GMElberion's Wounded Wisp PBP Gameday 6 (Inactive)

Game Master GeraintElberion

Venture-Captain Drandle Dreng has a small job for some enthusiastic young pathfinders.


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Dark Archive

Female NG Peri-Blooded Aasimar (Emberkin) Arcanist 4 | HP 22/22 | AC 12, T 11, FF 11 | CMB +0 | CMD 11 | Fort +2, Ref +3, Will +5 | Prec +4 (Darkvision 60 ft) | Init +1 | Resist Acid 5, Cold 5, Electricity 5 | Speed 30 | Arcane Reservoir 7/7 | Consume Spells 3/3 | Active Conditions:

"The gnome is emanating a moderate aura of figment illusion magic. I don't believe that what we are seeing is actually Fimbrik."

Grand Lodge

MERISIEL HP 10/10; AC 17, t 14, ff 13; f 2, r 6, w 1; bab 0, melee +0/4, ranged +4; cmb 2, cmd 16; perc +7; init +4 | elf rogue / 1
skills:
Acrobatics +7, Climb +5, Disable Device +8, Escape Artist +7, Knowledge (local) +4, Perception +7 (+8 to locate traps), Sleight of Hand +8, Stealth +7

will save with bonus for info: 1d20 + 1 + 4 ⇒ (14) + 1 + 4 = 19

assuming that's good enough "Oh... don't know why I didn't notice that before. It's just an illusion.. thanks Valtyra." Merisiel gives the room a quick search then goes to the next door.

perception on room: 1d20 + 7 ⇒ (6) + 7 = 13

perception for traps on next door: 1d20 + 8 ⇒ (15) + 8 = 23

If it's trapped, she'll try to disarm it.

disable: 1d20 + 8 ⇒ (3) + 8 = 11

Then she'll go in, if not trapped, or successfully disabled.

Scarab Sages

LG Male Human (Mwangi) Arcanist 1.0 | HP -13/9 | AC 13 T 12 FF 11 | F +2 R +2 W +2 | Init +0 | Perc +0 SM +0 | K (A, N, P) +8 | Arcane Reservoir (2/4) | 1st: 2/3 | Speed 30 ft | Active Conditions: ---

Sesotho searches the rooms as they are opened, looking for written clues. "Very elaborate deterents."

Dark Archive

Female NG Peri-Blooded Aasimar (Emberkin) Arcanist 4 | HP 22/22 | AC 12, T 11, FF 11 | CMB +0 | CMD 11 | Fort +2, Ref +3, Will +5 | Prec +4 (Darkvision 60 ft) | Init +1 | Resist Acid 5, Cold 5, Electricity 5 | Speed 30 | Arcane Reservoir 7/7 | Consume Spells 3/3 | Active Conditions:

Valtyra searches this room for any clues as to the whereabouts of Fimbrik.
Perception: 1d20 + 1 ⇒ (15) + 1 = 16

Valtyra will also cast Detect Magic on the door Merisiel is checking for traps. "Merisiel, allow me to make sure the door is not magically warded in someway before you try to open it."

The Exchange

Male LN Human Cleric 3 | HP:25/25 | AC: 21 (11 Tch, 20 Fl) | CMB: +3, CMD: 14 | F: +5, R: +2, W: +7 | Init: +1 | Perc: +11, SM: +4 | Speed 20ft | Channel Negative Energy 1/1 | Sudden shift 7/7 | Active conditions:

Quintus moves next to the figment of the gnome, and investigates if anything in the bookshelf would stand out.
"I hope we find our clues from somewhere else than in these pages..."

Silver Crusade

LG Human Paladin (Divine Hunter) 2 | HP: 18/18 | AC: 18 (T 13, FF 15) | CMB: +3, CMD: 16 | F: +6, R: +5, W: +5 | Init: +3 | Perc: +2, SM: +5 | Speed 20ft | Smite 1/1; LoH 3/3 | Active conditions: None |

Kvina gives a sigh of relief that the gnome proved to only be an illusion and nothing more. She takes a moment to scan the bookshelves incase there is anything of interest or a good text on religions.

She then moves up behind Merisiel as she does her work on the door.
_________
Perception: 1d20 + 1 ⇒ (18) + 1 = 19


From Shore to Sea GM All-powerful dictator of reality 4

GM screen:

1d10 ⇒ 10
1d10 ⇒ 9
1d10 ⇒ 9
1d10 ⇒ 8
1d10 ⇒ 6

The books prove entirely academic and commonplace for an institution such as the Arcanarium. A few empty spaces suggest some books are long absent.

Meanwhile, Merisiel pops open the next door to reveal a meeting chamber with chairs, tables and cushions.

A neatly penned letter sits atop one of the tables Slide 5, accompanied by a scribbled note which reads 'Hollis'.

As you look around the room, Fimbrik enters the room - walking straight through Merisiel and appearing from nowhere - sits in a comfortable chair and begins to read a newspaper. This is clearly an illusion designed to divert anyone peering in through the windows.

Two potion bottles sit discarded upon a shelf beside the illusory gnome's elbow.

Scarab Sages

LG Male Human (Mwangi) Arcanist 1.0 | HP -13/9 | AC 13 T 12 FF 11 | F +2 R +2 W +2 | Init +0 | Perc +0 SM +0 | K (A, N, P) +8 | Arcane Reservoir (2/4) | 1st: 2/3 | Speed 30 ft | Active Conditions: ---

"Well, that is a clue," Sesotho says, gently lifting the two notes. "It seems well that we came here before the wall. He has left a note indicating which of the three names to pay attention to."

Dark Archive

Female NG Peri-Blooded Aasimar (Emberkin) Arcanist 4 | HP 22/22 | AC 12, T 11, FF 11 | CMB +0 | CMD 11 | Fort +2, Ref +3, Will +5 | Prec +4 (Darkvision 60 ft) | Init +1 | Resist Acid 5, Cold 5, Electricity 5 | Speed 30 | Arcane Reservoir 7/7 | Consume Spells 3/3 | Active Conditions:

"That is excellent news to hear." Valtyra chuckles at hearing the password. "Lets head to the Grand Lodge and the Wall of Names. Hopefully we can figure out the importance of that name."

Grand Lodge

MERISIEL HP 10/10; AC 17, t 14, ff 13; f 2, r 6, w 1; bab 0, melee +0/4, ranged +4; cmb 2, cmd 16; perc +7; init +4 | elf rogue / 1
skills:
Acrobatics +7, Climb +5, Disable Device +8, Escape Artist +7, Knowledge (local) +4, Perception +7 (+8 to locate traps), Sleight of Hand +8, Stealth +7

Merisiel makes sure nothing was missed...perc: 1d20 + 7 ⇒ (3) + 7 = 10... and takes the two potions as she exits the room. "Yes, let's go to the wall!"


From Shore to Sea GM All-powerful dictator of reality 4

As you enter the comforting environs of the Grand Lodge, you find the place bustling as ever.
However, as you approach the Wall of Names, the hubbub recedes and all is calm.
The Wall of Names is a curving wall of black glass that stands atop a small hill at the western edge of the lodge’s grounds. Trees surround the hill, providing ample shade and privacy for those visiting the wall to remember fallen comrades.
Carved into the wall are the name and date of death of every Pathfinder killed in the course of duty since the wall’s construction, and most entries also include a sentence or two summarizing either the agent’s greatest accomplishments or how they died.
It does not take you long to find the three names from Adolphus' notes.
See slide 8

DC11 knowledge (local, religion or history):
The underlined words seem to refer to failed aspirants.

Dark Archive

Female NG Peri-Blooded Aasimar (Emberkin) Arcanist 4 | HP 22/22 | AC 12, T 11, FF 11 | CMB +0 | CMD 11 | Fort +2, Ref +3, Will +5 | Prec +4 (Darkvision 60 ft) | Init +1 | Resist Acid 5, Cold 5, Electricity 5 | Speed 30 | Arcane Reservoir 7/7 | Consume Spells 3/3 | Active Conditions:

Knowledge (local): 1d20 + 10 ⇒ (20) + 10 = 30

”Well this seems odd. Why would there be references to the Test of the Starstone’s failed aspirants? Could some of the information she was hiding be related to the Starstone cathedral in some way?”

Grand Lodge

MERISIEL HP 10/10; AC 17, t 14, ff 13; f 2, r 6, w 1; bab 0, melee +0/4, ranged +4; cmb 2, cmd 16; perc +7; init +4 | elf rogue / 1
skills:
Acrobatics +7, Climb +5, Disable Device +8, Escape Artist +7, Knowledge (local) +4, Perception +7 (+8 to locate traps), Sleight of Hand +8, Stealth +7

"Maybe we should check there next... Look for this person who quit after losing a friend and rests with the fishes... and find out where and how to use that password in the gnome's notes."

Scarab Sages

LG Male Human (Mwangi) Arcanist 1.0 | HP -13/9 | AC 13 T 12 FF 11 | F +2 R +2 W +2 | Init +0 | Perc +0 SM +0 | K (A, N, P) +8 | Arcane Reservoir (2/4) | 1st: 2/3 | Speed 30 ft | Active Conditions: ---

"If these are not Pathfinders but aspirants, we should check at the Shrine of the Failed," Sesotho suggests. "Though this is an awfully round about way for Fimbrik to direct someone."

The Exchange

Male LN Human Cleric 3 | HP:25/25 | AC: 21 (11 Tch, 20 Fl) | CMB: +3, CMD: 14 | F: +5, R: +2, W: +7 | Init: +1 | Perc: +11, SM: +4 | Speed 20ft | Channel Negative Energy 1/1 | Sudden shift 7/7 | Active conditions:

"Someone likes puzzles..." Quintus says, rubbing his chin thoughtfully. "The message in the coin said there something hidden behind the nameplate of the requested aspirant and guarded by the word you requested. And the note at Fimbrik's place mentioned 'Hollis'."

"So as Sesotho suggests, maybe we should go to the Shrine of the Failed, seek out the aspirant related to fish and the bountiful sea, and figure out how to use the password there."

Silver Crusade

LG Human Paladin (Divine Hunter) 2 | HP: 18/18 | AC: 18 (T 13, FF 15) | CMB: +3, CMD: 16 | F: +6, R: +5, W: +5 | Init: +3 | Perc: +2, SM: +5 | Speed 20ft | Smite 1/1; LoH 3/3 | Active conditions: None |

Kvina stares at the wall of names with a far away look in her eyes. I almost ended up on there today. I have to be more careful in the future...
She shakes her head to chase the worrying thoughts away before turning to the rest of the group. "These annoying puzzles are probably why the group was never found before now, I guess, but they sure are annoying. I'm not sure about where to be going, so the Shrine of the Failed sounds good to me."

Scarab Sages

LG Male Human (Mwangi) Arcanist 1.0 | HP -13/9 | AC 13 T 12 FF 11 | F +2 R +2 W +2 | Init +0 | Perc +0 SM +0 | K (A, N, P) +8 | Arcane Reservoir (2/4) | 1st: 2/3 | Speed 30 ft | Active Conditions: ---

Sesotho chuckles and heads off for the shrine near the Starstone Cathedral.

Grand Lodge

MERISIEL HP 10/10; AC 17, t 14, ff 13; f 2, r 6, w 1; bab 0, melee +0/4, ranged +4; cmb 2, cmd 16; perc +7; init +4 | elf rogue / 1
skills:
Acrobatics +7, Climb +5, Disable Device +8, Escape Artist +7, Knowledge (local) +4, Perception +7 (+8 to locate traps), Sleight of Hand +8, Stealth +7

Merisiel joins Sesotho at the shrine of the failed, looks for anything referencing giving up after losing a friend and resting with fishies.


From Shore to Sea GM All-powerful dictator of reality 4

As you approach the Shrine of the Failed, a sprawling complex close to the Starstone, you notice the black-robed acolytes locking the mighty doors in a hurry.

dc10 perception:
From there hurried conversations, they are racing to get to the starstone cathedral in time to witness a new aspirant's attempt to cross the chasm guarding the cathedral.

A roll of names in the entrance, sheltered from the returning rains, indicates that 'Gobru, aspirant deity of the fish and bountiful sea' is commemorated in an annex.

Following th stairs down, you find yourselves facing an elaborate wrought iron gate which swings on its hinges. The gate has been locked so hastily that although the bolt is shot and fixed tight, it is not actually in the socket. The door has, in effect, been locked open.

Within, this monumental chamber stretches eighty feet from end to end, with a ceiling suspended thirty feet from the floor by great pillars. Seven arched passages lead to humble rooms, each of which contains a polished stone altar dedicated to one of the failed aspirants who attempted the Test of the Starstone.
See slide 10

Scarab Sages

LG Male Human (Mwangi) Arcanist 1.0 | HP -13/9 | AC 13 T 12 FF 11 | F +2 R +2 W +2 | Init +0 | Perc +0 SM +0 | K (A, N, P) +8 | Arcane Reservoir (2/4) | 1st: 2/3 | Speed 30 ft | Active Conditions: ---

Sesotho enters the shrine and searches for the marker for Gorbru. He invokes a simple cantrip and scans for magical auras while he searches.

Grand Lodge

MERISIEL HP 10/10; AC 17, t 14, ff 13; f 2, r 6, w 1; bab 0, melee +0/4, ranged +4; cmb 2, cmd 16; perc +7; init +4 | elf rogue / 1
skills:
Acrobatics +7, Climb +5, Disable Device +8, Escape Artist +7, Knowledge (local) +4, Perception +7 (+8 to locate traps), Sleight of Hand +8, Stealth +7

Since Sesotho went to the first alcove, Merisiel goes to the next one in clockwise order. She looks for references to Gobru, fishes and the sea, or quitting due to loss of friends.


From Shore to Sea GM All-powerful dictator of reality 4

Each of these chambers contains a small stone altar to one of the failed aspirants. Each altar stands upon a raised dais and bears a small brass nameplate identifying the aspirant and the would-be-god’s areas of interest.

The second bears the name Gobru and describes his would-be concerns as 'the fishes and bountiful seas'.

Grand Lodge

MERISIEL HP 10/10; AC 17, t 14, ff 13; f 2, r 6, w 1; bab 0, melee +0/4, ranged +4; cmb 2, cmd 16; perc +7; init +4 | elf rogue / 1
skills:
Acrobatics +7, Climb +5, Disable Device +8, Escape Artist +7, Knowledge (local) +4, Perception +7 (+8 to locate traps), Sleight of Hand +8, Stealth +7

"Found it... over here!" she calls out to the others...

Dark Archive

Female NG Peri-Blooded Aasimar (Emberkin) Arcanist 4 | HP 22/22 | AC 12, T 11, FF 11 | CMB +0 | CMD 11 | Fort +2, Ref +3, Will +5 | Prec +4 (Darkvision 60 ft) | Init +1 | Resist Acid 5, Cold 5, Electricity 5 | Speed 30 | Arcane Reservoir 7/7 | Consume Spells 3/3 | Active Conditions:

Valtyra wanders over to the second alcove. "Now lets see where the secret lies in here." Valtyra begins to search the alter for any secret compartments.

Perception: 1d20 + 1 ⇒ (4) + 1 = 5

Dark Archive

Female NG Peri-Blooded Aasimar (Emberkin) Arcanist 4 | HP 22/22 | AC 12, T 11, FF 11 | CMB +0 | CMD 11 | Fort +2, Ref +3, Will +5 | Prec +4 (Darkvision 60 ft) | Init +1 | Resist Acid 5, Cold 5, Electricity 5 | Speed 30 | Arcane Reservoir 7/7 | Consume Spells 3/3 | Active Conditions:

Valtyra gives herself a quick head shake and seems to have suddenly remembered something. She stands upright and states "Wiffle"

Grand Lodge

MERISIEL HP 10/10; AC 17, t 14, ff 13; f 2, r 6, w 1; bab 0, melee +0/4, ranged +4; cmb 2, cmd 16; perc +7; init +4 | elf rogue / 1
skills:
Acrobatics +7, Climb +5, Disable Device +8, Escape Artist +7, Knowledge (local) +4, Perception +7 (+8 to locate traps), Sleight of Hand +8, Stealth +7

Seeing Valtyra searching, Merisiel does the same, keeping an eye out for traps as well as anything hidden, like a door or compartment.

perc for traps: 1d20 + 8 ⇒ (4) + 8 = 12
perc for anything else hidden: 1d20 + 7 ⇒ (2) + 7 = 9

woohoo!!! a 4 and a 2... sigh

Silver Crusade

LG Human Paladin (Divine Hunter) 2 | HP: 18/18 | AC: 18 (T 13, FF 15) | CMB: +3, CMD: 16 | F: +6, R: +5, W: +5 | Init: +3 | Perc: +2, SM: +5 | Speed 20ft | Smite 1/1; LoH 3/3 | Active conditions: None |

Kvina moves up behind Merisiel, careful not to rush into the room and carefully looks around the place.

__________
Perception: 1d20 + 2 ⇒ (6) + 2 = 8

Scarab Sages

LG Male Human (Mwangi) Arcanist 1.0 | HP -13/9 | AC 13 T 12 FF 11 | F +2 R +2 W +2 | Init +0 | Perc +0 SM +0 | K (A, N, P) +8 | Arcane Reservoir (2/4) | 1st: 2/3 | Speed 30 ft | Active Conditions: ---

Sesotho comes over to the second alcove. "Push on the name plate or see if it lifts away," he suggests to those crouched near the base of the altar. "The coin said that the secret was behind the nameplate."

Grand Lodge

MERISIEL HP 10/10; AC 17, t 14, ff 13; f 2, r 6, w 1; bab 0, melee +0/4, ranged +4; cmb 2, cmd 16; perc +7; init +4 | elf rogue / 1
skills:
Acrobatics +7, Climb +5, Disable Device +8, Escape Artist +7, Knowledge (local) +4, Perception +7 (+8 to locate traps), Sleight of Hand +8, Stealth +7

"Oh... yeah... I forgot." Merisiel tries pushing or sliding or lifting the nameplate.

The Exchange

Male LN Human Cleric 3 | HP:25/25 | AC: 21 (11 Tch, 20 Fl) | CMB: +3, CMD: 14 | F: +5, R: +2, W: +7 | Init: +1 | Perc: +11, SM: +4 | Speed 20ft | Channel Negative Energy 1/1 | Sudden shift 7/7 | Active conditions:

Quintus joins the others in investigating the altar, casting Detect Magic to reveal any magics that might hide some secrets.


From Shore to Sea GM All-powerful dictator of reality 4

The nameplate slides smoothly to the side, revealing a small, dark slate and thin piece of white chalk.

Grand Lodge

MERISIEL HP 10/10; AC 17, t 14, ff 13; f 2, r 6, w 1; bab 0, melee +0/4, ranged +4; cmb 2, cmd 16; perc +7; init +4 | elf rogue / 1
skills:
Acrobatics +7, Climb +5, Disable Device +8, Escape Artist +7, Knowledge (local) +4, Perception +7 (+8 to locate traps), Sleight of Hand +8, Stealth +7

Slate and a chalkboard? we do have a 'word'... perhaps it goes here?" Merisiel writes 'Wiffle' on the slate with the chalk. In case that doesn't do anything, she'll say the word 'wiffle' as she writes it.


From Shore to Sea GM All-powerful dictator of reality 4

An illusory wall to the west of the chamber disappears as the word is completed.

The chamber beyond is dark, the initial few feet seem to be natural stone passageway.


From Shore to Sea GM All-powerful dictator of reality 4

GM Screen:

1d4 ⇒ 3

Grand Lodge

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MERISIEL HP 10/10; AC 17, t 14, ff 13; f 2, r 6, w 1; bab 0, melee +0/4, ranged +4; cmb 2, cmd 16; perc +7; init +4 | elf rogue / 1
skills:
Acrobatics +7, Climb +5, Disable Device +8, Escape Artist +7, Knowledge (local) +4, Perception +7 (+8 to locate traps), Sleight of Hand +8, Stealth +7

"Oh my... I didn't see that coming at all... Does anyone have a light?"

Scarab Sages

LG Male Human (Mwangi) Arcanist 1.0 | HP -13/9 | AC 13 T 12 FF 11 | F +2 R +2 W +2 | Init +0 | Perc +0 SM +0 | K (A, N, P) +8 | Arcane Reservoir (2/4) | 1st: 2/3 | Speed 30 ft | Active Conditions: ---

Sesotho strikes one of his sunrods against the floor and it blooms to light.

Dark Archive

Female NG Peri-Blooded Aasimar (Emberkin) Arcanist 4 | HP 22/22 | AC 12, T 11, FF 11 | CMB +0 | CMD 11 | Fort +2, Ref +3, Will +5 | Prec +4 (Darkvision 60 ft) | Init +1 | Resist Acid 5, Cold 5, Electricity 5 | Speed 30 | Arcane Reservoir 7/7 | Consume Spells 3/3 | Active Conditions:

Am I able to see anything in this dark room?

Valtyra will cast Detect Magic in to the darkened room. "Let us hope that no nasty surprises await us in the dark."


From Shore to Sea GM All-powerful dictator of reality 4

DC 15 Knowledge (dungeoneering) or Spellcraft:
Though the cavern looks natural, it was cleared using magic, perhaps a stone shape spell.

The tunnel behind the door is dark, and opens into a small cavern. Once you round the corner, from the far end, you can see a dim light.

Following the light leads to a small alcove.

DC 20 Spellcraft + Detect Magic:
The gem on the desk is a cut alexandrite enchanted with continual flame

Several desks are arranged along the northern and eastern edges of this small stone alcove. Whereas the stonework leading to this chamber is rough, the walls in the alcove are polished. A single gem rests among the neatly filed papers on the desk, emitting a soft luminescence that brightens the small room.

The paperwork on the desk is a priceless collection of Pathfinder Society lore and information describing dozens of unexplored sites. Unfortunately, beyond a few titles and other clues, most are completely undecipherable and will take the Society weeks to decode.

Grand Lodge

MERISIEL HP 10/10; AC 17, t 14, ff 13; f 2, r 6, w 1; bab 0, melee +0/4, ranged +4; cmb 2, cmd 16; perc +7; init +4 | elf rogue / 1
skills:
Acrobatics +7, Climb +5, Disable Device +8, Escape Artist +7, Knowledge (local) +4, Perception +7 (+8 to locate traps), Sleight of Hand +8, Stealth +7

Merisiel gathers up everything that will fit in her pack, hopes others will do the same so everything on the desks can be recovered. She takes the glowing gem too... "Shall we go... It seems we're pretty much done here."

Dark Archive

Female NG Peri-Blooded Aasimar (Emberkin) Arcanist 4 | HP 22/22 | AC 12, T 11, FF 11 | CMB +0 | CMD 11 | Fort +2, Ref +3, Will +5 | Prec +4 (Darkvision 60 ft) | Init +1 | Resist Acid 5, Cold 5, Electricity 5 | Speed 30 | Arcane Reservoir 7/7 | Consume Spells 3/3 | Active Conditions:

Spellcraft, DC 15: 1d20 + 12 ⇒ (18) + 12 = 30
Spellcraft + Detect Magic, DC 20: 1d20 + 12 ⇒ (19) + 12 = 31

"This tunnel was created with magic. Perhaps something like a Stone Shape spell." Valtyra moves down the tunnel and into the room. "The glowing gem is safe. It is just creating continual light within the room." Valtyra begins to collect as much paperwork as she is able to take with her. This priceless treasure trove of knowledge must be preserved.

Scarab Sages

LG Male Human (Mwangi) Arcanist 1.0 | HP -13/9 | AC 13 T 12 FF 11 | F +2 R +2 W +2 | Init +0 | Perc +0 SM +0 | K (A, N, P) +8 | Arcane Reservoir (2/4) | 1st: 2/3 | Speed 30 ft | Active Conditions: ---

"An interesting find," Sesotho comments. "We should take this to the Lodge directly."


From Shore to Sea GM All-powerful dictator of reality 4

GM screen:

1d4 ⇒ 3


From Shore to Sea GM All-powerful dictator of reality 4

As you head out of the chamber, head full of excitement at your discoveries, you notice figures barring your way.

One calls out imperiously, "You there, hand over the artefacts of prophecy. Immediately. Or face your doom."

Initiative!

GM screen:

brute: 1d20 + 2 ⇒ (11) + 2 = 13
swordsman: 1d20 + 5 ⇒ (20) + 5 = 25
evoker: 1d20 + 6 ⇒ (4) + 6 = 10
touched: 1d20 + 2 ⇒ (13) + 2 = 15

The sound of weapons being drawn echoes through the chamber.

Grand Lodge

MERISIEL HP 10/10; AC 17, t 14, ff 13; f 2, r 6, w 1; bab 0, melee +0/4, ranged +4; cmb 2, cmd 16; perc +7; init +4 | elf rogue / 1
skills:
Acrobatics +7, Climb +5, Disable Device +8, Escape Artist +7, Knowledge (local) +4, Perception +7 (+8 to locate traps), Sleight of Hand +8, Stealth +7

init: 1d20 + 4 ⇒ (8) + 4 = 12

The Exchange

Male LN Human Cleric 3 | HP:25/25 | AC: 21 (11 Tch, 20 Fl) | CMB: +3, CMD: 14 | F: +5, R: +2, W: +7 | Init: +1 | Perc: +11, SM: +4 | Speed 20ft | Channel Negative Energy 1/1 | Sudden shift 7/7 | Active conditions:

init: 1d20 + 6 ⇒ (13) + 6 = 19

"Now, let's not be hasty... Are you sure we cannot talk this through?"

Silver Crusade

LG Human Paladin (Divine Hunter) 2 | HP: 18/18 | AC: 18 (T 13, FF 15) | CMB: +3, CMD: 16 | F: +6, R: +5, W: +5 | Init: +3 | Perc: +2, SM: +5 | Speed 20ft | Smite 1/1; LoH 3/3 | Active conditions: None |

As soon as it is determined what the papers and materials are, Kvina digs out a large binder for papers from her bag and starts to carefully stuff what she can in it. She closes it up and puts it back into her bag.

On the way out, she gives a start as the voice rings out, but quickly adds her voice to Quintus'. "I, too, would much rather talk this out then get into a fight over a possible misunderstanding. First what is this prophecy you speak of and what do the artifacts look like? We've only collected papers and nothing that could resemble an artifact."

_______
Initiative: 1d20 + 3 ⇒ (2) + 3 = 5
Diplomacy: 1d20 + 8 ⇒ (7) + 8 = 15
Rolling a diplomacy just in case.

Dark Archive

Female NG Peri-Blooded Aasimar (Emberkin) Arcanist 4 | HP 22/22 | AC 12, T 11, FF 11 | CMB +0 | CMD 11 | Fort +2, Ref +3, Will +5 | Prec +4 (Darkvision 60 ft) | Init +1 | Resist Acid 5, Cold 5, Electricity 5 | Speed 30 | Arcane Reservoir 7/7 | Consume Spells 3/3 | Active Conditions:

"Doom? Really, you couldn't decide on anything more threatening to use?" Valtyra gives a shake of her head. She then casts Mage Armor in case things turn violent.


From Shore to Sea GM All-powerful dictator of reality 4

The man calls back, "Finally, someone with some common sense. We are happy to discuss the terms of your surrender: first, throw your weapons to the ground."

At Kvina's words, a woman's voice rings out, "She's an agent of the usurper! Look at her! She is an enemy of the Age of Glory!"

"Your doom, your DOOM! For is it not written in the Book of 1,000 Whispers!"

DC20 Knowledge (religion):
These crazies are Harbingers of Fate. Good luck with that.

Scarab Sages

LG Male Human (Mwangi) Arcanist 1.0 | HP -13/9 | AC 13 T 12 FF 11 | F +2 R +2 W +2 | Init +0 | Perc +0 SM +0 | K (A, N, P) +8 | Arcane Reservoir (2/4) | 1st: 2/3 | Speed 30 ft | Active Conditions: ---

"Oh my."

Initiative: 1d20 ⇒ 13

Dark Archive

Female NG Peri-Blooded Aasimar (Emberkin) Arcanist 4 | HP 22/22 | AC 12, T 11, FF 11 | CMB +0 | CMD 11 | Fort +2, Ref +3, Will +5 | Prec +4 (Darkvision 60 ft) | Init +1 | Resist Acid 5, Cold 5, Electricity 5 | Speed 30 | Arcane Reservoir 7/7 | Consume Spells 3/3 | Active Conditions:

Initiative: 1d20 + 1 ⇒ (17) + 1 = 18

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