GM Black Powder Chocobo's PbP Case of Missing Persons (Inactive)

Game Master Black Powder Chocobo

Missing maps
Missing handouts


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Grand Lodge

Male human Sha4 | hp 18/33 | Init +1 | AC 16, T 11, FF 15 | CMB +2, CMD 13 | F +3 R +3 W +8 | Prcptn +11 |

Blodgett is aghast at the idea of splitting up — No no no, it clearly says right here in the How to Be a Pathfinder handbook that travelling with 3-5 close friends is the safest way to go... but eventually relents and hurries after Darvik.
Perception: 1d20 + 11 ⇒ (15) + 11 = 26

Sovereign Court

Ulfen Skald 3 (HP: 30/30), Init: +3, AC: 18 T: 11, FF: 17, Perception +5, F: +5, R: +2, W: +3 (+4 v. bardic, LD, or sonic effects), CMB: +3, CMD: 17
Per Diem:
  • Raging Song 12/16: +2 STR/CON, +1 Will, -1 AC
  • DM Reroll @ +5
  • Timelost Chronicler 1/1
  • In the interest of building momentum, I'll post in the next hour too. Assuming he's successful at the first site.

    Ordvåben dismantles the device, but takes no time to congratulate himself. He tosses a copper coin to a child, "Go. Find others who bear this mark or this object. Tell them that Ordvåben has one done."

    The skald then dashes off to the first one on the list that no one called, Knowledge (Engineering): 1d20 + 7 ⇒ (15) + 7 = 22

    Silver Crusade

    Human Instrument 5 | HP 42/42 | AC 16 FF 14 Tch 12 | CMD 14 | F+3 R+3 W+6 | Perc +8 | Init +8
    Per Diem:
    Spells 3rd 2/2 2nd 3/3 1st 5/5 | Fly 5/5

    Following Ord's lead, I'll post Hour 2 as well.

    The Instrument crosses paths with the wild Ulfen man on the way to location 3, so he turns and heads after location 4 instead.

    Perception Hour 2 @ Location 4: 1d20 + 7 ⇒ (12) + 7 = 19


    Treacherous Waves map

    You guys are making a mockery of this! Geez :P

    Like trained bloodhounds, the party breaks up and heads to several locations, immediately scouting around and finding dangerous packages of explosives set near critical areas around the protective bubble of the Glass Pit.

    Ordvaben and Siival work together, the latter pointing out a strange package while the former disarms it. After Blodgett points out another strange device on the outside of a bubble, Darvik strips himself of his armor and swims out, grabbing another device! Instrument finds another on his path, getting some city guards to safely remove it.

    The next hour, Instrument and Ordvaben remove another pair of devices!

    Hour 9:
    Location 1: cleared!
    Location 2: cleared!
    Location 3: cleared!
    Location 4: cleared!
    Location 5: active
    Location 6: active
    Location 7: active
    Location 8: cleared!

    Party to act for the hour
    Blodgett
    Davik

    Instrument
    Ordvaben
    Siival

    Grand Lodge

    Male human Sha4 | hp 18/33 | Init +1 | AC 16, T 11, FF 15 | CMB +2, CMD 13 | F +3 R +3 W +8 | Prcptn +11 |

    Blodgett hurries with Darvik to Location 5.
    Perception: 1d20 + 11 ⇒ (11) + 11 = 22

    Dark Archive

    Male Human Fighter (Two-Weapon) [5.1] | HP 42/49 | AC 25 (26 vs melee on full attack) T 14 FF 22 | CMB +10 CMD 24 | F +7 R +5 W +4 (+5 vs fear)| Init +5 | Perc +0 | SM +0 | Climb +10 | Survival +7 | Swim +8

    Darvik will continue to bob for apples.

    Location 5: 1d20 + 8 + 3 ⇒ (10) + 8 + 3 = 21
    Location 6: 1d20 + 8 + 3 ⇒ (11) + 8 + 3 = 22
    Location 7: 1d20 + 8 + 3 ⇒ (17) + 8 + 3 = 28

    Silver Crusade

    Male Druid 4| HP 27 | AC 16; Touch 11; FF 15| F +6; R +3; W +9 | CMB+4; CMD 15 | Speed 30 ft | Init +1 | Perc +10 | Stealth: +1 Druid 4

    Siival follows Ordvaben and looks around.

    perception: 1d20 + 10 ⇒ (7) + 10 = 17


    Treacherous Waves map

    Calling it. There is only one more left after this hour and you have a ton of time still!

    The party regroups after finding that there is only one more spot left to go. Darvik re-equips his armor and watches around as his more observant allies find the last explosive. Lileone breathes a sigh of relief as everyone pats themselves on the back after the frantic search. "I never would have thought that your arrival would save the lives of so many people here in Vialesk. Thank you, Pathfinders. I will notify the guards of the situation just in case there are any questions from the citizens about what just happened as well as to be on the look for Tsomo.

    As the party moves to report to Zahra, they see a familiar face lurking around... Tsomo's assistant! He growls at the party, revealing a jaw of shark-like teeth as he scowls, [b]"Curse you! You ruined everything!" He lobs a bag between you and him, causing an explosion near vendor cart that upturns it and sends the crowd into a panic! The sound of splashing water can be heard as it sounds like someone just entered a waterway: the assistant is fleeing!

    We are now in a chase scene! Tsomo's assistant is running from you after causing an explosion; giving him a bit of space between you and him! Worse, he is swimming through the waterways, giving him tremendous speed and cover.

    So this chase differs from the normal rules in several ways! First, everyone moves as a whole instead of individually. Second, everyone automatically moves one step forward at the beginning of the turn, and instead spend their actions trying to cause distractions and obstacles for the assistant who is fleeing. Finally, each successful check instead slows the assistant down, reducing how much he move per turn. The distance between areas is abstract. Once you are both at the same location, the chase is over! Those who cannot breath underwater get a -2 to any checks as much of the chase will be done in areas where you have to hold your breath otherwise. Finally, casting spells require a concentration check with a DC of 10 + spell level due to the fast speed of trying to keep up, the thick crowds, and underwater conditions.

    For the location the party is in, I'll list some objectives you can attempt. You can also try something else clever, too, if you give me a good reasoning behind it or RP it well :)

    The Livestock Mart: You spot the assistant diving into the bazaar's animal tanks; he says something to the sharks and teh sharks are now aggressively harrying the nearby people!

    You can make either a Handle Animal check or Wild Empathy to try and get some of the other animals to get in the assistant's way. You can also attempt a CMB roll to physically slow him down yourself with some nearby objects/critters, or attempt a ranged attack against another tank to send more unsavory animals in the assistant's path.

    Map updated for chase scene!

    Sovereign Court

    Ulfen Skald 3 (HP: 30/30), Init: +3, AC: 18 T: 11, FF: 17, Perception +5, F: +5, R: +2, W: +3 (+4 v. bardic, LD, or sonic effects), CMB: +3, CMD: 17
    Per Diem:
  • Raging Song 12/16: +2 STR/CON, +1 Will, -1 AC
  • DM Reroll @ +5
  • Timelost Chronicler 1/1
  • Ordvåben clicks and whistles to get the animals to block the traitor's path! Handle Animal: 1d20 + 7 ⇒ (11) + 7 = 18

    Grand Lodge

    Male human Sha4 | hp 18/33 | Init +1 | AC 16, T 11, FF 15 | CMB +2, CMD 13 | F +3 R +3 W +8 | Prcptn +11 |

    Does it look like an entangle spell might catch our quarry? It has long range and is nonlethal so no overriding effect on the innocents nearby.

    Silver Crusade

    Male Druid 4| HP 27 | AC 16; Touch 11; FF 15| F +6; R +3; W +9 | CMB+4; CMD 15 | Speed 30 ft | Init +1 | Perc +10 | Stealth: +1 Druid 4

    handle animal: 1d20 + 4 ⇒ (5) + 4 = 9

    Siival tries to calms the sharks.

    Dark Archive

    Male Human Fighter (Two-Weapon) [5.1] | HP 42/49 | AC 25 (26 vs melee on full attack) T 14 FF 22 | CMB +10 CMD 24 | F +7 R +5 W +4 (+5 vs fear)| Init +5 | Perc +0 | SM +0 | Climb +10 | Survival +7 | Swim +8

    Darvik attempts to physically hamper the enemy in some way!

    CMB: 1d20 + 9 ⇒ (9) + 9 = 18

    Silver Crusade

    Human Instrument 5 | HP 42/42 | AC 16 FF 14 Tch 12 | CMD 14 | F+3 R+3 W+6 | Perc +8 | Init +8
    Per Diem:
    Spells 3rd 2/2 2nd 3/3 1st 5/5 | Fly 5/5

    The Instrument affixes Tsomo with a ruthless, withering look of disapproval, as though backed by haughty divinity itself.

    If allowed, using a class ability to give a -2 penalty to AC as an attempt to help Darvik's CMB.


    Treacherous Waves map

    @Blodgett: It would force the save on his end still, but there is enough seaweed for entangle if you wish :)

    @Instrument: Give me an Initiative check; if you pass, you manage to get close enough just briefly to Evil Eye him!

    Silver Crusade

    Human Instrument 5 | HP 42/42 | AC 16 FF 14 Tch 12 | CMD 14 | F+3 R+3 W+6 | Perc +8 | Init +8
    Per Diem:
    Spells 3rd 2/2 2nd 3/3 1st 5/5 | Fly 5/5

    The Instrument attempts to seize his moment.
    Initiative!: 1d20 + 8 ⇒ (10) + 8 = 18

    Grand Lodge

    Male human Sha4 | hp 18/33 | Init +1 | AC 16, T 11, FF 15 | CMB +2, CMD 13 | F +3 R +3 W +8 | Prcptn +11 |

    Ok, Blodgett will give it a go. DC 15 Refl save.


    Treacherous Waves map

    @Instrument: That'll do. That'll do :)

    Will: 1d20 + 6 ⇒ (12) + 6 = 18
    Tsomo Reflex: 1d20 + 10 ⇒ (9) + 10 = 19

    The fleeing foe manages to avoid the worst of the effects!

    However, the distraction is enough to allow Darvik to grab an armored sturgeon, hurling it at the aquatic terrorist and cornobbling him into a wall!

    Ordvaben manages to get a curious leopard seal to rub up against the assistant, slowing him down further!

    Siival tries to calm down the sharks attacking the fleeing populace, but they are too ravenous to be held back.

    Overall 2 successes against him!

    The party slows down the fleeing man, but he continues to give chase, managing to keep more space between the party.

    Everyone follows, reaching a gondolier's canal. Immediately, you can see you can try to Swim faster than the foe and limit his choices of escape. You can also try working your Engineering Knowledge to operate the bridge and close off the obvious escape route or Acrobatically leap from a number of tojanidas as platforms to cut off the assistant!

    Chase Round 2
    Blodgett
    Darvik
    Instrument
    Ordvaben
    Siival

    Sovereign Court

    Ulfen Skald 3 (HP: 30/30), Init: +3, AC: 18 T: 11, FF: 17, Perception +5, F: +5, R: +2, W: +3 (+4 v. bardic, LD, or sonic effects), CMB: +3, CMD: 17
    Per Diem:
  • Raging Song 12/16: +2 STR/CON, +1 Will, -1 AC
  • DM Reroll @ +5
  • Timelost Chronicler 1/1
  • Ordvåben sprints to the bridge controls, trying to trap the traitor

    Knowledge (Engineering): 1d20 + 7 ⇒ (15) + 7 = 22

    Silver Crusade

    Human Instrument 5 | HP 42/42 | AC 16 FF 14 Tch 12 | CMD 14 | F+3 R+3 W+6 | Perc +8 | Init +8
    Per Diem:
    Spells 3rd 2/2 2nd 3/3 1st 5/5 | Fly 5/5

    The Instruments seizes upon his instinct for control and heads for the levers. Knowledge (Engineering): 1d20 + 6 ⇒ (2) + 6 = 8

    His instincts often lead him poorly.

    Grand Lodge

    Male human Sha4 | hp 18/33 | Init +1 | AC 16, T 11, FF 15 | CMB +2, CMD 13 | F +3 R +3 W +8 | Prcptn +11 |

    While it's not really his forte, Blodgett quickly deduces that his best chance is to try to keep up via Acrobatics.
    Acrobatics: 1d20 + 1 ⇒ (5) + 1 = 6
    His best chance is not very successful, however.

    Silver Crusade

    Male Druid 4| HP 27 | AC 16; Touch 11; FF 15| F +6; R +3; W +9 | CMB+4; CMD 15 | Speed 30 ft | Init +1 | Perc +10 | Stealth: +1 Druid 4

    Siival tries to swim.

    swim: 1d20 + 1 ⇒ (16) + 1 = 17

    Dark Archive

    Male Human Fighter (Two-Weapon) [5.1] | HP 42/49 | AC 25 (26 vs melee on full attack) T 14 FF 22 | CMB +10 CMD 24 | F +7 R +5 W +4 (+5 vs fear)| Init +5 | Perc +0 | SM +0 | Climb +10 | Survival +7 | Swim +8

    Darvik also tries the swim tactic.

    Swim: 1d20 + 8 ⇒ (18) + 8 = 26


    Treacherous Waves map

    Darvik jumps into the water, managing to cut off one route, while Blodgett lowers the bridge, closing another path. However, the others fail to capitalize on this and the assistant gets out from the last remaining waterway, the party still giving chase!

    Now, a large intelligent squid carrying a number of presents and other parcels is wandering through the market area. Thanks to your previous attempts to slow down the the foe, you have enough time to try and talk to the squid before the assistant can evade its reach! You can Diplomatically ask it to try and grab the assistant, or use your Knowledge of Nature to know where to tickle the squid to cause it to squirt ink. Finally, you can make a melee or ranged attack to poke the squid in the eye and cause it to flail wildly and get in the assistant's way!

    Of course other ideas are also allowed!

    Chase Round 3
    Blodgett
    Darvik
    Instrument
    Ordvaben
    Siival

    Sovereign Court

    Ulfen Skald 3 (HP: 30/30), Init: +3, AC: 18 T: 11, FF: 17, Perception +5, F: +5, R: +2, W: +3 (+4 v. bardic, LD, or sonic effects), CMB: +3, CMD: 17
    Per Diem:
  • Raging Song 12/16: +2 STR/CON, +1 Will, -1 AC
  • DM Reroll @ +5
  • Timelost Chronicler 1/1
  • The skald shouts a friendly request, trying to get the squid to help.
    Diplomacy: 1d20 + 10 ⇒ (5) + 10 = 15.

    Grand Lodge

    Male human Sha4 | hp 18/33 | Init +1 | AC 16, T 11, FF 15 | CMB +2, CMD 13 | F +3 R +3 W +8 | Prcptn +11 |

    Blodgett thinks back into his learning...
    Kn (nature): 1d20 + 8 ⇒ (12) + 8 = 20

    Dark Archive

    Male Human Fighter (Two-Weapon) [5.1] | HP 42/49 | AC 25 (26 vs melee on full attack) T 14 FF 22 | CMB +10 CMD 24 | F +7 R +5 W +4 (+5 vs fear)| Init +5 | Perc +0 | SM +0 | Climb +10 | Survival +7 | Swim +8

    Darvik slaps the squid with his sap!

    Sap!: 1d20 + 9 ⇒ (16) + 9 = 25

    Silver Crusade

    Human Instrument 5 | HP 42/42 | AC 16 FF 14 Tch 12 | CMD 14 | F+3 R+3 W+6 | Perc +8 | Init +8
    Per Diem:
    Spells 3rd 2/2 2nd 3/3 1st 5/5 | Fly 5/5

    The Instrument calls upon his magical reserves to convince the squid to embrace the friendship of Aroden.

    Cast Charm Person, and ask its help. DC 16 Will, if needed.

    "A service to Aroden, even so small as this, shall be repaid a thousand-fold."

    Silver Crusade

    Male Druid 4| HP 27 | AC 16; Touch 11; FF 15| F +6; R +3; W +9 | CMB+4; CMD 15 | Speed 30 ft | Init +1 | Perc +10 | Stealth: +1 Druid 4

    Siival tries to remember about squids.

    knowledge nature: 1d20 + 9 ⇒ (8) + 9 = 17


    Treacherous Waves map

    Squid will: 1d20 + 6 ⇒ (11) + 6 = 17

    The squid barely resists Instrument's calling, and Ordvaben tries and fails to appeal to the large beast. Siival isn't as familiar with squid anatomy, but Blodgett recalls more and tickles it ten times, causing it to spray ink towards the assistant. Likewise, Darvik bonks it on the head, causing the squid to drop several of his presents and blocking part of the path. There's just enough of an opening that the assistant manages to slip through!

    Following the fleeing target, the party comes across a group of performers putting on a show with trained animals! However, the assistant's chaos causes the animals to run rampant, with several penguins in danger of being trampled! You can try to Empathize or Handle the Animals to get the dolphins to go after the assistant, or try to Ride one of the dolphins and speed ahead of the assistant. You can also attempt a CMB roll to use one of the hoops to ring toss the criminal! Anyone wanting to help the penguins will have to be quite Dexterous.

    Chase Round 4
    Blodgett
    Darvik
    Instrument
    Ordvaben
    Siival

    Sovereign Court

    Ulfen Skald 3 (HP: 30/30), Init: +3, AC: 18 T: 11, FF: 17, Perception +5, F: +5, R: +2, W: +3 (+4 v. bardic, LD, or sonic effects), CMB: +3, CMD: 17
    Per Diem:
  • Raging Song 12/16: +2 STR/CON, +1 Will, -1 AC
  • DM Reroll @ +5
  • Timelost Chronicler 1/1
  • Handle Animal: 1d20 + 7 ⇒ (8) + 7 = 15

    Ordvåben tries to spur the dolphins to intercept the traitor!

    Grand Lodge

    Male human Sha4 | hp 18/33 | Init +1 | AC 16, T 11, FF 15 | CMB +2, CMD 13 | F +3 R +3 W +8 | Prcptn +11 |

    Blodgett tries to speak Dolphin to the aquatic mammals, in hopes they will lend a fin!

    Linguistics, because why the heck not?: 1d20 + 9 ⇒ (11) + 9 = 20

    Dark Archive

    Male Human Fighter (Two-Weapon) [5.1] | HP 42/49 | AC 25 (26 vs melee on full attack) T 14 FF 22 | CMB +10 CMD 24 | F +7 R +5 W +4 (+5 vs fear)| Init +5 | Perc +0 | SM +0 | Climb +10 | Survival +7 | Swim +8

    Darvik plays Ring Toss!: 1d20 + 9 ⇒ (7) + 9 = 16

    Silver Crusade

    Human Instrument 5 | HP 42/42 | AC 16 FF 14 Tch 12 | CMD 14 | F+3 R+3 W+6 | Perc +8 | Init +8
    Per Diem:
    Spells 3rd 2/2 2nd 3/3 1st 5/5 | Fly 5/5

    The Instrument determines it to be his birthright to ride dolphins to victory. He leaps onto the back of one such animal.

    Ride?: 1d20 + 2 ⇒ (17) + 2 = 19

    Silver Crusade

    Male Druid 4| HP 27 | AC 16; Touch 11; FF 15| F +6; R +3; W +9 | CMB+4; CMD 15 | Speed 30 ft | Init +1 | Perc +10 | Stealth: +1 Druid 4

    Siival tries to urge the dolphins to help. aid Ordvåben

    handle animal: 1d20 + 4 ⇒ (9) + 4 = 13


    Treacherous Waves map

    Sorry for the delay guys! Started a 2nd job over the weekend and should have informed you all about it!

    Siival tries to help Ordvaben get the dolphins to slow down the fleeing criminal, but even that is not enough. Darvik however manages to grab onto a confused dolphin and spurs it towards the assistant! Meanwhile, Blodgett tries to speak dolphin by using his knowledge of gopher sounds and manages to convince a worried dolphin to bump into the assistant, slowing him down. Unfortunately, Darvik just narrowly fails to capitalize on the temporarily stunned target, missing grabbing him with the ring and giving the foe a chance to flee!

    The party follows, reaching an engineering bay filled with submersibles available for rental. The strange crab contraption is open and ready to use, requiring a Knowledge Engineering check to pilot and intercept the fugitive. Otherwise, a good boost of Strength or skill Disabling mechanical Devices can allow you to maneuver one of the submersibles to block an exit. Finally, with no other bystanders and the entire area in water, a strong enough jolt of electricity could stun the assistant!

    Chase Round 5
    Blodgett
    Darvik
    Instrument
    Ordvaben
    Siival

    Sovereign Court

    Ulfen Skald 3 (HP: 30/30), Init: +3, AC: 18 T: 11, FF: 17, Perception +5, F: +5, R: +2, W: +3 (+4 v. bardic, LD, or sonic effects), CMB: +3, CMD: 17
    Per Diem:
  • Raging Song 12/16: +2 STR/CON, +1 Will, -1 AC
  • DM Reroll @ +5
  • Timelost Chronicler 1/1
  • Ordvåben continues to work on the mechanics, but he also begins to sing a raging song to inspire those on his team who prefer more physical approaches

    Knowledge (Engineering): 1d20 + 7 ⇒ (3) + 7 = 10

    Dark Archive

    Male Human Fighter (Two-Weapon) [5.1] | HP 42/49 | AC 25 (26 vs melee on full attack) T 14 FF 22 | CMB +10 CMD 24 | F +7 R +5 W +4 (+5 vs fear)| Init +5 | Perc +0 | SM +0 | Climb +10 | Survival +7 | Swim +8

    Darvik shoves a submersible!

    Strength: 1d20 + 5 ⇒ (13) + 5 = 18

    Silver Crusade

    Human Instrument 5 | HP 42/42 | AC 16 FF 14 Tch 12 | CMD 14 | F+3 R+3 W+6 | Perc +8 | Init +8
    Per Diem:
    Spells 3rd 2/2 2nd 3/3 1st 5/5 | Fly 5/5

    The Instrument is guided by divine grace to ably steer one of the contraptions. Or so he assumes.

    Knowledge (Engineering): 1d20 + 6 ⇒ (16) + 6 = 22

    Silver Crusade

    Male Druid 4| HP 27 | AC 16; Touch 11; FF 15| F +6; R +3; W +9 | CMB+4; CMD 15 | Speed 30 ft | Init +1 | Perc +10 | Stealth: +1 Druid 4

    Siival tries to use his strength against the machine.

    STR: 1d20 + 1 ⇒ (5) + 1 = 6


    Treacherous Waves map

    C'mon, one more success!

    Darvik gives a mighty shove, blocking one of the exit tunnels the assistant could use. Meanwhile Instrument fidgets around in the apparatus of the crab, and manages to send a claw towards the fleeing foe, knocking him around! Siival and Ordvaben unfotunately fail to do anything to slow down the criminal.

    Chase Round 5
    Blodgett
    Darvik
    Instrument
    Ordvaben
    Siival

    Grand Lodge

    Male human Sha4 | hp 18/33 | Init +1 | AC 16, T 11, FF 15 | CMB +2, CMD 13 | F +3 R +3 W +8 | Prcptn +11 |

    Without any other options, Blodgett tries to shove a submersible!
    Strength: 1d20 - 1 ⇒ (8) - 1 = 7

    But he pulls his glaven instead.

    Sovereign Court

    Ulfen Skald 3 (HP: 30/30), Init: +3, AC: 18 T: 11, FF: 17, Perception +5, F: +5, R: +2, W: +3 (+4 v. bardic, LD, or sonic effects), CMB: +3, CMD: 17
    Per Diem:
  • Raging Song 12/16: +2 STR/CON, +1 Will, -1 AC
  • DM Reroll @ +5
  • Timelost Chronicler 1/1
  • ugh


    Treacherous Waves map

    And the chase continues!

    Blodgett tries to block the last exit, but can't muster his strength in time and the assistant manages to slip through the passageway. The party continues to go give chase, not giving their quarry any quarter!

    The passage opens to a number of food stalls that, if it wasn't for the frenzied chase at hand, would be well worth staying to sample the delectables. Enterprising party members can try to Appraise the various spices and use them to make the water the assistant is swimming through cloudy and oh so spicy. Those with Dexterous throwing arms can try to fling some food into the water to get some small fish to start a feeding frenzy! Those with guileful tongues can try to Bluff one of the vendors into calling the assistant out as a thief and get the merchant to join in!

    And of course, any other awesome ideas can be used, too :)

    Chase Round 5
    Blodgett
    Darvik
    Instrument
    Ordvaben
    Siival

    Sovereign Court

    Ulfen Skald 3 (HP: 30/30), Init: +3, AC: 18 T: 11, FF: 17, Perception +5, F: +5, R: +2, W: +3 (+4 v. bardic, LD, or sonic effects), CMB: +3, CMD: 17
    Per Diem:
  • Raging Song 12/16: +2 STR/CON, +1 Will, -1 AC
  • DM Reroll @ +5
  • Timelost Chronicler 1/1
  • Ordvåben calls out to the vendors, trying to stir their hearts to action! Skaldic Performance: 1d20 + 10 ⇒ (17) + 10 = 27 If that's a no go, then Bluff is +3

    Silver Crusade

    Human Instrument 5 | HP 42/42 | AC 16 FF 14 Tch 12 | CMD 14 | F+3 R+3 W+6 | Perc +8 | Init +8
    Per Diem:
    Spells 3rd 2/2 2nd 3/3 1st 5/5 | Fly 5/5

    "Use those spices! No, not those! THOSE!"

    Appraise: 1d20 + 9 ⇒ (8) + 9 = 17

    Grand Lodge

    Male human Sha4 | hp 18/33 | Init +1 | AC 16, T 11, FF 15 | CMB +2, CMD 13 | F +3 R +3 W +8 | Prcptn +11 |

    Blodgett hears the instrument mention the spices, and turns to the spice vendors who have the selected goods for sale. Friends! We will be only too happy to partake of your spicy wares, but we need you to demonstrate their efficacy! To do so, we ask that you liberally spread them about the water here! Please, I entreat you, we know it sounds bizarre, but we are trying to apprehend a lawbreaker, one who will surely break the law again if left to their own devices! He holds forth his coin pouch. I shall reimburse you for your aid!

    Diplomacy: 1d20 + 10 ⇒ (16) + 10 = 26


    Treacherous Waves map

    @Instrument: Just shy!

    @Ordvaben: I'll allow it

    Ordvaben and Blodgett stir several merchants into aiding in their chase, putting much pressure on the assistant! Instrument grabs some spice to through, but accidentally chooses the medium spicy instead of the nearly caustic ghost pepper flakes nearby.

    Chase Round 5
    Blodgett
    Darvik
    Instrument
    Ordvaben
    Siival

    Silver Crusade

    Human Instrument 5 | HP 42/42 | AC 16 FF 14 Tch 12 | CMD 14 | F+3 R+3 W+6 | Perc +8 | Init +8
    Per Diem:
    Spells 3rd 2/2 2nd 3/3 1st 5/5 | Fly 5/5

    Neither Darvik nor Siival have posted in days... does anybody mind if I bot them?

    Siival attempts to discern the plant-of-origin of each spice, and directs Darvik to the most intense. Know Nature: 1d20 + 9 ⇒ (14) + 9 = 23

    Darvik attempts to chuck a handful of spice right up the quarry's nostrils. Throw: 1d20 + 8 ⇒ (12) + 8 = 20 or +3 if Dex-only

    Dark Archive

    Male Human Fighter (Two-Weapon) [5.1] | HP 42/49 | AC 25 (26 vs melee on full attack) T 14 FF 22 | CMB +10 CMD 24 | F +7 R +5 W +4 (+5 vs fear)| Init +5 | Perc +0 | SM +0 | Climb +10 | Survival +7 | Swim +8

    Sorry, been a spotty few days. I'm still here.


    Treacherous Waves map

    GM has been spotty, too. 2nd job is taking up a lot of my time!

    And finally, 3 successes!

    Siival points out the ghost pepper spice to Darvik who dumps it into water. The assitant flees to a final tube that leads to a dead end military docking bay with the party hot in pursuit!

    The dock is currently closed, but a spiraling tunnel at the bottom of the underwater dock. A trio of sharks circle the area, while the quarry flashes a toothy scowl at the party, showing a row of shark-like teeth at them. "You foul busybodies, you ruined it... you ruined the devastation and looting that would come to this city! And for what? All for some miserable coral? Die here and stain these waters with your putrid land blood!", a metal tube in his hand now lit!

    Init:

    T: 1d20 + 4 ⇒ (5) + 4 = 9
    Sharks: 1d20 + 6 ⇒ (14) + 6 = 20
    Blodgett: 1d20 + 1 ⇒ (5) + 1 = 6
    Darvik: 1d20 + 5 ⇒ (4) + 5 = 9
    Instrument: 1d20 + 8 ⇒ (9) + 8 = 17
    Ordvaben: 1d20 + 3 ⇒ (4) + 3 = 7
    Siival: 1d20 + 1 ⇒ (12) + 1 = 13

    Init Order (bold = up)
    Sharks
    Instrument
    Siival
    Darvik

    Assistant
    Ordvaben
    Blodgett

    Map updated

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