Dungeon Master S's "Deepmarket Deception" [CORE] (Inactive)

Game Master Chris Marsh

Subtier 3-4
TACTICAL MAP | HANDOUTS

Contraband:


  • A dose of blue whinnis poison
  • A pistol from Alkenstar,
  • A piece of bawdy artwork depicting a Gokan celebrity
  • A jade unholy symbol of Fumeiyoshi
  • A jade unholy symbol of Lady Nanbyo
  • A jade unholy symbol of Lamashtu
  • box containing half a dozen oracular fingerbones smuggled out of Po Li


Initiative Quickpost:

[dice=Baddies]d20+0[/dice]
[dice=Will]d20+3[/dice]
[dice=Merisiel]d20[/dice]
[dice=Caerwynn]d20+2[/dice]
[dice=Simon]d20+7[/dice]
[dice=Ragnar]d20+0[/dice]


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Feel free to dot here. Please check out the Discussion tab too.

Liberty's Edge

Male Human Ranger 2/Rogue 4 | HP: 40/40| AC: 22 (16 Tch, 16 Fl) | CMD: 22/24 v disarm | F: +5, R: +12, W: +3 | Init: +3 | Perc: +9/+11 v Human, SM: +6/+8 v Human | Active conditions: none

Dotting in for fun and profit.

The Exchange

Bluff/sense motive +9 perception +7/8 1 L1 0/3 bard perform roundsi 0/8 hp 28 AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) hp 28 (4d8+4) Fort +2, Ref +11, Will +4; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Knowledge (arcana) +8, Knowledge (dungeoneering) +3, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +7, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +7, Knowledge (planes) +8, Knowledge (religion) +7,

Merisial level 4 pregen stepping in for her sister

Dark Archive

Male 15/15 HP, AC: 16, T: 11, FF: 15, CMD: 15, F: +5, R: +1, W: +2, Init +1, Perception +6, NG Male Dwarf Barbarian 1, Greatsword (2d6, 19-20/x2) Barbarian 1

Sidroki checking in.

Grand Lodge

Human Naturalist 5 | HP 48/48 | AC 20 FF 18 Tch 12 | CMD 16 | F+7 R+4 W+9 | Perc +13 | Init +2
Per Diem:
Lightning Arc: 8/8 | Spells: [3rd] 3/3 [2nd] 4/4 [1st] 6/6

Goka? Hmmm.

Devotee's dot. Tons to update.

Grand Lodge

Human Naturalist 5 | HP 48/48 | AC 20 FF 18 Tch 12 | CMD 16 | F+7 R+4 W+9 | Perc +13 | Init +2
Per Diem:
Lightning Arc: 8/8 | Spells: [3rd] 3/3 [2nd] 4/4 [1st] 6/6

A young woman erratically paces the cramped meeting room of the Grand Lodge, visibly uncomfortable. Internally, she cringes at the close quarters and longs for the open sky above her. A chipped but well-made shield of black wood hangs off the back of her heavy pack sitting in a corner.

Sovereign Court

Gnome Enchanter (CORE) 7 | HP 67/51 | AC 17*^ | T 13^ (17 incorporeal)* | FF 15* | CMD 12^ | F +7 | R +7^ | W +7 | +2 vs. illusion | Init +7 | Perc +1 | Sense Motive -1 | Dazing Touch 8/8 | Arcane Bond 1/1 | Reroll 1/1 | Active Conditions: False Life (16 HP), Haste(^), Mage Armor (*)

A well dressed gnome in Taldan noble garb and adorned with jewelry enters the room. He has a thick blue beard and his blue hair is barely visible under his outrageous noble hat. He has several wands, scrolls, and spell pouches.

Greetings! My name is Simon! It is a pleasure to once again go on another escapade for the Pathfinder Society. I do enjoy myself a good adventure; solving problems, meeting new people along the way, and even sometimes an occasional conflict, haha! I am a tailor who hails from Taldor. Haha! What delicious alliteration, no?

As for my adventuring talents: I am skilled in the art of enchantment. A mind is a fickle thing, is it not? Some individuals are sooo easily manipulated. But fear not! I would never dream of using my magic on another Pathfinder. I also have some talent in talking to others, and I am well educated. Simon will smile, showing pearly white teeth. His smile seems to emanate a sense of warmth and welcoming, almost as if magical in of itself.

I hail from Taldor, land of lush entertainment! Oh, how I wish I could sing and dance as well as some of the famous actors around there, but alas it is not my lot in life.

Anyway, like I said, I like meeting new people and would be veeeery interested in some of your stories as well!

Grand Lodge

Human Naturalist 5 | HP 48/48 | AC 20 FF 18 Tch 12 | CMD 16 | F+7 R+4 W+9 | Perc +13 | Init +2
Per Diem:
Lightning Arc: 8/8 | Spells: [3rd] 3/3 [2nd] 4/4 [1st] 6/6

The woman stops pacing for a moment. "I am called Caerwynn by some," she says in a light, quiet voice. "I do not tell stories often. I mostly record them." Without another word she resumes her pacing.

Dark Archive

HP 27/27; AC 10, T 10, FF 10; F+4, R+2, W+6, +2 if spell/SLA; Perc +1, Init +0, CMD 13 (17 vs trip or bull rush)

"If'n yer still hiring, I'm available for adventure!"

Level 3 Core Dwarf Necromancer Wizard for hire!


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Welcome Ragnar! We'll be playing the full subtier 3-4 with you along I'm looking to get started later today. You may want to update your stat line with some of the more frequently used basics. Otherwise we're good to go. Look for the introduction around 8:00 pm EST tonight.

The Exchange

Bluff/sense motive +9 perception +7/8 1 L1 0/3 bard perform roundsi 0/8 hp 28 AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) hp 28 (4d8+4) Fort +2, Ref +11, Will +4; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Knowledge (arcana) +8, Knowledge (dungeoneering) +3, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +7, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +7, Knowledge (planes) +8, Knowledge (religion) +7,

A Chirpy halfling waves at everyone

Hi i'm Lem . Ambrus Valsin thought you might want my talents so here I am


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

As the early dawn’s light crests over the Wall of Heaven mountain range, the Lantern Lodge is already bustling with activity. The sound of clashing swords echoes in the air from a nearby training area, and a group of Pathfinder agents silently meditates in the front courtyard. The lodge’s doors open, revealing a long corridor and a faint floral aroma wafts gently in the air. Sturdy shelves laden with artifacts from all corners of Tian Xia line the corridor’s walls. Venture-Captain Amara Li emerges from a door labeled “Taldor Room” in a fine cherry-red kimono.

“Good morning, Pathfinders. I hope your travels have been safe and enjoyable,” Li says.

“Please, come inside.” The Taldor Room is an opulent meeting space with a solid mahogany table and ornately carved chairs. Its walls are adorned with ornamental weapons and portraits of noble families in resplendent finery. Elegant porcelain teacups and plates sit in front of each chair, and several platters of fruit, cakes, and cheeses occupy the center of the table surrounding a steaming pot of tea.

The venture-captain pours herself a cup of tea and continues, “As I’m sure you are aware, the Grand Lodge was attacked a few months ago. Since then, the Society has been following any and all leads that could help us find and arrest the Aspis criminals behind the assault. From Varisia to your own work in Nirmathas to Absalom itself, the Society has successfully gathered a substantial amount of information about Aspis operations. We have combined our own resources with the reports of a turncoat within the Consortium whom we have taken to calling ‘Three Rings’ to create a list of vital Aspis operatives all across Golarion. One in particular, Tseka, lives beneath Goka, in a warren of tunnels and ruins called Undermarket. Specifically, she lives in its deepest levels, known as Deepmarket. Tseka works from the shadows, and makes most of her profits from black market trades.

“Deepmarket is a dark and dangerous community of criminals, thieves, and outcasts. Those who don’t know the area or have connections to protect them make easy targets. I recommend using a little subterfuge to help yourselves blend in, and to give Tseka as little time to prepare for your approach as possible.”

The venture-captain places a small wooden chest on the table and says, “To get inside Deepmarket, I propose that you pose as smugglers bringing in a fresh round of contraband. Once there, find Tseka. We know that she has valuable information, so do everything in your power to bring her back alive, and collect whatever documents you find in her base of operations. I do not know where within Deepmarket she resides. Gather what information you can from the locals in Undermarket, and seek out a guide to help you navigate these treacherous waters. Do you have any questions?”

A quick peek at the chest reveals a total of 7 pieces of contraband—a dose of blue whinnis poison, a pistol from Alkenstar, a piece of bawdy artwork depicting a Gokan celebrity, jade unholy symbols of Fumeiyoshi, Lady Nanbyo, and Lamashtu, and an engraved darkwood box containing half a dozen oracular fingerbones smuggled out of Po Li.

While entertaining questions, a servant enters and humble offers up a Disguise kit, as well as two scrolls of Disguise Self.

Knowledge (Local) DC 10:

Almost anything can be found in the black markets of Undermarket under Goka, including drugs, poisons, gambling, slaves, and even firearms.

Knowledge (Local) DC 15:

Rumors hold that one of the many entrances into Undermarket resides inside a silk shop named the Cresting Blossom. Ordinary customers use currency to purchase wares; however, those who provide contraband to the proprietor gain access to a secret tunnel leading far beneath the city.

Knowledge (Local) DC 20:

Whispers from the ratfolk of Undermarket tell of the Aspis Consortium’s renewed recruitment efforts in the last few months.

Knowledge (Dungeoneering or Geography) DC 10:

Undermarket is comprised of large caverns. A canal flows through it, allowing contraband shipments to flow in from the Embaral Ocean.

Knowledge (Dungeoneering or Geography) DC 15:

Deeper into Undermarket, lost crypts, burial chambers, and ancient churches liter the ominous caverns. Even locations that seem to be abandoned are frequently repurposed.

Knowledge (Dungeoneering or Geography) DC 20:
Rumors hold that an entrance into the Darklands resides in Deepmarket, hidden among the dozens of tunnels that wind down for miles into the darkness.

Liberty's Edge

Male Human Ranger 2/Rogue 4 | HP: 40/40| AC: 22 (16 Tch, 16 Fl) | CMD: 22/24 v disarm | F: +5, R: +12, W: +3 | Init: +3 | Perc: +9/+11 v Human, SM: +6/+8 v Human | Active conditions: none

Sure... I can "pretend" to be a smuggler...

Know, Local: 1d20 + 5 ⇒ (18) + 5 = 23
Know, Geography: 1d20 + 5 ⇒ (10) + 5 = 15

"A dangerous mission to a place filled with the worst scoundrels and thieves... sounds grand! Although, rumor has it that the Aspis Consortium is eagerly recruiting again, so we should be careful."

"I know of a place there, the Cresting Blossom. Might be our way in, if we can offer something of interest to the owner. We could also try floating in from the ocean - there is a way. But I prefer the silk to the slime, if its all the same. Those caverns and empty chambers... well, let's just say they don't often stay empty for long. We should try to stick together... watch each other's backside... keep a keen eye open, eh?"

"So. where did these items come from, and what's their value?"

The Exchange

Bluff/sense motive +9 perception +7/8 1 L1 0/3 bard perform roundsi 0/8 hp 28 AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) hp 28 (4d8+4) Fort +2, Ref +11, Will +4; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Knowledge (arcana) +8, Knowledge (dungeoneering) +3, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +7, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +7, Knowledge (planes) +8, Knowledge (religion) +7,

Lem Starts Amara li A pleasure to meet you in person. Now I have not had chance to ask around just yet but off the top of my head I recall
knowledge local: 1d20 + 4 ⇒ (19) + 4 = 23
knowledge dungeoneering/geography: 1d20 + 4 ⇒ (18) + 4 = 22

The Undermarket is a series of caverns with a canal traveling through it that passes through old crypts burial chambersd and even old churches that may not be as abandoned as they seem and reused for other purposes eventually leading through to the Darklands.

As for entry the Silk shop Cresting Blossom will allow entrance if shown the required illicit goods to the owner. I believe the aspis have been keen to recruit Ratfolk from the undermarket of late. Or is my information out of date? He asks Amara

Sovereign Court

Gnome Enchanter (CORE) 7 | HP 67/51 | AC 17*^ | T 13^ (17 incorporeal)* | FF 15* | CMD 12^ | F +7 | R +7^ | W +7 | +2 vs. illusion | Init +7 | Perc +1 | Sense Motive -1 | Dazing Touch 8/8 | Arcane Bond 1/1 | Reroll 1/1 | Active Conditions: False Life (16 HP), Haste(^), Mage Armor (*)

Knowledge (Local): 1d20 + 8 ⇒ (13) + 8 = 21

Yes, I've wanted to visit the Cresting Blossom! I know it's more than meets the eye, but I am always on the hunt for the finest of silks! How fine they are is left to be judged. He is a tailor afterall.

Knowledge (Geography): 1d20 + 8 ⇒ (7) + 8 = 15

Ah, a little bit of smuggling experience never hurt anyone.

I also must say, this is quite an impressive room Amara Li. You have excellent tastes.

Do you have any more information about this Tseka?


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

"These items were requisitioned from the Grand Lodge. Honestly, I'm not sure their resell value, that's not really my area of expertise."

She looks at Simon, slightly crestfallen as she does so, "I wish that I had more information. You are the first Pathfinders to report on any real information here."

There is a bit of trickiness to the situation here as a DM screen is a necessity. When you check in, ask questions, what not, let me know your disguise modifiers. Include any kit, race, spell, bonuses, etc. I'll roll the results in a different PbP thread. This assumes, of course, that you opt for disguises at all ;-)

Sovereign Court

Gnome Enchanter (CORE) 7 | HP 67/51 | AC 17*^ | T 13^ (17 incorporeal)* | FF 15* | CMD 12^ | F +7 | R +7^ | W +7 | +2 vs. illusion | Init +7 | Perc +1 | Sense Motive -1 | Dazing Touch 8/8 | Arcane Bond 1/1 | Reroll 1/1 | Active Conditions: False Life (16 HP), Haste(^), Mage Armor (*)

I suggest those capable of using these scrolls of disguise self should do so when we arrive at the Cresting Blossom. Others should use the disguise kit.

As I believe there are more than two people capable of using the scrolls, I will volunteer to buy a scroll of disguise self at the first opportunity we have so that everyone capable can use one.

Disguise: +2 (+12 with disguise self). Will use disguise self to have the appearance of a Dwarf instead of a Gnome. I feel that this is less likely to draw attention.


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Will
Lem
Caerwynn
Simon: +12 (Skill and spell)
Ragnar:

The Exchange

Bluff/sense motive +9 perception +7/8 1 L1 0/3 bard perform roundsi 0/8 hp 28 AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) hp 28 (4d8+4) Fort +2, Ref +11, Will +4; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Knowledge (arcana) +8, Knowledge (dungeoneering) +3, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +7, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +7, Knowledge (planes) +8, Knowledge (religion) +7,

diguise +4 base disguise self 14
invisibility only works for four minutes

are halfling slaves in goka normally or well respected citizens

will our disguise involve a tailor buying silks

Grand Lodge

Venture-Lieutenant - NH | Proprietor of Castamir's Station

halflings, are as likely to be free as any.

-Posted with Wayfinder

Grand Lodge

Human Naturalist 5 | HP 48/48 | AC 20 FF 18 Tch 12 | CMD 16 | F+7 R+4 W+9 | Perc +13 | Init +2
Per Diem:
Lightning Arc: 8/8 | Spells: [3rd] 3/3 [2nd] 4/4 [1st] 6/6

"We're going, uh, underground?" Caerwynn asks furtively of the Pathfinder next to her. Oh, not again. Let's hope there are no bloody machines this time.

"I can try to, to act as a guide, maybe. Or a hireling to carry the box?"

Caerwynn is the last to make use of the disguise kit and looks very unhappy about it. She uses the paintings around the room as a reference for making only modest Tian alterations to her appearance.

Going for the "minor details only" +5 bonus. With the +2 from the kit, that's +6. Once in the Undermarket, she'll find some mud/muck to smear on herself, making the disguise (hopefully) moot.

Sovereign Court

Gnome Enchanter (CORE) 7 | HP 67/51 | AC 17*^ | T 13^ (17 incorporeal)* | FF 15* | CMD 12^ | F +7 | R +7^ | W +7 | +2 vs. illusion | Init +7 | Perc +1 | Sense Motive -1 | Dazing Touch 8/8 | Arcane Bond 1/1 | Reroll 1/1 | Active Conditions: False Life (16 HP), Haste(^), Mage Armor (*)
Nerisiel wrote:
will our disguise involve a tailor buying silks

I can always come back for it afterwards while still in town. Since I'm gonna look like a dwarf, they won't even know the difference. Hopefully.

Liberty's Edge

Male Human Ranger 2/Rogue 4 | HP: 40/40| AC: 22 (16 Tch, 16 Fl) | CMD: 22/24 v disarm | F: +5, R: +12, W: +3 | Init: +3 | Perc: +9/+11 v Human, SM: +6/+8 v Human | Active conditions: none

"Not sure why we need disguises... who knows us anyway? But still, it can't hurt to make a few changes to help support our story."

Will purchases a disguise kit (50gp), and uses it to transform himself into a minorly altered antiquities dealer.

50gp for kit, which gives +2 to Will's +2 Charisma bonus, and +5 for the minor details only bonus. So, +9 to be unrecognized.

Grand Lodge

Venture-Lieutenant - NH | Proprietor of Castamir's Station

Will +9
Lem +14
Caerwynn +6
Simon: +12
Ragnar:

Once Ragnar chimes in we'll continue. Try to think of your contraband as "units" of currency. It will make posting smoother I think when we get there. You'll see :-)

Dark Archive

HP 27/27; AC 10, T 10, FF 10; F+4, R+2, W+6, +2 if spell/SLA; Perc +1, Init +0, CMD 13 (17 vs trip or bull rush)

Knowledge Dungeoneering: 1d20 + 10 ⇒ (12) + 10 = 22

Disguise check -1

"Harumph. I don't see why I should disguise myself at all! I don't wave a wayfinder about and trumpet my allegiances and besides, I happen to have a very reputable calling for a smuggler. Being a scholar of the dead, I imagine I'd fit in nicely with those ne'er-do-wells. Though I, of course, am no such thing myself. I'll go in my traditional black and worry not about trifles such as disguises." Ragnar looks indignant at the whole idea of trying to be someone else.

Sovereign Court

Gnome Enchanter (CORE) 7 | HP 67/51 | AC 17*^ | T 13^ (17 incorporeal)* | FF 15* | CMD 12^ | F +7 | R +7^ | W +7 | +2 vs. illusion | Init +7 | Perc +1 | Sense Motive -1 | Dazing Touch 8/8 | Arcane Bond 1/1 | Reroll 1/1 | Active Conditions: False Life (16 HP), Haste(^), Mage Armor (*)

Yes, but at the same time, you don't want yourself to be recognizable in terms of making sure they can't identify you later. It's not just about being able to be recognized as a smuggler...it's also about not being recognized at all. Simon hopes his argument can sway Ragnar. If not, guess he doesn't need to buy that scroll after all.

Dark Archive

HP 27/27; AC 10, T 10, FF 10; F+4, R+2, W+6, +2 if spell/SLA; Perc +1, Init +0, CMD 13 (17 vs trip or bull rush)

Ragnar stares at the enchanter. "Oh very well, then! I'll pitch in, but I'm not wearing a dress young gnome! Nossir! I know how you fey types think and it's not going to happen!"

Spending 50 gp for the disguise kit and using the minor details only option for a total of +6 (+5+2-1)

Sovereign Court

Gnome Enchanter (CORE) 7 | HP 67/51 | AC 17*^ | T 13^ (17 incorporeal)* | FF 15* | CMD 12^ | F +7 | R +7^ | W +7 | +2 vs. illusion | Init +7 | Perc +1 | Sense Motive -1 | Dazing Touch 8/8 | Arcane Bond 1/1 | Reroll 1/1 | Active Conditions: False Life (16 HP), Haste(^), Mage Armor (*)

Simon chuckles quietly. Very well. I'll take it.

Grand Lodge

Venture-Lieutenant - NH | Proprietor of Castamir's Station

Will +9
Lem +14
Caerwynn +6
Simon: +12
Ragnar +6

Got it!

Once the party convinces the cantankerous dwarf to disguise himself, you set out.

When you open the door to the Cresting Blossom, the sound of chiming bells greets you. Inside the shop, the lone merchant dusts a multicolored glass vase prominently displayed on the counter. The shop’s walls are lined with fine silk tapestries, and its shelves are stocked with fine glasswork.

Perception DC 25:

One of the tapestries conceals a hidden passage.

The shopkeeper greets you with a smile, "Welcome! Welcome! I am Sheng. What merchandise do you seek this day?

Liberty's Edge

Male Human Ranger 2/Rogue 4 | HP: 40/40| AC: 22 (16 Tch, 16 Fl) | CMD: 22/24 v disarm | F: +5, R: +12, W: +3 | Init: +3 | Perc: +9/+11 v Human, SM: +6/+8 v Human | Active conditions: none

Perception: 1d20 + 7 ⇒ (4) + 7 = 11

Will let's Lem take the lead here, but then chimes in to help when it seems appropriate.

"Yah. I hear tell you might be able to help those of us who perhaps have something to offer, you know, besides the fine silks you have here. I am sure we can find something in our containers for you as well, for your services."

Diplomacy Aid: 1d20 + 6 ⇒ (8) + 6 = 14


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

The shopkeeper nods slowly and says, “The sun doesn’t set without a price. What does it take from you?”

Dark Archive

HP 27/27; AC 10, T 10, FF 10; F+4, R+2, W+6, +2 if spell/SLA; Perc +1, Init +0, CMD 13 (17 vs trip or bull rush)

Perception: 1d20 + 1 ⇒ (12) + 1 = 13

The dwarf stays quiet, which manages to make him look both surly and constipated.

The Exchange

Bluff/sense motive +9 perception +7/8 1 L1 0/3 bard perform roundsi 0/8 hp 28 AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) hp 28 (4d8+4) Fort +2, Ref +11, Will +4; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Knowledge (arcana) +8, Knowledge (dungeoneering) +3, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +7, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +7, Knowledge (planes) +8, Knowledge (religion) +7,

Lem looks round perception: 1d20 + 2 ⇒ (5) + 2 = 7

Then addresses the shopkeep the suns price is a day of your life but we wish to go where the sun never shines. It would be unwise to go there and not pay our respects to a dark god he holds a symbol of Lamashtu in his cupped hands so the shopkeeper can see it but no one else

Sovereign Court

Gnome Enchanter (CORE) 7 | HP 67/51 | AC 17*^ | T 13^ (17 incorporeal)* | FF 15* | CMD 12^ | F +7 | R +7^ | W +7 | +2 vs. illusion | Init +7 | Perc +1 | Sense Motive -1 | Dazing Touch 8/8 | Arcane Bond 1/1 | Reroll 1/1 | Active Conditions: False Life (16 HP), Haste(^), Mage Armor (*)

Simon take a quick preview of the silks to note for later before joining in.

Simon scrounges up the best gruff, dwarven voice he can. We don't want any trouble; you don't want any trouble. You know how it is. Let us down below and you'll hear no more from us.

Diplomacy: 1d20 + 11 ⇒ (4) + 11 = 15

Sovereign Court

Gnome Enchanter (CORE) 7 | HP 67/51 | AC 17*^ | T 13^ (17 incorporeal)* | FF 15* | CMD 12^ | F +7 | R +7^ | W +7 | +2 vs. illusion | Init +7 | Perc +1 | Sense Motive -1 | Dazing Touch 8/8 | Arcane Bond 1/1 | Reroll 1/1 | Active Conditions: False Life (16 HP), Haste(^), Mage Armor (*)

Ahem...will use my reroll now (if Diplomacy is applicable).

Diplomacy: 1d20 + 11 + 5 ⇒ (19) + 11 + 5 = 35


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Kind and benevolent GM says to save your re-roll.

The shopkeep eyes the unholy symbol with a curious eye. He tries to withhold his smile, but clearly it interests him. "I'll not lie, that goes a LONG way to it, but a touch more does the trick."

If you guys check the top of the campaign, I've set up a spoiler with the contraband and what you've used and have left.

Dark Archive

HP 27/27; AC 10, T 10, FF 10; F+4, R+2, W+6, +2 if spell/SLA; Perc +1, Init +0, CMD 13 (17 vs trip or bull rush)

"Harumph. Bribery, eh? Give him a bit more and be done with it." Ragnar grumbles to the gnome-dwarf.

Sovereign Court

Gnome Enchanter (CORE) 7 | HP 67/51 | AC 17*^ | T 13^ (17 incorporeal)* | FF 15* | CMD 12^ | F +7 | R +7^ | W +7 | +2 vs. illusion | Init +7 | Perc +1 | Sense Motive -1 | Dazing Touch 8/8 | Arcane Bond 1/1 | Reroll 1/1 | Active Conditions: False Life (16 HP), Haste(^), Mage Armor (*)

I'm half-tempted to try a charm person, but I guess we can play nice and save that for later (Unless others think differently). I'll let someone else make the decision for which item. :)

Liberty's Edge

Male Human Ranger 2/Rogue 4 | HP: 40/40| AC: 22 (16 Tch, 16 Fl) | CMD: 22/24 v disarm | F: +5, R: +12, W: +3 | Init: +3 | Perc: +9/+11 v Human, SM: +6/+8 v Human | Active conditions: none

"Can we interest you in one of these?"

Hawk pulls out a piece of bawdy artwork depicting a Gokan celebrity.

I assume this is what we are supposed to be doing...


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |
Simon~ wrote:
I'm half-tempted to try a charm person, but I guess we can play nice and save that for later (Unless others think differently). I'll let someone else make the decision for which item. :)

Maybe its the 1e edition player in me, maybe it's that I've been there, but I've always been hesitant about enchantment and illusion in organized play. In the old RPGA days GMs would just shut you down. I promise I won't. I'll play it fairly. (That's not telling you to do it, just that you shouldn't be shy.)

When he sees the artwork, his smile comes out of hiding. "Well, that IS a piece worth acquiring." The merchant looks around carefully and then nods towards the tapestry behind him. Pulling the cloth back, he reveals a door that is flush with the wall...

Beyond the door, a 50-foot-tall metal spiral staircase descends into darkness. The shopkeeper adds, "the stairs end at a single doorway. I warn you that you must knock five times before entering to signal to the guard before paying the toll."

Sovereign Court

Gnome Enchanter (CORE) 7 | HP 67/51 | AC 17*^ | T 13^ (17 incorporeal)* | FF 15* | CMD 12^ | F +7 | R +7^ | W +7 | +2 vs. illusion | Init +7 | Perc +1 | Sense Motive -1 | Dazing Touch 8/8 | Arcane Bond 1/1 | Reroll 1/1 | Active Conditions: False Life (16 HP), Haste(^), Mage Armor (*)
Dungeon Master S wrote:
Maybe its the 1e edition player in me, maybe it's that I've been there, but I've always been hesitant about enchantment and illusion in organized play. In the old RPGA days GMs would just shut you down. I promise I won't. I'll play it fairly. (That's not telling you to do it, just that you shouldn't be shy.)

Good to know, although I was more hesitant because I've had an illusion spell fail before getting through an encounter with another character. More the "We are letting the NPC make a save to determine the outcome" than trying all the avenues. The consequences may not be equal to the reward. ;)

Simon will tilt his head, grunt, and head down with the others.

The Exchange

Bluff/sense motive +9 perception +7/8 1 L1 0/3 bard perform roundsi 0/8 hp 28 AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) hp 28 (4d8+4) Fort +2, Ref +11, Will +4; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Knowledge (arcana) +8, Knowledge (dungeoneering) +3, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +7, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +7, Knowledge (planes) +8, Knowledge (religion) +7,

Lem also heads down stairs ready ready to knock five times when he reaches a door he casts light on the base of the hilt of his sword I don't think we'll need a compass to get to the bottom of the stairs he chirps hoping his fellow pathfinders take the hint not to crack out way finders and blow the disguise

He pauses at the bottom it may be an idea for one of the Wizards to have a whispering message spell up before we proceed. Sadly it not in my reportoire yethe whispers to the group

Grand Lodge

Human Naturalist 5 | HP 48/48 | AC 20 FF 18 Tch 12 | CMD 16 | F+7 R+4 W+9 | Perc +13 | Init +2
Per Diem:
Lightning Arc: 8/8 | Spells: [3rd] 3/3 [2nd] 4/4 [1st] 6/6

Perception: 1d20 + 10 ⇒ (8) + 10 = 18

"Er, um, oh yes, through the door," Caerwynn attempts to sound like a guide. In the darkness she rummages in a pocket, drawing out a headband wreathed in literal flame. As the tendrils lick her fingertips, she puts it on and pushes back her hair.

Continual flame halo. (No ioun torches in core, sadly.)

Liberty's Edge

Male Human Ranger 2/Rogue 4 | HP: 40/40| AC: 22 (16 Tch, 16 Fl) | CMD: 22/24 v disarm | F: +5, R: +12, W: +3 | Init: +3 | Perc: +9/+11 v Human, SM: +6/+8 v Human | Active conditions: none

"Eh, buddy - can you spare a light?"


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

I'm just waiting for someone to either open the door, or knock.

Sovereign Court

Gnome Enchanter (CORE) 7 | HP 67/51 | AC 17*^ | T 13^ (17 incorporeal)* | FF 15* | CMD 12^ | F +7 | R +7^ | W +7 | +2 vs. illusion | Init +7 | Perc +1 | Sense Motive -1 | Dazing Touch 8/8 | Arcane Bond 1/1 | Reroll 1/1 | Active Conditions: False Life (16 HP), Haste(^), Mage Armor (*)

Ah, good idea about the message. I will do so! Simon casts message on everyone.

Remembering his dwarven disguise and that dwarves can see in the dark, he wouldn't want to blow his disguise casting light on one of his items. I can give you a light. He will cast light on one of Will's items.

I believe Lem is ready to knock.

The Exchange

Bluff/sense motive +9 perception +7/8 1 L1 0/3 bard perform roundsi 0/8 hp 28 AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) hp 28 (4d8+4) Fort +2, Ref +11, Will +4; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Knowledge (arcana) +8, Knowledge (dungeoneering) +3, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +7, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +7, Knowledge (planes) +8, Knowledge (religion) +7,

Tap Tap Tap Tap Tap

would be THUD THUD THUD THIUD THUD but I am a halfling


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

The door opens and a guard nods as you enter.

The warming light from the sun has been replaced with a flickering orange glow that emanates from torches stationed throughout the entirety of this cavern. Buildings made of various types of wood and stone line the walls of this immense grotto, while other ramshackle shops snake their way through the causeway. A large canal in the middle of the cave moves ocean water deeper into the chamber. Multiple slapdash docks with accompanying dinghies bob slowly on the canal. A large building stretches across the canal, its exterior caked in barnacles and algae. The smell of salt water lingers in the air.

Welcome to Deepmarket.

It would take years to learn your way around. As you move about at first you can see all manner of unsavory types. You even see a few Aspis badges (all bronze). The place is overwhelming.

What do you want to do? Searching about is, as always, a Diplomacy (Gather Information) check, just let me know what you're asking around about.

The Exchange

Bluff/sense motive +9 perception +7/8 1 L1 0/3 bard perform roundsi 0/8 hp 28 AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) hp 28 (4d8+4) Fort +2, Ref +11, Will +4; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Knowledge (arcana) +8, Knowledge (dungeoneering) +3, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +7, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +7, Knowledge (planes) +8, Knowledge (religion) +7,

We are after a guide who can take us to Tseka an Aspis agent in the deep deepmarket. We have goods and information to exchange but only with tseka

Lem will ask around to find such a guide and what their price might be
Gather Information: 1d20 + 11 ⇒ (13) + 11 = 24

Sovereign Court

Gnome Enchanter (CORE) 7 | HP 67/51 | AC 17*^ | T 13^ (17 incorporeal)* | FF 15* | CMD 12^ | F +7 | R +7^ | W +7 | +2 vs. illusion | Init +7 | Perc +1 | Sense Motive -1 | Dazing Touch 8/8 | Arcane Bond 1/1 | Reroll 1/1 | Active Conditions: False Life (16 HP), Haste(^), Mage Armor (*)

Simon will help Lem in this endeavor.

Can't fail to aid another for diplomacy. +2

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