PbP Gameday VI: Pathfinder Module: Murder's Mark [Tier 1-2] (Inactive)

Game Master Uktar

Murder’s Mark is an adventure of mystery, illusion, and mob justice for 1st-level characters.

maps & images for Murder's Mark (PbP GDVI)


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Scarab Sages

NG Male Gnome Bard (Prankster) 1 | HP 11/11 | AC 18 T 14 FF 15 | F +2 R +5 W +2 (+1 vs. language dependent/symbols) | CMB/D -2/11 | K (D) +3, K (all) +2 | Perc +7 SM +0 | Init +3 | Speed 20 ft | Bardic Performance 2/7 | Shirt Re-Roll 1/1 | Active Conditions:

"They said they stored things for people in their vault," Leppin says. "And the sheriff said the burglary was interrupted. Maybe they got driven away before they got what they wanted in the vault. Or maybe the whole thing was another scheme to cast blame on the circus."

He pauses in thought. "But then we'd need to figure out who might hate Walder enough to murder him. So let's assume they killed him for the key."


maps & images for The Ruby Phoenix Tournament |

So headed to the vault? Or to where they found the body?

Scarab Sages

Male Wayang Aerokineticist 4 | 34/39 HP {8 NL}; AC 18(T:15/ F:15) F+8/R+7/W+1 ; Init +5; Perception +9 (darkvision 60 ft.) | 20% (or better) miss chance from physical ranged attacks

Well, the vault is here, correct?

Liberty's Edge

Male Alchemist/Inv 3 | HP: 21/21, AC 22(13T/19 FF),CMD:14, Fort:+4*, Ref:+8*, Will:1*, Init:+4|Percep+3(+5)|SM+3| Bombs(DC15)6/8 | Active effects: heightened awareness(20m), cognatogen(20m)

Agreed, the vault since we are here.


maps & images for The Ruby Phoenix Tournament |

You use Agnes' master key to open the door that leads to the stairs, and you head down. There's a bare corridor that leads to the double doors of the vault. You light the hanging lantern hanging from the hook mounted on the western wall at the base of the stairs. Underneath it is a single chair.

see map

Liberty's Edge

Male Alchemist/Inv 3 | HP: 21/21, AC 22(13T/19 FF),CMD:14, Fort:+4*, Ref:+8*, Will:1*, Init:+4|Percep+3(+5)|SM+3| Bombs(DC15)6/8 | Active effects: heightened awareness(20m), cognatogen(20m)

I am afraid the link "see map" doesn't go to a map.

Scarab Sages

NG Male Gnome Bard (Prankster) 1 | HP 11/11 | AC 18 T 14 FF 15 | F +2 R +5 W +2 (+1 vs. language dependent/symbols) | CMB/D -2/11 | K (D) +3, K (all) +2 | Perc +7 SM +0 | Init +3 | Speed 20 ft | Bardic Performance 2/7 | Shirt Re-Roll 1/1 | Active Conditions:

Leppin searches for clues in the corridor as they make their way toward the double doors.

Perception: 1d20 + 7 ⇒ (17) + 7 = 24


maps & images for The Ruby Phoenix Tournament |

Leppin resists the inner voices telling him to say nothing and see what happens, and cries out a warning to the group to watch their step. He's spotted a pit trap ahead.

see map...really.
Also, all the images and maps are always in my profile line and campaign profile line.

Scarab Sages

NG Male Gnome Bard (Prankster) 1 | HP 11/11 | AC 18 T 14 FF 15 | F +2 R +5 W +2 (+1 vs. language dependent/symbols) | CMB/D -2/11 | K (D) +3, K (all) +2 | Perc +7 SM +0 | Init +3 | Speed 20 ft | Bardic Performance 2/7 | Shirt Re-Roll 1/1 | Active Conditions:

"...it's probably not filled with pudding. The edible kind. Not the black, face-melting kind. Either way, look out."

Liberty's Edge

Male Half-Elf Sniper 6th / Urban Ranger 3rd | HP:77/77| AC:28 T:18 FF:20 | CMB:9 CMD:25 | Saves F:+8 R:+15 W:+5 (+2 vs enchantments) | Init:+12 | Per: +15| 30 ft

Myth shakes his head, wondering why they weren't warned about the trap...

He will cautiously approach the trap and attempt to disable it...

Disable Device: 1d20 + 12 ⇒ (10) + 12 = 22

Grand Lodge

male human slayer 3, HP 33/33, AC 20, T 12, FF 18, F +5, R +5, W +3, Init. +4, Perc. +7

Do we have to go around it?


maps & images for The Ruby Phoenix Tournament |

Myth figures out how to jam the floorplate to make certain it won't drop open, though he's pretty certain that it wasn't set to trigger anyway.

After a thorough examination of the door, you believe there are no traps on it, and there's nothing else of note in the hallway. The master key fits neatly into the lock, and with a click, the doors open. Beyond the heavy steel doors, this darkened chamber is lined with shelves, including freestanding shelving in the center. There is ample room in the vault, but labeled boxes, bags, weapons, and armor are spread throughout.

I'm going to need specifics on who's moving where, doing what, so we're doing this in initiative order--you can post whenever, regardless of initiative order, but may have to retrofix. If you're moving into the room, please move your token accordingly. "Darkened" means no light source in room. There's a lit lantern hanging from the hook in the hallway above the chair that's casting some light into the vault. Obviously, Wisp & Brin are fine due to darkvision...

Init order
Mythryndyr
Wisp
Brinshandyr
Jerbrick
Leppin
Patros

GM Stuff:

hmm 1: 1d20 ⇒ 19
Brinshandyr: 1d20 + 4 ⇒ (1) + 4 = 5
Jerbrick: 1d20 + 4 ⇒ (4) + 4 = 8
Leppin: 1d20 + 7 ⇒ (18) + 7 = 25
Mythryndyr: 1d20 + 7 ⇒ (20) + 7 = 27
Patros: 1d20 + 6 ⇒ (8) + 6 = 14
Wisp: 1d20 + 7 ⇒ (5) + 7 = 12
hmm 2: 1d20 ⇒ 2
Brinshandyr: 1d20 + 3 ⇒ (18) + 3 = 21
Jerbrick: 1d20 + 4 ⇒ (16) + 4 = 20
Leppin: 1d20 + 3 ⇒ (11) + 3 = 14
Mythryndyr: 1d20 + 7 ⇒ (20) + 7 = 27
Patros: 1d20 + 4 ⇒ (7) + 4 = 11
Wisp: 1d20 + 5 ⇒ (19) + 5 = 24

Liberty's Edge

Male Half-Elf Sniper 6th / Urban Ranger 3rd | HP:77/77| AC:28 T:18 FF:20 | CMB:9 CMD:25 | Saves F:+8 R:+15 W:+5 (+2 vs enchantments) | Init:+12 | Per: +15| 30 ft

Myth, ever cautious, will draw his bow and stay by the door since he can't see far into the vault...he'll await a light source and cover his companions as they enter the vault, keeping an eye out for danger...

Readied Action:

Myth will fire at any foes in his LOS if his companions are threatened...

Shortbow: 1d20 + 8 ⇒ (9) + 8 = 17

Damage + Sneak: 2d6 + 2 ⇒ (2, 4) + 2 = 8

Scarab Sages

Male Wayang Aerokineticist 4 | 34/39 HP {8 NL}; AC 18(T:15/ F:15) F+8/R+7/W+1 ; Init +5; Perception +9 (darkvision 60 ft.) | 20% (or better) miss chance from physical ranged attacks

Wisp steps in front to the others. "I probably weigh less than the rest. Why don't I go first in case there are any other pressure plates."

He slides in and heads toward the east wall.

Perception: 1d20 + 7 ⇒ (12) + 7 = 19
Stealth: 1d20 + 15 ⇒ (10) + 15 = 25


maps & images for The Ruby Phoenix Tournament |

"Did anyone else hear that?" Leppin asks, having heard an audible click when Wisp moved a little further into the room (i.e. when he was more than 5' in). You all hold your breath for a second or two, but nothing happens.

Brinshandyr
Jerbrick
Leppin
Patros
you're up. Delay or ready an action (with trigger condition) is always an acceptable alternative, of course.

GM Stuff:
Brinshandyr: 1d20 + 4 ⇒ (9) + 4 = 13
Jerbrick: 1d20 + 4 ⇒ (14) + 4 = 18
Leppin: 1d20 + 7 ⇒ (16) + 7 = 23
Mythryndyr: 1d20 + 7 ⇒ (3) + 7 = 10
Patros: 1d20 + 6 ⇒ (9) + 6 = 15
hmm 1: 1d20 ⇒ 15
hmm 2: 1d20 ⇒ 5
hmm 3: 1d20 ⇒ 8

Grand Lodge

male human slayer 3, HP 33/33, AC 20, T 12, FF 18, F +5, R +5, W +3, Init. +4, Perc. +7

Patros grabs a small orb from his pouch and holds it by his head until it starts to glow, then releases it. The orb gets brighter as it starts to hover. retrieve ioun torch and activate it

Liberty's Edge

Male Alchemist/Inv 3 | HP: 21/21, AC 22(13T/19 FF),CMD:14, Fort:+4*, Ref:+8*, Will:1*, Init:+4|Percep+3(+5)|SM+3| Bombs(DC15)6/8 | Active effects: heightened awareness(20m), cognatogen(20m)

It seems safe enough, and I really don't want to leave him alone in there if there is something dangerous.

Brin listens carefully for any signs of a threat, then moves forward to join Wisp, drawing a dagger as he goes, ready to throw it should an enemy show itself.

perception: 1d20 + 4 ⇒ (6) + 4 = 10
ready action:dagger throw+pbs: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18
piercing damage: 1d4 + 1 ⇒ (1) + 1 = 2

Scarab Sages

NG Male Gnome Bard (Prankster) 1 | HP 11/11 | AC 18 T 14 FF 15 | F +2 R +5 W +2 (+1 vs. language dependent/symbols) | CMB/D -2/11 | K (D) +3, K (all) +2 | Perc +7 SM +0 | Init +3 | Speed 20 ft | Bardic Performance 2/7 | Shirt Re-Roll 1/1 | Active Conditions:

Leppin follows Brin's footsteps into the vault until he reaches the center shelves. He begins searching for evidence of tampering or other clues.

Perception: 1d20 + 7 ⇒ (6) + 7 = 13

He also sings a little rhyme and scans the area for traces of magic. Detect Magic


maps & images for The Ruby Phoenix Tournament |

Leppin does detect the presence of magic (of course, it's too soon to know who/what/where, and fellow adventurers are carrying magic--you don't detect any when facing away from your party).

Wisp's eyes only:
You spot a female humanoid with one hand held behind her back who seems to be the same color as the displays sneaking out from behind the central barrier on your side of the room (SE corner). She seems to be heading right for you, and to be unaware of your presence. Do you break stealth by shouting out a warning as soon as you see her? If not, do you take AoO or move aside when she attempts to enter your square? If the former, make you cestus AoO.

GM Stuff:

hmm 1: 1d20 ⇒ 1
hmm 2: 1d20 ⇒ 15
hmm 3: 1d20 ⇒ 4
hmm 4: 1d20 ⇒ 4
hmm 5: 1d20 ⇒ 11

P.S. I don't mind folks looking at spoilers, as long as they can separate character from player knowledge...

Grand Lodge

"Jerb" male gnome mesmerist 1 | HP 11/11, tricks 8/8 | AC 16, T 13, FF 14 | F +2, R +4, W +0 (+2 vs. illusion) | CMB -2, CMD 11 | Spd 20' | Perc +4 | Init +4 | current trick: misdirection (Myth)

Jerb looks around in the light from Patros' orb, wondering what might be lurking.

perception: 1d20 + 4 ⇒ (15) + 4 = 19

Scarab Sages

Male Wayang Aerokineticist 4 | 34/39 HP {8 NL}; AC 18(T:15/ F:15) F+8/R+7/W+1 ; Init +5; Perception +9 (darkvision 60 ft.) | 20% (or better) miss chance from physical ranged attacks

The wayang waits as he watches the figure come closer. Before she can move past him, he strikes with deft(?) precision.

cestus vs Flat footed: 1d20 + 2 ⇒ (13) + 2 = 15 for Damage: 1d3 ⇒ 2

"We are not alone! This may be one of the thieves who has been trapped here. There may be others."

Scarab Sages

NG Male Gnome Bard (Prankster) 1 | HP 11/11 | AC 18 T 14 FF 15 | F +2 R +5 W +2 (+1 vs. language dependent/symbols) | CMB/D -2/11 | K (D) +3, K (all) +2 | Perc +7 SM +0 | Init +3 | Speed 20 ft | Bardic Performance 2/7 | Shirt Re-Roll 1/1 | Active Conditions:

Leppin looks around at Wisp's warning. "Who? What? Where?"


maps & images for The Ruby Phoenix Tournament |

As she is startled and wounded by Wisp's sudden appearance and attack, everyone spots a strange medium-sized humanoid female with a short sword in hand who cries out in pain. Her skin shifts from an odd mottled color that resembles the display cases to a pale blue.
Readied actions go off.
Despite the cover provided by Wisp, Mythryndyr's arrow strikes home. Unfortunately, between the distance penalty and his imprecise shot throwing into combat, Brin's dagger sails wide.

She curses in Undercommon:
"Stupid meddling creatures! This was supposed to be an easy job!"

Then she lashes out at Wisp.
attack: 1d20 + 2 ⇒ (10) + 2 = 12
slashing dmg: 1d6 ⇒ 6

Kn-Local DC:11:
She is a Skulk. They have chameleon skin that allows them to blend in with their environment...although a nat 1 on the stealth check does mean it's only so effective.

Kn-Local DC:16:
cowardly and lazy humanoids that live on the fringes of society, stealing what they need and doing what they must—even committing casual murder—to survive. Their unabashed cowardice is perhaps their most widely known trait, but skulks don't see themselves as particularly craven. Instead, they view their dishonorable behaviors as the most expedient method of survival. They hate most other humanoids, viewing them as lazy and foolish, and think nothing of sneaking into a home, killing all the residents, and burglarizing what they can carry off without getting caught.

Skulks travel in small groups, rarely forming tribes of more than 16, for in larger groups bickering quickly leads to violent infighting. Murder between skulks is not uncommon, but they understand safety in numbers, and most frown upon treason within a group that is already relatively small, punishing traitors with a quick death. When possible, they set up camps in discreet spots near other settlements, commonly inhabiting sewers, caves, or forests—though their unsavory, murderous tactics often force them to relocate before local law enforcement, quickly alerted to their presence once the remains of a family of victims are discovered, finds them.

GM stuff:
-6HP

Liberty's Edge

Male Half-Elf Sniper 6th / Urban Ranger 3rd | HP:77/77| AC:28 T:18 FF:20 | CMB:9 CMD:25 | Saves F:+8 R:+15 W:+5 (+2 vs enchantments) | Init:+12 | Per: +15| 30 ft

Myth fires again at the skulk...

PBS, Precise Shot, Deadeye Bowman

Shortbow: 1d20 + 8 ⇒ (10) + 8 = 18

Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Knowldedge Local: 1d20 + 4 ⇒ (18) + 4 = 22

Liberty's Edge

Male Alchemist/Inv 3 | HP: 21/21, AC 22(13T/19 FF),CMD:14, Fort:+4*, Ref:+8*, Will:1*, Init:+4|Percep+3(+5)|SM+3| Bombs(DC15)6/8 | Active effects: heightened awareness(20m), cognatogen(20m)

know local: 1d20 + 9 ⇒ (10) + 9 = 19

"A skulk! I've read all about your kind!" Brinshandyr says aloud to their attacker. He doesn't have time to say more as he rushes around to the backside of the skulk, his own cestus at the ready, offering a flank for Wisp.

Scarab Sages

Male Wayang Aerokineticist 4 | 34/39 HP {8 NL}; AC 18(T:15/ F:15) F+8/R+7/W+1 ; Init +5; Perception +9 (darkvision 60 ft.) | 20% (or better) miss chance from physical ranged attacks

Cestus, flank: 1d20 + 2 + 2 ⇒ (9) + 2 + 2 = 13 for damage: 1d3 ⇒ 3


maps & images for The Ruby Phoenix Tournament |

She drops under the onslaught, and into the sudden silence and even before the party can catch their breath, Patros and Myth hear a small voice coming from beneath their feet, "Uh, hello? Anyone there?"

Trained Heal Check:
She's at negative -1 HP

Grand Lodge

male human slayer 3, HP 33/33, AC 20, T 12, FF 18, F +5, R +5, W +3, Init. +4, Perc. +7

Patros looks down, not trusting anything in case its a ruse.

Who are you? Show yourself!

Liberty's Edge

Male Half-Elf Sniper 6th / Urban Ranger 3rd | HP:77/77| AC:28 T:18 FF:20 | CMB:9 CMD:25 | Saves F:+8 R:+15 W:+5 (+2 vs enchantments) | Init:+12 | Per: +15| 30 ft

"Can anyone heal her? She might have some answers..."

Myth jumps slightly upon hearing the voice below him...

"Hmmm...looks like the trap must've activated before our arrival..."

Myth yells down at the trapped creature. "Are you a skulk as well? What have you come to steal? Did someone send you?"

Grand Lodge

male human slayer 3, HP 33/33, AC 20, T 12, FF 18, F +5, R +5, W +3, Init. +4, Perc. +7

Patros tries to look at the wounds.

heal: 1d20 + 6 ⇒ (18) + 6 = 24

Liberty's Edge

Male Alchemist/Inv 3 | HP: 21/21, AC 22(13T/19 FF),CMD:14, Fort:+4*, Ref:+8*, Will:1*, Init:+4|Percep+3(+5)|SM+3| Bombs(DC15)6/8 | Active effects: heightened awareness(20m), cognatogen(20m)

Brin quickly retrieves his thrown dagger, and stows once more within its scabbard. As the skulk falls, he breaths a sigh of relief.

Then he hears Myth call for healing the creature and he looks on with interest as Patros steps forward to do just that.

"Have at it my good man." Brin says to Patros when he bends to inspect the wounded skulk. "I must confess that the art of healing has yet to be on the agenda when it comes to my studies. I would like to watch what you are doing, if that is alright. Strictly as a learning experience, of course.

Grand Lodge

male human slayer 3, HP 33/33, AC 20, T 12, FF 18, F +5, R +5, W +3, Init. +4, Perc. +7

No problem...although I confess I am not a master healer....just picked up some skill from my instructor. He said not all your quarries need be killed. Dead men yield no information. Smart fellow....


maps & images for The Ruby Phoenix Tournament |

Patros provides first aid and stabilizes the skulk. Meanwhile, Myth and Jerbrick hear the muffled voice in the pittrap shouting, "What's that? I can't hear you! Get me out of here so we can talk!"

you can always undo your own disable check, unless it involves wrecking the trap. In this case, you merely stuck in a couple of well-placed spikes that kept it from dropping open; nothing too difficult to undo, if you so desire.

Scarab Sages

Male Wayang Aerokineticist 4 | 34/39 HP {8 NL}; AC 18(T:15/ F:15) F+8/R+7/W+1 ; Init +5; Perception +9 (darkvision 60 ft.) | 20% (or better) miss chance from physical ranged attacks

Wisp looks down at the blood on his cestus "I've..uh...never used this before. I ...uh...actually am usually quite a ways away from th-!"
Whatever insight the wayang was going to share is forgotten as his stomach empties it contents on to the floor in spasming and violent convulsions.

Liberty's Edge

Male Alchemist/Inv 3 | HP: 21/21, AC 22(13T/19 FF),CMD:14, Fort:+4*, Ref:+8*, Will:1*, Init:+4|Percep+3(+5)|SM+3| Bombs(DC15)6/8 | Active effects: heightened awareness(20m), cognatogen(20m)

Brin looks over at the quivering little mass on the floor that is Wisp. As the wayang vomits copious amounts of carnival food on the nearby ground, Brin promptly takes a step back, calling out, "There there... Wisp... you will be done soon...you must be done soon..." Then turning to Patros he asks, "Won't he be done soon?"

I don't want to use my one dose of Stillgut for this, but if he doesn't stop soon I may have to.

Liberty's Edge

Male Half-Elf Sniper 6th / Urban Ranger 3rd | HP:77/77| AC:28 T:18 FF:20 | CMB:9 CMD:25 | Saves F:+8 R:+15 W:+5 (+2 vs enchantments) | Init:+12 | Per: +15| 30 ft

Myth warns the others to be prepared for anything and to step back from the trap as he undoes it...

Disable Device: 1d20 + 11 ⇒ (16) + 11 = 27

Scarab Sages

NG Male Gnome Bard (Prankster) 1 | HP 11/11 | AC 18 T 14 FF 15 | F +2 R +5 W +2 (+1 vs. language dependent/symbols) | CMB/D -2/11 | K (D) +3, K (all) +2 | Perc +7 SM +0 | Init +3 | Speed 20 ft | Bardic Performance 2/7 | Shirt Re-Roll 1/1 | Active Conditions:

Leppin skips over to see what comes out of the pit. "Oh, well, this was interesting indeed! I suspected the real target might be in the vault, but I never suspected they'd leave the thieves in the vault while they created all these false crimes. My, oh, my! Very crafty opponents we have."


maps & images for The Ruby Phoenix Tournament |

Suddenly the vault doors slam shut. After a brief moment of panic, you realize you still have the key, so you open the door and prop it open.

Mythryndyr quickly sorts out the workings of the trap. It's tied to the pressure plate Wisp stepped on inside the vault (i.e. walking into the vault unlocks the trap, which is then ready to trigger when someone steps on it, usually while leaving the vault). Both the trap and the automatically closing vault door have a bypass switch hidden inside the vault along the eastern wall. Once you've readied yourselves, Myth shoves the chair onto the pit trap, which then collapses open.

At first you don't see anything in the bottom of the pit, but after only a round or so, part of the wall steps toward the center of the pit and becomes a pale blue male humanoid (i.e. Skulk). He looks a little battered and bruised. It offers up a whining plea in Common, "Hurry, lower a rope before the blasted thing closes again!"

Feel free to reposition yourselves on the map to whichever side of the trap you wanted to be on before you opened it.

Liberty's Edge

Male Half-Elf Sniper 6th / Urban Ranger 3rd | HP:77/77| AC:28 T:18 FF:20 | CMB:9 CMD:25 | Saves F:+8 R:+15 W:+5 (+2 vs enchantments) | Init:+12 | Per: +15| 30 ft

"Best if one of you lower the rope on the vault side of the trap...don't want our thief here getting any ideas of running away..."

Grand Lodge

"Jerb" male gnome mesmerist 1 | HP 11/11, tricks 8/8 | AC 16, T 13, FF 14 | F +2, R +4, W +0 (+2 vs. illusion) | CMB -2, CMD 11 | Spd 20' | Perc +4 | Init +4 | current trick: misdirection (Myth)

Jerb removes his rope from his pack and lowers it down. "I'm keeping my eye on you, friend."

I will fix my hypnotic stare on the skulk just in case.

Scarab Sages

NG Male Gnome Bard (Prankster) 1 | HP 11/11 | AC 18 T 14 FF 15 | F +2 R +5 W +2 (+1 vs. language dependent/symbols) | CMB/D -2/11 | K (D) +3, K (all) +2 | Perc +7 SM +0 | Init +3 | Speed 20 ft | Bardic Performance 2/7 | Shirt Re-Roll 1/1 | Active Conditions:

"Tell us what you were hired to steal, then we'll let you out," Leppin calls down to the skulk.

Liberty's Edge

Male Alchemist/Inv 3 | HP: 21/21, AC 22(13T/19 FF),CMD:14, Fort:+4*, Ref:+8*, Will:1*, Init:+4|Percep+3(+5)|SM+3| Bombs(DC15)6/8 | Active effects: heightened awareness(20m), cognatogen(20m)

"Correction!" Brin abruptly interjects, "Tell us everything you were hired to do and who hired you."

Then with a sidelong glance to Leppin he says, "Best not to assume theft was the only thing he was hired for."

-Posted with Wayfinder


maps & images for The Ruby Phoenix Tournament |

"You promise to let poor, unfortunate Rogi go if he tell you everything?"

Liberty's Edge

Male Alchemist/Inv 3 | HP: 21/21, AC 22(13T/19 FF),CMD:14, Fort:+4*, Ref:+8*, Will:1*, Init:+4|Percep+3(+5)|SM+3| Bombs(DC15)6/8 | Active effects: heightened awareness(20m), cognatogen(20m)

Before anyone else can respond, Brin says with all seriousness, "No. We promise not to kill you if you tell us everything, but whether we let you go is an entirely different matter."

Scarab Sages

Male Wayang Aerokineticist 4 | 34/39 HP {8 NL}; AC 18(T:15/ F:15) F+8/R+7/W+1 ; Init +5; Perception +9 (darkvision 60 ft.) | 20% (or better) miss chance from physical ranged attacks

Wisp's stomach finally settles when...

Brin wrote:
We promise not to kill you if you tell us everything,

The image of killing the trapped skulk causes a dangerous surge of nausea to race through the tiny kinetisist.

This is why I need to be far...far... away from weapons and blood. Well, I can't possibly have anything left in me...can I?

Scarab Sages

NG Male Gnome Bard (Prankster) 1 | HP 11/11 | AC 18 T 14 FF 15 | F +2 R +5 W +2 (+1 vs. language dependent/symbols) | CMB/D -2/11 | K (D) +3, K (all) +2 | Perc +7 SM +0 | Init +3 | Speed 20 ft | Bardic Performance 2/7 | Shirt Re-Roll 1/1 | Active Conditions:

"You might need to tell some other people your story, too," Leppin tells the skulk, trying to be helpful.

Grand Lodge

male human slayer 3, HP 33/33, AC 20, T 12, FF 18, F +5, R +5, W +3, Init. +4, Perc. +7

If you tell us everything, and I mean evrrything, we will tell the authorities of your help. That should spare you the noose or the axe, however they do it around here.


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maps & images for The Ruby Phoenix Tournament |

The skulk sputters a bit before replying, "As long as you promise not to kill me, I'll tell ya what I know. But don't blame Rogi for not knowing much! Rogi only pawn...in game of life."
"But this is what Rogi knows: My tribe, the Nisku, does favors for a group of humans in exchange for Shiver--oh, sweet sweet Shiver." You see him shudder visibly. "Do you have any? Please, give me some. I could help you, act as your guide...for some Shiver."
After another glare from Brin, he continues."The Nisku no like the humans--and humans definitely no like the Nisku. They just use Nisku by giving us Shiver." Another shudder passes through his body when he says the word.
"Two stupid skulks, who used to be Nisku, joined human tribe. They are Kymeth and Onamae. They are the ones who give Nisku orders from humans, and deliver the blessed blessed Shiver." *shudder* "They tell us to come here, kill the guards. But only one guard here, who was so easy to ki--deal with. So we decide to reward ourselves with loot. Zahkar and Rogi go to Vault. Rogi stand guard by vault door, so when it automatically closed, Rogi jumped clear...only to fall into stupid pit."

Brin knows that Shiver is a highly addictive narcotic.

GM stuff:
hmm: 1d20 ⇒ 19hmm: 1d20 ⇒ 11hmm: 1d20 ⇒ 6

Scarab Sages

NG Male Gnome Bard (Prankster) 1 | HP 11/11 | AC 18 T 14 FF 15 | F +2 R +5 W +2 (+1 vs. language dependent/symbols) | CMB/D -2/11 | K (D) +3, K (all) +2 | Perc +7 SM +0 | Init +3 | Speed 20 ft | Bardic Performance 2/7 | Shirt Re-Roll 1/1 | Active Conditions:

"So... you took it upon yourselves to break into the vault? That wasn't part of the plan?"

Sense Motive: 1d20 ⇒ 4


maps & images for The Ruby Phoenix Tournament |

"Well, they gave us this key, and it seemed to open more than just the front door. It a been a shame not to put it to good use...but our orders were to sneak in, kill all 4 guards, and get out, leaving the place unlocked."

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