T15 FF16║F+10 R+9 W+7 (+2vs Fear)║Init+4║Perception+1║CMB+4 CMD+18║

    Joliryn will approach the sage and say “The wall slithers like a snake through grass.” With a curt nod as she looks around the area.

    Perception: 1d20 + 1 ⇒ (4) + 1 = 5

    if she spots Zurnzal, not sure how easy he is to spot, hopefully real easy considering my roll, shell make a subtle "wait" signal.


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    I know we're not in combat, but I'll let everyone get their initial "turn" in before advancing individuals.


    Halfling Magus (Eldritch Scion) 7
    Stats:
    HP:59║AC20 T15 FF16║F+10 R+9 W+7 (+2vs Fear)║Init+4║Perception+1║CMB+4 CMD+18║

    Sounds fair to me.


    Male Half-orc Brawler 6/Assassin 1 | AC 18 T 14 FF 15 | HP 35 /65 | F +8 R +10 W +5 | Init +2 | Perc +11 | Knockout 1/1 | Martial Flexibility 1/6

    Depends, Zurnzal is stealthing if the first free roll didn't work. So here's his stealth, just in case.

    Stealth: 1d20 + 12 ⇒ (16) + 12 = 28


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Zurnzal can certainly see the exchange with Joliryn. He can absolutely wait until she's done.


    Male Half-orc Brawler 6/Assassin 1 | AC 18 T 14 FF 15 | HP 35 /65 | F +8 R +10 W +5 | Init +2 | Perc +11 | Knockout 1/1 | Martial Flexibility 1/6

    The half-orc nods at the halfling's command, but starts studying the Pathfinder.

    In case I prefer just to off him, hide the body, and then use his clothing for part of the disguise. Depends on what Joliryn needs him for. But first... the wait!

    Dark Archive

    Female Elf Oracle 7 HP: 56/59 AC:18 (tch 18, ff 16) F: +6, R: +7, W: +10; Init: +2, Perc: +2 (low light), SM: +0; Active: Cloak of Darkness

    322 wanders about the party, listening to conversations without really participating in them. In particular, she tries to get a glimpse of Aram Zey, a notorious Pathfinder. She is also interested in the artwork, particularly any sculptures or constructs that might look even more interesting if somehow animated.

    Diplomacy (gather info): 1d20 + 4 ⇒ (17) + 4 = 21


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    322's lithe form cuts the crowd like a shark through water. While Aram Zey stays elusive, the Experiment does manage to find a statue that is both large enough to use and ironic enough to make the revenge of the Consortium ever sweeter, that of Durvin Guest himself. 322 and Shohiraj spot each other in the crowd, but neither makes acknowledgement. Still, you're highly trained agents. Perhaps there is synergy here?

    HOUR 1
    322:
    1. Locates a statue
    2.
    3.
    Joliryn:
    1. Locates the sage by the Wall of Names
    2.
    3.
    Marnarius:
    1.
    2.
    3.
    Rataji:
    1.
    2.
    3.
    Shohiraj:
    1. Locates Janira by the Statue of Durvin Guest
    2.
    3.
    Zurnzal:
    1. Locates a potential mark in Joliryn's contact.
    2.
    3.


    Male Human Wizard (enchanter) 08 HP: 58/58 | AC:11 | T:11 | FF:10 | CMD:14 | Fort:+5 | Ref:+7 | Will:+10 | Init:+5 | Perc:+2 | Dazing Touch 8/8

    Rataji tries to recall what he knows about any useful or important locations near the Grand Lodge.

    Knowledge (local) check: 1d20 + 15 ⇒ (19) + 15 = 34


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Rataji:

    You know a bit about all of it.

    The Grand Convocation is particularly crowded this year. In addition to agents from all over Golarion, several dignitaries from Absalom are in attendance. Although both Kreighton Shaine and Marcos Farabellus have made appearances, nobody has spotted the Master of Scrolls Aram Zey. It’s not especially surprising, given Zey’s dislike of crowds and dealing with the public. Several dozen Pathfinders have begun unloading kegs from carts on the Center House lawns, likely in anticipation of Marcos Farabellus’s big speech. It’s an open secret that he intends to announce that the longawaited reconstruction of the Sky Key has concluded. Although nearly every Pathfinder at the Grand Lodge is allowed to wander about and relax, several dozen are on guard duty on the walls and in Skyreach. Most of these assignments are punishments for debts incurred to the Society or bungled expeditions. Part of the reason that Aram Zey hasn’t been seen yet is because he is supervising these patrols. Two of the unfortunates assigned to guard duty are Loshari and Telandril, part of a team sent to Isger to recover a relic lost during the Goblinblood Wars. The venture was a debacle and resulted in part of a town being set on fire and inadvertently let goblins loose in the town square. Most blame Loshari, but Telandril stubbornly insisted on sharing the punishment—likely so that he could lecture her further.

    Within the walls:
    Gate: A pair of massive, steel doors stands open during all but the greatest emergencies. This is the only official entrance to the Grand Lodge.

    Skyreach: This five-towered fortress houses the offices of the Society’s most important figures as well as countless libraries and storage facilities. Many of its floors and hallways are off-limits, meaning few know the full extent of what lies within.

    Water Palace: This low, pagoda-roofed manor is a place of quiet study and meditation. It also houses many of the Society’s relics from beyond the Inner Sea region.

    The Center House: This home of Ustalavic design has remained off-limits by order of the Decemvirate for as long as anyone can remember. On some nights, lights shine from within, suggesting its two towers are haunted.

    The Mausoleum: This stone-columned fortress is dedicated to unlocking the greatest mystery of all— death. Scholars study everything from burial practices to the necromantic arts of long-faded civilizations. The guiding rule is that no innocents are harmed, and even the creation of undead is relatively rare.

    The Quadrangle: Many of the dormitories and classrooms for initiates in training are in this set of ivycovered stone buildings.

    Arliss Hall: Many resident Pathfinders inhabit modest flats in Arliss Hall, which is a maze of featureless corridors. There are many more halls and rooms than there are residents, and it is believed that none other than venture-captains are allowed into the central courtyard.

    Starhall: This keep has a high, domed tower on its east end, and it holds much of the Society’s knowledge about worlds beyond Golarion and the Material Plane.

    Outbuildings: These include residences for visiting Pathfinders, stables, smithies, bathhouses, warehouses, Pathfinder-only shops, and more.

    Menagerie: Pathfinders sometimes bring back exotic creatures for study or domestication. Many of these animals and magical beasts are dangerous and must be corralled. The zoo’s rotating population attracts visitors from across the city.

    Training Arena: Only a wooden fence and benches surround this dirt-floored arena. It is here that Pathfinders spar and practice their fighting techniques.

    Temporary Structures: When the outbuildings are insufficient to house visitors, tents spring up here to manage the overflow. During the Grand Convocation, this area is especially packed thanks to the Pathfinders who have journeyed here from thousands of miles away.

    Wall of Names: This curving wall of black glass is a memorial to Pathfinders who have perished in the pursuit of knowledge, and each such name appears on its surface. A thick copse of trees provides visitors some privacy at this solemn place of reflection.

    Seeker’s Plaza: This small shrine houses bronze statues of some of the Society’s most important members.

    Baphory’s Walk: This pathway is infamous for its waist-high carved heads from the Mwangi Expanse. At random intervals and when nobody is watching, the faces can change their expressions in an instant.

    Statue of Durvin Gest: This 20-foot-high stone statue depicts Durvin Gest, one of the founders of the Pathfinder Society and widely considered to be its greatest adventurer.

    Repository: This is a featureless building of gray stone with no doors or windows. The way inside is among the venture-captains’ best-kept secrets.

    Southgrove: This stretch of trees is purposefully left untended, providing visiting Pathfinders who need a break from the city space to retreat.


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    HOUR 1
    322:
    1. Locates a statue
    2.
    3.
    Joliryn:
    1. Locates the sage by the Wall of Names
    2.
    3.
    Marnarius:
    1.
    2.
    3.
    Rataji:
    Tour of the area.
    2.
    3.
    Shohiraj:
    1. Locates Janira by the Statue of Durvin Guest
    2.
    3.
    Zurnzal:
    1. Locates a potential mark in Joliryn's contact.
    2.
    3.


    Marnarious makes his way through the throngs on his way to the menagerie, keeping his eyes and ears open for any way word rumors or information.
    Gather Knowledge: 1d20 ⇒ 13
    Perception: 1d20 + 11 ⇒ (7) + 11 = 18


    Male Human Wizard (enchanter) 08 HP: 58/58 | AC:11 | T:11 | FF:10 | CMD:14 | Fort:+5 | Ref:+7 | Will:+10 | Init:+5 | Perc:+2 | Dazing Touch 8/8

    Do the kegs contain some sort of refreshments? If so is it possible to find a way to poison them? The idea would be to buy some sort of venom (nothing spectacular I guess, due to Rataji low founds) and poison all those who drink from the kegs content. This should give us quite the advantage for what comes next. Is this a viable course of action or are the kegs heavily guarded?

    Rataji moves towards the outbuildings and tries to remember if he knows some shop famed for selling poisons and such...

    Knowledge(local) check: 1d20 + 15 ⇒ (11) + 15 = 26

    If needed Rataji is ready to bluff his way inside...

    Bluff check: 1d20 + 15 ⇒ (18) + 15 = 33


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Rataji, the kegs are next to impossible to get to. They're simply too crowded to get near. You can tell this instantly, so it doesn't fill your action for this hour. You can still jump in wherever you want.

    Joliryn & Zurnzal:

    Trees surround the small hill that bears a curving wall of black
    glass, providing visitors some privacy as they read any of the
    thousands of Pathfinder names inscribed on the surface. More
    trees grow in tight formation to the west, where the copse
    abuts the Grand Lodge’s wall.

    Joliryn gives the code phrase to which he responds, “None would step on so great a serpent.” After a moment’s hesitation, he then adds, “But perhaps it is a fool who invites the viper into his home.”

    Marnarius:

    Broad pavilions and awnings shade segmented pens containing animals from around the world, ranging from harmless rodents and fowl to hulking dinosaurs from Tolguth, a giraffe mutated by the Mana Wastes, and war beasts from the Hold of Belkzen. A few heavily reinforced cages hold even stranger creatures, such as an immense two-headed vulture, a ram-headed sphinx, and an armor-plated serpent with fangs the length of a broadsword.

    Shohiraj & 322:

    Already carved in larger-than-life proportions, the stone statue of Durvin Gest towers over the surrounding lawn on a pedestal flanked by angelic figures and carved with elaborate friezes depicting some of his most famous voyages.

    Several dozen Pathfinders are gathered around the statue, swapping stories and participating in improvised competitions of braggadocio. Among them is Janira Gavix, the aide to Master of Scrolls Kreighton Shaine. As approach, Janira is just finishing up a story about Selmius Foster— one of the first Pathfinders published in the Pathfinder Chronicles—and his fabled race against a marid and an efreeti, whom he cleverly tricked into distracting one another while he sped across the finish line. The story earns polite applause, and Janira hops down from the bench she had used as a speaking platform.

    HOUR 1
    322:
    1. Locates a statue
    2.
    3.
    Joliryn:
    1. Locates the sage by the Wall of Names
    2.
    3.
    Marnarius:
    Moves to the Managerie
    2.
    3.
    Rataji:
    Tour of the area.
    2.
    3.
    Shohiraj:
    1. Locates Janira by the Statue of Durvin Guest
    2.
    3.
    Zurnzal:
    1. Locates a potential mark in Joliryn's contact.
    2.
    3.


    HP 46/46 | AC 19 T 15 FF 14 | Init +5 Perc +12 | CMB +6 CMD 21 | F+3 R+10 (+2 Traps) W+6 | N Human | Unchained Rogue 7 | Rapier +11; 1d6+1 (18-20) OR Crossbow +11; 1d8 (19-20)

    Hour 1.2
    "Be ready." Shohiraj whispers to 322, then attempts to move close to Janira without drawing attention ...
    Stealth: 1d20 + 15 ⇒ (4) + 15 = 19
    ... then makes her attempt at lifting her keys ...
    Sleight of Hand: 1d20 + 16 ⇒ (20) + 16 = 36
    ... before secreting them into 322's kit; just in case she is pinched afterward.
    Sleight of Hand: 1d20 + 16 ⇒ (4) + 16 = 20


    Male Human Wizard (enchanter) 08 HP: 58/58 | AC:11 | T:11 | FF:10 | CMD:14 | Fort:+5 | Ref:+7 | Will:+10 | Init:+5 | Perc:+2 | Dazing Touch 8/8

    "How unfortunate... such a good idea ruined by these drunkards' love for booze... Well... I suppose I could track down the others and see if we can agree to get some more equipment on us. I think we can use something to heal wounds... just in case things go less than smoothly inside skyreach..."

    Rataji goes to the menagerie searching for Marnarious.

    I noticed how we don't have much healing. I suggest we pool our resources and buy a wand of cure light wounds at least


    Halfling Magus (Eldritch Scion) 7
    Stats:
    HP:59║AC20 T15 FF16║F+10 R+9 W+7 (+2vs Fear)║Init+4║Perception+1║CMB+4 CMD+18║

    GM & Zurnzal:
    Joliryn gives the sage a glare as he seems to voice his doubts about thier arrangement.
    Sense Motive: 1d20 - 2 ⇒ (4) - 2 = 2 Haha, thought it was worth a shot, I guess not.

    I was promised information, not thinly veiled regrets wrapped in snake analogies. Provide what you have come here to provide.
    Intimidate: 1d20 + 14 ⇒ (7) + 14 = 21
    Wow, dice gods are not with me today.


    GM:
    Is it too early to start with the distractions? I need to get inside of Skyreach, and the way presented for me was to create distractions by releasing animals..


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Joliryn & Zurnzal:

    TBD

    Marnarius & Rataji:

    Now is the perfect time to start raising hell here. Rataji joins you (if you actually have the funds you can buy a wand, but I don't know that you do.)

    Shohiraj & 322:

    That was DEFINITELY the time to roll a 20/You manage to get the key with a truly masterful brush. It required you reaching into her chest pocket under her vest. It was likely the most difficult lift of your life, and the cleanest execution you've ever had!

    HOUR 1
    322:
    1. Locates a statue
    2.
    3.
    Joliryn:
    1. Locates the sage by the Wall of Names
    2.
    3.
    Marnarius:
    Moves to the Managerie
    2.
    3.
    Rataji:
    Tour of the area.
    2.
    3.
    Shohiraj:
    1. Locates Janira by the Statue of Durvin Guest
    2. Lifts the keys right out of the gate.
    3.
    Zurnzal:
    1. Locates a potential mark in Joliryn's contact.
    2.
    3.

    Dark Archive

    Female Elf Oracle 7 HP: 56/59 AC:18 (tch 18, ff 16) F: +6, R: +7, W: +10; Init: +2, Perc: +2 (low light), SM: +0; Active: Cloak of Darkness

    322 continues to work the room, quietly in search of infamous Pathfinders.

    Perception: 1d20 + 2 ⇒ (9) + 2 = 11

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