DM Helaman's Dalsine Affair (Inactive)

Game Master Helaman

A group of plucky pathfinders plunge into politics in Taldor.


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Grand Lodge

AC23/Touch16/Flat18/CMD23||HP40 [52]|Fort:+7;Ref:+7;Will:+7|Percept +15|Init +5 Elf Magus 8

Ander steps between Hiram and the Oracle, hands raised in front on him. Gentleman let us remember we are on mission and our duty is to the Society. Let us put aside our personal agendas and concentrate on the problem before us.

Sovereign Court

HP 73/73; Init +6, Perc +11; AC 30, T 18, FF 22, CMD 23; F+6, R+15, W+8,

Hiram nods and bows at the waist. "Indeed. I do my country no favor by being rude. My apologies, Half-Orc. I let my pride get the better of me; it will not happen again."


Hiram Kell wrote:
Hiram nods and bows at the waist. "Indeed. I do my country no favor by being rude. My apologies, Half-Orc. I let my pride get the better of me; it will not happen again."

Meek minstrel Hiram, your attitude is not fitting your station, absent of charm and present with force.

How easily you ridicule the venture-captain. Will you also lay blame on him too, if our efforts fail?
My part here is not to chide you like a child, nor threaten you. So, rest your weapon and be easy. You seem eager to take arms against an ally; how more so when we are met by your Taldan brothers-at-arms?
For the time being, I shall fulfill my duty to this mission. But let it be known that I do it with great apprehension about your loyalties, Hiram.
My name to you, Hiram is Oracle. Wisdom is only such when born of pain and sadly remembered in barrow.

The oracle pauses, keeping his back towards Hiram.

The malodorous funk that bothers your senses is attributed to your foul mood. Embrace your title and woo us with your charm, 'less I call you suited a withered laurel.

The oracle is not your typical strong-arm savage bred of his race. His body is lean, beard and hair well-kept and tapered. His sort is accustomed to luxury and spoils. He moves away from Hiram, not to rouse further argument. Upon hearing Hiram's apology, the oracle responds.

You make light of yourself not to save face but only to remain among our ranks to some unknown end. Prove me wrong.

Sovereign Court

HP 73/73; Init +6, Perc +11; AC 30, T 18, FF 22, CMD 23; F+6, R+15, W+8,

"I withdraw my apology, then, Oracle. You and I may work together, but you will get no assistance from me. Prove yourself wrong and stay out of my way, foul creation." Hiram promptly ignores the ill-manner half-orc and turns away from him, ignoring any further words from him.

Grand Lodge

Stats:
  • AC 10/T10/FF 10/CMD 13
  • HP 49/54
  • Fort:+4 ; Ref:+2; Will+6
  • Percep +14 (+2 near pig, +1 vs traps);Sense Motive +4
  • Init+0
  • Shifts 1/8 used
  • Temp effect: Percep is +3
  • Human (Garundi) Wizard 6/Pathfinder Field Agent 1

    Ernest watches this argument, horrified.

    Inside Ernest's noggin:
    "THIS is my first team?!? I doubt we're gonna perform ANY of the Pathfinder tenets," he thinks to himself. "Well, maybe 'Report,' but still. At least they're not MY personal squad. I'll keep us together, at least."

    Grand Lodge

    AC23/Touch16/Flat18/CMD23||HP40 [52]|Fort:+7;Ref:+7;Will:+7|Percept +15|Init +5 Elf Magus 8

    Ander takes a step back and shakes his head sadly. It appears my first mission will be interesting and trying no less. These short-lived race are so intriguing, so hot-headed. I must not be drawn into this prattle. I must watch my companions closely.

    Grand Lodge

    AC23/Touch16/Flat18/CMD23||HP40 [52]|Fort:+7;Ref:+7;Will:+7|Percept +15|Init +5 Elf Magus 8

    Ander looks to Ernest and raises his eyebrows

    Sovereign Court

    Character Stats:
  • AC 23 (T 16 : FF 17)
  • Fort +6+2: Ref +10+2: Will +7+2
  • Initiative +5
  • Notes: +2 vs mind-affecting effects, +4 vs bardic performance, sonic, & language-dependent effects.
  • Human Dawnflower Dervish 5 / Urban Barbarian 1

    Zantir watches the exchange with measured interest, glad that he is not the subject of the current conversation.


    Puppies... they send me puppies, Muesello mutters as the the argument flows around him. It seems soon that he has reached his breaking point.

    Enough is enough! By the balls of Old One Eye... You're pathfinders dammit - act like it! Kill each other AFTER you do the job.

    He calms himself with a visible effort of will.

    Its more complicated than you know. I actually have some of the members upstairs.

    The Society is in a very delicate place at the moment, especially here in Taldor. The upheavals caused by rogue members of the Shadow Lodge have only made things worse. If the government tracks those packages back to me, they might formally expel all Pathfinders from the country! Now what I need you to do is …

    A loud knock on the shop’s front door interrupts the Venture Captain mid-sentence. A strong voice calls out from the other side, Open this door! This is the Porthmos Militia. Open this door in the name of the Grand Prince!

    Liberty's Edge

    AC 16 / T12 / FF14 | HP 28/[28] | F+5 R+6 W+4 (+2 vs fear, +1 vs enchant) | Perc +10 (+2 urban areas) Init +2 (+2 urban areas) Half-Orc Ranger 3

    Harboth rolls his eyes at the exchange.

    Oof. Man, this team is not as together as the last one.

    At the knock at the door, Harboth gets his greataxe to hand and addresses the Venture Captain as quietly as possible.

    What would you have us do, Captain?

    stealth (if appropriate): 1d20 + 7 ⇒ (3) + 7 = 10

    Liberty's Edge

    AC 15/Touch 9/Flat 15/CMD 11||HP9/[9]|Fort:+0;Ref:-1;Will:+6|Percep+11,Scent/Sense Motive+8|Init-1|Kn (R)+6|Darkvision 30'/Blind 30'+ Half-Orc Oracle 1

    The oracle rolls his eyes.
    Now? It would be appropriate the king's guard show up.
    He moves away from the front door and looks for possible points of exit and entry within 30 feet.
    Perception/Scent:1d20 + 11 ⇒ (20) + 11 = 31
    I wonder how many guards may be outside.
    Keeping an ever vigilant eye on Hiram and finds safety behind his fellow half-orc faction brother, Harboth.
    Let's see how Hiram meets mine enemy.
    The oracle assumes a total defense stance.

    Sovereign Court

    Character Stats:
  • AC 23 (T 16 : FF 17)
  • Fort +6+2: Ref +10+2: Will +7+2
  • Initiative +5
  • Notes: +2 vs mind-affecting effects, +4 vs bardic performance, sonic, & language-dependent effects.
  • Human Dawnflower Dervish 5 / Urban Barbarian 1

    Zantir mutters, Oh, now you’ve done it. You fools have brought the Militia down on us!

    Grand Lodge

    AC23/Touch16/Flat18/CMD23||HP40 [52]|Fort:+7;Ref:+7;Will:+7|Percept +15|Init +5 Elf Magus 8

    Ander looks to the Venture-Captain for direction while stepping back toward his companions. While doing so he tries to glean any information he can about who,what,how many are on the other side of the door.
    Perception1d20 + 7 ⇒ (1) + 7 = 8


    There is isn't much time

    He moves to the end of the room and pushes some bales over... revealing a trap door. He flings it open to show a ladder descending into the darkness.

    The banging at the door grows more insistent as does the demands for entry.

    Ten of the escaped Dawnflower Blossoms members are hidden here in the lodge. I was able to rescue them after the raid. They’re all upstairs — five in my bedroom and another five in my supply room - you've got to get them out!, he hisses urgently.

    My legs are old and bent, my ears are grizzled, My eyes are dim. I cannot see..., he calls out to those pounding at the door. He knocks over things as if rummaging for something... also masking his urgent instructions to you.

    The pounding on the door increases in volume and an annoyed voice calls out again.

    We don’t want to break the door down, old man. Hurry up!

    Yes, yes, I heard you. Hold on, I’ve got to find a candle.

    Muesello turns back and whispers once more, I’ll hold them off as best I can. Please get the cult members out of here, or they’re all as good as dead, and please don’t try to kill the guards! This is a large group of serious guards who obviously mean business. Any lethal attacks or, gods forefend, a death could spell doom for the Society! These are city guards acting on the authority of the Grand Prince himself!

    Grand Lodge

    Stats:
  • AC 10/T10/FF 10/CMD 13
  • HP 49/54
  • Fort:+4 ; Ref:+2; Will+6
  • Percep +14 (+2 near pig, +1 vs traps);Sense Motive +4
  • Init+0
  • Shifts 1/8 used
  • Temp effect: Percep is +3
  • Human (Garundi) Wizard 6/Pathfinder Field Agent 1

    "Upstairs... upstairs... upstairs..." Ernest whispers thinks while panicking, picking up Snouts, and looking for a big enough hole in the ramshackle floor to see the upstairs.

    Perception: 1d20 + 3 ⇒ (20) + 3 = 23

    My actions, broken down, if Perception works:

    Ernest Move: Active Perception
    Ernest Standard: Become a Move Action (Pick up Snouts)
    Free: Whisper to Snouts ("Find people upstairs! You'll get a treat!")
    Swift: Use Shift (unless the next story is more than 10 feet away)
    END ERNEST'S TURN, thanks to Dim. Door

    Professor's Turn:
    Move: Use Perception. Perception with Scent: 1d20 + 7 ⇒ (9) + 7 = 16
    IF (PEOPLE FOUND)
    Move: Move towards people to point direction.
    ELSE
    Move: Try Perception Again Perception with Scent: 1d20 + 7 ⇒ (5) + 7 = 12


    Round 1 <Map>

    The Venture Captain is the blue figure. The pig is just deemed to be running around somewhere and will not be placed on the map unless its directed to attack or deliberately engage in hindering enemies. Figures outside are APPROXIMATE but thanks to the very keen hearing and scent of 9 Eyes Dragon, best guess would be 4 to 6 armed and armoured men... one of them, the leader, seems to be a woman.

    I'll make the Initiative rolls - you can POST out of turn, I'll tidy it up later if needed so it fits in initiative order

    Guard Leader1d20 + 3 ⇒ (7) + 3 = 10
    Guards1d20 + 0 ⇒ (17) + 0 = 17

    --
    Harboth +2 1d20 + 2 ⇒ (17) + 2 = 19
    Anders + 5 1d20 + 5 ⇒ (16) + 5 = 21
    Ernest + 0 1d20 + 0 ⇒ (4) + 0 = 4
    Zantir + 8 1d20 + 8 ⇒ (2) + 8 = 10
    Oracle - 1 1d20 - 1 ⇒ (2) - 1 = 1
    Harboth +2 1d20 + 2 ⇒ (6) + 2 = 8
    Hiram + 4 1d20 + 4 ⇒ (5) + 4 = 9 You need to edit your gender line of your characters profile to provide a summary of saves, hp's initiative etc so I can work at a glance. Thx :)

    Initiative
    Anders (16) + 5 = 21
    Harboth (17) + 2 = 19
    Guards (17) + 0 = 17
    Zantir (2) + 8 = 10
    Guard Leader (7) + 3 = 10
    Muesello - Acts after Guard Leader
    Hiram (5) + 4 = 9
    Harboth (6) + 2 = 8
    Ernest (4) + 0 = 4
    Oracle (2) - 1 = 1


    Ernest - now that the map is up, you can repost your move if you want. Not sure what you meant by 'END ERNEST'S TURN, thanks to Dim. Door'

    For the rest of you? You can move to more or less any square in the same floor for round 1 - this represents that I may have positioned you incorrectly in the name of expedience. Don't worry about moving through your fellow Pathfinders or NPCs for the moment

    Here is a blank map to show difficult terrain etc, stuff you can move around etc - again, ignore this for round 1 unless you want to interact with the terrain

    Blank Map

    Grand Lodge

    Stats:
  • AC 10/T10/FF 10/CMD 13
  • HP 49/54
  • Fort:+4 ; Ref:+2; Will+6
  • Percep +14 (+2 near pig, +1 vs traps);Sense Motive +4
  • Init+0
  • Shifts 1/8 used
  • Temp effect: Percep is +3
  • Human (Garundi) Wizard 6/Pathfinder Field Agent 1
    GM Helaman wrote:
    Ernest - now that the map is up, you can repost your move if you want. Not sure what you meant by 'END ERNEST'S TURN, thanks to Dim. Door'

    Dimension Door inherently ends an individual's turn, regardless of whether they had more actions or not. I.e. I couldn't drop Snouts on the ground. My School ability functions as Dim(ension) Door, so I just wanted to point it out to the group before I forgot that tidbit.

    Also, I'm going to go with my original plan, and barring not being able to see upstairs, I'm just going to move 30' upstairs. Thinking with teleports (and avoiding stairs) is in-character enough for me. Sorry for the semi-confusing post style; It's a curse of being a programmer.


    CLOMP! CLOMP! CLOMP!

    Anders steps thud out loudly... loudly enough for the guards to hear over the racket? Hard to tell.

    Ander had a post with a stealth roll of 5 + 0 = 5 going up stairs... which I was responding to. which has now just disappeared? Once rolls are posted, please thats it. Don't retro the rolls or use preview to see if you got good rolls or not. Failure creates more fun than success at times, and its bad form to alter your posts to get different results. I am cool with you altering posts to add commentary on your rolls or to change the formula (ie adding in a + 1 you forgot etc as the dice formula WILL remember the roll) but don't delete posts with rolls in them once they are posted. Thanks.

    First and Last warning

    Grand Lodge

    AC23/Touch16/Flat18/CMD23||HP40 [52]|Fort:+7;Ref:+7;Will:+7|Percept +15|Init +5 Elf Magus 8

    Sorry not my intention. Realized 20' didn't even get me to stairs. So I was going to change post. Completely. My bad. Overexcited and posted before looking at map.Wont happen again.


    No drama's - again, you can move ANYWHERE on the floor in round 1 to compensate for me just throwing you down willy nilly. Space is at a premium in this cramped map :). I am ok with you going up the stairs. Let me know what your action will be Ander as you are up first

    Sovereign Court

    Character Stats:
  • AC 23 (T 16 : FF 17)
  • Fort +6+2: Ref +10+2: Will +7+2
  • Initiative +5
  • Notes: +2 vs mind-affecting effects, +4 vs bardic performance, sonic, & language-dependent effects.
  • Human Dawnflower Dervish 5 / Urban Barbarian 1

    Assuming the Guards don’t beat the doors down, Zantir will rush upstairs to guide the DB’s to safety.

    Double move.

    In a hushed but urgent tone,Hurry, there is a way out on the first floor, past the guards. Go, go, go! Oh, hi, your cute, we should talk later. Move it!

    Liberty's Edge

    AC 15/Touch 9/Flat 15/CMD 11||HP9/[9]|Fort:+0;Ref:-1;Will:+6|Percep+11,Scent/Sense Motive+8|Init-1|Kn (R)+6|Darkvision 30'/Blind 30'+ Half-Orc Oracle 1

    (I am originally positioned behind Harboth.)

    The oracle is panicky and shrewd to avoid making any indecisive mistakes. He is aware his prowess does not lie in battle but to avoid them at all costs. He witnesses the rotund wizard disappear but hears him calling to his pig companion.
    Are we to retreat underground? Is there an escape route down there? I MUST BE CERTAIN.
    He whispers loudly to Muesello.
    What's downstairs? An escape passage? What cult members?! Muesello, may I start a fire as a diversion to re-route any pursuers? Quickly make a decision lives are at stake. Blame a fuddled candle as the source of fire, if your answer is yes.
    Then the oracle relays to any remaining party members and cultists in an urgent hushed voice.
    Hurry! We must escape! Where to? Move faster.

    Plan A: (If Muesello agrees to fire ploy and no party member disagrees)

    DM:
    Move/Swift: to grab the candle and set the bales (not me) on fire.
    Standard: Retreat to escape route.

    Plan B: (If at least 4 party members are still on the ground floor fighting guards)

    DM:
    Cast Bless spell. If possible, move towards escape route first.

    Plan C: (Not Plan A nor Plan B)

    DM:
    Move fastest and safest way to and through escape route. I'm assuming downstairs through the catacombs.

    Grand Lodge

    AC23/Touch16/Flat18/CMD23||HP40 [52]|Fort:+7;Ref:+7;Will:+7|Percept +15|Init +5 Elf Magus 8

    Ander whispers A couple of you follow me upstairs, the rest go down and check on this escape route. He then proceeds to stumble, bang into the wall, and rushes up the stairs. To the cultists he says. Come, we must go, the Militia is upon our door.


    Are you mad?, Muesello whispers at your suggestion to set a fire, his face turning purple. You'll burn us all to death, kill us with smoke or drive the guards in here.

    The guards continue to yell and bang on the door. They haven't gained entry... yet.

    Plan C looks like a viable option


    9 Eyes Dragon wrote:

    He whispers loudly to Muesello.

    What's downstairs? An escape passage? What cult members?! Muesello, may I start a fire as a diversion to re-route any pursuers? Quickly make a decision lives are at stake. Blame a fuddled candle as the source of fire, if your answer is yes.

    Are you mad?, Muesello whispers at your suggestion to set a fire, his face turning purple. You'll burn us all to death, kill us with smoke or drive the guards in here.

    The guards continue to yell and bang on the door. They haven't gained entry... yet.

    Plan C looks like a viable option


    I want to see first round responses before I move the encounter ahead futher - please feel free to ask questions on options etc over on the discussion thread if you want to try something out of the box so to speak

    Edit - you guys got crap initiatives so I'll post the rest. The Guard Leader delays to the end of the round, waiting for a response

    Muesello continues to make noises as he 'searches' for the 'key'.

    Hold! Hold! Its dark and I am old. Joniah, damn your eyes, help me - with all your racing up and down after that cat, you me no good... and Will? Look lively and help me with finding the cursed key

    GM Stuff

    Spoiler:

    Muesello Bluff 1d20 + 14 ⇒ (2) + 14 = 16

    Anyone wanting to Aid Another for the Venture Captains banter can do so or you can choose to make you own check. Diplomacy will take a full minute and will not work in this situation.

    Update
    Anders (16) + 5 = 21
    Harboth (17) + 2 = 19
    Guards (17) + 0 = 17
    Zantir (2) + 8 = 10
    Muesello 10 + 0
    Hiram (5) + 4 = 9
    Urthain (6) + 2 = 8 I was going to change the name but just did a cut and paste - my bad. This would have been your roll.
    Ernest (4) + 0 = 4
    Oracle (2) - 1 = 1
    Guard Leader (7) + 3 = 10 / Reset to '0' or end of round

    Sovereign Court

    HP 73/73; Init +6, Perc +11; AC 30, T 18, FF 22, CMD 23; F+6, R+15, W+8,

    Hiram sighs at the chaos. He turns to Anders, who seems to be among the sane ones and grabs his arm briefly. "Get the cultists out and down into the basement. I will delay the guards and do my best to meet up with you soon. If I fail, well, tell the Venture Captain I died doing my best."

    Hiram's Plan:
    Hiram heads over to the window by the door, mutters to the VC "Keep up the ruse about the door and light." Then opens the window, climbing halfway out it to block any sight within with his body. He'll focus on the leader of the militia, affecting a drunken tone to his words.

    "You there! You seem a pr'per Taldan lad! Be a good man and help me 'ere, eh? Drunken sot in here lost his shir' t'me in a game of Harrow and owes me quite a pile o' swag, but does he have coin? No! 'Course not, uncultured lout he is! Now lemme tell you 'bout the last hand we played. Pay 'tention, lad! There we was, the stakes high..." Hiram intends to continue for quite some time.

    Bluff: 1d20 + 6 ⇒ (14) + 6 = 20 versus the whole lot of the militia and fascinate vs the leader. DC 13 Will Save

    Hiram intends to keep this up for a couple rounds at least, blocking the window with his body and continuing his story. If they don't buy it, he immediately becomes indignant and complains as loudly as he can about police violence and the many, many connections he has at court, going into specific lineages to prolong the misery for all concerned.


    A bluff will require a full round action but you can yell out if you want or you can open the window with a move action and attempt to enspell the leader

    Spoiler:

    Quote:
    Action: Attempting to deceive someone takes at least 1 round, but can possibly take longer if the lie is elaborate (as determined by the GM on a case-by-case basis)

    PRD - Bluff

    Correction: I'm gonna let this work having read up on facinate

    Guard Leader save 1d20 + 2 ⇒ (7) + 2 = 9

    The guard Captain seems happy to listen to Hiram's explanation and colourful accounting.

    Hiram sees that the leader, an officious looking young lady, is accompanied by four guards, one of which is lugging a portable battering ram over a shoulder.

    Grand Lodge

    Stats:
  • AC 10/T10/FF 10/CMD 13
  • HP 49/54
  • Fort:+4 ; Ref:+2; Will+6
  • Percep +14 (+2 near pig, +1 vs traps);Sense Motive +4
  • Init+0
  • Shifts 1/8 used
  • Temp effect: Percep is +3
  • Human (Garundi) Wizard 6/Pathfinder Field Agent 1

    Ernest whispers to Snouts, "Alright, Snouts, you sucessfully keep away from me, you'll get 4 sticks when we're down below with the lllladies."

    Ernest burrows deep into the depths of his mind to conjure the goofiest voice he can, attempting to channel his dumbest Ancestor.

    "But I want to play with the kitty! Kitty, kitty, kitty! Ernest stomps around as he plods around the room. Oh, what's THAAAAAAAT? THAT'S A PORK-BALL! JONIAH WANT BACON! If there is something like a rusted lobster cage or something up here to open to make an opening noise, Ernest does so as part of his ruse. He then grapples with his familiar, whom has been motivated to NOT be grappled, and knocks as many tables, chairs, and vases as possible in the process.

    Bluff, to aid: 1d20 + 0 ⇒ (19) + 0 = 19


    @Hiram The facinate effect is accompanied by the bard performing - I don't believe that to use Bardic Performance rounds but it is a skill action (perform) in its own right that will not allow for you to use bluff. Not to worry, you've achieved the desired effect. What I will do is give a +2 Circumstance bonus to the bluff in addition to your facinate effect. Between the Venture Captain, your bonus granted and Ernst and his pig wrestling (oh, the urge to make some off colour jokes is nigh on overpowering) the guards themselves will swallow the story and the leader is fascinated by the performance and giving no orders this round

    Anyone else left to post, throw something up in the next few hours

    Grand Lodge

    Status:
    AC19/Touch12/Flatfoot17/CMD 13||HP 9/[10]| Fort:+3 ;Ref:+2;Wil+6|Percept +8/Sense Motive +9|Init+2|Fire Bolt: 5/7 used|Sling ammo: 0/10 used|

    Before the knock on the door:
    Ur watches Hiram and the Oracle argue shaking his head slightly. Like two male mountain lion posturing for supremacy of a pride...

    Ur moves to the trap door. He puts his spear down through the hole casting light on the hawk featers tied to the tip to have a look around.

    Perception: 1d20 + 8 ⇒ (19) + 8 = 27

    Grand Lodge

    Stats:
  • AC 10/T10/FF 10/CMD 13
  • HP 49/54
  • Fort:+4 ; Ref:+2; Will+6
  • Percep +14 (+2 near pig, +1 vs traps);Sense Motive +4
  • Init+0
  • Shifts 1/8 used
  • Temp effect: Percep is +3
  • Human (Garundi) Wizard 6/Pathfinder Field Agent 1

    Watch Ernest try to Grapple!:
    So... Grappling myself. Good thing I know the rules for it; I played along side a Grapple beast Barbarian through PFS into 13th level. The funnier part is I DO have 2 grease's prepared a day, if I wanted this to be more entertaining and one-sided.

    Ernest's Grapple VS Snouts' CMD 10: 1d20 + 0 ⇒ (5) + 0 = 5


    Urthain Shardspear wrote:
    Ur moves to the trap door. He puts his spear down through the hole casting light on the hawk feathers tied to the tip to have a look around.

    The Cellar room is empty but is furnished...

    Sovereign Court

    HP 73/73; Init +6, Perc +11; AC 30, T 18, FF 22, CMD 23; F+6, R+15, W+8,

    My Bluff bonus and my Perform (oratory) are the same modifier, so feel free to substitute the roll for either.

    "Ah! Yer a lady Taldan, are you? And a loverly one you are! Why I 'member the time I met the Marquess de Carrabbas! What a looker that one was! And oh my, she was a smart 'un! I remember she told me, 'Hiram my lad, the key to a woman's heart is in..." Hiram slurs just enough to seem slightly drunk and waves his hands around wildly, while leaving his right hand inside to building to gesture wildly for the others to hurry and get the cultists down to the cellar.

    Liberty's Edge

    AC 16 / T12 / FF14 | HP 28/[28] | F+5 R+6 W+4 (+2 vs fear, +1 vs enchant) | Perc +10 (+2 urban areas) Init +2 (+2 urban areas) Half-Orc Ranger 3

    Harboth peers downstairs after Ur. He whispers to the shaman, Looks pretty clear to me, but I'll take point just in case.

    Harboth climbs down the ladder and has a look around. He keeps his axe handy and waits to shepherd the cultists out of there.

    climb: 1d20 + 8 ⇒ (10) + 8 = 18
    stealth: 1d20 + 7 ⇒ (4) + 7 = 11
    perception: 1d20 + 9 ⇒ (3) + 9 = 12


    Round 1 Summary

    Anders (16) + 5 = 21 Heads up stairs to assist Sarenites
    Harboth (17) + 2 = 19 - Explores Cellar
    Guards (17) + 0 = 17 - Wait for their commander to issue an order
    Zantir (2) + 8 = 10 Heads up stairs to assist Sarenites
    Muesello - 10 Bluffs the guards
    Hiram (5) + 4 = 9 Leans out a window and engages the Porthmos Guard
    Urthain (6) + 2 = 8 Extends a spear and lights up the cellar
    Ernest (4) + 0 = 4 Assists the VC and chases his Pig around the room
    Oracle (2) - 1 = 1 Heads out into the Cellar
    Guard Leader (7) + 3 = 10 / Changed to Last. Is beguiled by Hiram.


    Round 2

    Muesello continues to delay the guards with explanations, while their leader is fixated on Hiram, who also continues his banter.

    GM Stuff

    Spoiler:

    1d20 + 14 ⇒ (20) + 14 = 34

    And seems to so convincingly.

    If anyone is doing anything different this round, let me know. For every player committing to the rest of the encounter, moving Saranites out, I'll reduce the time by one round.

    I don't see any need to update the maps...

    In the Cellar

    The room is a well appointed office of sorts. It features a desk, chairs, drinks cabinet and a modest library.

    Sovereign Court

    Character Stats:
  • AC 23 (T 16 : FF 17)
  • Fort +6+2: Ref +10+2: Will +7+2
  • Initiative +5
  • Notes: +2 vs mind-affecting effects, +4 vs bardic performance, sonic, & language-dependent effects.
  • Human Dawnflower Dervish 5 / Urban Barbarian 1

    Zantir will continue to help the Saranites escape until the guards present a real threat to us/them, like breaking down the door and attacking.

    Grand Lodge

    Stats:
  • AC 10/T10/FF 10/CMD 13
  • HP 49/54
  • Fort:+4 ; Ref:+2; Will+6
  • Percep +14 (+2 near pig, +1 vs traps);Sense Motive +4
  • Init+0
  • Shifts 1/8 used
  • Temp effect: Percep is +3
  • Human (Garundi) Wizard 6/Pathfinder Field Agent 1

    Did the Musello call "Joniah" downstairs again? If so, I stop making collateral damage, apologize loudly, and actively assist the Saernites from the bottom of the stairs on ground level. If not, I'd like some dialogue to forumulate more horrible responses, because Improvisation (the feat), improvisation (the actual act of improvising), and lucky rolling is saving my -2 Cha butt on this one.

    Grand Lodge

    AC23/Touch16/Flat18/CMD23||HP40 [52]|Fort:+7;Ref:+7;Will:+7|Percept +15|Init +5 Elf Magus 8

    Ander will continue to help the Saranites escape as well. Until the situation changes or all the Saranites are in the cellar,upon which I will follow down to the the first floor landing.


    Assume that Musello's patter is in the same line of hokum if you want to continue with the pig, otherwise you can do something different

    Grand Lodge

    Stats:
  • AC 10/T10/FF 10/CMD 13
  • HP 49/54
  • Fort:+4 ; Ref:+2; Will+6
  • Percep +14 (+2 near pig, +1 vs traps);Sense Motive +4
  • Init+0
  • Shifts 1/8 used
  • Temp effect: Percep is +3
  • Human (Garundi) Wizard 6/Pathfinder Field Agent 1

    On my action After plodding downstairs loudly, Ernest continues his Improv routine. "I got the porker, uncle! I got 'em! Can we make bac--" *Pause for a moment* "Uhhhh, I'M SORRY UNCLE," Ernest yells as he starts flailing about and drops Snouts. "I'll help find 'doze keys now! Maybe... OH, MAYBE UNDER THERE!" Ernest then starts pushing the thing in B3 in front of the door.

    My goal here is to start barricading the doorway, unless this hinders the VCs bluff attempt. If it does, I will just attempt to Aid Another again. If moving this requires a Strength check, I'm going to have Snouts help (the little guy is a little stronger than I am, weirdly.) Also, for these, I'm gonna put rolls in a spoiler and not look at them, because I want to build suspense for myself. Just use whatever rolls happen to actually apply.

    My rolls that I don't want to know:

    Bluff: 1d20 + 0 ⇒ (6) + 0 = 6Plus any description bonus, if you're doing that.
    Ernest's Strength: 1d20 + 0 ⇒ (6) + 0 = 6
    Snouts' Strength to Aid: 1d20 + 0 ⇒ (6) + 0 = 6


    Barricading the door seems a good idea and won't hinder Muscello's efforts... unless maybe they clearly hear people barricading the door - which would make his lies somewhat less believable.

    Maybe some help will get the stuff to where you need it would help. You aren't getting far with moving anything heavier than a large bag of nails so far, but you dutifully put it in front of the door nonetheless.

    Liberty's Edge

    AC 15/Touch 9/Flat 15/CMD 11||HP9/[9]|Fort:+0;Ref:-1;Will:+6|Percep+11,Scent/Sense Motive+8|Init-1|Kn (R)+6|Darkvision 30'/Blind 30'+ Half-Orc Oracle 1

    Peculiar group. Thankfully, they're working as a single unit, but at what cost, these temporary diversions will draw unnecessary attention to the shopkeeper who will be charged for abetting fugitives. His actions will be deemed suspicious without persons to account for the other voices. Surely, they'll find the escape hatch. Hopefully our actions aren't made in vain.
    What or who has lead the king's guard to this shop? Was Muesello under surveillance? Or is there are traitor in the midst of the cultist fugitives? Or even worse a spy within the organization of the Dawnflower Blossums?
    I will find out the truth of the matter. First things first, secure escape route.

    The oracle upon reaching the first floor under the ground floor searches the room for weapons, potions, and the escape passage. He will try to take point of the party to assure alternate routes of escape and detect any hazardous elements, i.e. traps, poisonous fumes, hostile sounds.
    I will try to secure this bottom area and the escape tunnel too.

    DM:
    Perception/Scent:: 1d20 + 11 ⇒ (8) + 11 = 19

    If the oracle has any remaining actions left, then he'll try to examine each of the cultists to determine if they are reacting or acting out of the ordinary given their present predicament.

    DM:
    Sense Motive:: 1d20 + 8 ⇒ (15) + 8 = 23


    9 Eyes Dragon wrote:


    The oracle upon reaching the first floor under the ground floor searches the room for weapons, potions, and the escape passage.

    It will take some time but you commence searching...

    Grand Lodge

    Status:
    AC19/Touch12/Flatfoot17/CMD 13||HP 9/[10]| Fort:+3 ;Ref:+2;Wil+6|Percept +8/Sense Motive +9|Init+2|Fire Bolt: 5/7 used|Sling ammo: 0/10 used|

    Ur stays near the trapdoor with his spear lighting up the cellar. He looks to the stairs ready to wave any saranites down into the cellar. He also keeps one eye on the door ready to cast obscuring mist if the guards break in.

    Urthain stands in c2 of the ground floor. Readied action to cast obscuring mist if the door is broken in.


    9 Eyes Dragon searches the room, going for the desk first (where the good stuff is normally), and finds a moderate sized sack in one of the draws that clinks appealingly. Opening it he finds 6 smaller bags, each with under a hundred coins each I trust you will count later - 74gp each


    Wrapping up Round 2

    Ernest starts barricading the door (but is having real issues moving anything heavy) as Muscello keeps up an impressive stream of lies. Under any other circumstances you'd worried about the guards getting suspicious but with the leader entranced with Hiram's banter, the guards appear happy enough to wait for their leader to give an order. No one is sure how long it will last before the guards start to question the situation.

    With aid from Ander and Zantir, the Sarenites come streaming down the stairs and into the basement - lit by Urthain [7 more rounds needed to clear them]. 9 Eyes dragon finds a stash of coins in the desk as he searches the room. Harboth also explores, looking into the stones stairs heading to tunnels going under the building.


    Round 3

    Anders (16) + 5 = 21
    Harboth (17) + 2 = 19
    Guards (17) + 0 = 17
    Zantir (2) + 8 = 10
    Muesello - 10 Bluffs the guards
    Hiram (5) + 4 = 9
    Urthain (6) + 2 = 8
    Ernest (4) + 0 = 4
    Oracle (2) - 1 = 1
    Guard Leader (7) + 3 = 10 / Changed to Last.

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