bluedove's Pathfinders -Team Alpha [PFS] (Inactive)

Game Master bluedove

Current Encounter Map


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In regards to your PC's dress: though the House of the Immortal Son has a reputation for opulence and excess, it never turns away anyone with any obvious amount of money or fame. Pathfinders are a source of great discussion in Taldor and the nobility love to read of their exploits and adventures. Everyone will attend the opera for free (regardless of how they’re dressed), but anyone wearing less than a courtier’s outfit and 50 gp or more of jewelry suffers a –2 penalty on all Charisma-based checks when dealing with any Taldan nobles throughout the scenario.

Quinnwailn "Quinn" Elhedril wrote:

Quinn's inner frustrated monologue is betrayed by her sour expression... She looks up to Eliza Petulengro and tries to match this experienced woman's confidence and calmness and asks in her most self-assured voice, "Mistress Petulengro, excusing my boldness, but might you have something I could borrow to wear to the Opera? You obviously have fine taste in clothes and that is a skill that I admittedly lack. As they say, admitting your shortcomings is the first step to overcoming them!"

Quinn tries to end her awkward 'ask' on an upbeat note, but she immediately feels that she sounded like a desperate youth.

The Venture-Captain looks somewhat scandalized upon the request, but after a moments consideration, she seemed to agree with Quinn's pronouncement of a lack in her fashion sense. With a look that warned the hunter not to ask for any more, she removed a bejeweled headband and handed it over. "Highly irregular, but you do look like you need the help and I want to do what I can to ensure your access." (She is loaning you the jewelry portion of the outfit, which will only negate -1 of the penalty for being under dressed)

"The opera is entitled, Among the Living, and you'll have the privilege to attend it's debut performance. I look forward to your review. Go, and report back to me directly upon your return to Absalom.”

Looks like we have most everyone, as you finalize your purchases, please look upon that opera title with utmost irony.

Gather Information on Wuthers(Diplomacy DC 15):
Your inquiries quickly reveal that Bodriggan Wuthers is a Pathfinder of some renown. Though he began as an orphan of unknown ancestry, found 20 years ago on the doorstep of the Pathfinder Lodge of Taldor’s capital, Oppara. He was raised in an orphanage, but the Taldan Pathfinders made it a point to look in on him from time to time, encouraging the boy’s curiosity and pushing him toward the life of the vagabond scholar. They got what they desired. When Wuthers turned 16, he left the orphanage behind and traveled to Absalom to join the Pathfinder Society. After a few years of training and following Venture-Captain Eliza Petulengro, Wuthers settled easily into his routine, traveling Avistan and Garund seeking greater glory for himself and the Society through treasure hunting. He quickly made a name for himself, battling through a host of demon-possessed apes in the Screaming Jungle at age 18 to recover the Garls Harp, an Azlanti musical instrument thought lost to time and memory. His tale of that find saw his first of many reports appear in the Pathfinder Chronicles and his fame as a Pathfinder was permanently sewn into the fabric of the Society by his many deeds.

The Exchange

Male Human Alchemist 1 (Mindchemist)
Stats:
HP: 10, Initiative: +4, Perception: +6, Sense motive: +2, AC: 15 (T: 12, FF: 13), CMD: 13, Fort: 3, Refl: 4, Will: 3

"Begging everyones, ah, pardons, but I think I will just keep wearing what im, you know, used to." Vinny said from his perch near the door, as usual leaning on a section of wall and tinkering with one of the many small devices strewn across his person. "I mean, I just got comfortable wearing this." He patted his worn and well used clothing. He smiled, chuckling softly and shaking his head. "Let the lords and ladies have their, how do you say, finery. Im going to stick with what I know." He chukcled again, a bit louder and more genuine this time. "If im telling the truth, I cant wait for all their dirty looks. How dare I be in their, whats the word, presence?!" The last sentence was said with exaggerated indignation, a mock parody of the nobility.

Putting away whatever he had been tinkering with, he shrugged. "Dont much care what anyone thinks, I trust the rest of you can do the talking. Meanwhile, atleast I will be keeping everyone else, you know, distracted by my mere presence."

Grand Lodge

Female
Trackables:
Arrows (40) Adamantine Arrows+1 (6) Alchemist Fire (1) Alkali Flask (1) Tanglefoot bag (1) Potion of CLW (2)
Half Elf Hunter/ Lv 2| AC18, T 13 FF 15 | HP 22/22 | F+5, R+6, W+2 | CMB=2 CMD=15 | Init+5 | Perc +11

Quinn awkwardly bows her head and curtsies when receiving the loaned headband. She knows that her woodland upbringing, which provided volumes of survival and martial skills, did little to nothing for polishing her social graces. Her mother raised her with manners aplenty. Please and thank you, 'yes Ma'ams' and 'no Sirs' all come naturally to the young huntress, but the details of existing in socialite circles are as foreign to her as the surface of the moon.

Turning to Master Nargothrond, she smiles and says, "That is very kind of you to offer, but I would prefer if you could just refer me to a reputable tailor where I could make my own purchase. I mean no offense, but receiving a loan form the Society is one thing, they already possess my loyalties. Taking your generosity, as honest and genuine as it may be, forces my allegiance to someone who is still but a stranger to me and I can not, at this time, make such a acquisition against my values."

Pending a good referral from Maedhros, Quinn will purchase a Hunter Green Courtier's outfit with Decorative trim (35gp) and use the travel time (how do we get there? Horseback, carriage, boat?) to fashion some additional natural jewelry and embellishments on the outfit, as well as developing places and ways to secure her dagger, at a minimum, with her new clothes.

Dark Archive

Male Ifrit Unchained Monk 1/Unchained Rogue 3 Bluff Pool: 4 | HP: 34 | AC: 17 T: 17 FF: 13 Init: +8 | Fort: +6 Ref: +10 Will: +3 | Stun. Fist: 1/day, +8 1d6+8 20x2 DC: 13 Un. Strike +8, 1d6+8, 20x2
Skills:
Acro: 11 Bluff: 7 Diplo: 7 Dis Dev: 11 Know Dungeon: 6 Perc: 8 Sense Mot.: 16 Stlth: 11

Hanzo looks down at his simple black and crimson garb with a wry grin, and speaks softly.
Clothing is often the most successful tool to use when infiltrating a place. I will dress accordingly.

The monk gives the venture captain a curt nod, and then purchases a noble's outfit with a Tien flair. It's black with crimson accents, following the same type of colors as his adventurer's outfit. He hides his nunchaku and shuriken under his wide belt, as well as two kunai. When he's finished with his preparations, he meets back with the venture captain and the party.

This should allow me to fit in, no?

Please note: Hanzo is a master of many styles, who uses panther style and snake style. He gets the bulk of his attacks by moving to provoke an attack of opportunity, retaliating to that attack, and by using his sense motive skill +1d20 as his AC once per round. However, once he reaches level two, he's going to be retrained into an unchained monk/unchained rogue multiclass who uses dex to damage on unarmed strike damage. Should be a fun build, I think.

The Exchange

Male Human Alchemist 1 (Mindchemist)
Stats:
HP: 10, Initiative: +4, Perception: +6, Sense motive: +2, AC: 15 (T: 12, FF: 13), CMD: 13, Fort: 3, Refl: 4, Will: 3

Was not aware of this unchained business. Looks interesting. Wont he need to be level 3 rogue for the dex to damage though?

Dark Archive

Male Ifrit Unchained Monk 1/Unchained Rogue 3 Bluff Pool: 4 | HP: 34 | AC: 17 T: 17 FF: 13 Init: +8 | Fort: +6 Ref: +10 Will: +3 | Stun. Fist: 1/day, +8 1d6+8 20x2 DC: 13 Un. Strike +8, 1d6+8, 20x2
Skills:
Acro: 11 Bluff: 7 Diplo: 7 Dis Dev: 11 Know Dungeon: 6 Perc: 8 Sense Mot.: 16 Stlth: 11

Yeah, he does. I meant that is his goal of the build, not what he'll be right away, lol. Up until level four, he'll be a flanking support skill monkey with piranha strike and arcane strike. (He'll have an ifrit boon attached during the rebuild.)

The Exchange

Female Human Gunslinger 1 | HP 16/16 | AC: 17 /T: 15 /FF: 12 | F: +3 /R: +7/ W: +3 | CMB +3 | CMD +16 | Speed 30 | Init. +4 | Perc. +9 | S.M. +3 |

Musket: loaded (bullet)
Paper Cartridges: 17
Bullets/Powder: 14
Alchemical Flares: 2
Grit: 3

Mira grins ear-to-ear at the thought of having to get dressed all fancy for the opera. This is what adventuring was supposed to be all about! Schmoozing at fancy parties, dressed in jewels and finery, all while working towards furthering their mission!

"I've got to get the jewelry and stuff too. You should come with me, err... Quinn was it? Frost, you should join us too!" the eager gunslinger offers. Fellow girls always seemed in short supply on her missions, they had to stick together!

"As for you, Vinny, I think I would actually pay money to see you dressed all fancy. One of those tuxedos with the ruffly scarf-tie thingies." she says with a wicked grin. She liked working with the alchemist, given their mutual interest in exploding powders, but it would be pretty funny to see him in a suit.

Mira uses her shopping time trying on dresses, but eventually settles on a more practical gentleman's outfit in seafoam and dark brown. Her gun was going to be an issue. It was far too big to carry into an opera without arousing suspicion, and her grandfather never taught her to use pistols, or anything else small enough to hide.

For weapons, the girl buys a set of daggers, and a gentleman's rapier. Maybe if she passed the sword off as a fashion accessory, they'd let it in? And if not, maybe they wouldn't notice a few knives hidden up her boots?

Mira buys 4 daggers (8gp), a masterwork rapier (320 gp), courtier's clothing (30gp), and an enameled brooch shaped like an alder leaf (to meet the jewelry requirement, worth 50gp)

Upon her return, the gunslinger gives an approving thumbs up to Hanzo. "The red suits you!" she agrees.

I'm done with my prep, so here's my diplomacy roll for when we move on:
Diplomacy (Gather Information): 1d20 - 1 ⇒ (17) - 1 = 16


Female Human Pathfinder Society GM Thistletop Combat Map

There was a Gather Info spoiler in my last post, Mira, be sure to look at that.

Your newly acquainted team concludes the mission briefing and sets off to gather gear and meet up at the docks. Though Absalom is the largest city in the world, it rests upon the Isle of Kortos and all who journey to Taldor must sail the Inner Sea. The voyage is plagued by turbulent waters, but is otherwise uneventful. When you arrive at Westport, the sun setting to the west gleams red-gold off the gilded domes and glittering spires of Oppara's skyline. Passing through the Westport district requires navigating the narrow warrens of inns, bars, brothels, gambling houses, drug dens, and moneylenders, but that is true of most every port. It is nearly dark as you find your way to your lodgings and as the inky darkness begins to press in, you look up at the sudden appearance of bright points of light above your heads. They spread and grow, filling the purple sky like stars, but their light is closer. The gilded city shines at night as well, lit by thousands of lanterns strung between the white stone buildings and towers. The flawless, pristine architecture reflects their light, glowing as if lit from within.

Travel is tiring, so it is good you are given a night to rest and put yourselves back to rights. Some of you don new finery as you prepare to face a new kind of mission. A night at the opera. The city has been abuzz over tonight's new offering and the excitement is nearly palpable. Even the common people with no hope of procuring seats are enthusiastic, many of them gawking at the strange and interesting assortment of tourists. Some performing their minor arts for tips from eager and appreciative hedonists, others still hawking their wares.

Once a temple to Aroden, the House of the Immortal Son has, since his death, been Taldor’s most opulent and expensive opera house. It is a large, windowless, cylindrical building made of polished marble and granite and surrounded by thick, finely-carved pillars. Built in the earliest traditional styles of Aroden temples, the opera house lacks windows and its roof is a complicated piece of stone statuary that replicates the holy symbol of Aroden, a steady winged eye gazing forever toward the heavens.

Everything your eye meets as you enter the ten foot tall double doors that make up the grand entry of the House of the Immortal Son speaks of extravagance, both in structure and substance. Your toes sink deliciously into sumptuous carpets and every surface has been polished to a high shine. High above your heads a crystal chandelier sparkles, casting tiny little rays of prismatic light to dance across everyone and everything beneath it. And what a parade of interesting characters come to the opera in Oppara! The Taldan nobility dominates the crowd, many of them displaying a foppish dedication to the latest fashions that borders on the grotesque. One woman wears a wig that appears enchanted with a continuous revolution of prestidigitation as it fades into a new color about every minute or so. It seems pets must be allowed inside as well as an interesting looking gnome passes by, riding upon an ostrich with periwinkle plumage to locate his box seats.

You are subject to a fair amount of looks yourselves. Those of you who dressed for the occasion get little more than a passing glance, but those who could or would not conform draw looks of disdain from some as they look down their noses over their fancy opera glasses. But whenever an onlooker spies an exposed wayfinder, well they glance soon again, a bit more curiously. Pathfinders are apparently interesting, however they dress.

Your seats are on the ground floor and nearly as far from the stage as is possible, compliments of the Society. Filled with classic church pews now covered in the finest silks and cushions, the main room of the opera house is what you’d expect from a temple turned-theater. Much iconography dedicated to Aroden remains here in addition to the trappings of a dedicated theater. Soon the audience is all seated and the music swells, launching into the debut performance of Among the Living.

As the story plays out, you gather that it’s an epic tale of a lone Ulfen warrior named Victory who sails to the ends of Golarion, crashes off the edge of the world, and finds himself in a gothic paradise where he falls in love with the undead queen of a jungle kingdom. It’s melodramatic, over-acted, gaudy, and tasteless — just the sort of affair Taldor’s wealthy screams to attend. As yet another twirling dancer in a brown costume festooned with bright pink, flowing silk scarves spins across the jungle set at the front of the stage, the orchestra reaches a screeching crescendo that crashes the entire opera to a halt. The dancers stand quietly for a moment, breathing heavily and listening to the scattered applause across the obviously bored Taldan audience. Suddenly, a sound like a thousand gongs shakes the entire building to its very foundation and the audience murmurs in a mixture of delight and fear. The actors and orchestra, however, suddenly flee the stage, disappearing behind the curtains.

Hmm, that seems odd... (Performance Check DC 12):
As something of an artist yourself, you like to give performers the benefit of the doubt, but it would not take a virtuoso to determine that the music, vocals, and dancing of Among the Living is amateurish at best. Maybe something isn't right here...

Be sure to have all purchases finalized before posting your opera posts, no more purchasing past this point!

Grand Lodge

Pal 9, HP92 - AC 24, T 12, FF 23/ F +14, R +10, W +12 (+2vEvil)/ CMD 26, CMB +13/ Per +15(Dk Vis), Init +5, Move 20ft
Ragnar:
Celestial Horse, HP76 - AC 25, T 12, FF 22/ F +10, R +9, W +6/ CMD 26, CMB +13/ Per +5(Dk Vis), Init +2, Move 50ft

Frost goes shopping too

Frost joins her battle-sisters getting fitted for the opera, favouring fur trims that speak to her Ulfen heritage and crimson and gold cloth that speaks of Ragalthiel, the ensemble featuring modest styling that accents her broad shoulders and strong bearing - as one would expect of a valkyrie from one of the great plays.
Her golden plaits curled over her shoulders.

She purchases a courtiers outfit, a holy symbol on a necklace (Ragathiel), and a masterwork armoured coat she can carry. She has no intention of abandoning her blade - Ragathiel would not be pleased if she did.

***

Frost quite enjoys the play about a wayward warrior from her homelands, but loudly remarks to her friends "He should have found himself a worthy shield maiden instead, would have avoided this being a tragedy" she waits for the next act.

The Exchange

Female Human Gunslinger 1 | HP 16/16 | AC: 17 /T: 15 /FF: 12 | F: +3 /R: +7/ W: +3 | CMB +3 | CMD +16 | Speed 30 | Init. +4 | Perc. +9 | S.M. +3 |

Question, do we need to pass any sort of checks to be allowed to have our weapons in the opera house?

Dark Archive

M Human (Chelaxian) Arcanist (occultist) 2 HP 12/12 | AC 16 T 12 FF 14 | Ft +2 / Rf +2 / Wi +2 | Init +2 | Per. +1 | Arcane Reservoir 3/5

Maedhros tries to convince Vincenzo to at least wear a Courtier's outfit. "I'm sure one used wearing finery might feel uncomfortable in it, but it will help all of us if none stick out like a sore thumb. At worst, you might be barred entirely and then we would be bereft of your expertise in matters combustible and explosive. You can always sell it again if you don't want to keep it. In fact, you might well benefit from a very useful magical trinket I've seen for sale before, that I don't think I'll quite be able to afford until my next payday. The Sleeves of many garments can form whatever clothes you need for any situation, including, say, a protective coat for when you are working with your reagents. Jewelry would still be needed, however."

Diplomacy: 1d20 + 2 ⇒ (18) + 2 = 20

Maedhros goes to a bootblack outside the Grand Lodge and while having his boots shined, tips the man to get the word on the street about Wuthers.

At the opera, Maedhros looks just slightly in awe of the spectacle, and whispers to Hanzo, "This is more opulent than even the Marbledome, the finest theatre in Korvosa. I suppose the baroque decadence of a declining empire still can produce a few beautiful things, especially when it builds on the glory of past centuries."

Perform checks can be made untrained, so I'll just take 10 for 12.

Again whispering to Hanzo, whom he has recognized as at least a bit of a kindred spirit, Maedhros mutters, "The performance is not as polished as the venue. The orchestra needs practice, or perhaps talent, and though the chorus is entrancing, the dancing is a lamentable mess!"

When the orchestra and actors flee the stage, Maedhros immediately suspects something is going on, and dips his hand into his pocket, pulling out his wand of mage armor. Is there time to cast it on himself or anyone else who asks?

Grand Lodge

Female
Trackables:
Arrows (40) Adamantine Arrows+1 (6) Alchemist Fire (1) Alkali Flask (1) Tanglefoot bag (1) Potion of CLW (2)
Half Elf Hunter/ Lv 2| AC18, T 13 FF 15 | HP 22/22 | F+5, R+6, W+2 | CMB=2 CMD=15 | Init+5 | Perc +11

Quinn is happy to have Bacchus nearby, although he is none to pleased to be "dressed up" in ivy and shell adornments and passed off as a pet. He does his part by not vocalizing or being overly active.
The question of weapons is a good one, is it permissible or do they need to be snuck in?

-Posted with Wayfinder

Grand Lodge

Female
Trackables:
Arrows (40) Adamantine Arrows+1 (6) Alchemist Fire (1) Alkali Flask (1) Tanglefoot bag (1) Potion of CLW (2)
Half Elf Hunter/ Lv 2| AC18, T 13 FF 15 | HP 22/22 | F+5, R+6, W+2 | CMB=2 CMD=15 | Init+5 | Perc +11

read the note in the Discussion tab... All is clear. In my mind, this opera looks a lot like the Golarion version of the Rocky Horror Picture Show!

Quinn readies an arrow, unsure what to expect next while Bacchus screams uncontrollably at the commotion!

The Exchange

Female Human Gunslinger 1 | HP 16/16 | AC: 17 /T: 15 /FF: 12 | F: +3 /R: +7/ W: +3 | CMB +3 | CMD +16 | Speed 30 | Init. +4 | Perc. +9 | S.M. +3 |

Musket: loaded (bullet)
Paper Cartridges: 17
Bullets/Powder: 14
Alchemical Flares: 2
Grit: 3

"Oh, don't be such a spoilsport Maed..." Mira begins cheerfully, thoroughly enjoying the show so far. Heroics and a love story? What wasn't to enjoy? She stops short as she notices her companions drawing their weapons. Was something not right here?

Mira casually takes her musket off her back, bringing it to a comfortable, though not overtly threatening stop resting against her shoulder. She peers at the stage, alert for anything astray.

Perception: 1d20 + 9 ⇒ (11) + 9 = 20

Dark Archive

Male Ifrit Unchained Monk 1/Unchained Rogue 3 Bluff Pool: 4 | HP: 34 | AC: 17 T: 17 FF: 13 Init: +8 | Fort: +6 Ref: +10 Will: +3 | Stun. Fist: 1/day, +8 1d6+8 20x2 DC: 13 Un. Strike +8, 1d6+8, 20x2
Skills:
Acro: 11 Bluff: 7 Diplo: 7 Dis Dev: 11 Know Dungeon: 6 Perc: 8 Sense Mot.: 16 Stlth: 11

Hanzo enters the opera house with the bearings of a true noble. He almost fits right in, the way he walks, speaks, and interacts with his surroundings. Truly, the only thing setting him apart from the native nobles is his Tien garb, the long, flowing garb a stark difference from the clothing native to the area.

When he is only among his fellow Pathfinders, though, the charade drops and he is back to his normal self, his eyes constantly searching for dangers, his feet always in a combat stance, and his arms and legs always ready to explode into an attack.

As the play goes on, he watches intently, and nods at Maedhros's words.
I agree. This is far from professional. Why would something so novice be put on in such a grand house?

When the actors flee the set, Hanzo simply stands and shrugs off the kimono part of his trappings, so his movement won't be hampered.

Be ready, something is happening.


Female Human Pathfinder Society GM Thistletop Combat Map

The terrible gonging seems to have been a signal as a few beats later, you hear the tell-tale sound of invaders crashing against the doors leading off from the main theater. Several of the patrons scream out in startled surprise and then look embarrassed, as if they have overreacted and this is surely just another dramatic device, meant to heighten the excitement. Others look about them unsure. The houses' lights are still lowered for the performance and as the crashing sound comes again, more cries of alarm erupt from your fellow opera-goers as instinct begins to override denial. Many around you are standing now, straining to see something reassuring in the gloom of the darkened theater. Some have decided their seats are no longer safe and leap up, knocking over pews in the process and rush for the open area of the aisles.

You will have two full rounds to prepare before the doors are breached and the light level needs to be addressed. Even though the other patrons are not represented on the map, you are in a panicky crowd, so all movement in here will be hampered and count for double (every 5 feet costs you 10) and you cannot take 5 foot steps. I have added a Current Encounter Map and you can find the link at the top of all pages and on your campaign tab. It is in slideshow format and on the first page, you'll find an opera house image to help visualize the grandeur and a dice block where I would like you to enter your character's name and initiative modifier. The encounter map is on the second page and it's big so you will likely want to use the zoom function to see.

Current Encounter Map

Dark Archive

M Human (Chelaxian) Arcanist (occultist) 2 HP 12/12 | AC 16 T 12 FF 14 | Ft +2 / Rf +2 / Wi +2 | Init +2 | Per. +1 | Arcane Reservoir 3/5

Maedhros casts Mage armor on himself, followed by casting it on Frost, muttering, "Let this spell be a substitute for the armor you usually would wear, mademoiselle."

The Exchange

Female Human Gunslinger 1 | HP 16/16 | AC: 17 /T: 15 /FF: 12 | F: +3 /R: +7/ W: +3 | CMB +3 | CMD +16 | Speed 30 | Init. +4 | Perc. +9 | S.M. +3 |

Musket: loaded (bullet)
Paper Cartridges: 17
Bullets/Powder: 14
Alchemical Flares: 2
Grit: 3

Well, things were getting exciting now, weren't they? Standing up, Mira reaches into her bag and pulls out a sunrod, which she strikes against the floor, casting a strong light around her and her companions

Prep Round 1: draw sunrod, activate

Glancing over to her companions, the gunslinger speaks up. "What's our strategy? That door is going to bottleneck whoever is trying to get through, we could use that to our advantage." Vaulting over the pew behind her, the gunslinger positions herself closer to the door to give herself a better shot. With an easy lob, Mira tosses her light closer to the door, to better illuminate whomever breached the door.

Prep Round 2: move 15 feet, throw sunrod at door
Does the AC 5 to target a grid intersection for splash weapons apply here? If so:
Throw Sundrod: 1d20 + 7 ⇒ (19) + 7 = 26

Sunrod casts normal light for 30ft, and increases ilumination one step for an additional 30ft. I've marked where I want the sunrod to land with a yellow stick on the map

Dark Archive

Male Ifrit Unchained Monk 1/Unchained Rogue 3 Bluff Pool: 4 | HP: 34 | AC: 17 T: 17 FF: 13 Init: +8 | Fort: +6 Ref: +10 Will: +3 | Stun. Fist: 1/day, +8 1d6+8 20x2 DC: 13 Un. Strike +8, 1d6+8, 20x2
Skills:
Acro: 11 Bluff: 7 Diplo: 7 Dis Dev: 11 Know Dungeon: 6 Perc: 8 Sense Mot.: 16 Stlth: 11

Hanzo uses his Wayfinder to cast a light spell to help with the lighting conditions of the area, and moves forward. Then, he draws his Kusari-Gama from his back, letting the chain slide through his hand until the ball almost reaches the floor. He then begins to spin it in the air above his head, a whirring sound emanating from it. The sickle stays in his other hand, held close to his chest.

If something is indeed coming, then we need to be careful! Take up defensive positions, and try to attack whatever is coming from a distance, until you absolutely have to close! We have to keep these people out of the battle!

Round 1, Light, Move Forward. Round 2, Draw Weapon, Move Forward.

Grand Lodge

Pal 9, HP92 - AC 24, T 12, FF 23/ F +14, R +10, W +12 (+2vEvil)/ CMD 26, CMB +13/ Per +15(Dk Vis), Init +5, Move 20ft
Ragnar:
Celestial Horse, HP76 - AC 25, T 12, FF 22/ F +10, R +9, W +6/ CMD 26, CMB +13/ Per +5(Dk Vis), Init +2, Move 50ft

"Suppose it's time to put on my coat"

Frost pullls on her masterwork armoured coat, elegant, but functional, and draws her sword in readiness.

R1 Dress R2 Move and draw weapon, Readied action - attack anything 'enemy looking' that breaches the door

Dark Archive

M Human (Chelaxian) Arcanist (occultist) 2 HP 12/12 | AC 16 T 12 FF 14 | Ft +2 / Rf +2 / Wi +2 | Init +2 | Per. +1 | Arcane Reservoir 3/5

If Frost has armor, Maedhros would use the Mage Armor on Hanzo instead, and get out his spell lattice.

-Posted with Wayfinder

Grand Lodge

Pal 9, HP92 - AC 24, T 12, FF 23/ F +14, R +10, W +12 (+2vEvil)/ CMD 26, CMB +13/ Per +15(Dk Vis), Init +5, Move 20ft
Ragnar:
Celestial Horse, HP76 - AC 25, T 12, FF 22/ F +10, R +9, W +6/ CMD 26, CMB +13/ Per +5(Dk Vis), Init +2, Move 50ft

Sorry, missed that generous gift! Lets get Hanzo up-armoued :) Appreciate the kind offer though. Mage armour would probably be better, but at least this way multiple people are armoured :)

Grand Lodge

Female
Trackables:
Arrows (40) Adamantine Arrows+1 (6) Alchemist Fire (1) Alkali Flask (1) Tanglefoot bag (1) Potion of CLW (2)
Half Elf Hunter/ Lv 2| AC18, T 13 FF 15 | HP 22/22 | F+5, R+6, W+2 | CMB=2 CMD=15 | Init+5 | Perc +11

With one simple word of "Watch!",Quinn sends Bacchus to perch on one of the highest balcony ledges where his sharp eyes can scan for any threats towards his Mistress. Keeping a keen eye out for any enemy approach, she readies her shooting hand and keeps her head on a swivel.
Perception: 1d20 + 11 ⇒ (10) + 11 = 21
Handle Animal: 1d20 + 5 ⇒ (18) + 5 = 23

The Exchange

Male Human Alchemist 1 (Mindchemist)
Stats:
HP: 10, Initiative: +4, Perception: +6, Sense motive: +2, AC: 15 (T: 12, FF: 13), CMD: 13, Fort: 3, Refl: 4, Will: 3

Having never been seated during the performance, Vinny simply pushed off with his shoulders from the wall he had been leaning against. Shifting his cigarette from one corner of his mouth to the other, he drew his crossbow and loaded it, peering around the room with a slightly bored, yet alert expression. "Im guessing this whole charade didnt end up meaning much then, you know?" He said, pulling off the cheap colorful cloth which Maedhros had somehow managed to convince him to add to his own attire.

Round 1: Pull out and load crossbow

Round 2: Ready crossbow attack against any obviously hostile persons coming through the door. Also looking around the room for anything out of the ordinary.

Readied crossbow attack: 1d20 + 2 ⇒ (1) + 2 = 3

Readied crossbow damage: 1d8 ⇒ 4

Perception: 1d20 + 6 ⇒ (17) + 6 = 23

Vinny never bought any clothes and this "disguise" probably wouldnt have been worth much other than to placate Maedhros a little. The fact that Vinny has it is just a bit of fluff and shouldnt be considered for any future event where a disguise might end up helping.


Female Human Pathfinder Society GM Thistletop Combat Map

The Pathfinders make their preparations as chaos sets in among the crowd. The Taldan patrons become successively more frightened and panicked with each crash of something bashing against the doors leading into the theater. Many have turned toward you, eagerly seeking out the light and stare wide-eyed at the doors as they begin to buckle inward, frozen in their steps. Others are rushing the stage, having seen the actors flee in that direction. A few brave souls try and calm their neighbors, while a minority that seem to have lost their wits streak for the other doors, desperate to find their way out of the place and trampling others who hesitate to move out of the way.

Finally the door latch gives in under the assault and the doors burst inward, despite being designed to open from the other direction. Dead eyes stare blankly ahead from pallid faces as the enemy staggers into the grand theatre, dark blood still weeping from fresh wounds and staining their clothing. Their dress looks strangely familiar and it takes a moment before you realize these undead are wearing costumes much like those of the other actors in the opera.

By the initiative, some of you technically had 3 rounds of prep. If I have you written as delaying in round 1, you may roll your readied attack and I will fill it in. Remember to take your round 2 action as well.

GM Rolls:
Enemy Init: 1d20 + 0 ⇒ (12) + 0 = 12
Mira: 1d20 + 4 ⇒ (14) + 4 = 18
Hanzo: 1d20 + 2 ⇒ (2) + 2 = 4
Frost: 1d20 + 3 ⇒ (12) + 3 = 15
Quinn: 1d20 + 5 ⇒ (15) + 5 = 20
Vinny: 1d20 + 4 ⇒ (15) + 4 = 19
Maedhros: 1d20 + 2 ⇒ (7) + 2 = 9

Prep Round 1
---------------------------------
Quinn and Bacchus – sends B up to watch, readies bow / flies to perch on balcony
Vinny – draws and loads crossbow
Mira - draws sunrod and activates it
Frost – draws and dons armored coat
Enemy - BANG!
Maedhros – draws wand of mage armor, casts on self
Hanzo – light wayfinder, move Round 2, Draw Weapon, Move Forward.
---------------------------------Prep Round 2
Quinn and Bacchus - waits
Vinny – watches, readied shot
Mira – tosses sunrod, moves, drawing musket
Frost – moves, drawing weapon, readied shot
Enemy - BANG!
Maedhros – casts mage armor on Hanzo, draws spell lattice
Hanzo - draw weapon, move
---------------------------------Round 1
Quinn and Bacchus - delay
Vinny – delays and fires readied crossbow shot, misses
Mira - delay
Frost - delay
Enemy - Break through!
Maedhros
Hanzo

---------------------------------Round 2
Quinn and Bacchus
Vinny
Mira
Frost

Enemy
Maedhros
Hanzo

Dark Archive

Male Ifrit Unchained Monk 1/Unchained Rogue 3 Bluff Pool: 4 | HP: 34 | AC: 17 T: 17 FF: 13 Init: +8 | Fort: +6 Ref: +10 Will: +3 | Stun. Fist: 1/day, +8 1d6+8 20x2 DC: 13 Un. Strike +8, 1d6+8, 20x2
Skills:
Acro: 11 Bluff: 7 Diplo: 7 Dis Dev: 11 Know Dungeon: 6 Perc: 8 Sense Mot.: 16 Stlth: 11

Hanzo steps back as the undead comes crashing through, giving himself some distance as he sends the Kusari-Gama hurtling through the air!
Knowledge Dungeoneering: 1d20 + 2 ⇒ (5) + 2 = 7
Knowledge Nature: 1d20 + 2 ⇒ (2) + 2 = 4

Attack: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d6 + 3 ⇒ (1) + 3 = 4

Worst rolls of all time.

Grand Lodge

Female
Trackables:
Arrows (40) Adamantine Arrows+1 (6) Alchemist Fire (1) Alkali Flask (1) Tanglefoot bag (1) Potion of CLW (2)
Half Elf Hunter/ Lv 2| AC18, T 13 FF 15 | HP 22/22 | F+5, R+6, W+2 | CMB=2 CMD=15 | Init+5 | Perc +11

Prep Round 2
As the banging on the doors directly behind them gains the parties full attention, Quinn will move down her row to stand by the aisle, allowing her a clear lane to engage what comes thru if necessary.

Round 1
As the doors crash inwards, Quinn hesitates half a second to process the figures she sees entering the Opera House. Upon the realization of the threat, she will let her arrow fly!
Longbow ATK vs yellow: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19
Damage?: 1d8 + 2 ⇒ (5) + 2 = 7

Round 2
As soon as the first arrow is pounding into the undead flesh, Quinn has drawn, loaded, readied and released a second arrow, again targeting the yellow creature.
Longbow ATK vs yellow: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23
Damage?: 1d8 + 2 ⇒ (3) + 2 = 5

Grand Lodge

Male Ferruginous Rough-Legged Hawk Hawk NPC/ Lv 1 | AC=14 T=13 FF=12 | HP 17/17 | F+4 R+5 W+2 | CMB=0 CMD=12 | Init+2 | Perc +2 | Move 80' flying, 10' grounded

Prep Round 2
The large hawk lights onto a high balcony banister and looks at the panicking humans, scattering like a surprised covey of quail. However the raptor glances at the rear doors with every cacophonous "bang."

Round 1
Seeing Quinn fireing her bow, the hawk's hunting instincts kick in and he leaps, folds his wings back and dives into Red, slashing with his beak as he arrives.
Bite: 1d20 + 3 + 1 + 1 ⇒ (5) + 3 + 1 + 1 = 10
Damage?: 1d4 + 3 + 1 + 1 ⇒ (4) + 3 + 1 + 1 = 9

Round 2
After haveing no success with his initial attack, the bird of prey engages red with all of his natural weapons..
Bite: 1d20 + 3 + 1 + 1 ⇒ (11) + 3 + 1 + 1 = 16
Damage?: 1d4 + 3 + 1 + 1 ⇒ (1) + 3 + 1 + 1 = 6
Lf Talon: 1d20 + 3 + 1 + 1 ⇒ (6) + 3 + 1 + 1 = 11
Damage?: 1d4 + 3 + 1 + 1 ⇒ (2) + 3 + 1 + 1 = 7
Rt Talon: 1d20 + 3 + 1 + 1 ⇒ (9) + 3 + 1 + 1 = 14
Damage?: 1d4 + 3 + 1 + 1 ⇒ (2) + 3 + 1 + 1 = 7

The Exchange

Female Human Gunslinger 1 | HP 16/16 | AC: 17 /T: 15 /FF: 12 | F: +3 /R: +7/ W: +3 | CMB +3 | CMD +16 | Speed 30 | Init. +4 | Perc. +9 | S.M. +3 |

Musket: unloaded
Bullets/Powder: 15
Alchemical Flares: 2
Grit: 3

Mira shudders as she catches sight of what's waiting on the other side of the door. This was going to give her strange nightmares tonight, that was certain.

The gunslinger braces her weapon against her shoulder, aims down the barrel, and squeezes the trigger, trying to pick off the dead man bearing down on Hanzo.

Round 1:
Standard action: shoot blue zombie

Musket (Point Blank) to hit: 1d20 + 8 ⇒ (20) + 8 = 28
Musket - Roll to Confirm Crit: 1d20 + 8 ⇒ (16) + 8 = 24

Musket (Point Blank) to damage: 1d12 + 1 ⇒ (11) + 1 = 12 regular damage
Musket (Bonus Critical Damage): 3d12 + 3 ⇒ (8, 11, 12) + 3 = 34 bonus critical hit damage
Move action, reload with paper cartridge

Mira nearly drops her weapon in surprise at the kickback. What had she mixed into that gunpowder to make it so potent? She needed to check her notes when this was over. Sliding a paper cartridge into the barrel of her musket, she edges forward and takes aim again, this time aiming at the target furthest back.

Round 2:
Move action: 5 foot step
Standard action: shoot green zombie

Musket (Point Blank) to hit: 1d20 + 8 ⇒ (8) + 8 = 16
Musket (Point Blank) to damage: 1d12 + 1 ⇒ (7) + 1 = 8 regular damage

Heehee! There is nothing like threatening a critical with a X4 crit weapon!

Grand Lodge

Pal 9, HP92 - AC 24, T 12, FF 23/ F +14, R +10, W +12 (+2vEvil)/ CMD 26, CMB +13/ Per +15(Dk Vis), Init +5, Move 20ft
Ragnar:
Celestial Horse, HP76 - AC 25, T 12, FF 22/ F +10, R +9, W +6/ CMD 26, CMB +13/ Per +5(Dk Vis), Init +2, Move 50ft

Frost swings her falchion!

Attack 1d20 + 7 ⇒ (17) + 7 = 24
Damage 2d4 + 4 ⇒ (1, 2) + 4 = 7

Dark Archive

M Human (Chelaxian) Arcanist (occultist) 2 HP 12/12 | AC 16 T 12 FF 14 | Ft +2 / Rf +2 / Wi +2 | Init +2 | Per. +1 | Arcane Reservoir 3/5

Not entirely sure if any monsters are left after all that. If there are:

Maedhros focuses his arcane energies and calls forth a creature of the upper planes. A shining eagle appears above the undead and tears into them.

talon,talon,bite: 1d20 + 3 ⇒ (15) + 3 = 181d20 + 3 ⇒ (15) + 3 = 181d20 + 3 ⇒ (9) + 3 = 12
damage: 1d4 + 2 ⇒ (1) + 2 = 31d4 + 2 ⇒ (2) + 2 = 41d4 + 2 ⇒ (2) + 2 = 4

The Exchange

Male Human Alchemist 1 (Mindchemist)
Stats:
HP: 10, Initiative: +4, Perception: +6, Sense motive: +2, AC: 15 (T: 12, FF: 13), CMD: 13, Fort: 3, Refl: 4, Will: 3

Producing an annoyed grimace as his bolt missed, Vinny once more shifted his cigarette to the other corner of his mouth, reloading the crossbow. Bringing it back up he held the shot, waiting for a clear line of fire.

Like Maedhros I suspect this is over already so Vinny will just hold his fire for now. With melee and cover penalties hes not likely to hit anyway.


Female Human Pathfinder Society GM Thistletop Combat Map

As the undead monstrosities stagger through the doors, they meet a readied barrage of weapon fire. Quinn's arrows easily find their mark, but seem to merely imbed themselves in dead flesh without having much effect on the creatures.

Mira's first shot reverberates through the superior acoustics of the opera house like thunder and when the smoke clears, she sees only a ruined, gaping throat where a head had been only a moment ago. The now headless corpse slumps to the floor, still as the grave. Her second shot, however, merely punches a hole into the abdominal cavity of the next one, spilling a foul, soupy mess of entrails and fluids onto the beautiful carpets.

Frost slashes with her falchion, flaying meat from bone. Bacchus swoops in and goes to work with beak and talon. He misses at first, but then mauls fiercely, bringing another of the shambling horrors down.

Maedhros summons an eagle to aid in the fray, which rends at the one Quinn pin-cushioned with arrows, but the creature still stands after the assault.

Prep Round 1
---------------------------------
Quinn and Bacchus – sends B up to watch, readies bow / flies to perch on balcony
Vinny – draws and loads crossbow
Mira - draws sunrod and activates it
Frost – draws and dons armored coat
Enemy - BANG!
Maedhros – draws wand of mage armor, casts on self
Hanzo – light wayfinder, move Round 2, Draw Weapon, Move Forward.
---------------------------------Prep Round 2
Quinn and Bacchus - moves
Vinny – watches, readied shot
Mira – tosses sunrod, moves, drawing musket
Frost – moves, drawing weapon, readied strike
Enemy - BANG!
Maedhros – casts mage armor on Hanzo, draws spell lattice
Hanzo - draw weapon, move
---------------------------------Round 1
Quinn and Bacchus – delays and strikes yellow with arrow for 2 damage / swoops down, bites at red, misses
Vinny – delays and fires readied crossbow shot, misses
Mira – delays and obliterates blue with a musket blast
Frost – strikes red with falchion for 7 damage
Enemy - Break through!
Maedhros – summons eagle / attacks yellow for 11 damage
Hanzo – steps back, attacks, misses
---------------------------------Round 2
Quinn and Bacchus - strikes yellow with arrow for 0 damage / mauls red for 13 damage, bringing it down
Vinny
Mira – fires on green for 3 damage
Frost
Enemy

Sorry, good progress so far, but not out of combat yet. Frost and Vinny still have actions before the enemy acts. The crowd has dissipated enough now that you can move normally again.

Knowledge(Religion) DC 10:
These undead appear to be zombies, but they look rather recently deceased. They are resistant to bludgeoning and piercing damage.

Grand Lodge

Pal 9, HP92 - AC 24, T 12, FF 23/ F +14, R +10, W +12 (+2vEvil)/ CMD 26, CMB +13/ Per +15(Dk Vis), Init +5, Move 20ft
Ragnar:
Celestial Horse, HP76 - AC 25, T 12, FF 22/ F +10, R +9, W +6/ CMD 26, CMB +13/ Per +5(Dk Vis), Init +2, Move 50ft

Frost maintains the defence, swinging her blade at the pressing horde as she steps in.

Moves over and out of the way to attack yellow, leaving green clear for the missile fire, green not threatened at present

Attack 1d20 + 7 ⇒ (17) + 7 = 24
Damage 2d4 + 4 ⇒ (4, 3) + 4 = 11

The Exchange

Male Human Alchemist 1 (Mindchemist)
Stats:
HP: 10, Initiative: +4, Perception: +6, Sense motive: +2, AC: 15 (T: 12, FF: 13), CMD: 13, Fort: 3, Refl: 4, Will: 3

Knowledge (Religion): 1d20 + 3 ⇒ (10) + 3 = 13

Realizing the futility of trying to dent these obvious zombies with his crossbow, Vinny simply lowered it and watched, looking around in case any more would be coming from other directions. He was itching to toss something at them, but in their current surroundings, doing that was likely to cause a fire which would be rather difficult to explain. "If only." He mumbled, looking around at the opulence and imagining it all in flames.

"Oh right, so, you know, zombies." He said, realizing what he knew might be worth sharing. "So, like, slash them. Going clubby clubby or stabby stabby wont work so well." He added, clubbing and stabbing with an imaginary club and spear respectively.

Doing nothing this turn.


Female Human Pathfinder Society GM Thistletop Combat Map

Frost lays another of the zombies low. The last of them steps over it's fallen fellows and lifts it's arms, making a clumsy swipe at her that whiffs through the air in front of her, not even stirring her golden plaits.

Prep Round 1
---------------------------------
Quinn and Bacchus – sends B up to watch, readies bow / flies to perch on balcony
Vinny – draws and loads crossbow
Mira - draws sunrod and activates it
Frost – draws and dons armored coat
Enemy - BANG!
Maedhros – draws wand of mage armor, casts on self
Hanzo – light wayfinder, move Round 2, Draw Weapon, Move Forward.
---------------------------------Prep Round 2
Quinn and Bacchus - waits
Vinny – watches, readied shot
Mira – tosses sunrod, moves, drawing musket
Frost – moves, drawing weapon, readied strike
Enemy - BANG!
Maedhros – casts mage armor on Hanzo, draws spell lattice
Hanzo - draw weapon, move
---------------------------------Round 1
Quinn and Bacchus – delays and strikes yellow with arrow for 2 damage / swoops down, bites at red, misses
Vinny – delays and fires readied crossbow shot, misses
Mira – delays and obliterates blue with a musket blast
Frost – strikes red with falchion for 7 damage
Enemy - Break through!
Maedhros – summons eagle / attacks yellow for 11 damage
Hanzo – steps back, attacks, misses
---------------------------------Round 2
Quinn and Bacchus - strikes yellow with arrow for 0 damage / mauls red for 13 damage, bringing it down
Vinny – identifies undead
Mira – fires on green for 3 damage
Frost - strikes yellow for 11 damage, bringing it down
Enemy:
Green – Slam: 1d20 + 4 ⇒ (4) + 4 = 8 Damage: 1d6 + 3 ⇒ (2) + 3 = 5

Maedhros
Hanzo

---------------------------------Round 3
Quinn and Bacchus
Vinny
Mira
Frost

Enemy

Dark Archive

Male Ifrit Unchained Monk 1/Unchained Rogue 3 Bluff Pool: 4 | HP: 34 | AC: 17 T: 17 FF: 13 Init: +8 | Fort: +6 Ref: +10 Will: +3 | Stun. Fist: 1/day, +8 1d6+8 20x2 DC: 13 Un. Strike +8, 1d6+8, 20x2
Skills:
Acro: 11 Bluff: 7 Diplo: 7 Dis Dev: 11 Know Dungeon: 6 Perc: 8 Sense Mot.: 16 Stlth: 11

Round 2

Hanzo nods at Vinny, and dashes forward, slashing viciously with his Kusari-Gama.
Attack: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Grand Lodge

Pal 9, HP92 - AC 24, T 12, FF 23/ F +14, R +10, W +12 (+2vEvil)/ CMD 26, CMB +13/ Per +15(Dk Vis), Init +5, Move 20ft
Ragnar:
Celestial Horse, HP76 - AC 25, T 12, FF 22/ F +10, R +9, W +6/ CMD 26, CMB +13/ Per +5(Dk Vis), Init +2, Move 50ft

Frost swings back...
Attack 1d20 + 7 ⇒ (9) + 7 = 16
Damage 2d4 + 4 ⇒ (4, 1) + 4 = 9


Female Human Pathfinder Society GM Thistletop Combat Map

With only one target remaining, Hanzo and Frost make quick work of dispatching it and the zombie falls to the paladin's blade.

Out of combat! You can take a moment to discuss and regroup, although with no one taking damage, there isn't much to do than decide other than what to do now.

As you turn from your ruined opponents, you find the theater now deserted. It would seem these were not the only group of undead set upon the patrons. Bodies of several dozen dead lie scattered about the room and signs of carnage stretch out of every door in every direction. Screaming, moaning, and the sounds of combat can be heard from every corner of the opera house.

From somewhere nearby a voice cries out, “For Father Grim, for Fel Bustrani, consume them and multiply!”

Grand Lodge

Female
Trackables:
Arrows (40) Adamantine Arrows+1 (6) Alchemist Fire (1) Alkali Flask (1) Tanglefoot bag (1) Potion of CLW (2)
Half Elf Hunter/ Lv 2| AC18, T 13 FF 15 | HP 22/22 | F+5, R+6, W+2 | CMB=2 CMD=15 | Init+5 | Perc +11

Perception: 1d20 + 11 ⇒ (18) + 11 = 29

Quinn attempts to pinpoint the location of the offending voice, wondering who Grim and Bustrani are...

Dark Archive

M Human (Chelaxian) Arcanist (occultist) 2 HP 12/12 | AC 16 T 12 FF 14 | Ft +2 / Rf +2 / Wi +2 | Init +2 | Per. +1 | Arcane Reservoir 3/5

handle animal: 1d20 + 4 ⇒ (14) + 4 = 18

Maedhros tries to call the eagle to follow him as they head out to look for further trouble.

Eagle lasts for 2 minutes.

The Exchange

Female Human Gunslinger 1 | HP 16/16 | AC: 17 /T: 15 /FF: 12 | F: +3 /R: +7/ W: +3 | CMB +3 | CMD +16 | Speed 30 | Init. +4 | Perc. +9 | S.M. +3 |

Musket: loaded
Paper Cartridges: 16
Bullets/Powder: 14
Alchemical Flares: 2
Grit: 3

Mira shifts anxiously from foot to foot. They were safe for now, but the sounds of other combat were still audible. Taking advantage of the moment's respite, the gunslinger reloads her weapon, then shoulders it.

Other than her first lucky shot, the gun hadn't been terribly effective versus these dead. Mira took stock of her weapons. Rapier and bayonet both were only useful for stabbing. She pulls out one of her daggers and looks at it. She could use this, though not to much greater effect than her gun.

"Does anybody have a sword I can borrow?" she asks.

Crouching down, the gunslinger takes a moment to examine their fallen foes, hoping to glean any important clues they might have missed when the bodies were more animated.

Perception on Zombie Bodies: 1d20 + 9 ⇒ (11) + 9 = 20

Grand Lodge

Female
Trackables:
Arrows (40) Adamantine Arrows+1 (6) Alchemist Fire (1) Alkali Flask (1) Tanglefoot bag (1) Potion of CLW (2)
Half Elf Hunter/ Lv 2| AC18, T 13 FF 15 | HP 22/22 | F+5, R+6, W+2 | CMB=2 CMD=15 | Init+5 | Perc +11

Quinn responds to Mira, "I could lend you one of these," offering one of her matched, masterwork, cold iron short swords. "I am not really that good fighting with both of them at once yet anyway..."


Female Human Pathfinder Society GM Thistletop Combat Map

It is difficult to pinpoint, but Quinn believes the voice has come from a pair of double doors on the north side of the seating area.
Marked with yellow star

Based on what you observe of the corpses of the undead, these could not be the same actors you watched bungling through their performances just minutes ago, though they are dressed similarly. There simply wasn't enough time for them to have turned and made the circuit.

This place is like a sandbox at this point. You can choose to go where you like, but I need a consensus. Are we tracking down the speaker or heading elsewhere?

Grand Lodge

Pal 9, HP92 - AC 24, T 12, FF 23/ F +14, R +10, W +12 (+2vEvil)/ CMD 26, CMB +13/ Per +15(Dk Vis), Init +5, Move 20ft
Ragnar:
Celestial Horse, HP76 - AC 25, T 12, FF 22/ F +10, R +9, W +6/ CMD 26, CMB +13/ Per +5(Dk Vis), Init +2, Move 50ft

Speaker :)

Dark Archive

Male Ifrit Unchained Monk 1/Unchained Rogue 3 Bluff Pool: 4 | HP: 34 | AC: 17 T: 17 FF: 13 Init: +8 | Fort: +6 Ref: +10 Will: +3 | Stun. Fist: 1/day, +8 1d6+8 20x2 DC: 13 Un. Strike +8, 1d6+8, 20x2
Skills:
Acro: 11 Bluff: 7 Diplo: 7 Dis Dev: 11 Know Dungeon: 6 Perc: 8 Sense Mot.: 16 Stlth: 11

Hanzo turns toward the voice.
I believe we should go find the owner of that voice, and make him answer some questions...

Grand Lodge

Female
Trackables:
Arrows (40) Adamantine Arrows+1 (6) Alchemist Fire (1) Alkali Flask (1) Tanglefoot bag (1) Potion of CLW (2)
Half Elf Hunter/ Lv 2| AC18, T 13 FF 15 | HP 22/22 | F+5, R+6, W+2 | CMB=2 CMD=15 | Init+5 | Perc +11

"I concur!" The Huntress responds, reading another arrow.

unsure at this point if Mira took Quinn up on the offer of the shortsword or not. No biggie, just trying to keep all of my games (and equipment) straight in my head!

The Exchange

Female Human Gunslinger 1 | HP 16/16 | AC: 17 /T: 15 /FF: 12 | F: +3 /R: +7/ W: +3 | CMB +3 | CMD +16 | Speed 30 | Init. +4 | Perc. +9 | S.M. +3 |

Musket: loaded, bullet/powder
Paper Cartridges: 16
Bullets/Powder: 14
Alchemical Flares: 2
Grit: 3

Mira accepts the longsword greatfuly from Quinn. It was clearly very well made, she would have to be careful to return it to its owner unscathed."Thank you, Quinn!"

Mira nods in agreement with Hanzo and Quinn about their next course of action. "Agreed. I think we could all go for a few answers.

Dark Archive

Male Ifrit Unchained Monk 1/Unchained Rogue 3 Bluff Pool: 4 | HP: 34 | AC: 17 T: 17 FF: 13 Init: +8 | Fort: +6 Ref: +10 Will: +3 | Stun. Fist: 1/day, +8 1d6+8 20x2 DC: 13 Un. Strike +8, 1d6+8, 20x2
Skills:
Acro: 11 Bluff: 7 Diplo: 7 Dis Dev: 11 Know Dungeon: 6 Perc: 8 Sense Mot.: 16 Stlth: 11

Hanzo pulls the chain and ball of his Kusari-Gama in, and holds it as they make their way to the voice.


The Pathfinders advance upon the source of the speaker’s voice. A pair of double doors on the north side of the seating area block your view, but as they are opera house doors, they swing upon well-oiled hinges with hardly a sound. In other words, you need not expend a move action to open the doors, but they will swing shut behind you. Large creatures can move through this entry.

Beyond the doors, a rather plain, marbled hallway is filled with simple granite pillars. The floor is split by a bright green carpet, indicating that this entrance is reserved for commoners when they are allowed to attend. A number of theatergoers fled this direction and now stand together in a pack, pressed against the exit doors on the other side. Some are frantically pulling at the door handles, desperately trying to get them open while others jostle and shove, seeking the safety of the center of the crowd. A woman in relatively simple dress shrieks in terror as a frightened looking man in golden silk robes pushes her toward the zombies lumbering toward them, apparently led by a well-dressed woman in a fur-lined cloak.

The woman holds a wicked looking pick made from a human skull and bone. As she notices your entrance, she brandishes it at you and screams.
”Kill the meddling scum, my minions! For the triumph of Fel Bustrani and the glory of the Grim Harvestman!”

Knowledge(Religion) DC 25:
The Grim Harvestman refers to Zyphus, an evil (but minor) god of accidental death. Not every death makes sense. Those who have strong faith often seek to explain unexpected death as the “will of the gods,” yet for many, this justification holds little sway. To them, such tragic deaths can only be explained by the influence of a malevolent, hateful force, something that seeks to bring ruin and sadness into the world. Unfortunately, there is some truth to this belief in the godling known as Zyphus.
Known as the Grim Harvestman and the harbinger of unexpected tragedy, cultists of Zyphus hold that he was formed from the enraged soul of the first mortal to die a hollow, meaningless death. Each additional accidental death is said to add to Zyphus’s strength, so that some day he will be powerful enough to engineer the death of his most hated rival — Pharasma. The true believers of Zyphus preach that those who are slain by accidents they engineer do not travel on to Pharasma’s Boneyard, but are instead captured by the Grim Harvestman, their souls consumed and absorbed by his malignancy. His cultists are widespread, but relatively small in number — they hold court in graveyards that have fallen from favor or otherwise no longer sit upon hallowed ground. Even in well-used and relatively safe graveyards, it is not uncommon to see carvings depicting Zyphus or his symbol on gate arches or vault roofs, wardings against the Grim Reaper. Zyphus’s symbol is a heavy pick made of a femur, skull, and a sharpened rib.

GM Rolls:
Enemy Init: 1d20 + 0 ⇒ (19) + 0 = 19
Mira: 1d20 + 4 ⇒ (6) + 4 = 10
Hanzo: 1d20 + 2 ⇒ (16) + 2 = 18
Frost: 1d20 + 3 ⇒ (13) + 3 = 16
Quinn: 1d20 + 5 ⇒ (20) + 5 = 25
Vinny: 1d20 + 4 ⇒ (12) + 4 = 16
Maedhros: 1d20 + 2 ⇒ (1) + 2 = 3

Surprise Round (Remember one standard or move action only, unless you can charge)
---------------------------------
Quinn and Bacchus
Hanzo
Vinny
Frost
Mira
Maedhros

---------------------------------Round 1
Quinn and Bacchus
Enemy
Hanzo
Vinny
Frost
Mira
Maedhros

Black outlined markers are a representative sample of the crowd of patrons, they are not hostiles. Moved the party up according to initiative order, but you may re-position if you prefer.
Party is up!

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