Nightfiend's (PFS-Standard) #7-18 Faithless and Forgotten, Part 3: The Infernal Inheritance (Inactive)

Game Master Nightfiend


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Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

Sorry, i was away to a con today, and had family over yesterday. If i can still make that check to avoid being detected, then yes please.

Intimidate, guidance: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
Mia looks with a firm look.

"With this chaos, and the torture chamber seemingly abandoned during duty hours, we're relocating these men before fellow inmates decide to off them or liberate them in this chaos. Securing wanted prisoners like them is manditory, or would you disagree?"

(Cold stern stare)

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/9 | HP: 67/67 (13/13 temp HP)| AC/T/FF: 20 16/12/10 | CMB: +3, CMD: 16 15 | F/R/W: +6/8/1 [s]+6/7/15[/ | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +15, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life (13 HP), invisibility, Elemental Body (fire), Protection from Cold (108), Haste

bluff: 1d20 + 9 ⇒ (14) + 9 = 23

"Yes, and these are high profile prisoners. They need to go to a special holding tank. Not taking any chances."

Grand Lodge

M Nagaji Hunter (Feral)/4 31/31hp] [AC:20 T:12 FF:19] [F+5/R+5/W+4] [CMB +6] [CMD 17 ] [INIT +5] [Perc +12]

Initimidate: 1d20 + 5 ⇒ (19) + 5 = 24

Fundir hisses through his reptilian maw, then rapidly changes through several animal forms in a display of weird. "Deal with the rest of this riot.. You wouldn't want to be responsible for such high value prisoners becoming damaged in this mess, would you?


Maps

The two forward standing men consider Mia’s words carefully. You can tell that they are torn between the fact that they haven’t seen your group before and the fact that the woman makes sense. After exchanging looks between one another, the muscular man nods approvingly to the group and then leads the other four men deeper into the institution.

Having avoided confrontation thus fare, the group is now faced with an unavoidable interaction at the front entrance. Where before only one guard had been assigned to the entrance, because of the riot, there are now four men standing guard. The guard who had been standing at the entrance when you arrived has since retired for the night, leaving four new guards that you haven’t seen before. As the group gets a little closer to the entrance, one of the four guards steps up and holds out his hand. “Exit documents for these four.”

Well done with the explanation to the patrol. Now you can make an additional bluff, intimidate, or diplomacy role, with an explanation, to avoid a confrontation at the exit.

Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

Serge smiles at Mia. "You have a way with words, you know?" He moves forward with Zefiro and the captives, then responds to the guard. "Apologies, sir, but with the recent fire, we haven't the time to process the correct paperwork. However, we've determined that these men were erroneously imprisoned. The interrogator says that they are innocent and demands them released at once. We mustn't lock up innocents, or what is the point of a justice system to begin with, wouldn't you agree?"

Diplomacy: 1d20 + 6 ⇒ (16) + 6 = 22

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

Phew on that one, i was 1st at a loss of words how to phrase that explaination.

"Justice is the virtue of this great nation, is it not?"

Aid diplomacy, thrush, guidance: 1d20 + 2 + 3 + 1 ⇒ (6) + 2 + 3 + 1 = 12

Sovereign Court

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Female C/N Ifrit Sorcerer (Elemental/Fire)/9 | HP: 67/67 (13/13 temp HP)| AC/T/FF: 20 16/12/10 | CMB: +3, CMD: 16 15 | F/R/W: +6/8/1 [s]+6/7/15[/ | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +15, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life (13 HP), invisibility, Elemental Body (fire), Protection from Cold (108), Haste

If this bluff works I'm going to lower my expectations from Chelliax guards...

Solstice is going to carefully observe their reactions. If she senses they don't buy it she will unleash her hypnotism spell.

Sense Motive: 1d20 + 0 ⇒ (20) + 0 = 20

Yowsa! Wasn't expecting her to show such insight.

Grand Lodge

Male (True Neutral) Human Rogue 2.0 | AC 16 (T 14/FF 12) | CMB +2 CMD 16 (FF 12) | HP 15/15 | Init +9 | Fort +0 Ref +6 Will +2 | Perception +7 (+8 Traps) | Evasion

Building on Serge's diplomacy, Felli attempts to give a boost to their verbal escape attempt. "My friend is right. And what do you think happens to those that erroneously imprison others. They could very well find themselves in the torture chamber themselves. Believe me, you don't want that for I have seen them and they are horrifying."

Bluff: 1d20 + 5 ⇒ (19) + 5 = 24

Liberty's Edge

Current Status:
hp 11/11
Half-orc magus 1 (Pathfinder RPG Ultimate Magic 9) CG Medium humanoid (human, orc) Init +6; Senses darkvision 60 ft.; Perception +2 || AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 11 (1d8+3) Fort +6, Ref +4, Will +5 Defensive Abilities sacred tattoo

Ederen simply nods.

Lesson learned as far as needing at least some sort of interaction skill in PFS... I'm not impressed with Magus at level 1.

Grand Lodge

M Nagaji Hunter (Feral)/4 31/31hp] [AC:20 T:12 FF:19] [F+5/R+5/W+4] [CMB +6] [CMD 17 ] [INIT +5] [Perc +12]

This time, Fundir stands quietly to the side, seeing that his friends have things well in hand. Despite that, he keeps his eyes peeled around the room, making sure no one is getting any bright ideas.
Perception: 1d20 + 10 + 4 ⇒ (2) + 10 + 4 = 16

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/9 | HP: 67/67 (13/13 temp HP)| AC/T/FF: 20 16/12/10 | CMB: +3, CMD: 16 15 | F/R/W: +6/8/1 [s]+6/7/15[/ | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +15, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life (13 HP), invisibility, Elemental Body (fire), Protection from Cold (108), Haste

Magus suck at level 1. I really started to enjoy my Magus when it reached level 4 and got spell recall and level 2 spells. But a skill monkey he ain't.

Grand Lodge

M Nagaji Hunter (Feral)/4 31/31hp] [AC:20 T:12 FF:19] [F+5/R+5/W+4] [CMB +6] [CMD 17 ] [INIT +5] [Perc +12]

I have never played a Magus, but I do have a wizard. I am not sure how much they differ though. I happen to like the amount of skill points she gets!

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/9 | HP: 67/67 (13/13 temp HP)| AC/T/FF: 20 16/12/10 | CMB: +3, CMD: 16 15 | F/R/W: +6/8/1 [s]+6/7/15[/ | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +15, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life (13 HP), invisibility, Elemental Body (fire), Protection from Cold (108), Haste

Moving discussion to discussion thread :)


Maps

This group of guards seems less inclined to accept the fact that falsely imprisoning someone is anything more than common practice for the nail. “We have seen many inmates who have claimed to be innocent. In fact, I would go as far as to say that there are more innocent inmates than guilty ones if you consider the inmates account of things. “

As the guard continues to point out the commonalty of the innocent statement, a woman in scale armor, carrying a half full sack, steps into view from the opposite direction that the group came from. “Captain, I can vouch for this escort. This movement has been authorized.“ The woman appears unfamiliar to most of the group except for Felli.

After being vouched for, the entrance guards reluctantly open the door and allow the group to pass.

Excellent skill checks, but weaker explanation for a prison official that works for the nail. In their perspective, they could give two hoots about the innocents of the prisoners.

Almost immediately after the group exits the facility, the interrogator and his contingent of guards make eye contact with you and your charges. The group of guards are currently about two yards from your group and based on their body language it becomes apparent that they have spotted you. Tamrin, who originally lead them on a wild goose chase, is trailing behind the group and is dragging his feet. As soon as one of the guards points your group out, Tamrin tips over a nearby vendor cart in an attempt to buy time. From the distance you can hear the main interrogator yell at the top of his voice. “Get them or you will be the next volunteer on my rack!”

The streets of Ostenso are bustling with life, as the ongoing celebration kicks into high gear. Vendors, shop owners, and residents alike engage in drinking, eating, and celebration. Close by, a group of Asmodean priests are distributing food to some of the less fortunate city occupants. The crowed that has gather for the free food looks intense and would provide a moderate amount of havoc if the crowed decided to become unruly.

(The contingent of guards, at a quick glance, looks to be about 4-5 well armed guards. This is in addition to the main interrogator, who is wearing some sort of chain shirt and caring a light shield. The (4) captives that you have rescued are in poor shape and will no doubt slow the group a little. That being said they are in no shape to fight either. Tamrin has bought you (1) round to act before they begin quickly moving your direction. The festival is heavily underway and could provide addition distractions if you decide to flee the area. Note: that you do have a rendezvous location for extraction if you can shake the guards in time. The scenario provides a modified chase option, which I will attempt to elaborate on through text if the group decides to take that option. I hope this is ok with everyone, for this kind of content is difficult to manage through PBP. Ultimately, I will role with whatever option the group decides in order to attempt an escape from the city.)

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/9 | HP: 67/67 (13/13 temp HP)| AC/T/FF: 20 16/12/10 | CMB: +3, CMD: 16 15 | F/R/W: +6/8/1 [s]+6/7/15[/ | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +15, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life (13 HP), invisibility, Elemental Body (fire), Protection from Cold (108), Haste

So basically we have a fight or flight option here?

Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

I say we run. Chases are fun and cinematic. It's not like Serge is going to fight a bunch of guards anyway.

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

Maybe we can incite some anger in the public, towards the guards?

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

As Mia comes closer, she quickly casts a slumber hex on someone who has just taken his first bite of food.

DC 15 will. Please roll a fail here. :)

In a worried bluff..
Bluff vs crowd: 1d20 + 2 ⇒ (14) + 2 = 16
"Oh no! He fell after eating the food! It must be poisoned!"

Aid in the bluff?


Maps
Solstice Rain wrote:
So basically we have a fight or flight option here?

Yes, that's how it appears. Ultimately your goal is to get your charges to the south docks safely so they can be boarded onto a designated ship for extraction.

Mia begins casting her hex, but finds that the crowd's activity is more distracting than she originally anticipated. locals bump into her repeatedly as they make their way to and from the food give away. (I will need a concentration check from Mia in order for her to get the spell off.)

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

A hex isn't a spell, so i don't know a DC for the concentration, as hexes don't have a level.

Concentration DC 17: 1d20 + 6 ⇒ (18) + 6 = 24

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

A hex isn't a spell, so i don't know a DC for the concentration, as hexes don't have a level. I'll assume DC 17, as per casting a lvl 1 spell defensively.

Concentration DC 17: 1d20 + 6 ⇒ (19) + 6 = 25

Liberty's Edge

Current Status:
hp 11/11
Half-orc magus 1 (Pathfinder RPG Ultimate Magic 9) CG Medium humanoid (human, orc) Init +6; Senses darkvision 60 ft.; Perception +2 || AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 11 (1d8+3) Fort +6, Ref +4, Will +5 Defensive Abilities sacred tattoo

As Mia attempts her ploy, Ederen takes a more straightforward approach, and turns to those gathering ahead and hampering their flight.

"Move aside, or be cut down!" - he roars, fangs bared, dragging the captives along.


Maps
Mia Rumsfeld wrote:
A hex isn't a spell, so i don't know a DC for the concentration, as hexes don't have a level. I'll assume DC 17, as per casting a lvl 1 spell defensively.

Slumber Hex:
Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch's level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Taking into account that the hex works as the spell sleep, I presumed it would be subject to the same restrictions, if any, as the spell. In this case, I believe the DC would be the same as if you had cast sleep. That being said, I very well could be wrong about this. I would be interested in any references you might have about hexes not being subject to concentration checks. I am always open to learning something new...)

Mia weaves her spell effectively even with the distraction of the festivities. Upon completion of her hex, a fat farmer standing close by crumples to the ground. This sends his heavy plate of food flying. Soon after Mia states that the man was most likely poisoned, the crowed bursts into panic.

A thinner man who had been sitting next to the fat guy flings his plate to the ground. “I think I have been poisoned also!” He says in hysterics. One after another people begin to panic and soon the situation becomes a catastrophe. Your group finds a window of opportunity and manage to put a small distance between yourselves and the pursuing guards, who are now forced to navigate through the mob.

Your group makes it through a series of low income houses when you notice that the guards have yet to brake off their pursuit. The added hindrance of escorting the wounded has allowed the guards time to close the distance slightly. If it weren’t for Mia’s quick reaction, they would have surely caught up with your group.

Once the group exits the low income district, the sound of a parade can be heard in the near distance. Soon the sound reaches a crescendo as the parade reaches an intersection between yourselves and the port district. The parade is made up of wind and string instruments that highlight an enormous drum line. Dancing girls follow the band while spinning in place from time to time. Next a wagon with the largest cask of ale follows the band and is getting a heavy cheer from the crowed. Although the parade looks amusing, it is defiantly an opportunity for an additional distraction.

Grand Lodge

Male (True Neutral) Human Rogue 2.0 | AC 16 (T 14/FF 12) | CMB +2 CMD 16 (FF 12) | HP 15/15 | Init +9 | Fort +0 Ref +6 Will +2 | Perception +7 (+8 Traps) | Evasion

Looking at the large cask of ale, "If all able bodied can get over there and flip the wagon with that large cask, it should burst open flooding the street with ale. That will panic everyone and cause more of a distraction."

Felli looks to the others to see if they want to go that route.
Felli then thinks to himself, Would be a shame if a spark happened after the ale filled the street...

Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

Serge "accidentally" trips over Felli's foot and crashes into the barrel of ale CMB?: 1d20 + 5 ⇒ (10) + 5 = 15. Covered in alcohol, he quickly gets to his feet and continues on as if nothing had happened. "Sorry, my lady! This is a lovely parade. Perhaps there is something even more amazing up front? Let's be off!" He says to one of the dancing girls.

Escaped from Cheliax covered in alcohol... That'll be a story.

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/9 | HP: 67/67 (13/13 temp HP)| AC/T/FF: 20 16/12/10 | CMB: +3, CMD: 16 15 | F/R/W: +6/8/1 [s]+6/7/15[/ | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +15, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life (13 HP), invisibility, Elemental Body (fire), Protection from Cold (108), Haste

Solstice spends her time hauling the Bellflowers along as the others put their creativity to good use.

Wish I had the Mount spell right now, or floating disk, or ant haul... Anything useful. I suppose I COULD start a fire.

She keeps an eye out for an opportunity for distraction by fire.

Grand Lodge

M Nagaji Hunter (Feral)/4 31/31hp] [AC:20 T:12 FF:19] [F+5/R+5/W+4] [CMB +6] [CMD 17 ] [INIT +5] [Perc +12]

Fundir stops dead as the guards outside the jail recognize them. Suddenly, the Mia begins yelling about poison just as a man crashes to the ground. Grinning, he grabs his charges and ushers them into the middle of the group of pathfinders, urging them along as quickly as the go.

Eventually, he dives out of the low income housing and into the middle of a parade. He sees Serge dunk himself in the beer and he rushes over to assist. Suddenly, Fundir is bulging with muscle and bulls horns are sprouting from his head. He grabs the wagon and tries to push it over as Serge upsets the balance of the barrel.
Strength: 1d20 + 4 ⇒ (15) + 4 = 19

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/9 | HP: 67/67 (13/13 temp HP)| AC/T/FF: 20 16/12/10 | CMB: +3, CMD: 16 15 | F/R/W: +6/8/1 [s]+6/7/15[/ | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +15, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life (13 HP), invisibility, Elemental Body (fire), Protection from Cold (108), Haste

Oh my! Deliberately pushing over a beer wagon in a parade. In front of a beer loving crowd. A drunk beer loving crowd. I don't suppose you know how to cast Vanish? :)"

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

Oh no! The paladin has commited an unlawful act, destruction of public property.

Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

Paladins follow their code before anything else. :P Zefiro's innocence > barrel of ale.


Maps

With a crash, Serge manages to upright the wagon containing the large barrel of ale. Onlookers shout profanities at the paladin as the ale suds up the street and then slowly absorbs into the ground. This causes a small upset with the general public, but doesn’t cause the kind of delay that the group had hoped for.

The prison interrogator and his men manage to close the gap and are now hot on the groups heals. Just past the parade the group begins a steep uphill climb where you encounter a second large cart attached to a draft horse. The cart contains another large cask of ale along with several crates of vegetables. The owner of the cart appears to be inside the store that the cart is parked in front of and is obviously distracted.

While the pursuing guards don’t look to be happy about the steep uphill climb, they manage the challenge well. What guards that don’t already have a javelin in hand reach back and pull out a javelin. Still not close enough for an accurate throw; you determine that if the guards get any closer, they will be within javelin range.

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

Mia's litte bird sees the pursuers.

"Oh my gosh...they're getting closer Mia. Those spears look nasty."

"I know, little one, we have to keep moving."

Mia attempts to scare the horse into a panicked state, with a sharp scream, so it will charge towards the guards.

Intimidate: 1d20 + 7 ⇒ (15) + 7 = 22
Will it be enough?

Grand Lodge

Male (True Neutral) Human Rogue 2.0 | AC 16 (T 14/FF 12) | CMB +2 CMD 16 (FF 12) | HP 15/15 | Init +9 | Fort +0 Ref +6 Will +2 | Perception +7 (+8 Traps) | Evasion

If the horse isn't panicked, Felli will do this.

Felli jumps into the wagon and yells, "Get in. We can use the wagon to gain distance. And while we are riding away, we can push that casket of ale down onto the road. Maybe it will roll down onto them since we are on a hill."

If the horse is spooked, Felli does this.

Fell shouts, "Damn.. we could of used the wagon to get away. But hopefully it at least stops them for a short time."

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/9 | HP: 67/67 (13/13 temp HP)| AC/T/FF: 20 16/12/10 | CMB: +3, CMD: 16 15 | F/R/W: +6/8/1 [s]+6/7/15[/ | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +15, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life (13 HP), invisibility, Elemental Body (fire), Protection from Cold (108), Haste

Solstice will position herself to delay the owner, casting hypnotism (DC 17) if he comes barreling out.

Grand Lodge

M Nagaji Hunter (Feral)/4 31/31hp] [AC:20 T:12 FF:19] [F+5/R+5/W+4] [CMB +6] [CMD 17 ] [INIT +5] [Perc +12]

I will wait to see what happens here, before posting an action. If the horse is panicked, can we direct it down the street at our pursuers? I like the idea of rolling the ale barrel down the hill as we take off too!

Fundir continues to herd the exhausted and wounded exprisoners up the hill with encouraging words and a slap on the rump when needed. "You will get all the rest you need soon.. just keep up and we will get you out of here. Trust me, we will not leave you. Just keep moving!"

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

I agree with the wagon's option of transporting us to a safer distance. Sounds fun.


Maps

It sounds like everyone, with the exception of Serge, is ok with stealing the wagon. I'm going to delay until I have some input from him seeing that this might be a point of contention for the paladin.

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

We're getting him a trauma here, aren't we? :)
No worries, i did worse on the con last weekend, to the paladin.

Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

Oh you guys...

Serge looks back at the weakened Bellflower agents, then ahead at Felli and Mia as they consider stealing the wagon. Why must you test me, my lord? Am I to become a criminal in these wretched lands? He looks back and forth as he struggles internally for the tenth time in one day. It can't be helped. Champion the forgotten, the broken, the unjustly exiled. There's no other way.

With that, he helps Fundir load the escapees into the wagon, then hops in himself. "I don't want to hear it," he says with a glare at the others. "Desperate times call for desperate measures."

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

Mia smiles.

"See, that wasn't too bad.
You're merely 'borrowing' it for a good cause."

She turns to the others.
"Ready to toss some powers at our pursuers, when they come too close?"

Mia will cast guidance on the team as much as time allows it.

Grand Lodge

M Nagaji Hunter (Feral)/4 31/31hp] [AC:20 T:12 FF:19] [F+5/R+5/W+4] [CMB +6] [CMD 17 ] [INIT +5] [Perc +12]

Fundir gives Serge a toothy grin that the companions have come to recognize as mirth. "Well now. We may end up making you a proper adventurer after all!!" he quips, securing the weakened agents and preparing to send the barrel careening down the hill.

Grand Lodge

Male (True Neutral) Human Rogue 2.0 | AC 16 (T 14/FF 12) | CMB +2 CMD 16 (FF 12) | HP 15/15 | Init +9 | Fort +0 Ref +6 Will +2 | Perception +7 (+8 Traps) | Evasion

Felli smiles as he jumps onto the wagon and pats Serge's shoulder, "Welcome to the Grey-side!"

When the wagon is turned around to initiate the escape, Felli will put his back to the barrel of ale and push with his legs to topple the barrel onto the downhill road.

Strength Check: 1d20 + 2 ⇒ (8) + 2 = 10


Maps

I will require an animal handling check in order to inspire the draft horse to adhere to the driver’s commands. This represents the fact that the animal is unfamiliar with its handler. This check can be made untrained and those that wish to assist may do so.

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/9 | HP: 67/67 (13/13 temp HP)| AC/T/FF: 20 16/12/10 | CMB: +3, CMD: 16 15 | F/R/W: +6/8/1 [s]+6/7/15[/ | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +15, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life (13 HP), invisibility, Elemental Body (fire), Protection from Cold (108), Haste

Untrained Handle Animal: 1d20 + 5 ⇒ (1) + 5 = 6

Solstice cast Mage Hand and gives it a few nudges, though it does not seem to inspire the animal to move any.

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

Handle animal is trained only, by normal standards, is it suggested untrained by the description?


Maps

You are correct Mia, I stated it incorrectly. It should have been presented as a charisma check for domestic animals, not handle animal....)

Grand Lodge

M Nagaji Hunter (Feral)/4 31/31hp] [AC:20 T:12 FF:19] [F+5/R+5/W+4] [CMB +6] [CMD 17 ] [INIT +5] [Perc +12]

I do have Handle animal at +5 or I can do Charisma at +1. I will an unspecified D20 with no mods and let you decide which you think fits best.
1d20 ⇒ 9 Crap, I hope you allow the +5.. lol

When Fundir looks forward and sees Solstice trying to guide the horse with a spell, he immediately jumps forward and joins her on the bench. "This is no way to treat a proud animal.. but needs must!" he mutters while trying to figure out the reigns. Finally, he just grabs a handful of the mess and slaps the rump of the horse with them. "Hi-yah!!" he cries out, hoping to startle the horse into moving.

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

CHA check: 1d20 + 2 ⇒ (9) + 2 = 11
Mia's not too Lucky either...

Grand Lodge

Male (True Neutral) Human Rogue 2.0 | AC 16 (T 14/FF 12) | CMB +2 CMD 16 (FF 12) | HP 15/15 | Init +9 | Fort +0 Ref +6 Will +2 | Perception +7 (+8 Traps) | Evasion

Felli rubs the horse's nose to gain it's affection.

Charisma Support: 1d20 ⇒ 13

Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

Serge lovingly pets the horse's shiny coat. CHA: 1d20 + 2 ⇒ (14) + 2 = 16 "What a beautiful steed... reduced to pulling a wagon. He deserves a more glorious life than this."

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