DM Beckett's "CITY OF STRANGERS" PFS PbP (1-2) (Inactive)

Game Master Beckett

INIT:

[dice=Alastor]1d20+6[/dice
[dice=Maldoc]1d20+6[/dice
[dice=Variel]1d20+5[/dice
[dice=Zedril]1d20+2[/dice
[dice=]1d20+[/dice
[dice=]1d20+[/dice

Venture Captain Dreng is convinced that someone is setting up an unauthorized, and potentially harmful Pathfinder Lodge within the city of Kaer Maga. A letter from an ally, one Horis Collgardie says as much, and Dreng has asked you to investigate, locate these Pathfinders, and order them to stop immediately, or risk having all Pathfinders banned from the city. Sending you from the Grand Lodge in Absolam across the Inner Sea to Varisia, you have made it to the Halflight Path, so near the city, when a horde of goblins breaks through the wall to attack!!!
Fighting your way through, you finally make your way to the city itself, only to find it is a massively crowded den of villainy and scoundrels. Locating your contacts house, you arrive to find him dead, and are immediately attacked by a group of thugs looking for his murderer.

MAP OF VARISIA
MAP OF KAER MAGA
CURRENT MAP
The Sanctuary


201 to 250 of 281 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

Diplomacy: 1d20 - 2 ⇒ (5) - 2 = 3

So, ummm, know anything about a Shadow Lodge?

Grand Lodge

Spells:
Orison: Detect Magic, Guidance, Spark, Create Water | lvl 1: Cure Light Wounds,Keen Senses, Feather Step, True Strike(D)
Human Druid (Dragon Shaman) 3
Stats:
AC 17 T 11 FF 16 | HP 24/24 | F +6 R +3 W +6 | Init +5 | Perc +8

lol Maybe Maldoc and Umaro shouldn't have been asking questions.

Sczarni

Meh, considering there was one good diplomacy roll of some six or seven, Maldoc and Umaro had nothing to lose.

Grand Lodge

Spells:
Orison: Detect Magic, Guidance, Spark, Create Water | lvl 1: Cure Light Wounds,Keen Senses, Feather Step, True Strike(D)
Human Druid (Dragon Shaman) 3
Stats:
AC 17 T 11 FF 16 | HP 24/24 | F +6 R +3 W +6 | Init +5 | Perc +8

Too true, it all comes down to the dice.

Liberty's Edge

Male Dhampir, Rogue 1 | HP: 11/11 | AC: 16 FF: 12 Touch: 14 | Saves: Fort: +2 Ref: +6 Will: +1 | Perception: +7 (+8 Trapfinding) | Init: +6 | CMB: 0 | CMD: 14

Alastor remains silent with his companions. If he could talk favors out of humans, he wouldn't carry so many knives.

Grand Lodge

Mostly Male! Ini +0 PERC: +9 LN Human Cleric 7: AC: 22 t10 CMD: 14 F: 6, R: 4, W: 12 HP 59

What a strange city.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

After searching around for a few days, you seem to be going nowhere in finding this Dakar, and no one seems to know about the Shadow Lodge/Shadowfinders. Regardless of where you ask, people either shrug and say they don’t know him or fiercely shake their heads, look up and down the street nervously, and then hurriedly walk away. Suddenly, where a thick crowd of people once stood are now only six burly men carrying cudgels and a seventh with his hand in a pouch at his belt. All seven sets of eyes are on you, while in the distance, the crowds suddenly turn and find another way past this street. “You’ve been asking about Dakar,”. . .

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

Seems word is a little slow to get around this town, its only been three days. Maldoc quips. I've forgotten why we've been asking for him.

Maldoc stands ready to defend himself but has not drawn a weapon or moved in an aggressive fashion toward the men. You wanna keep your hands where I can see 'em, friend? Maldoc moves his eyes to the man with the pouch. No need for a show of public hostility.

Sczarni

Tilda stands in shock and awe at the sudden and somewhat brutal lead. Finding that she has nothing more to add to Maldoc's greeting, she stands near to him and awaits a response.

Grand Lodge

Witch 6 [ HP 32/32 NL 0 | AC 16 T 13 FF 13 | CMD 15 | F +4 R +6 W +6 | Init: +7 Per: +10 & bird+10]

The elf looks around for escape routes before speaking.
Perc: 1d20 + 4 ⇒ (1) + 4 = 5

Yes my good man. We seek an audience with the gentleman. Lets all please keep our heads cool. He says looking around then turning back to the armored thugs. Can you help us?

Diplom: 1d20 + 9 ⇒ (7) + 9 = 16

Grand Lodge

Mostly Male! Ini +0 PERC: +9 LN Human Cleric 7: AC: 22 t10 CMD: 14 F: 6, R: 4, W: 12 HP 59

Seaweed stands a little taller and grips Gozreh's holy symbol a little tighter. Not the lead we were looking for, but I think I've grown lax in the waiting. The whole crowd, just... dissipated?

Grand Lodge

Spells:
Orison: Detect Magic, Guidance, Spark, Create Water | lvl 1: Cure Light Wounds,Keen Senses, Feather Step, True Strike(D)
Human Druid (Dragon Shaman) 3
Stats:
AC 17 T 11 FF 16 | HP 24/24 | F +6 R +3 W +6 | Init +5 | Perc +8

His head turning to take in the rapidly dispersing crowd, Umaro's grip on his spear tightens as he turns back to the group of armed thugs. Well at least it is a lead, not the most friendly of one, but a lead all the same.

Umaro takes care to position himself between the thugs and Variel and Seaweed.

Grand Lodge

Mostly Male! Ini +0 PERC: +9 LN Human Cleric 7: AC: 22 t10 CMD: 14 F: 6, R: 4, W: 12 HP 59

Seaweed gestures a pushing motion. "By the Wind, don't stand in front of me," the cleric of Gozreh whispers.

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

Maldoc nods and complies to Evigail's request and will shift if needed.

Sczarni

Tilda has no reason to block anyone's view and won't mind stepping behind someone either.

Liberty's Edge

Male Dhampir, Rogue 1 | HP: 11/11 | AC: 16 FF: 12 Touch: 14 | Saves: Fort: +2 Ref: +6 Will: +1 | Perception: +7 (+8 Trapfinding) | Init: +6 | CMB: 0 | CMD: 14

Alastor stands behind the others but readies his knives.

Sleight of Hand: 1d20 + 4 ⇒ (19) + 4 = 23

Grand Lodge

Spells:
Orison: Detect Magic, Guidance, Spark, Create Water | lvl 1: Cure Light Wounds,Keen Senses, Feather Step, True Strike(D)
Human Druid (Dragon Shaman) 3
Stats:
AC 17 T 11 FF 16 | HP 24/24 | F +6 R +3 W +6 | Init +5 | Perc +8

A bit confused, Umaro shrugs and shifts his position.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

"Then you must come with us, peacefully." he says as he motions to one of the others. The other man goes and pulls a sheet aside, revealing a coach, but its windows are completely blackened with paint. Another man steps forward, holding burlap sacks. He tosses them towards you, while the leader says "Dakar wishes to keep his secrets. Put them on, and we will take in you the carriage. You will be safe, but it will be impossible to know where you are. The sacks are enchanted."

As promised, once you have placed the sacks over your heads, they tighten them, and bind your hands, then escort you to the carriage. There is no sound at all once the sacks are over your head, making even conversation or signals impossible. But you are not harmed, as you cruise through the city for over an hour. Even if you where familiar with the city, tracking your location would be impossible.

Finally, after what seems like forever, you are removed from the carriage, and marched through the streets. All the while able to neither see nor hear a thing. Eventually, they stop you, and remove the sacks. "We have arrived". You find yourselves in a nice club, or perhaps even a private residence with carpeted floors, potted plants, slaves waving fans, and a giant, backlit screen along one wall. A shape, decidedly vague in outline, can be seen behind the screen, and a voice speaks. “You’ve asked for me and now you have me. I am Dakar. What do you wish to know?”

This is the last go here, meat that person. :)

Sczarni

Not to be a butt here, but I don't understand "This is the last go here, meat that person. :)" even if I meet that person instead of processing and packing him

Tilda finds this arrangement beyond her control, musing to herself Man, they do some strange things here in Kaer Maga. Couldn't we just arm wrestle some info out of people? It sounds... easier than this song and dance routine.

Also, I hope I don't look stupid with this bag over my head. Maybe no one else'll see us. Or maybe this happens all the time. Whatever it is, if someone looked like how I feel, people'd react a little differently in Kalsgard.

Mr. Dakar, I'm sure you know we're Pathfinders. We seek to create a lodge up here in Kaer Maga. More importantly, we'd like to learn more about the fate of our friend Mr. Collgardie. We hear the Shadow Lodge may be acting against our interests, so, you know, if we could get some info on that, that'd be swell, too.

diplomacy: 1d20 + 8 ⇒ (3) + 8 = 11Yuck - Yo Dakar, bro! Sweet digs!

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

Considering that his tact is not the best in the world, Maldoc allows one of the others to take the lead in this conversation. Hopefully we'll be done with chasing tails and ghosts from now on. We just need answers!

Actually, I don't think we want to create a lodge here. In fact, I think we were to find out who was saying such things as they were false. Collgardie was suppose to give us info as to what was going on IIRC.

Sczarni

Maldoc Tisbane wrote:
Actually, I don't think we want to create a lodge here. In fact, I think we were to find out who was saying such things as they were false. Collgardie was suppose to give us info as to what was going on IIRC.

Fair enough - I understood the situation as: We'd like to be, among other things, on good terms with the residents and maybe have a bit of influence in Kaer Maga. I understood that to be, maybe not a lodge in the formal sense, but a request for business permissions. I could be way off base here, though. Some times my reading comprehension fails me, even on the most simplistic things.

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

Heh, I could be wrong as its been a while since we started. In any case, lets hope this guy can point us in the right direction.

Grand Lodge

Spells:
Orison: Detect Magic, Guidance, Spark, Create Water | lvl 1: Cure Light Wounds,Keen Senses, Feather Step, True Strike(D)
Human Druid (Dragon Shaman) 3
Stats:
AC 17 T 11 FF 16 | HP 24/24 | F +6 R +3 W +6 | Init +5 | Perc +8

People and their secrets.

Umaro musses during the trip, the quiet time letting his mind drift.

Hopefully we can at least find some bloody answers, all this roaming around is getting a tad tiresome.

"From what rumors say, the Shadow Lodge has the potential to cause some problems in this city. We are hoping to prevent that, with your help we can. We only need to be pointed in the right direction."

Diplomacy: 1d20 - 1 ⇒ (8) - 1 = 7
An attempt at aid another on the diplomacy role. Guess the ride didn't sit right with Umaro.

Liberty's Edge

Male Dhampir, Rogue 1 | HP: 11/11 | AC: 16 FF: 12 Touch: 14 | Saves: Fort: +2 Ref: +6 Will: +1 | Perception: +7 (+8 Trapfinding) | Init: +6 | CMB: 0 | CMD: 14

"Our task won't put you out, I assure you." adds Alastor, hoping to smooth things over a bit.

Aid Another: Diplomacy: 1d20 ⇒ 6

I guess Alastor just isn't the charming vampire type.

Grand Lodge

Mostly Male! Ini +0 PERC: +9 LN Human Cleric 7: AC: 22 t10 CMD: 14 F: 6, R: 4, W: 12 HP 59
Maldoc Tisbane wrote:
Heh, I could be wrong as its been a while since we started. In any case, lets hope this guy can point us in the right direction.

one of the advantages to PBP is that the conversation is still right there on page one. :)

Seaweed bows to the screen with a respectful folding of hands. "We are led to believe you do not want the shadow lodge setting up in your city. Our employers feel the same. We are visitors here though and have not been able to find any information on these shadowlodgers so that we may 'address' our mutual concerns."
diplomacy: 1d20 + 5 ⇒ (15) + 5 = 20

Grand Lodge

Witch 6 [ HP 32/32 NL 0 | AC 16 T 13 FF 13 | CMD 15 | F +4 R +6 W +6 | Init: +7 Per: +10 & bird+10]

From what I understand from our initial instructions they specifically said to us not to create a lodge here and to deny any such notion to the people of this city. We are here to stop the creation of a pathfinder lodge on Kaer Maga.

DM Beckett wrote:

“One of my good friends, a merchant in the Varisian outcast’s haven known as Kaer Maga, sent me a very strange letter, which I need you to investigate. The merchant—his name is Horis Collgardie tells me that the residents of Kaer Maga are very upset about the Society’s plan to build a lodge in their city and even further upset that the agents we sent are making trouble, stirring up the delicate balance of power that exists in the so-called City of Strangers. The trouble is, not the Decemvirate or any venture-captain I can find gave the okay to build a lodge there. We know it would be folly to do so - at least right now - and so this idea that Collgardie has that the Society is there and doing just that is worrisome"...

..."If there are Pathfinders in the city founding a lodge, tell them I order them to stop at once. If this is some kind of ruse, get to the bottom of it and do what you can to keep our Society’s good name in Kaer Maga. We may not be completely welcome there, but neither are we unwelcome. Let’s keep it that way. My advice, . . .keep your head down and be smart. The balance...

Grand Lodge

Witch 6 [ HP 32/32 NL 0 | AC 16 T 13 FF 13 | CMD 15 | F +4 R +6 W +6 | Init: +7 Per: +10 & bird+10]

Mr Basel directed us to you Sir and we are hoping that with your help we can difuse this situation as soon as possible and send this would-be-pathfinders on their way packing.

Aid Another Evilgail's diplom.: 1d20 + 9 ⇒ (5) + 9 = 14

Sczarni

Variel Arivae wrote:
..."If there are Pathfinders in the city founding a lodge, tell them I order them to stop at once.

Alright - I was wrong, very wrong. I don't remember reading that at all.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Sorry, lost internet yesterday. Yes, your mission is to A.) locate whoever is creating a Lodge here, which is unathorized, and is causing/will cause political issues, and B.) instruct them to stop immediately.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

From beyond the screen, the voice replies “I don’t give anything away for free, Pathfinders, but I will give you the information you want in exchange for a future favor. Do each of you agree to my terms?”

And as soon as the inevitable question is asked, he responds "Nothing of you just yet, Pathfinders, but when I need something that you will be uniquely ably to provide, I will let you know."

Grand Lodge

Mostly Male! Ini +0 PERC: +9 LN Human Cleric 7: AC: 22 t10 CMD: 14 F: 6, R: 4, W: 12 HP 59

To the other Pathfinders Seaweed confers, "We've been warned it is dangerous to owe people here favors. But Dakar seems to know we are Pathfinders already & we have had no other luck following leads. Do you think this is a good idea?"

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

No, but its the only idea we have, isn't it? Maldoc says with a reserved sigh. We took all this time to find the man, I'm not sure we can just turn him away.

Sczarni

"At this point, I'd be amazed if we even have the option of walking away.

For the greater good, or something like that."

Grand Lodge

Spells:
Orison: Detect Magic, Guidance, Spark, Create Water | lvl 1: Cure Light Wounds,Keen Senses, Feather Step, True Strike(D)
Human Druid (Dragon Shaman) 3
Stats:
AC 17 T 11 FF 16 | HP 24/24 | F +6 R +3 W +6 | Init +5 | Perc +8

"Owing favors can usually lead to more problems, but as you obviously already know, we don't have any other options." Umaro says with a shake of his head. "So yes, I agree."

Grand Lodge

Witch 6 [ HP 32/32 NL 0 | AC 16 T 13 FF 13 | CMD 15 | F +4 R +6 W +6 | Init: +7 Per: +10 & bird+10]

Mr Dakar, Collgardie summoned us to deal with this problem acting under your instructions. Ultimately we came all this way here because you asked for us. Quietly removing this shadow lodge of the picture is in your best interest as much as it is in ours. If somebody should own a favor here... you should own one to us. But since we are good nature fellows we will not charge you for it.
diplomacy: 1d20 + 9 ⇒ (19) + 9 = 28

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

Maldoc gives a quick look to Variel after the witch has finished speaking. Why am I doing any talking at all? This one here has the honeyed tongue it seems. The magus simply stays out of the discussion, awaiting a resolution.

Grand Lodge

Mostly Male! Ini +0 PERC: +9 LN Human Cleric 7: AC: 22 t10 CMD: 14 F: 6, R: 4, W: 12 HP 59

Seaweed agrees with the others. The only way to find the ShadowLodge is through Dakar.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

"Now that we have agreed, here is what we know. These other Pathfinders you seek, the ones causing all the issues, are not actually Pathfinders at all. They where, but no longer. They call themselves the Shadow Lodge, and are a militant group comrised of individuals that have fallen away from the Society. They are very real, and a much larger threat to the Pathfinders than you realize. They are using Kaer Maga as a staging grounds for a war against you. One of their leaders resides in the Naderi Theater", (#4 on the map). We only began to suspect he was not a Pathfinder when he called out a hit on you. He is responcible for the Goblin attack in the Halflight Path. Do try not to die, Pathfinders. I like to cash in favors owed to me."

If there is nothing else. . . Dakar's men "escort" you back the same way you came, and offer you luck in dealing with the Shadow Lodge. At your request, they take you close to the theater, then depart.

As you begin to turn to look for another way in, you notice that the chain barring the door is actually a fake, and that the door is not actually locked at all. Opening it up, you see a way forward. Just inside the doors is a small hallway that runs east-west and leads up to the theater’s dusty balconies. Another set of double doors, just across the hallway from the entrance, is unlocked and leads to the theater’s seating area.

The seats are all covered in white sheets, which are covered in a fine layer of dust. Birds flap around in the rafters, and the fallen remnants of nests can be seen all about the seating area. On the stage is a covered piano and several chairs—the chairs are uncovered, their
sheets cast aside, and piles of papers sit nearly around them.

As you enter the theater area, a loud ominous voice calls out to you, "Ah, welcome, Pathfinders. . . So, you have discovered the Shadow Lodge of Kaer Maga." You look about, but are not able to see anyone, until a well-to-do gentleman walks out from the shadows. With a cruel look, he continues. "Vadoma failed to killed you, I see. I’ll have to take over."

Local DC 15:
This is Wymund Pratt, a rather well-known Pathfinder, and something of a rising star. He is supposed to be on a long expedition into Arcadia. . .

I am not able to update the map just yet, and most of the time I will not be able to edit it. For now, imagine a 150ftish long room with you and Pratt on opposite side, (meaning it's going to take a while to get in range), with a single 10ft wide walkway leading between the two, and the rest of the room filled with theater-style chairs.

Pratt immediatly begins to cast an arcane spell.

Init Rolls:

Alastor: 1d20 + 6 ⇒ (2) + 6 = 8
Maldoc: 1d20 + 6 ⇒ (13) + 6 = 19
Variel: 1d20 + 5 ⇒ (20) + 5 = 25
Zedril: 1d20 + 2 ⇒ (11) + 2 = 13
Bard: 1d20 + 6 ⇒ (6) + 6 = 12
Evigail: 1d20 + 0 ⇒ (20) + 0 = 20
Tilda: 1d20 + 2 ⇒ (10) + 2 = 12

Round 1
Variel, Evigail, Maldoc, & Zedril
--------------------------
Bard
--------------------------
Tilda & Alastor

Going to switch Tilda and Alastor to the top of Round 2 so everyone is together.

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

Maldoc will cast Shocking Grasp and then moves 30' toward the enemy, holding the charge of his spell.

Look for others. I doubt he will be alone!

Taking my own advice, I will look for other enemies as well.

Grand Lodge

Mostly Male! Ini +0 PERC: +9 LN Human Cleric 7: AC: 22 t10 CMD: 14 F: 6, R: 4, W: 12 HP 59

Seaweed looks for plants and realizes the futility of a signature spell when not outside. Then the cleric steps forward pulling out the holy symbol and whispers a silent prayer targeting a chair next to the caster.
silence

Grand Lodge

Spells:
Orison: Detect Magic, Guidance, Spark, Create Water | lvl 1: Cure Light Wounds,Keen Senses, Feather Step, True Strike(D)
Human Druid (Dragon Shaman) 3
Stats:
AC 17 T 11 FF 16 | HP 24/24 | F +6 R +3 W +6 | Init +5 | Perc +8

I don't see an init for Umaro

Nodding to Maldoc as he begins to move up toward the enemy following the magus, Umaro scans the rest of the theatre looking for any other enemies.

Perception: 1d20 + 6 ⇒ (4) + 6 = 10

"If there are more, they will join his fate."

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Umaro: 1d20 + 1 ⇒ (18) + 1 = 19

My mistake, I still had Zedril in the Init.

Round 1
Variel, Evigail, Maldoc, & Umaro
--------------------------
Bard
--------------------------
Tilda & Alastor

Grand Lodge

Witch 6 [ HP 32/32 NL 0 | AC 16 T 13 FF 13 | CMD 15 | F +4 R +6 W +6 | Init: +7 Per: +10 & bird+10]

DM on my last post I was trying to convince Dakar to give us the information for free. Did my 28 diplomacy acomplished anything?

Variel casts Enlarge Person on Umaro.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

No, while it was a great roll, and (from what you know) a great argument, the fact is that it doesn't actually make any sense (from "his" point of view). But, in all honesty, it is simply the set up for Part 2.

Sczarni

Tilda refocuses her initiative, thankful she didn't trade away uncanny dodge.

Grand Lodge

Witch 6 [ HP 32/32 NL 0 | AC 16 T 13 FF 13 | CMD 15 | F +4 R +6 W +6 | Init: +7 Per: +10 & bird+10]
DM Beckett wrote:
No, while it was a great roll, and (from what you know) a great argument, the fact is that it doesn't actually make any sense (from "his" point of view). But, in all honesty, it is simply the set up for Part 2.

Damn, I was afraid of that.

Grand Lodge

Witch 6 [ HP 32/32 NL 0 | AC 16 T 13 FF 13 | CMD 15 | F +4 R +6 W +6 | Init: +7 Per: +10 & bird+10]

Bump. Whos turn is it?

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

I was thinking the enemies. I believe we all acted.

Liberty's Edge

Male Dhampir, Rogue 1 | HP: 11/11 | AC: 16 FF: 12 Touch: 14 | Saves: Fort: +2 Ref: +6 Will: +1 | Perception: +7 (+8 Trapfinding) | Init: +6 | CMB: 0 | CMD: 14

such villainy

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Sorry, I worked kind of a 48hourish shift, and then had a big practice and then a patient that needed a lot of help.

The Bard continues his chanting (going before Evigail's Silence), and two devilish-looking Fire Beetles appear right in the middle of the path between you two. Wyatt then begins singing, inspiring his minions to battle and steps a little closer to you.

Round 1
Variel, Evigail, Maldoc, & Umaro
--------------------------
Bard, Fire Beetle 1, and Fire Beetle 2
--------------------------
Tilda & Alastor

201 to 250 of 281 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DM Beckett's "CITY OF STRANGERS" PFS PbP (1-2) All Messageboards

Want to post a reply? Sign in.