GM Bret's PBP GD VI: Masks of the Living God (Inactive)

Game Master BretI


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Thomas:

The west door doesn’t appear to be trapped, but it is locked. The lock looks to be of very good quality.

At first you don’t hear anything beyond it, but when you listen carefully you can hear the faint sounds of a group passing the door. You don’t hear anything after that.

I asked twice about hidden equipment. Could you please look point me to when you hid your thieves tools?


Fran:
There really isn’t that much to see in the courtyard. You have a sturdy wooden door reinforced with iron bars that looks like it leads up to the watchtower and gatehouse.

There is a small stable along the west wall (built partially into the outer wall of the compound) that is currently empty. I will assume that Mr. Whiskers went in to check and didn’t even find a rat to eat.

During the day two priests are up in the watchtower (T25) and three in the gatehouse (T26).

The Concordance

HP: 38/38 l AC: 14 (18 w/ Mage Armor), T 14, FF 12 l CMD 15 l F +6, R +6, W +8 l L1: 1/4, L2: 2/4, L3: 3/3 l Init +6 l Senses: Perception +1, Low-Light Vision
Skills:
Diplomacy +11, Handle Animal +5, Kn. Arcana/Local +12, Kn. History/Planes +8, Kn. Nature/Religion +10, Linguistics +6, Spellcraft +12, UMD +6
Female NG Half-Elf Witch 6 l Active Conditions:

During her initial exercise rounds, Fran makes a mental note of the placement of the reinforced door as well as the stable and the number of priests stationed at each point. Though not a tactical genius, she reasons that the information might be relevant at some point!

Maybe if we have to break our way out by killing everyone. Though I'd rather not have to kill everyone.
______

Cleaning (Fort): 1d20 + 2 ⇒ (4) + 2 = 6

Sense Motive (Afternoon Prayer): 1d20 + 2 ⇒ (16) + 2 = 18
Charisma (Afternoon Prayer): 1d20 + 2 ⇒ (13) + 2 = 15

Intelligence (Transcription #1): 1d20 + 3 ⇒ (19) + 3 = 22
Intelligence (Transcription #2): 1d20 + 3 ⇒ (13) + 3 = 16
Intelligence (Transcription #3): 1d20 + 3 ⇒ (17) + 3 = 20

GM:

Mr. Whiskers? Guess I've got my next familiar name :)


Fran:
You are fatigued from all that scrubbing.

The priest giving the afternoon prayer is just as bored with it as the people forced to attend. Fortunately you barely manage to stay awake.

You have no problems copying the texts, almost relaxing after the other things you did today. The priest supervising is too busy chastising others about their mistakes to try and find fault in anything you did.

The Exchange

Kitsune Swashbuckler(mouser) 1/Ninja 5/ Shadow dancer 2
Stats:
HP 61/61, AC 17/ T 14/FF 13, F+5, R+12, W+4, Init +7, Speed 30ft, Darkvision 60ft, Low light Vision, CMB +4, CMD 18

GM:

I'll take that as a no. I forgot about them when weapons were asked for.

Thomas takes out the dagger he'd gladfully hidden, and starts prying at the lock.
Take 20 for 28 on the disable device.

If the lock is 30, i can't pick it without my thieves' tools, darn if so, and i'll be stuck until the next acolyte is disposed of. =^^=


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Spoiler:
Sorry, I should have probably looked at your skills. It is no fun leaving you stuck there. Please try and be more diligent in the future but I'll let it slide on the tools in order for the story to move forward.

Thomas has a great deal of difficulty, but finally manages to get the lock open. It is at the very limit of his skill.

Opening the door, he realizes it is hidden from the other side. Taking a moment to inspect the door, he realizes that the keyhole is hidden under a wall sconce that holds a green overturning torch. Once the door closes, it looks like it would blend in with the walls and be difficult to find.

You are at T11. I have moved your figure to outside the secret door. Please specify if you are going to do anything to prevent the door from closing, otherwise I'll assume you allow it to close when you leave.

T11 normal description
A single everburning torch in a sconce on the eastern wall provides light for this area, revealing a dusty, cobweb-ridden corridor. The stench of sweat and worse hangs in the air.

Dark Archive

Male Human (Osiriani) Herald Caller of Dispater 4 (Cleric) | HP 33/33 | AC 14, T 10, FF 14 | Fort +5, Ref +1, Will +7 | Init +0 | Perc +3 | Channels Remaining: 6/9

Vlazis is concerned by the beatings, but more so by the disrespect they show. Many pathfinders I have worked with have been unwilling to endure humiliations when they must be endured, and we have not yet learned what we must.

He is cheered to learn that the black-masked man will not always have them in his charge, and asks his new friends among the other acolytes how long that can be expected to continue.

Cleaning Fortitude: 1d20 + 4 ⇒ (5) + 4 = 9
Afternoon Prayer Sense Motive: 1d20 + 6 ⇒ (17) + 6 = 23
Afternoon Prayer Charisma: 1d20 + 4 ⇒ (19) + 4 = 23
Knowledge (Religion): 1d20 + 6 ⇒ (18) + 6 = 24
Knowledge (Religion): 1d20 + 6 ⇒ (1) + 6 = 7
Knowledge (Religion): 1d20 + 6 ⇒ (7) + 6 = 13 I figure copying lines is in Vlazis's style of religiosity, if not then -5 from the checks

The Exchange

Kitsune Swashbuckler(mouser) 1/Ninja 5/ Shadow dancer 2
Stats:
HP 61/61, AC 17/ T 14/FF 13, F+5, R+12, W+4, Init +7, Speed 30ft, Darkvision 60ft, Low light Vision, CMB +4, CMD 18

GM:

Thomas slightly puts the door ajar, peeking through. Thomas cuts off a strap of his undershirt and makes a knot in it, which end he places at the side of room T11. The smooth end he tries dirtying to match the floor, so he'd have a way to pull open the door from that hallway side.
Perception, anyone nearby?: 1d20 + 6 ⇒ (1) + 6 = 7 continue?: 1d2 ⇒ 2

Take 10 for 16 for good measure.
He takes his chances, sneaks along the carpeted hallway.
Stealthy kitsune?: 1d20 + 9 ⇒ (20) + 9 = 29

I wonder where the others are. I will also have to study the routines here, after i get the outfit.

He observes the door to his left.
Barracks. Perception, traps?: 1d20 + 6 ⇒ (16) + 6 = 22

If it is all clear, he feels the nob to see if it is locked. If it is closed, take 10 for 20 to pick the lock.

It will be difficult to find them, too.
Maybe, just maybe, Kitty will know it is me, if it gets close to me.

Before he does, he looks left and right.
When the door is open, he opens it a few inches and peeks inside.
Perception? Low light vision: 1d20 + 6 ⇒ (15) + 6 = 21

-Posted with Wayfinder

Grand Lodge

female human swashbuckler(rondelero) 3 HP 28/28, AC 22, T 16, FF 16, F +3, R +8, W +4, Init +6(+8), Perc +7

The next day, Shayna approaches the monk in charge.

Brother, I hate to ask for a bit of relief today. I think I might have come down with some sort of illness yesterday....and my extra study time took the rest if my energy. I could hardly sleep last night...all I ask is a bit if light duty today...if you say so, that is. diplomacy: 1d20 + 7 ⇒ (19) + 7 = 26


Vlazis:

You are fatigued from all that scrubbing.

The priest giving the afternoon prayer is just as bored with it as the people forced to attend. You have no problems staying awake and alert. You take great delight in mentally analyzing the ‘prayers’. Although the priests have a hierarchy, the rules have contradictions in them. It seems likely to you that this is intentional and used so they can punish anyone below them at a whim.

Used an Int check. As I had stated before knowledge would allow you to analyze the content, not copy it.

I was looking for a profession or craft skill that might be appropriate.

You have no problem copying the text and are released after two hours of work.


Thomas:

Yes u would use Disable Device skill to jimmy the door in the way you describe. Your Take 10is easily good enough to achieve that and it looks perfect to you.

There is no carpeting here. Stone floors.

There are doors to the north and west. Please use compass directions so as to avoid confusing your GM. I’m not sure which door you were going to.

Please either move your avatar to the door you are inspecting or tell me compass directions.

The Exchange

Kitsune Swashbuckler(mouser) 1/Ninja 5/ Shadow dancer 2
Stats:
HP 61/61, AC 17/ T 14/FF 13, F+5, R+12, W+4, Init +7, Speed 30ft, Darkvision 60ft, Low light Vision, CMB +4, CMD 18

GM:

I've placed my icon.


Thomas:
You had another door to get through before getting there. Will update map so it is easier to understand. Now I understand the comment about the carpet.

This lock looks every bit as touch as the last one.

Listening, you hear people come and go. You think it would be difficult to time it so you unlock the door when there is no one there, but you could try.

The Exchange

Kitsune Swashbuckler(mouser) 1/Ninja 5/ Shadow dancer 2
Stats:
HP 61/61, AC 17/ T 14/FF 13, F+5, R+12, W+4, Init +7, Speed 30ft, Darkvision 60ft, Low light Vision, CMB +4, CMD 18

GM:

So i'm still in area T11?

I thought i was working on that door before. XD


Several of you find the scrubbing to be hard work that leaves you tired the rest of the day.

During the afternoon prayer, you notice that one of the other acolytes did nod off to sleep. They were taken aside after the prayer by one of the grey robed priests. Shortly after that, you heard them get a beating.

Shayna is forced to stay long after the rest of you have copied your sections of the religious texts. She doesn't get enough sleep that night and wakes up still tired.

Shayna Sense Motive: 1d20 + 1 ⇒ (16) + 1 = 17

Shayna:
You get the sense that asking big fat guy in black robes for mercy is likely to get you the wrong kind of attention. Do you still want to try it?

Please roll for the Daily Routine again. After those rolls, if there is someplace you wanted to search during the chores please include those rolls. This is the last day I plan to have you go through this.

The Exchange

Kitsune Swashbuckler(mouser) 1/Ninja 5/ Shadow dancer 2
Stats:
HP 61/61, AC 17/ T 14/FF 13, F+5, R+12, W+4, Init +7, Speed 30ft, Darkvision 60ft, Low light Vision, CMB +4, CMD 18

GM:

Will i need to roll for my approach to the barracks door again?
The previous post would be void, it seems.

If so... Picking lock: 1d20 + 10 ⇒ (14) + 10 = 24
If this lock is a DC 30 as well, take 20 is my only option, and hoping people don't hear the soft ticking.

Of course, starting when no sound is heard on the other side.

When he opens it, he peeks and listens before opening the door fully.
Perception: 1d20 + 6 ⇒ (11) + 6 = 17
Sneaking to the barracks door: 1d20 + 9 ⇒ (2) + 9 = 11

Perception vs the barracks door, traps, odd stuff, hearing anything on the other side?: 1d20 + 6 ⇒ (7) + 6 = 13
For hopefully added safety, Thomas first pokes the lock with his dagger.
If nothing happens, he feels the door know before picking the lock, if needed.

Lockpicking: 1d20 + 10 ⇒ (11) + 10 = 21
All the while he checks his surroundings from time to time. If he hears sound, he's obviously got to try and hide.
Perception for safety: 1d20 + 6 ⇒ (16) + 6 = 22

When he can open the door, he does so by a mere few inches.
Perception: people, traps?: 1d20 + 6 ⇒ (16) + 6 = 22


Thomas:

Reviewing what has happened:
You started in the snake pit, T15.
You climbed up to the walkway that has the stairs connecting it to T11.
To get to T11 you had to pick the lock on the door marked S.

Starting at the door between T11 and T7:

You pause a number of times while picking the lock because you hear sounds on the other side of the door. It seems like there is a fair amount of foot traffic on the other side of this door.

You wait until you don't hear any noises before opening the door. This is not a secret door on the other side -- it is very obvious -- but the lock is one of those that is barely within your ability to pick.

T7 description
Several doors leading to other underground chambers flank this long hallway. A simple carpet, stained and worn, runs down the center of the hall. At the west end is the symbol of Razmir, crudely painted on the wall.

The area is lit by the green flames that are prevalent through this complex.

Passive Perception: 1d20 + 6 ⇒ (16) + 6 = 22

You hear footsteps coming down the stairs to the south, along with a conversation. Must be at least two people -- they are talking about being glad the day is done.

There is no place to hide in this hallway -- no cover or concealment. You are still holding the door between T7 and T11 open when you detect them. If you let go of the door, it will close and lock.

What would you like to do?

PS: Remember that your character doesn't know where any of the doors in T7 goes.

The Exchange

Kitsune Swashbuckler(mouser) 1/Ninja 5/ Shadow dancer 2
Stats:
HP 61/61, AC 17/ T 14/FF 13, F+5, R+12, W+4, Init +7, Speed 30ft, Darkvision 60ft, Low light Vision, CMB +4, CMD 18

GM:

I know he's unaware of whatever is behind what door, that's why he's investigating. ;)

If it is possible, to your judgement, to hold it just barely off the lock without looking suspicious, Thomas will do that.

What roll would you like for that?

Otherwise he'll have to wait and repeat picking the lock.


Thomas:

In my judgement, the best way to do what you describe would be to be on the T11 side of the door trying to hold it in place.

Perform a Steath and then a Perception check. The first is to make it look like the door is closed as you hold it barely open.
The second is to figure out what is happening on the other side.

You have paused multiple times during the process of picking the lock. The area you are attempting to enter appears to be fairly high traffic.

The Exchange

Kitsune Swashbuckler(mouser) 1/Ninja 5/ Shadow dancer 2
Stats:
HP 61/61, AC 17/ T 14/FF 13, F+5, R+12, W+4, Init +7, Speed 30ft, Darkvision 60ft, Low light Vision, CMB +4, CMD 18

GM:

Ok, busy hallway.

I'm guessing that i'm, timewise, still on day 1.

Stealth: 1d20 + 9 ⇒ (16) + 9 = 25

Perception: 1d20 + 6 ⇒ (9) + 6 = 15

Grand Lodge

female human swashbuckler(rondelero) 3 HP 28/28, AC 22, T 16, FF 16, F +3, R +8, W +4, Init +6(+8), Perc +7

no...won't ask for light treatment...

Shayna struggles through her work detail, ragged as she feels from the day before.

She keeps here eyes open during her transcription lessons.

fort: 1d20 + 1 ⇒ (13) + 1 = 14
sense: 1d20 + 2 ⇒ (8) + 2 = 10
cha: 1d20 + 2 ⇒ (1) + 2 = 3
int: 1d20 ⇒ 1
int: 1d20 ⇒ 3
int: 1d20 ⇒ 1
perc: 1d20 + 6 ⇒ (17) + 6 = 23

Dark Archive

Ifrit Overwhelming Soul (4) | Darkvision 60ft | HP28/31 | AC 20 | T 14 | FF 17 | CMD 18 | Fort +6| Ref +8 | Will +2 | Init +13 | Perception +7| Sense Motive +2| Click to view full sheet
GM wrote:

Please make the following checks to represent the tasks you performed in the order listed. You may take 10 on skill checks.

Cleaning: Please make a Fortitude save.
Afternoon Prayer: Please make a Sense Motive and a Charisma check (in that order).
Transcription: Please make three Linguistics, Intelligence or other appropriate skill checks. You can use the same skill for each check.

Fortitude Save: 1d20 + 6 ⇒ (2) + 6 = 8

Sense Motive: 1d20 + 2 ⇒ (5) + 2 = 7
Charisma: 1d20 + 3 ⇒ (14) + 3 = 17
Intelligence: 1d20 + 1 ⇒ (1) + 1 = 2
Intelligence: 1d20 + 1 ⇒ (10) + 1 = 11
Intelligence: 1d20 + 1 ⇒ (5) + 1 = 6

Eew. Dat fort tho...

Dark Archive

Male Human (Osiriani) Herald Caller of Dispater 4 (Cleric) | HP 33/33 | AC 14, T 10, FF 14 | Fort +5, Ref +1, Will +7 | Init +0 | Perc +3 | Channels Remaining: 6/9

Fort: 1d20 + 4 ⇒ (2) + 4 = 6
Sense Motive: 1d20 + 6 ⇒ (3) + 6 = 9
Charisma: 1d20 + 4 ⇒ (4) + 4 = 8
Intelligence: 1d20 + 1 ⇒ (19) + 1 = 20
Intelligence: 1d20 + 1 ⇒ (19) + 1 = 20
Intelligence: 1d20 + 1 ⇒ (1) + 1 = 2

Vlazis rather grumpily forces his way through the day, focusing his subtle inquiries among the other acolytes on where exactly their gear has been stored. There are some keepsakes that would bring me comfort.

The Exchange

Androgynous Undine
Stats:
Drgn Sprt Gd. (Or.) 2/Brawler 1|HP: 18/22|Init: +2|AC: 23*/12FF/19T|F:+3/R:+4/W:+3|Swm: +9|DD:+8|UMD:+7|Dip:+6|Acr,K:+5|Heal/Per/SM:+4
Usable Resources:
Hydrated Vitality: 6hp/day|Martial Flexibility: 3/4|Folio Reroll: 1/1(no stars)|Faction Pin: Exchange(+1d4 Appraise, Int., K:Local) 1/1

Pre-bedtime Cure Light Wounds: 1d8 + 2 ⇒ (8) + 2 = 10

Thank you for the clarification. Take 3 away from each of my rolls for transcribing on Day One because of having to use Linguistics instead. Sorry for any delay and confusion.

Day 2
Cleaning: 1d20 + 3 ⇒ (12) + 3 = 15
Afternoon Prayer Sense Motive: 1d20 + 4 ⇒ (14) + 4 = 18
Afternoon Prayer Charisma: 1d20 + 2 ⇒ (5) + 2 = 7
Linguistics: 1d20 + 2 ⇒ (18) + 2 = 20
Linguistics: 1d20 + 2 ⇒ (10) + 2 = 12
Linguistics: 1d20 + 2 ⇒ (12) + 2 = 14

Ramon does their level best to not make waves or stir the waters unnecessarily, while watching the others here for possible sympathetic avenues of 'gathering forces' in the event that this 'start-up' religion needs a good Schism to bolster it's Faith...

Or, in other words, keeping an eye out for folks that might be handy if things hit the fan, either by not getting involved because meh, effort OR would be willing to see some 'revision' of the holy faith, etc.


Shayna:

Although already tired, you manage to get through the scrubbing detail.

Unfortunately you were too tired to stay awake through the Afternoon Prayer session.

When you were jabbed awake by a nearby acolyte, you noticed someone in the alcove to the right of the stairs on the second floor (T19) who you would guess was assigned as a guard. You had not noticed them before.

Unfortunately fat black robe seems to have noticed you fall asleep.

How can anyone consistently copy this drivel? You once again fail to make progress and will not get enough sleep tonight either!

After the afternoon prayer, the group is taken out into the courtyard. There the fat black priest starts the lesson by beating Shayna with his bare fists.
Non Lethal Damage: 2d3 + 10 ⇒ (1, 2) + 10 = 13

Non Lethal Damage heals at the rate of 1 HP per hour per character level.


Kriklishik:
You are fatigued by the scrubbing detail.

You manage to stay awake during the Afternoon Prayer.

You are kept after several hours. You were there just as long as Shayna and will not get enough sleep tonight. Tomorrow you will be fatigued.


Vlazis:

You get fatigued by the scrubbing detail.

You have no problem staying awake during the Afternoon Prayer.

You also manage to get the text copied correctly.

None of the Acolytes seem willing to answer that question. You are not sure if it is because they don’t know or are afraid of what happens if they tell you. They do say they can’t remember the basic training lasting for more than about a week and most are done much sooner than that.


Ramon:

You have no problem with the scrubbing.

Likewise, you have no problem staying awake during the Afternoon Prayer session. You are pretty sure that the priest giving it is more bored with it than you are.

The transcription also goes without a problem.


Thomas:

You hear two people walk past. One says something about getting a snack while you hear a door open and then close. You hear some footsteps going further away, a door open and then close.

What do you do?

The Exchange

Kitsune Swashbuckler(mouser) 1/Ninja 5/ Shadow dancer 2
Stats:
HP 61/61, AC 17/ T 14/FF 13, F+5, R+12, W+4, Init +7, Speed 30ft, Darkvision 60ft, Low light Vision, CMB +4, CMD 18

GM:

Snack?

Thomas' thoughts briefly start to drift toward fried chicken, but he snaps back out of it.

No no no, focus. A diner or kitchen, perhaps?
That keeps most people occupied briefly.

After both doors have closed, Thomas opens the door he's holding a bit further and looks around, before doing aforementioned plan again, of the sneaking & searching of the barracks door.

Sneak: 1d20 + 9 ⇒ (13) + 9 = 22
Perception vs door, traps, unusual, things on the other side: 1d20 + 6 ⇒ (18) + 6 = 24
Lockpick if needed: 1d20 + 10 ⇒ (16) + 10 = 26
Perception through slightly opened door, lowlight vision: 1d20 + 6 ⇒ (9) + 6 = 15

Edit: same strap of cloth trick on this door too.
Take 10 for 20 on disable device to fix myself a means to open it?


Thomas:
The barracks door is neither locked nor trapped.
You hear some conversation within there.
Peeking in, you see someone's feet hanging out and can clearly hear at least three voices talking.

The Exchange

Kitsune Swashbuckler(mouser) 1/Ninja 5/ Shadow dancer 2
Stats:
HP 61/61, AC 17/ T 14/FF 13, F+5, R+12, W+4, Init +7, Speed 30ft, Darkvision 60ft, Low light Vision, CMB +4, CMD 18

GM:

Did i see any spare clothing i could nick at some later time?

Thomas discretely closes the door again.

Ok, sleeping quarters.

Thomas follows the same routine on the northern door.
Leading to T9.

Perception vs door, traps, odd stuff, noise on the other side?: 1d20 + 6 ⇒ (1) + 6 = 7

Lockpicking if needed: 1d20 + 10 ⇒ (15) + 10 = 25
Perception, check from the slight ajar door: 1d20 + 6 ⇒ (4) + 6 = 10


Thomas:
You saw the edge of what looks to be wooden bunk beds with a straw mattress and what might have been a footlocker at the end of one of the beds. You couldn’t see enough of it to be sure.

The door to T9 doesn’t appear to be locked or trapped.
You don’t hear anything on the other side.
Cracking the door open, you see two wooden tables and hear a scraping sound. Assuming this is a dining area, the sound is most likely a spoon or something against a wooden plate or bowl.

You don’t see anyone.

Grand Lodge

female human swashbuckler(rondelero) 3 HP 28/28, AC 22, T 16, FF 16, F +3, R +8, W +4, Init +6(+8), Perc +7

After the scripture lessons Shayna collapses on her bed. She calls the others around and relays what she saw earlier.

The Exchange

Kitsune Swashbuckler(mouser) 1/Ninja 5/ Shadow dancer 2
Stats:
HP 61/61, AC 17/ T 14/FF 13, F+5, R+12, W+4, Init +7, Speed 30ft, Darkvision 60ft, Low light Vision, CMB +4, CMD 18

GM:

A dining room of sorts? Yet there is still someone here, i'd best pass for now.

Thomas continues his routine at the next door.
Leading to T10.

Perception, traps, unusual stuff, voices behind?: 1d20 + 6 ⇒ (12) + 6 = 18

Lockpicking if needed: 1d20 + 10 ⇒ (14) + 10 = 24

Perception when opened: 1d20 + 6 ⇒ (16) + 6 = 22

The Concordance

HP: 38/38 l AC: 14 (18 w/ Mage Armor), T 14, FF 12 l CMD 15 l F +6, R +6, W +8 l L1: 1/4, L2: 2/4, L3: 3/3 l Init +6 l Senses: Perception +1, Low-Light Vision
Skills:
Diplomacy +11, Handle Animal +5, Kn. Arcana/Local +12, Kn. History/Planes +8, Kn. Nature/Religion +10, Linguistics +6, Spellcraft +12, UMD +6
Female NG Half-Elf Witch 6 l Active Conditions:

Cleaning (Fort): 1d20 + 2 ⇒ (8) + 2 = 10

Afternoon Prayer (Sense Motive): 1d20 + 2 ⇒ (14) + 2 = 16
Afternoon Prayer (Charisma): 1d20 + 2 ⇒ (4) + 2 = 6

Transcription #1 (Int): 1d20 + 3 ⇒ (1) + 3 = 4
Transcription #2 (Int): 1d20 + 3 ⇒ (17) + 3 = 20
Transcription #3 (Int): 1d20 + 3 ⇒ (2) + 3 = 5
______

Although Fran knew that the Razmirans weren't exactly nice, Shayna being beat in full view of everyone catches her completely off-guard. She can only stomach a minute or two before she coughs and tentatively raises her hand, like she'd been taught to do in school.

"Um...they seem like they're really sorry for nodding off earlier during the prayers! I bet they've learned their lesson good..." she speaks up, assuming their fat charge acknowledges her.


Fran:
You are able to get through the scrubbing with no problem.

The priest leading this afternoon's prayer is every bit as bored with it as you are. You do manage to stay awake.

You are kept a little longer this time for the transcription. The person in charge notes an error on one of your pages, tears it up and insists you do it again.

The fat black robed priest doesn't immediately notice Fran lifting her hand. He seems to be enjoying himself too much hitting someone that doesn't defend themselves.

When he does look over, he says "They feel asleep when they were supposed to listen. You are talking when you should just watch." He looks at her a few minutes, then says "No dinner for you."

Considering what they feed you, you aren't certain that is that much of a punishment.


Thomas:
I assume you wanted to be stealthy while doing that.

Stealth, close door to T9 and move over to T10.: 1d20 + 9 ⇒ (5) + 9 = 14
NPC Perception: 1d20 + 1 ⇒ (11) + 1 = 12

You then move over to the other door.

It is not trapped nor is it locked.

Stealth, open door to T10 and look inside: 1d20 + 9 ⇒ (3) + 9 = 12
NPC Perception: 1d20 + 1 ⇒ (7) + 1 = 8

You don't hear anyone in there, but you can very faintly make out the sounds of the person in the room you just left continue to eat and the barest whispers of conversation from beyond the door on the other side of the hall.

You are currently standing in the hallway with the door slightly open. What do you want to do now?


The next morning you are awoken at your normal time, but this time you are brought to the court yard instead of getting breakfast.

The fat black robe says "Today we give you a chance to show off your capabilities." You grow worried since there is a gleeful tone to his voice. You would guess he looks forward to whatever he has planned.

He has the six of you (including Elvar) take positions around the courtyard against the walls. Then he goes and fetches a large bag.

Going around to each of you, he gives you a sap.

"Today you get to demonstrate your combat abilities."

You notice that the guards at the top of the wall are watching you in the courtyard, only occasionally looking out around the temple. There is also a grey robed priest nearby, evidently also intending to watch.

Then fat black robe goes into the center of the courtyard. "The last one standing is excused from transcription duties tonight. I will personally donate a bottle of fine wine to the winner."

Then he takes a heavy flail out of the bag and drops it in the center.

He then walks over to the stairs. "Any questions before we begin?"

Please place yourselves in the courtyard. The normal PFS PvP rules are suspended for this combat.

You would still be held accountable if you were to kill another Pathfinder.

If you have questions for the GM, put them in OOC or in discussion.

The Exchange

Kitsune Swashbuckler(mouser) 1/Ninja 5/ Shadow dancer 2
Stats:
HP 61/61, AC 17/ T 14/FF 13, F+5, R+12, W+4, Init +7, Speed 30ft, Darkvision 60ft, Low light Vision, CMB +4, CMD 18

GM:

Thomas, not hearing anything in here, sneaks through the door.

If this is a kitchen, he looks for something that won't be easily missed to eat.

If it is not, he looks for an outfit to use.

Take 10 for 19 on stealth, as (closed) doors increase perception DC, so he's taking his chances.

If nothing of either sort can be found, he will backtrack through T7, and scout near the stairs.

Again take 10 for 19.


Thomas:

When searching, please include a perception check.

Perception: 1d20 + 6 ⇒ (19) + 6 = 25

Sacks, barrels, crates, and other cooking supplies dominate much of this room, and the stench of dirty pots is almost overwhelming. In the corner, a few dying coals smolder in a simple cooking hearth.

There is some stale bread, old fruit, and the remains of a stew in a dirty pot on the hearth.

Under one of the tables is a locked cabinet.

You also find a small locked box hidden behind some of the crates.

A hot pad is as close as you get to clothing in here.

Dark Archive

Ifrit Overwhelming Soul (4) | Darkvision 60ft | HP28/31 | AC 20 | T 14 | FF 17 | CMD 18 | Fort +6| Ref +8 | Will +2 | Init +13 | Perception +7| Sense Motive +2| Click to view full sheet

Bluff: (take 10) + 7 = 17

"I'm no good with a sap," Kriklishik says to Shayna. "I'm better at throwing, but as tired as I am, I'm still probably" - he looks at the guards - "an awful shot."

Shayna:
Secret Message: We should 'accidentally' hit these guys! Pass it on.

Sense Motive DC 17 to know a message was passed. DC 22 to understand the message, assuming you're not the intended target.

Dark Archive

Male Human (Osiriani) Herald Caller of Dispater 4 (Cleric) | HP 33/33 | AC 14, T 10, FF 14 | Fort +5, Ref +1, Will +7 | Init +0 | Perc +3 | Channels Remaining: 6/9

Sense Motive: 1d20 + 6 ⇒ (9) + 6 = 15

Vlazis takes hold of his sap with distaste.
At least they don't seem to want us to murder one another. I don't stand much chance of winning, but it would doubtless be best if we were able to keep our team from losing. Though we should be careful not to work too obviously together...

He scowls behind his mask, We should defeat the half-elf, but after that, Hell take the hindmost!

The Concordance

HP: 38/38 l AC: 14 (18 w/ Mage Armor), T 14, FF 12 l CMD 15 l F +6, R +6, W +8 l L1: 1/4, L2: 2/4, L3: 3/3 l Init +6 l Senses: Perception +1, Low-Light Vision
Skills:
Diplomacy +11, Handle Animal +5, Kn. Arcana/Local +12, Kn. History/Planes +8, Kn. Nature/Religion +10, Linguistics +6, Spellcraft +12, UMD +6
Female NG Half-Elf Witch 6 l Active Conditions:

Sense Motive: 1d20 + 2 ⇒ (18) + 2 = 20

Fran's stomach rumbles in complaint as she considers the situation; although dinner didn't amount to much it was still a chance at nourishment missed and breakfast hadn't quite made up the difference. She glances to where Krik and Shayna stand; her ears picked up the subtle shift in tone that indicated Krik was doing more than just lamenting his poor aim.

Is he on to something?

She raises her hand again.

"Sir? I suppose whoever gets the flail first has the advantage then?" she asks, though she was fairly sure she already knew the answer.

That...looks like it would hurt quite a bit.


For the first time, you hear the fat man in black laugh. It is not a joyful sound.

I expect whoever grabs it gets to spill some blood. We do have a healer on hand” as he gestures towards the priest in grey “so they won’t lose too much blood.

He draws his great club and holds it above his head. “The rules are simple. Keep the fighting between yourselves. Start when I lower my weapon.


Not everyone has placed their avatar on slide six yet. Once everyone participating has, I will roll initiative.

In order to keep this moving, please put your tactics, Attack roll and damage in a spoiler. I will update in initiative order. Please no peeking at each other’s spoilers.

Remember to include non-proficiency and fatigued penalties as appropriate.

Fatigued::
A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Sap is a light martial melee weapon doing d6 nonlethal damage. Since it is blunt, Swashbuckler Finesse would not apply but the regular feat Weapon Finesse would.

Heavy Flail is a two-handed martial weapon doing d10 Damage, Crit 19/x2. I will allow you to voluntarily fail a crit confirmation roll in this combat.

Bluff or Perform (Acting) would allow you to take a fall and make it look realistic.

The Exchange

Kitsune Swashbuckler(mouser) 1/Ninja 5/ Shadow dancer 2
Stats:
HP 61/61, AC 17/ T 14/FF 13, F+5, R+12, W+4, Init +7, Speed 30ft, Darkvision 60ft, Low light Vision, CMB +4, CMD 18

GM:

Thomas sneaks over to the cabinet.

Take 10 for 20 on lockpicking, in hopes of it being enough.
Lockpicking if 20 isn't enough: 1d20 + 10 ⇒ (4) + 10 = 14

Take 10 for 20 on the box.
Lockpicking if 20 isn't enough: 1d20 + 10 ⇒ (12) + 10 = 22

Would it be an option to wait until midnight, to steal clothing?
I was thinking of waiting near the cells.

Dark Archive

Male Human (Osiriani) Herald Caller of Dispater 4 (Cleric) | HP 33/33 | AC 14, T 10, FF 14 | Fort +5, Ref +1, Will +7 | Init +0 | Perc +3 | Channels Remaining: 6/9

Round 1:

Vlazis will quickly round on the half-elf, hoping to take him out of the fight flanking if possible without provoking any AoOs
Sap: 1d20 - 1 - 4 ⇒ (17) - 1 - 4 = 12
Nonlethal: 1d6 - 2 ⇒ (3) - 2 = 1


Thomas:
You manage to open the cabinet.

Inside you find a variety of meats, cheeses, fresh bread, and produce. It looks to be much better quality than the rest of the food in the kitchen. Looks quite tasty!

You also open the box. Inside the box you find a variety of holy symbols.

Perception: 1d20 + 6 ⇒ (13) + 6 = 19

You hear the sound of a chair scraping against the floor from the next room.

If you want to wait somewhere, you can certainly do that. You can’t be sure what time it currently is. Less than an hour has passed since you were taken from your cell. As for getting back to where you were, you know the way.

What do you do?

The Exchange

Androgynous Undine
Stats:
Drgn Sprt Gd. (Or.) 2/Brawler 1|HP: 18/22|Init: +2|AC: 23*/12FF/19T|F:+3/R:+4/W:+3|Swm: +9|DD:+8|UMD:+7|Dip:+6|Acr,K:+5|Heal/Per/SM:+4
Usable Resources:
Hydrated Vitality: 6hp/day|Martial Flexibility: 3/4|Folio Reroll: 1/1(no stars)|Faction Pin: Exchange(+1d4 Appraise, Int., K:Local) 1/1

'Acolyte Razor' Tactics -- Round One -- FIGHT!:

For the beginning of the combat, 'Razor' will set up defensively and hyperventilate a bit as if psyching themselves up to the prospect of beating upon their fellow Razmirans...

Move Action, Martial Flexibility: Desperate Battler (+1 morale to attack and damage as long as there are no allies within 10' and not receiving an Aid Another Bonus). Only used if the situation dictates it, otherwise instead will be Dodge (+1 Dodge bonus to AC)

Readied Attack Action(+1 if Desperate Battler is in effect)Sap on anyone that comes within reach: 1d20 + 4 ⇒ (3) + 4 = 7

Damage(+1 if Desperate Battler is in effect): 1d6 + 2 ⇒ (5) + 2 = 7

Also, my AC has been updated to reflect not having armor or shield in my stat block.

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