DM Beckett's PFS 2 - 23&24: Shadow's Last Stand (1-2) (Inactive)

Game Master Beckett

Init:

[dice=Kryssa]1d20+4[/dice
[dice=Maldoc]1d20+6[/dice
[dice=Rhuul]1d20+0[/dice
[dice=Sarephta]1d20+3[/dice
[dice=Sarephta]1d20+3[/dice
[dice=Umaro]1d20+5[/dice
----------------------
[dice=]1d20+[/dice
[dice=]1d20+[/dice

MAP


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Shadow Lodge

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

One of the homunculi nods it head, while another points to the ceiling. The third lays down for a moment, then starts clutching it's head, like it has a headache.

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

Up we should go then. We'll sort this out.

Silver Crusade

Aasimar (Angelkin) bloodrager 5 |HP: 48/48 |AC: 19 |FF: 12 |T: 17 |CMB: +9 |CMD: 21 | F: +7 | R: +4 | W: +2 |Init: +4 |Perc: +6 |Sense Motive: +0

"Lead the way."

Silver Crusade

Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;

Quietly as he can, Rhuul takes up the rear position.

He has his flag in one hand, and waraxe ready in the other.

Shadow Lodge

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

Sorry, I made a mistake. The Homunculi don't point up, but rather to the northern door. With that said, you decide to double check the rest of the tower first just in case, but find little.

The middle floor contains the library’s most valuable tomes. It is especially rich in books about devil-binding and the history of magical constructs, including homunculi. The uppermost floor contains Telfyr’s home, including both his office (a small marble table and a bookcase filled with tomes detailing the creation of homunculi and other constructs) and, hidden behind several tapestries depicting Aroden and Iomedae, his richly appointed bedchamber. The neatly made bed lies beside a nightstand stacked with several well-thumbed volumes of the Pathfinder Chronicles, with bookmarks flagging some of the more titillating passages.

With that out of the way, and not wanting any further surprises, you return to the Homunculis Lab, and try the other door.

The north door leads to an ascending stairway and a corridor running above the nave’s stained-glass windows, where the cathedral’s walls bow outward to support the roof. At the end of this long corridor, a plain door opens into a series of dark rooms situated 40 feet above the ground at the base of the cathedral’s great dome. These small rooms, formerly the cells of Aroden’s clergy, are mostly dark, although narrow, barred windows dimly light those along the exterior walls.

This area now contains guest quarters for Pathfinders and a number of conference rooms. Most contain simple beds (their mattresses slit open by the Shadow Lodge agents), broken desks, and upturned wardrobes. The conference rooms each come with solid wood tables, finely carved chairs, and easels for displaying maps and charts. The Shadow Lodge agents have already removed all the valuables in these rooms. In the process, they ransacked the area, leaving refuse throughout the main hallway and making it difficult terrain.

At the end of the hall, you come to a final door, leading into the High Chapel. Stopping for a moment, you hear cruel voices inside. They seem to be toying with and intimidating others, who can not or do not respond. Finally, bursting through the door, you see a soft blue glow fills this room, emanating from the stainedglass windows lining three of its walls, each depicting a godlike figure in a different city. Frescoes of angels lifting Aroden to the sky cover the ceiling.

Despite its obvious design as a chapel, the room itself has no religious trappings. Instead of pews, the remnants of a large wooden table and a dozen chairs fill the chamber. Much of their wood has been cannibalized to create a makeshift wooden gallows across the chamber’s eastern end. Behind the gallows, three low stairs ascend to a raised area with two overstuffed chairs. Laying tied up just before the gallows are four hostages: Venture-Captain Brackett, the Pathfinder wizard Wystorn Telfyr, his apprentice Greudemoffit and an unknown Osirian female.

There are also three hobgoblins. One has a viscous spiked chain that she pulls off of her body with lightning speed, mindless of the small cuts it causes her, and two others armed with Heavy Maces they have been using to bully the hostages.

Shadow Lodge

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

I've updated the map to include just this room, and hopefully make it a bit bigger. Also the hobgoblin on the top is #1, and the one on the bottom is #2.

INIT Rolls:

Kryssa: 1d20 + 4 ⇒ (8) + 4 = 12
Maldoc: 1d20 + 6 ⇒ (15) + 6 = 21
Rhuul: 1d20 + 0 ⇒ (1) + 0 = 1
Sarephta: 1d20 + 3 ⇒ (9) + 3 = 12
Umaro: 1d20 + 5 ⇒ (8) + 5 = 13
----------------------
Hagla: 1d20 + 3 ⇒ (4) + 3 = 7
Hobgoblin Bullies: 1d20 + 3 ⇒ (13) + 3 = 16

IT'S THE FINAL COUNTDOWN!!!!

ROUND 1

Maldoc
---------------------------
Hobgoblin 1 () and Hobgoblin 2 ()
---------------------------
Umaro, Kryssa, and Sareptha
---------------------------
Hagla ()

The entire room is difficult terrain, so no charging or even 5ft stepping. . .

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 move into the room and cast Shocking Grasp and wait for next turn to attack. He'll also use a point of his arcane pool to further enhance his Black Blade.

Silver Crusade

Aasimar Cleric 5 | HP 43/43 | AC 20; Tch 12; FF 18 | F +7; R +4; W +7 | CMB+7; CMD 19 | Speed 30 ft | Init +4 (roll twice) | +1 Longspear: +8 (1d8+7/x3) | Perc +15

"Careful, Maldoc!" Sarephta yells after the elf as he moves into the room alone.

Looks like the hobgoblins are next, so I'll wait until after they go.

Shadow Lodge

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

I've changed the two Hobgoblins a bit. Hobgoblin 1 is now Red, and Hobgoblin2 is the old yellow.

The two Hobgoblins swing around, one taking a position on the left, the other opposite it on the right, hoping to draw you in further and gain advantage.

ROUND 1

Maldoc
---------------------------
Hobgoblin 1/Red () and Hobgoblin 2/Yellow ()
---------------------------
Umaro, Kryssa, and Sareptha
---------------------------
Hagla ()

Silver Crusade

Aasimar Cleric 5 | HP 43/43 | AC 20; Tch 12; FF 18 | F +7; R +4; W +7 | CMB+7; CMD 19 | Speed 30 ft | Init +4 (roll twice) | +1 Longspear: +8 (1d8+7/x3) | Perc +15

Sarephta moves forward and utters a brief prayer, then touches Maldoc on the shoulder.

"Iomedae's protection be upon you and shield you from harm," she says.

I've cast Shield of Faith on Maldoc, so remember you've got a +2 Deflection bonus to AC, Maldoc! 21 AC!

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

Umaro moves into the room, picking his way through the debris.

"Now you're going to let those nice folks go and give up aren't you?"

Umaro calls out as he reaches down into his power and draws it forth. His skin begins to harden, sprouting blue-tinged scales all over his exposed skin. Once done Umaro rolls his shoulders and neck a little, getting use to the feel of the new skin.

Used Totem Transformation to grant me +2 natural armor and the Endurance feat. Lasts up to 2 minutes, but I can stop it at 1 minute. AC 17

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

Sarephta, I'm always careful. Thank you for your blessing. Maldoc scans the situation, waiting for the enemy's next move.

Silver Crusade

Aasimar Cleric 5 | HP 43/43 | AC 20; Tch 12; FF 18 | F +7; R +4; W +7 | CMB+7; CMD 19 | Speed 30 ft | Init +4 (roll twice) | +1 Longspear: +8 (1d8+7/x3) | Perc +15

Sarephta nods and encourages her companions as they move into position.

Shadow Lodge

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

Ill act for Kryssa if they havent when I get home.

Silver Crusade

Aasimar (Angelkin) bloodrager 5 |HP: 48/48 |AC: 19 |FF: 12 |T: 17 |CMB: +9 |CMD: 21 | F: +7 | R: +4 | W: +2 |Init: +4 |Perc: +6 |Sense Motive: +0

double move

Kryssa runs up to one of hobgoblins, ready to fight.

Shadow Lodge

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

Hagla begins to whirl her spiked chain about, slowly advancing. She seems to delight in her metal spikes hitting and sliding off of her breastplate, even moreso as it occasionally slides beneath the plates, drawing small amounts of blood in anticipation of spilling all of yours.
"Come to watch these fools die, have you. Or where you pathetic lot actually thinking you could mount a rescue." As she steps forward, she gives the Venture Captain a solid kick to the face, adding to his torment.

ROUND 2

Maldoc
---------------------------
Hobgoblin 1/Red () and Hobgoblin 2/Yellow ()
---------------------------
Umaro, Kryssa, and Sareptha
---------------------------
Hagla ()

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 grimaces and moves forward to attack the one know as Hagla!

Attack: 1d20 + 9 ⇒ (8) + 9 = 17 for Scimitar: 1d6 + 7 ⇒ (2) + 7 = 9 and Shocking Grasp: 3d6 ⇒ (3, 2, 1) = 6

+3 to hit (for a 20) I believe due to Hagla having metal.

Current AC 21, HP 19/23

Shadow Lodge

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

Yes, that does hit.

Acrobatics vs Kryssa CMD <16>: 1d20 + 7 ⇒ (17) + 7 = 24
[dice=Acrobatics to "jump"]1d20+7[/dice]

Sliding around with unforeseen ease for such a brutish creature, the Red Hobgoblin avoids both Kryssa's and Umaro's swings, (but it's not enough to deny Maldoc an AoO), ending up Flanking Maldoc with the other Hobgoblin.

Maldoc AoO: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 1d6 + 5 ⇒ (3) + 5 = 8

Once they are both in position, they each swing their large Maces at Maldoc.

Attack Maldoc (19): 1d20 + 4 ⇒ (16) + 4 = 20 <miss>
Attack Maldoc (19): 1d20 + 4 ⇒ (9) + 4 = 13 <miss>

ROUND 2

Maldoc
---------------------------
Hobgoblin 1/Red (-8, hurt) and Hobgoblin 2/Yellow ()
---------------------------
Umaro, Kryssa, and Sareptha
---------------------------
Hagla (-15, meh)

Silver Crusade

Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;

Rhuul advances into the room.

"What do you get when you cross a ghost with a goblin?" he asks his companions.

"I don't know, but it wouldn't look good to me. Probably looks a bit like what those guys will soon though."

Inspire courage +1/+! for a total of +2/+2. I seem to be missing from the initiative order, probably because of the lousy roll for round 1. Effects will start for everyone this round. Extra one or two damage to Hagla.

Silver Crusade

Aasimar (Angelkin) bloodrager 5 |HP: 48/48 |AC: 19 |FF: 12 |T: 17 |CMB: +9 |CMD: 21 | F: +7 | R: +4 | W: +2 |Init: +4 |Perc: +6 |Sense Motive: +0

Kryssa burns with celestial rage at the insults and lunges forward to silence that wicked tongue.

Rage!

Attack+flag: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
Damage+flag: 1d10 + 10 + 1 ⇒ (9) + 10 + 1 = 20

"Who's pathetic now?

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

Umaro moves up behind the creature flanking Maldoc, putting all his strength into the blow as he let's out a wordless cry. power attack plus destructive smite

attack: 1d20 + 3 + 2 - 1 + 2 ⇒ (11) + 3 + 2 - 1 + 2 = 17
damage: 2d6 + 4 + 3 + 1 + 2 ⇒ (3, 3) + 4 + 3 + 1 + 2 = 16

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Rhuul Irontoe wrote:
I seem to be missing from the initiative order, probably because of the lousy roll for round 1. Effects will start for everyone this round. Extra one or two damage to Hagla.

Sure did, sorry. I kept thinking something didn't look right, but didn't spot it. Your bonus actually just makes it enough to drop Hagla, too, and gives Umaro the bump he needs to smite the crap out of that now very dead Hobgoblin, just leaving the one peeing itself. . . :)

ROUND 2

Rhuul & Maldoc
---------------------------
Hobgoblin 1/Red (-24, DEAD) and Hobgoblin 2/Yellow ()
---------------------------
Umaro, Kryssa, and Sareptha
---------------------------
Hagla (-35, no longer meh)

Silver Crusade

Aasimar Cleric 5 | HP 43/43 | AC 20; Tch 12; FF 18 | F +7; R +4; W +7 | CMB+7; CMD 19 | Speed 30 ft | Init +4 (roll twice) | +1 Longspear: +8 (1d8+7/x3) | Perc +15

Seeing her companions easily dispatching the enemy, Sarephta knows the rescue will be complete soon and attacks the last hobgoblin.

Attack: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24 for damage: 1d8 + 6 + 2 ⇒ (3) + 6 + 2 = 11

Shadow Lodge

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

Swinging in to save the day, who needs stupid chaps. . . Sarephta pigsticks the last Hobgoblin, leaving it wobbling on it's feet and basically helpless. It drops it's weapon, knowing that anything it does will be just too much for it's body to handle.

While some of you "take care of" the brute, you decide what that means, the others free the hostages, and search the bodies. You find a note on Hagla which Venture Captain Brackett reads then explains. After thanking you for rescuing him, Brackett pulls himself tall and brings them up to date on the events that transpired since and leading up to the assault on the Cathedral of Aroden. In addition to the details provided in the adventure background, Brackett also informs the PCs that the great Osirian sage Amenopheus is in the city, and has been working with Brackett under cover as an inside agent among the local Shadow Lodge. He believes that the aged wizard is in great danger, quite possibly having been uncovered as a traitor by the local Shadow Lodge leader, a person known as the Spider, who Brackett suspects to be none other than a prominent member of the People’s Council named Dorianna Ouidda. dun dun dun. . .

"Time is of the essence. While I was captive, I overheard a bit of their plan. I need you to find the truth behind Ouidda, if she truly is the Spider. If she is, that means she wields an enormous amount of political power to squash us. The Sapphire Sage may also be in a great deal of danger. . ."

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

So it would seem. We should prepare ourselves for this 'Spider' immediately. Maldoc will go about making sure everyone is healed up and they each member gets their well-earned gold in case they also need to purchase provisions.

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

If no one dispatches the hobgoblin, Umaro moves close to it making sure it is in clean view.

Perhaps we should take this one in and let others see what other information he might have while we go search for this spider

Shadow Lodge

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

Sure. It's beyond the scope of this scenario, (it doesn't say), but since he is literally at 0 HP, he can't do anything to basically resist.

Silver Crusade

Aasimar (Angelkin) bloodrager 5 |HP: 48/48 |AC: 19 |FF: 12 |T: 17 |CMB: +9 |CMD: 21 | F: +7 | R: +4 | W: +2 |Init: +4 |Perc: +6 |Sense Motive: +0

"If what they says is true, then we need to go. Everybody else ready to squish the Spider?"

Silver Crusade

Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;

"Ahh fellow pathfinders. What a tale this will be. Let us go squash a spider. I'll secure a mace to hit it with!

Going to use the retraining option and go out of arcane striker back to normal bard, as I miss bardic knowledge too much, and really +1 to damage doesn't seem very helpful at the moment.

Shadow Lodge

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

Shadow's Last Stand part 2: Web of Corruption

The cool ocean air of Almas is less forgiving than usual this early morning, leaving the streets empty even of vagrants. As the moon showers its last ivory rays onto the cobblestone street and the tip of the sun begins to climb over the watery horizon, a lone figure slinks out from a nearby alleyway, pulling back its hood and revealing itself to be Venture-Captain Alissa Moldreserva, a dour expression cemented to her face.

“It’s a shame we couldn’t have met at the lodge, but thanks to all the disappearances and political turmoil as of late, I’d say it’s best to keep a low profile for the time being, at least until things get sorted out. It’s bad enough that the good name of Pathfinders everywhere is being slandered by that treacherous group of villains, the ones who call themselves the Shadow Lodge — now the politicians are on our hides thanks to that damnable Ouidda."

“No doubt you’ve heard of her—Dorianna Ouidda, one of the representatives on the Peoples’ Council here in Almas. She showed up in Almas a few years back, and she’s been out to get the Society ever since. Her origins are damn-near untraceable by practical means; it took us this long to finally get to the bottom of the matter, and while it’s no secret she has it out for the Society, few know the truth behind the matter, which is what I’m here to tell you.

“We have it on good authority that Ouidda is none other than the Spider—the leader of the Shadow Lodge cell here in Almas — and that she’s been using her fellow cabalists to smear our name throughout the city. She’s trying to get the legitimate members of the Society either completely run out of Almas or completely under her thumb, but for what reason, we don’t yet know. We know she’s got some shady dealings in her past with the slave trade, and we think she might be up to some of that
business here in Almas too."

"In just a few days’ time, Ouidda will be going up in front of the Council to make her most damaging speech yet, a speech which could obliterate the Society’s presence in Almas, if not the whole nation of Andoran. The tricky part is, the Society doesn’t have enough proof of her association with the Shadow Lodge or the slave trade to get her disbarred yet. This is where you come in. . ."

"We need you to go around town here, and track down leads. Find anything you can that proves Ouidda is the Spider, or anything at all we can use to bring to light whatever foul business she has going on. and to stop her from delivering her speech before the legislature at the palace of the Peoples’ Council the morning after next. She has already caused us a lot of trouble these last few days, and turned the people against us. I probably wouldn't go around shouting you are a Pathfinder right now. Our reputation is pretty smeared at the moment. Do you have any questions?"

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

Any suggestions as to where we should start? Her home, her businesses, places that she would frequent? I'm not the best man for the job of discovering gossip.

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

Going to change spells around quick.

Umaro nods as the mission is laid out. Hearing about not identifying themselves as Pathfinders, he quietly slips his Wayfinder into a pouch at his belt.

"It seems that she is very good at hiding her tracks. Finding out more about her and her connections may be difficult. And what if we run into her, should we attempt to bring her in if we can find enough evidence or simply squish her?"

Shadow Lodge

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

"Here is what we think we know about her. The Spider has long been the moniker by which one of Almas’s most cunning criminal masterminds went, and only recently have anonymous reports sent from someone with much knowledge of our organization revealed a connection between this Spider and Ouidda. If we can prove the two are one and the same, we can easily discredit her and end her plot against the Decemvirate.”

"As for going after her directly, no. At least not yet. While I’d normally suggest we handle Society matters ourselves, this time it’s a bit different. If we strike at an elected member of the People’s Council, we risk the very result of disgracing the Pathfinder name we hope to avoid. This needs to be handled legally, which means we need to expose Ouidda for the scoundrel she is.”

"Ouidda’s web of contacts is vast and her influence strong, so there’s no telling how many you might be up against. Owners or proprietors of the corrupt businesses she uses to launder money or that serve as cover operations are especially suspect, and depending on how discrete you are, she may send some of her own agents after you in short order. Be on the watch for assassins, though there’s no telling what kind of creatures — or whether they’ll be magical or not — a person of Ouidda’s influence might have access to."

"Start by asking around. Or if any of you have allies or contacts in this area, outside the Pathfinder Society, you can start there."

Silver Crusade

Aasimar Cleric 5 | HP 43/43 | AC 20; Tch 12; FF 18 | F +7; R +4; W +7 | CMB+7; CMD 19 | Speed 30 ft | Init +4 (roll twice) | +1 Longspear: +8 (1d8+7/x3) | Perc +15

"You mentioned businesses she uses to launder money. Do we know the names of any of these businesses?" Sarephta asks.

Silver Crusade

Aasimar (Angelkin) bloodrager 5 |HP: 48/48 |AC: 19 |FF: 12 |T: 17 |CMB: +9 |CMD: 21 | F: +7 | R: +4 | W: +2 |Init: +4 |Perc: +6 |Sense Motive: +0

"I'm not at all good with talking gently. However, if we need to scare some not-so-nice folks into singing like birds, I can help out."

Silver Crusade

Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;

"It's been said, I have a way with words..." says Rhuul modestly. "Of course that may have been the master smith who followed it up with 'But ye lack the way of iron'" he shrugs.

"I may know a person or two.."

know-local: 1d20 + 2 ⇒ (14) + 2 = 16
know-nobility: 1d20 + 2 ⇒ (14) + 2 = 16

Silver Crusade

Aasimar Cleric 5 | HP 43/43 | AC 20; Tch 12; FF 18 | F +7; R +4; W +7 | CMB+7; CMD 19 | Speed 30 ft | Init +4 (roll twice) | +1 Longspear: +8 (1d8+7/x3) | Perc +15

"Unless we can find any information about these businesses, perhaps we should speak to these people you know, Rhuul," Sarephta says.

Shadow Lodge

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

You head out into the city to ask around a little.

Can I have some Know Local or Gather Information Checks. Andorans get a +5 to this.

random roll: 1d4 ⇒ 1

So, this one has an option that up to you guys/gals. I can go into detail, introduce some NPCs and have a dialogue, or we can kind of skip that, and just give some results. Basically the option is for more or less roleplaying.

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

No skill for either, but I can always try for an aid. Also I'm up for either option, more or less roleplay is good for me.

"Hmmm, unfortunately I don't have the best way with people either. But I'm willing to help talk with some people if need be."

Gather Info Aid: 1d20 + 1 ⇒ (16) + 1 = 17

Silver Crusade

Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;

if it is either/or I'll use diplomacy(gather information) if I can use both.. all the better. I'm happy to either RP, but if you are aiming to get a quick finish on the game then I can pass

Rhuul approaches some of his contacts around town to try and find out who the movers and shakers are. He'll keep his pathfinder flag furled :-)

diplomacy(GI): 1d20 + 8 ⇒ (8) + 8 = 16
know-local(if allowed in addition to GI): 1d20 + 2 ⇒ (18) + 2 = 20

Shadow Lodge

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

You can use both and you can also Aid. Generally, the way I sort of work it is have everyone roll, and then just assume everyone is aiding the highest roll. For these sorts of knowledge checks anyway. In combat, different story. :)

Silver Crusade

Aasimar (Angelkin) bloodrager 5 |HP: 48/48 |AC: 19 |FF: 12 |T: 17 |CMB: +9 |CMD: 21 | F: +7 | R: +4 | W: +2 |Init: +4 |Perc: +6 |Sense Motive: +0

I'd like to be done by GenCon, but otherwise I'm good for more RP.

Aid Diplomacy: 1d20 + 3 ⇒ (7) + 3 = 10

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 just follows the group, mostly intent on making sure the party isn't attacked on the streets.

Diplo Aid: 1d20 - 2 ⇒ (8) - 2 = 6

Silver Crusade

Aasimar Cleric 5 | HP 43/43 | AC 20; Tch 12; FF 18 | F +7; R +4; W +7 | CMB+7; CMD 19 | Speed 30 ft | Init +4 (roll twice) | +1 Longspear: +8 (1d8+7/x3) | Perc +15

Sarephta is glad Rhuul seems to know what he's doing. She keeps her eyes open for opportunities to help him.

diplomacy assist: 1d20 - 1 ⇒ (17) - 1 = 16

Shadow Lodge

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

Im good either way, but the scenario actually suggestes asking. The big difference will really be in playtime. The more RP means the more we need to wait for people to respond. Itdoes matter to me. Im in no hurry.

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'm with Kryssa, as long as we're done by Gencon I'm good.

Shadow Lodge

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

Isn't GenCon like tomorrow?

Shadow Lodge

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

I'll have a post tonight. Just been a long week and I've have another game I have had to do a lot of work on. :(

Shadow Lodge

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

1d4 ⇒ 3

It doesn't take you long to receive your first clue. Within an hour of hitting up bars, asking around for the Spider, and similar dubious questions (and spending not a little of the Society's coin), you meat a halfling trader willing to share information. She tells you that "The Spider is involved with a strange new investor. “This old half-elf, goes by the name of Jarovar—a real stingy, nasty type—well, he’s just set up his investment establishment in Almas, but he refuses to subscribe to any of the merchant guilds in the city and he only deals
with a few clients who get small contributions from him, one of whom is the Spider, I hear. Queerer still, he makes odd ventures out of his shop in the dead of night, well after closing."

Three hours later, you meat and Andoran beggar by the name of Audovini, that is willing to trade you information for food. According to her, "The Spider is originally from Katapesh, and brought along some slave-traders when she came to Almas. If rumors are true—and I hope they’re not—then this Spider is the nasty sort of arachnid, the kind from distant lands like Katapesh that brings her creepy slaver buddies with her. Only sensible way in from Katapesh is from a boat, and the only boat I seen around here that says it’s from Katapesh lately is the ship they call the Sailswift."

Do you want to keep going, (more checks), or do you want to start looking into some of the leads you have?

Silver Crusade

Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;

(In private)
"The more we ask around, the better the chance that she will hear about us asking. I think we are better off following up one of these leads."

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