GM Turmoil's GD VI: The Heresy of Man series (Inactive)

Game Master Korolan

Maps & Handouts


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Grand Lodge

Lawful Neutral Half-Orc Monk (Unchained) 1/Sorcerer 4/Dragon Disciple 5 (Sheet) (Equipment) | HP: 81/81 | AC: 26 (18 T, 23 F) | CMD: 31 | F: 13, R: 13, W: 13 | Init: 6 | Perc: 9 | Speed 30 |
Tracked Resources:
Claws 5/7 | Stunning Fist 3/3 | Fire Breath 1/1 | L1 Spells 4/7 | L2 Spells 6/7 | L3 Spells 2/5 | Lesser Extend 0/3 | Lesser Cold 3/3 | Lesser Selective 3/3 | Lesser Versatile 3/3 | Reroll 1/1

Everyone made it with a minimum of bruises it seems. I'm fine with checking the secret door, but before we go on, give me a moment please.

Lurgh breathes in through his nose and exhales slowly through lightly pursed lips. A larger puff of smoke escapes, like someone exhaling after a draw of a tobacco pipe. He then begins to utter a few arcane syllables as his eyes adjust, pupils pulsing with magic.

Casting detect magic and scanning the area.

Dark Archive

Goblins|| ...||Heresy

Despite Agosa's wishes, you decide to at least investigate the secret door before deciding which way to go. It is an alcove 10 feet above the waterline. Rusted iron handles are still embedded in the wet walls, providing a means to climb up to the alcove. The tunnel beyond quickly descends before turning to the west.

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

Milo glares past the others, at the tunnel.

"No scurf's tooled that lurk awhile." He growls dubiously.

Do we have to worry about water levels in here? Is the tide going out or in?

Liberty's Edge

NG Half-Elf Male Inquisitor-10 | HP 83/83 | AC 30 / 20 T / 26 FF | CMD 31 | Perception +17, Low-Light Vision; Sense Motive +13 | Bane 11/14 | 2nd Judgment 2/4; Surge 0/1 | Teamwork Feat change 4/4 | Fort +15, Reflex +11, Will +16; +1 untyped bonus vs poison and disease, +2 vs. enchantments; Immune sleep | Init +6 | Discern Lies 10/10 | Speed 40 ft.; Agile Feet 7/7 | Dimension Hop 20 5-ft inc/day 20/20 |Conditions: Heightened Awareness, Heroism, Defending Bone

Glen considers the gnome's words. I think he's starting to make sense
When Milo translates his dialect in the "ooc" text, it really speeds things up.

"Milo, you're a bloody genius. I'm trying to recall what I can about the tides."
Knowledge (nature): 1d20 + 5 ⇒ (13) + 5 = 18

"This secret door might be a useful emergency escape route, if we need it. If we have some time, let's check it out."

Dark Archive

Goblins|| ...||Heresy

Nope, that's not a concern.

So exploring the secret tunnel or the other way first?

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

The tides had nothing to do with what Milo actually said...
That was just me wondering ooc... =)

Liberty's Edge

NG Half-Elf Male Inquisitor-10 | HP 83/83 | AC 30 / 20 T / 26 FF | CMD 31 | Perception +17, Low-Light Vision; Sense Motive +13 | Bane 11/14 | 2nd Judgment 2/4; Surge 0/1 | Teamwork Feat change 4/4 | Fort +15, Reflex +11, Will +16; +1 untyped bonus vs poison and disease, +2 vs. enchantments; Immune sleep | Init +6 | Discern Lies 10/10 | Speed 40 ft.; Agile Feet 7/7 | Dimension Hop 20 5-ft inc/day 20/20 |Conditions: Heightened Awareness, Heroism, Defending Bone

1 vote for the secret tunnel.

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

if our guide shows up and we're not here... what happens then?

Dark Archive

Goblins|| ...||Heresy
Milo Flamecursed wrote:
if our guide shows up and we're not here... what happens then?

Who knows? He's your ticket through the castle to avoid being captured.

Grand Lodge

Lawful Neutral Half-Orc Monk (Unchained) 1/Sorcerer 4/Dragon Disciple 5 (Sheet) (Equipment) | HP: 81/81 | AC: 26 (18 T, 23 F) | CMD: 31 | F: 13, R: 13, W: 13 | Init: 6 | Perc: 9 | Speed 30 |
Tracked Resources:
Claws 5/7 | Stunning Fist 3/3 | Fire Breath 1/1 | L1 Spells 4/7 | L2 Spells 6/7 | L3 Spells 2/5 | Lesser Extend 0/3 | Lesser Cold 3/3 | Lesser Selective 3/3 | Lesser Versatile 3/3 | Reroll 1/1

If Agosa's contact arranged to meet us in the main passage, then that is where we should go.

Liberty's Edge

NG Half-Elf Male Inquisitor-10 | HP 83/83 | AC 30 / 20 T / 26 FF | CMD 31 | Perception +17, Low-Light Vision; Sense Motive +13 | Bane 11/14 | 2nd Judgment 2/4; Surge 0/1 | Teamwork Feat change 4/4 | Fort +15, Reflex +11, Will +16; +1 untyped bonus vs poison and disease, +2 vs. enchantments; Immune sleep | Init +6 | Discern Lies 10/10 | Speed 40 ft.; Agile Feet 7/7 | Dimension Hop 20 5-ft inc/day 20/20 |Conditions: Heightened Awareness, Heroism, Defending Bone

Excellent point. Just stating Glen's preference. Happy to take the direct approach, too. Maybe our guide was watching reruns of Glee and lost track of the time. ;-)

Silver Crusade

Aasimar monkadin/COI 9 | AC 28 *T21*F26* CMD 34 | 55/65hp | F13 R11 W13 | Per +18 Init +2

"I think that I am agreeing, we should look for our contact along the m main route. This secret corridor will be an excellent place to retreat if we need it," Guang beams.

Guang will offer to take a position near or in the front, and suggest to Brother Agosa that he stay in the middle, surrounded by all of them.

Scarab Sages

|| HP: 46/68 || AC: 22 (26), T: 20, FF: 17 (21), CMD: 27 || F: +13, R: +12, W: +13, <Evasion, Prot from Possession> || Speed: 40ft || Perc: +13 (DV 60ft), Sense Motive: +12 || Init: +4 || LG Aasimar Cleric 7/Monk 2, Scimitar +13/+13/, 1d6+5 (15/x2) or Unarmed Strike +11/+11/+6 1d8 (20/x2) ||

I've run this before, though its been years, so Ill try to leave choices like this up to the rest of the group.

"My preference would be to know just how safe an escape route is before needing to fall back to it, but I'm fairly confident we shall not need it, and it is not only lives at stake, but souls as well."

-Posted with Wayfinder

Liberty's Edge

NG Half-Elf Male Inquisitor-10 | HP 83/83 | AC 30 / 20 T / 26 FF | CMD 31 | Perception +17, Low-Light Vision; Sense Motive +13 | Bane 11/14 | 2nd Judgment 2/4; Surge 0/1 | Teamwork Feat change 4/4 | Fort +15, Reflex +11, Will +16; +1 untyped bonus vs poison and disease, +2 vs. enchantments; Immune sleep | Init +6 | Discern Lies 10/10 | Speed 40 ft.; Agile Feet 7/7 | Dimension Hop 20 5-ft inc/day 20/20 |Conditions: Heightened Awareness, Heroism, Defending Bone

Looks like Guang, Lurgh, and Milo want to look for the guide first. Glen defers to the majority.

"Let's find our guide, then. Any sign of activity here where we've moored the skiff?"
Perception: 1d20 + 17 ⇒ (6) + 17 = 23
Survival +4 to Track: 1d20 + 8 + 4 ⇒ (11) + 8 + 4 = 23

Dark Archive

Goblins|| ...||Heresy

After investigating the secret passageway, you head back to the beach and make your way into the darkness. Upon closer investigation, Glen notices the sandy beach is covered with footprints and drag marks— tracks left by the smugglers earlier in the day.

This lower cellar of the fortress was hollowed out from the rock of the cliff. A stair was cut through the floor that leads down to the sea cave. A pair of rotting barrels stands against the southern wall, and a wooden door on the western one.

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

Milo scowls at the marks of activity as Glen points them out.

"No deadlurk, for under." He observes with a slight shrug.

Dark Archive

Goblins|| ...||Heresy

Proceeding through the door, you enter a storeroom of sorts, probably used by smugglers when they use these passageways. A number of bales, barrels, and crates are stacked in the southern portion of the room. Most hold imported liquor, spices, and assorted odds and ends of a semi-valuable nature. In the northern section, small hollows are cut into the stone of this deep storeroom and iron manacles are set into the walls. You're pretty sure this makeshift prison is used for smuggling illegal slaves, and the floor is still littered with fresh straw and crusts of bread not yet entirely consumed by rats.

Liberty's Edge

NG Half-Elf Male Inquisitor-10 | HP 83/83 | AC 30 / 20 T / 26 FF | CMD 31 | Perception +17, Low-Light Vision; Sense Motive +13 | Bane 11/14 | 2nd Judgment 2/4; Surge 0/1 | Teamwork Feat change 4/4 | Fort +15, Reflex +11, Will +16; +1 untyped bonus vs poison and disease, +2 vs. enchantments; Immune sleep | Init +6 | Discern Lies 10/10 | Speed 40 ft.; Agile Feet 7/7 | Dimension Hop 20 5-ft inc/day 20/20 |Conditions: Heightened Awareness, Heroism, Defending Bone

Glen scowls at the manacles "Slavers." I have to pass this information to the Grey Corsairs and the Eagle Knights.

He searches the room before proceeding.
Perception: 1d20 + 17 ⇒ (19) + 17 = 36

Dark Archive

Goblins|| ...||Heresy

As Glen searches the room, he discovers two things. First, He's able to determine that these cells have seen use within the past week, and are clearly still serving their purpose. But more importantly, he spots a door hidden in the masonry on the western wall of the storeroom.

Liberty's Edge

NG Half-Elf Male Inquisitor-10 | HP 83/83 | AC 30 / 20 T / 26 FF | CMD 31 | Perception +17, Low-Light Vision; Sense Motive +13 | Bane 11/14 | 2nd Judgment 2/4; Surge 0/1 | Teamwork Feat change 4/4 | Fort +15, Reflex +11, Will +16; +1 untyped bonus vs poison and disease, +2 vs. enchantments; Immune sleep | Init +6 | Discern Lies 10/10 | Speed 40 ft.; Agile Feet 7/7 | Dimension Hop 20 5-ft inc/day 20/20 |Conditions: Heightened Awareness, Heroism, Defending Bone

"Hey, gents, take a look at this. A secret door. Think it's trapped?"
Perception: 1d20 + 17 ⇒ (8) + 17 = 25

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

"Ain't like to bite." Milo mutters absently, examining the goods in the room.

Perception: 1d20 + 13 ⇒ (2) + 13 = 15

Dark Archive

Goblins|| ...||Heresy

Glen does not detect any traps

Silver Crusade

Aasimar monkadin/COI 9 | AC 28 *T21*F26* CMD 34 | 55/65hp | F13 R11 W13 | Per +18 Init +2

"Well spotted, Brother Glen!" Guang says sincerely. "And yes, slavers is appearing accurate. Deeply unfortunate."

He also gives the door a once-over for any sign of trouble.

Perception: 1d20 + 17 ⇒ (2) + 17 = 19 lol

"Well, we both think it looks safe!" Guang beams, and moves to open the door.

Grand Lodge

Lawful Neutral Half-Orc Monk (Unchained) 1/Sorcerer 4/Dragon Disciple 5 (Sheet) (Equipment) | HP: 81/81 | AC: 26 (18 T, 23 F) | CMD: 31 | F: 13, R: 13, W: 13 | Init: 6 | Perc: 9 | Speed 30 |
Tracked Resources:
Claws 5/7 | Stunning Fist 3/3 | Fire Breath 1/1 | L1 Spells 4/7 | L2 Spells 6/7 | L3 Spells 2/5 | Lesser Extend 0/3 | Lesser Cold 3/3 | Lesser Selective 3/3 | Lesser Versatile 3/3 | Reroll 1/1

Lurgh draws a wand with his free hand, just in case something awaits then on the other side.

Liberty's Edge

NG Half-Elf Male Inquisitor-10 | HP 83/83 | AC 30 / 20 T / 26 FF | CMD 31 | Perception +17, Low-Light Vision; Sense Motive +13 | Bane 11/14 | 2nd Judgment 2/4; Surge 0/1 | Teamwork Feat change 4/4 | Fort +15, Reflex +11, Will +16; +1 untyped bonus vs poison and disease, +2 vs. enchantments; Immune sleep | Init +6 | Discern Lies 10/10 | Speed 40 ft.; Agile Feet 7/7 | Dimension Hop 20 5-ft inc/day 20/20 |Conditions: Heightened Awareness, Heroism, Defending Bone

Taking a cue from Lurgh, Glen draws a wand of his own and casts shield of faith on himself. Then he stows the wand in his haversack. +2 deflection bonus to AC for 1 min; doesn't stack with ring of protection +1.

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

Other then pulling out a small metalic rod, Milo does not appear to bother with any preparations.

"Screw the lid already." He mutters.

Liberty's Edge

NG Half-Elf Male Inquisitor-10 | HP 83/83 | AC 30 / 20 T / 26 FF | CMD 31 | Perception +17, Low-Light Vision; Sense Motive +13 | Bane 11/14 | 2nd Judgment 2/4; Surge 0/1 | Teamwork Feat change 4/4 | Fort +15, Reflex +11, Will +16; +1 untyped bonus vs poison and disease, +2 vs. enchantments; Immune sleep | Init +6 | Discern Lies 10/10 | Speed 40 ft.; Agile Feet 7/7 | Dimension Hop 20 5-ft inc/day 20/20 |Conditions: Heightened Awareness, Heroism, Defending Bone

"I'll open the door as soon as everyone's set. Prophet, you ready to rock 'n' roll?" Glen grasps the door in one hand and his elven curve blade in the other.

Dark Archive

Goblins|| ...||Heresy

On the other side of the secret door is a low and musty storage cellar, holding a number of pieces of discarded furniture stacked to the south along with four large wicker baskets that appear to hold the remains of some putrefying root vegetable. A door exits to the west where a stair ascends into the fortress, and the ceiling of that wing of the room is the underside of the stair. Tucked into the hollow beneath the stairs is a small closet. A slight gasp of air escapes from behind its wooden door.

Moments after you step into the room, the tread of several heavy feet thunder on the stairs above. Just walking, not running.

You have one round before whoever is coming reaches the bottom of the stairs. Place yourselves where you want to be.

Grand Lodge

Lawful Neutral Half-Orc Monk (Unchained) 1/Sorcerer 4/Dragon Disciple 5 (Sheet) (Equipment) | HP: 81/81 | AC: 26 (18 T, 23 F) | CMD: 31 | F: 13, R: 13, W: 13 | Init: 6 | Perc: 9 | Speed 30 |
Tracked Resources:
Claws 5/7 | Stunning Fist 3/3 | Fire Breath 1/1 | L1 Spells 4/7 | L2 Spells 6/7 | L3 Spells 2/5 | Lesser Extend 0/3 | Lesser Cold 3/3 | Lesser Selective 3/3 | Lesser Versatile 3/3 | Reroll 1/1

Lurgh will activate his wand of shield and then stow it.

Liberty's Edge

NG Half-Elf Male Inquisitor-10 | HP 83/83 | AC 30 / 20 T / 26 FF | CMD 31 | Perception +17, Low-Light Vision; Sense Motive +13 | Bane 11/14 | 2nd Judgment 2/4; Surge 0/1 | Teamwork Feat change 4/4 | Fort +15, Reflex +11, Will +16; +1 untyped bonus vs poison and disease, +2 vs. enchantments; Immune sleep | Init +6 | Discern Lies 10/10 | Speed 40 ft.; Agile Feet 7/7 | Dimension Hop 20 5-ft inc/day 20/20 |Conditions: Heightened Awareness, Heroism, Defending Bone

"My skills are best when partnered with an ally flanking the enemy. Anyone care to join me?" Outflank, Precise Strike

Glen moves through the secret door and into to a position on the north side of the next room'd door. He raises his elven curve blade ready to attack anyone he perceives as a threat.

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

Milo curses quietly in orcish.

"That ain't no pointer." He mutters. "Unscrew the lid." He adds quickly, pointing to the secret door, still standing open.

Well, assuming its still open. If its closed, then ignore that last bit =)

He then uttering a quick arcane spell and suddenly everyone in the room drops out of sight, invisible!

Casting Invisibility Sphere 10' radius should get everyone in the room.
Hopefully whoever it is will look in, do what they came for, and go away!

Everyone has a +40 to stealth if you don't move... +20 if you do.

He then ducks behind a nearby crate, out of sight.

Stealth: 1d20 + 17 + 40 ⇒ (16) + 17 + 40 = 73

Dark Archive

Goblins|| ...||Heresy

Do you want Agosa to join you in the storeroom then? He doesn't participate in combat, and the scenario states he hides in one of the cells in the previous room. I placed him on the map so you can put him where you want.

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

The invis will cover him too! His choice to leave it, or use it.
He won't need to hide in the next room, just hold still? Shrug, lots of unknowns

Silver Crusade

Aasimar monkadin/COI 9 | AC 28 *T21*F26* CMD 34 | 55/65hp | F13 R11 W13 | Per +18 Init +2

I'll activate barkskin on myself, +2 nat armor for 40 minutes

"Ah, most clever!" Guang whispers at he realizes he is now invisible. He studies his invisible hands with fascination, remaining very still.

Stealth: 1d20 + 40 + 6 ⇒ (14) + 40 + 6 = 60

"Brother Agosa, the magic is hiding us all!"

seems prudent for him to be inside it with us, he can be at the back and run off to a cell if combat breaks out?

Liberty's Edge

NG Half-Elf Male Inquisitor-10 | HP 83/83 | AC 30 / 20 T / 26 FF | CMD 31 | Perception +17, Low-Light Vision; Sense Motive +13 | Bane 11/14 | 2nd Judgment 2/4; Surge 0/1 | Teamwork Feat change 4/4 | Fort +15, Reflex +11, Will +16; +1 untyped bonus vs poison and disease, +2 vs. enchantments; Immune sleep | Init +6 | Discern Lies 10/10 | Speed 40 ft.; Agile Feet 7/7 | Dimension Hop 20 5-ft inc/day 20/20 |Conditions: Heightened Awareness, Heroism, Defending Bone

The invisibility's area of effect depicted on the map, indicates a tight squeeze in the cramped storeroom.

Hearing Milo cast his spell, even though his actual words make absolutely no sense, Glen changes course and readies his elven curve blade to strike anyone within reach who attacks the party.

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

Sorry, wasn't quite in the right spot. He was covering the whole room!
Everyone should be fine, as long as they don't leave the room.

Scarab Sages

|| HP: 46/68 || AC: 22 (26), T: 20, FF: 17 (21), CMD: 27 || F: +13, R: +12, W: +13, <Evasion, Prot from Possession> || Speed: 40ft || Perc: +13 (DV 60ft), Sense Motive: +12 || Init: +4 || LG Aasimar Cleric 7/Monk 2, Scimitar +13/+13/, 1d6+5 (15/x2) or Unarmed Strike +11/+11/+6 1d8 (20/x2) ||
Glen Fiddich wrote:
"I'll open the door as soon as everyone's set. Prophet, you ready to rock 'n' roll?" Glen grasps the door in one hand and his elven curve blade in the other.

Taking a position across the room from Glen, "I generally prefer roll before I rock, but if you insist." and then suddenly he, but not just he, but the entire party seems to cease to exist. "This is,. . . disconcerting, but not altogether unpleasant" as he waves his hand in front of his face, not that anyone else can see it.

Liberty's Edge

NG Half-Elf Male Inquisitor-10 | HP 83/83 | AC 30 / 20 T / 26 FF | CMD 31 | Perception +17, Low-Light Vision; Sense Motive +13 | Bane 11/14 | 2nd Judgment 2/4; Surge 0/1 | Teamwork Feat change 4/4 | Fort +15, Reflex +11, Will +16; +1 untyped bonus vs poison and disease, +2 vs. enchantments; Immune sleep | Init +6 | Discern Lies 10/10 | Speed 40 ft.; Agile Feet 7/7 | Dimension Hop 20 5-ft inc/day 20/20 |Conditions: Heightened Awareness, Heroism, Defending Bone

Cool, Milo. Glen's back on the map where he started, just inside the door at the bottom of the stairs, blade at the ready.

Dark Archive

Goblins|| ...||Heresy

You could all roll a 1 on stealth and be fine. These guys have terrible Perception.

A quartet of heavily armed and armored soldiers enter from the stairs. Three of them wear fine sets of splint mail, with falchions at their waist, while the other uses a glinting halberd like a walking staff, and has some sort of insignia attached to his banded mail. That one barks an order at the others "Search the room, but be quick about it. We've been given a solid tip about some smuggling operations being run here."

They take a few minutes digging through the baskets of rotting vegetables, and even cut into an old couch to search inside it. At one point, one of the guards manages to bump into the invisible Lurgh, and shoots one of his comrades a stern glance, obviously thinking it was him. Eventually the group gives up and looks to the commander "Alright, enough of this. Wild goose chase if you ask me. I'll have that man flailed for wasting my time." You hear the pounding on the stairs as the guards leave, and a door shutting behind them at the top.

Moments later, a wooden panel on the wall under the stairs pushes itself loose, and a small, ugly man clambers out of his hiding place. He looks around tentatively before his words slip out in a loud whisper. "H-h-hello? Is anyone there? I believe you may be looking for me."

Liberty's Edge

NG Half-Elf Male Inquisitor-10 | HP 83/83 | AC 30 / 20 T / 26 FF | CMD 31 | Perception +17, Low-Light Vision; Sense Motive +13 | Bane 11/14 | 2nd Judgment 2/4; Surge 0/1 | Teamwork Feat change 4/4 | Fort +15, Reflex +11, Will +16; +1 untyped bonus vs poison and disease, +2 vs. enchantments; Immune sleep | Init +6 | Discern Lies 10/10 | Speed 40 ft.; Agile Feet 7/7 | Dimension Hop 20 5-ft inc/day 20/20 |Conditions: Heightened Awareness, Heroism, Defending Bone

Glen moves away from the invisibility's area of effect. "Our contact, I presume? Identify yourself and explain what's going on."

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

Huh... didn't think that was going to work! Awesome!

Is there a knowledge roll to know if those were those Pure Legion guys we were warned off? Or a different group?

Milo watches the men come in and search the room, narrowly passing everyone hidden nearby. His hand clasps and unclasps continuously while they do, trying to keep himself from just lighting the entire room on fire to eliminate the problem.

When they finally leave, he lets out a breath he did not know he was holding, but stays invisible, hiding in among the crates, not trusting the new arrival either.

Dark Archive

Goblins|| ...||Heresy
Milo Flamecursed wrote:


Is there a knowledge roll to know if those were those Pure Legion guys we were warned off? Or a different group?

Sure, I'll take a Kn Local or Religion DC15 to recognize the cloaks they were wearing.

The man approaches Glen obsequiously, constantly bowing and lowering his eyes. He doffs his fez and throws himself on the ground.

“Oh, effendi! A thousand blessings be upon you! And a thousand pardons for Masur the Ill-favored, your poor and humble slave. I have failed in my duty, and I beg and crave your forgiveness. I was to meet with you below on the beach, but something terrible has happened. While we were preparing for your arrival, who should arrive at our gates but an entire company of the accursed Pure Legion! May they be smitten with the mange of a thousand jackals.”

Masur fairly trembles with righteous fury and pants to catch his breath.

“Though we have longed for your esteemed presence and have yearned to show you all the delights of Qassabah Heb Amar, the blessed Bey El Makkra sends word that you may not ascend to the rooms above. For, if you do, you will certainly be captured by the Pure Legion”—at this Masur spits on the ground—“and that would be tragedy indeed. The bey cares not for his own security, but for yours alone, I assure you. I am bidden to take you to another route, whereby you may pass through the stronghold undetected and go on your blessed way in safety.”

The small man bows again and once again covers his balding head with his fez.

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

Knowledge (either): 1d20 + 11 ⇒ (2) + 11 = 13 edit: ha!

Though I suppose Masur here has just answered the question for us!

Liberty's Edge

NG Half-Elf Male Inquisitor-10 | HP 83/83 | AC 30 / 20 T / 26 FF | CMD 31 | Perception +17, Low-Light Vision; Sense Motive +13 | Bane 11/14 | 2nd Judgment 2/4; Surge 0/1 | Teamwork Feat change 4/4 | Fort +15, Reflex +11, Will +16; +1 untyped bonus vs poison and disease, +2 vs. enchantments; Immune sleep | Init +6 | Discern Lies 10/10 | Speed 40 ft.; Agile Feet 7/7 | Dimension Hop 20 5-ft inc/day 20/20 |Conditions: Heightened Awareness, Heroism, Defending Bone

Knowledge (local): 1d20 + 6 ⇒ (8) + 6 = 14
Inquisitor ability as an immediate action discern lies
Sense Motive: 1d20 + 12 ⇒ (14) + 12 = 26

This man's subservience seems a bit over-the-top. Does he speak the truth? Does he have a hidden motive?

"Those soldiers of the Pure Legion said they received a tip from an informant. Is Bey El Makkra aware of his household's leak?"

Dark Archive

Goblins|| ...||Heresy

Though his actions may seem over the top, Glen is able to determine that the man is truthful, and it's just how he is. "I do not know anything about that. All I know is that these soldiers just showed up earlier today, and started pushing everyone around like they own the place. It is a good thing you found me though., so I could warn you and give you a safe route to the gates. There is an old pathway that hasn’t been used in years but poor Masur assures you that it will lead to the southern postern gate of the stronghold where I have arranged for camels to be left for you. They are a gift of the Bey. Ride to the south, taking the Old Road west of the orange groves, and you will soon reach Wadi al-Hesr.

Liberty's Edge

NG Half-Elf Male Inquisitor-10 | HP 83/83 | AC 30 / 20 T / 26 FF | CMD 31 | Perception +17, Low-Light Vision; Sense Motive +13 | Bane 11/14 | 2nd Judgment 2/4; Surge 0/1 | Teamwork Feat change 4/4 | Fort +15, Reflex +11, Will +16; +1 untyped bonus vs poison and disease, +2 vs. enchantments; Immune sleep | Init +6 | Discern Lies 10/10 | Speed 40 ft.; Agile Feet 7/7 | Dimension Hop 20 5-ft inc/day 20/20 |Conditions: Heightened Awareness, Heroism, Defending Bone

Glen informs his companions, "This man speaks the truth, and his motives are sincere. We should probably heed his advice and accept his offer to help."

He turns to their contact, "Masur, you are not our slave. If you offer assistance of your own free will, then we accept. Please, lead the way."

As the party follows the guide, Glen mutters, "A camel ride. This should be interesting. Any tips, Masur?"

Glen's Ride and Handle Animal skill +0.

Silver Crusade

Aasimar monkadin/COI 9 | AC 28 *T21*F26* CMD 34 | 55/65hp | F13 R11 W13 | Per +18 Init +2

Guang is less suspicious of the man's mannerism, being from the east himself, albeit much further east. He returns Masur's bow, though avoids prostration.

"We humbly thank you for your assistance, Masur! Please convey our most sincere thanks to the bey as well as our apologies that the circumstances do not allow us to properly enjoy his estimable hospitality. We are at your disposal as to where we should go, honorable Masur, and may every benevolent god richly grace your household with prosperity and a dozen sons."

To Milo, he says, "Brother Milo! You have twice now shielded us from, how do you say, catastrophe. May you also be blessed with a dozen sons!"

Liberty's Edge

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NG Half-Elf Male Inquisitor-10 | HP 83/83 | AC 30 / 20 T / 26 FF | CMD 31 | Perception +17, Low-Light Vision; Sense Motive +13 | Bane 11/14 | 2nd Judgment 2/4; Surge 0/1 | Teamwork Feat change 4/4 | Fort +15, Reflex +11, Will +16; +1 untyped bonus vs poison and disease, +2 vs. enchantments; Immune sleep | Init +6 | Discern Lies 10/10 | Speed 40 ft.; Agile Feet 7/7 | Dimension Hop 20 5-ft inc/day 20/20 |Conditions: Heightened Awareness, Heroism, Defending Bone

"By a dozen beautiful mothers," Glen adds with a grin.

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

"Been skippin' barneys since I was snakin' scran." He mutters with a scowl. He seems more angry than amused. "Them Legion bludgers is the rozzers here. We start torchin' 'em, we're crapped for sure."

Dark Archive

Goblins|| ...||Heresy

"Oh thank you, thank you. Humble Masur will lead you to a secret passage now." You follow him, and quickly realize that he's bringing you to the secret entrance that you already found earlier, and he seems quite surprised that the passage is open. He gives you directions to the southern gate where the camels will be waiting for you. After some more over the top bowing and prostration, Masur leaves you. "Good luck to you. I would only get in your way should I join you, and much has to be done above—soldiers to be schmoozed, drinks to be liberally poured, servants to be reassured, camels and gear to be prepared. Do not worry though, Masur will make sure you get to Wadi al-Hesr."

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I forgot to mention this earlier.

In the closet Masur was hiding in, you spot an old cloak, that looks as if it has been used as a dust cloth.

Detect Magic and Spellcraft DC 18:
Dead Man's Shroud: This dirt-stained cloak was woven in shadow from the burial shroud of a condemned murderer. It prevents nonintelligent undead from detecting you, as per the hide from undead spell. Intelligent undead can perceive you if they succeed at a DC 11 Will save. The warding is ended if you touch an undead creature, channel energy against undead , or attack any creature. Once per day as a standard action you can silently call forth the shadows bound into the shroud, rendering you invisible for 5 minutes.

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The short slope descends to a dark hallway, its walls and ceiling gilded with smudged and incomprehensible mosaics and shallow alcoves opening to the sides. Wide cracks and fissures in the ancient rock allow the rising tide to infiltrate this corridor, and the floor is awash in swirling sea water. The air reeks of rot and brine.

I placed you all on the map, you can reorder yourselves if you want. Two feet of tide water currently stands on the floor, creating
conditions similar to a shallow bog (counts as difficult terrain and increases all Acrobatics DCs by 2).

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