GM Chyro [PFS Season 0] Perils of the Pirate Pact (Inactive)

Game Master Chyrone

Yarr, shady dealings to be had.


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Liberty's Edge

Spells 1:2/2 2:1/1 Nagaji Paladin 7 HP:60/60|AC:23|T:11|FF:22|CMB+11|CMD:22|Fort:+12/+14 Poison|Ref:+8|Will:+8/+10 Mind Affecting|Init:+1|Perc:+11|Sense Motive+4|Diplomacy +13|Move 20 Smite Evil 3/3 Lay on Hands(4d6) 6/6, Divine Bond Sword +1 1/1 +2/die healing on me.

Gives into his violent compunctions and Stabs the voice in his head.. ha

I'm waiting for the rest to move yes?

Grand Lodge

hp 50/50; AC 24, 19, 22 (22, t19, ff 20), fort +7 refl +8, will +12;, bab 4, melee 7 (flurry +4, +4, -1), ranged 6, cmb 9 cmd 26; init +2; ki 6/7, ef 6/6, move 50, 1d8+3+1d4 unarmed dmg; csw 6, clw 35, mg armor 47; wih 46; folio reroll 1/1 | oni-spawn tiefling monk of the four winds 6 / sorceror 1 | -3 *
skills:
Acro +10 (+24 jump), Disable +14, Disguise +10, Escape +7, Heal +6, Intimidate +0, Know arcane +4, Perc +10, Prof (cartographer) +8, SM +8, Spellcraft +10, Stealth +6, Survival +4, Swim +7

Kenji moves into the granary, wary of attacks. double move, so no readied action

Dark Archive

Male Tiefling (Grimspawn) Alchemist(Grenadier)/2: HP (12/17): AC (18/touch=15/flat=15): Saves (Fort=4/Ref=6/Will=-1): Initiative +5: Perception +1: Sense Motive -1

As stated Baru follows in Sele's footsteps. literally.

Liberty's Edge

Female Human Oracle 2 | HP x/x | AC 15 T 15 FF 12 | Saves: F: +4 R: +5 W: +2 | CMD: 18 | Init: +4 Percep: +7 SM: +6

Lyn had been happily humming to herself until Yargos called out about the signal. Quickly her face got halfway serious, and she actually seemed somber upon discovering the dead guards.

She will move 3 squares North, then one Northeast.

-Posted with Wayfinder

Scarab Sages

Sky druid 6 | HP 45/45 AC 21 T 14 FF 18 | F +8 R +6 W +10 | Init +3; Darkvision 60 ft, Perception +16 Sylph Sobrino HP 22/22 AC 26 T 15 FF 22 | F +4 R +9 W +2 | Init +5; Low light vision, Perception +5

Keera follows her companions with Alacorta by her side.

Survival: 1d20 + 9 ⇒ (3) + 9 = 12

Where are the people who killed the guards. Had tou seen anyone?

Perception, looking for people: 1d20 + 7 ⇒ (12) + 7 = 19


Loot sheet No plunder, no pay Battle map--Misc info slides

..of the not-so people: 3d20 ⇒ (15, 16, 17) = 48

You can make stealth checks when proceeding.

Grand Lodge

hp 50/50; AC 24, 19, 22 (22, t19, ff 20), fort +7 refl +8, will +12;, bab 4, melee 7 (flurry +4, +4, -1), ranged 6, cmb 9 cmd 26; init +2; ki 6/7, ef 6/6, move 50, 1d8+3+1d4 unarmed dmg; csw 6, clw 35, mg armor 47; wih 46; folio reroll 1/1 | oni-spawn tiefling monk of the four winds 6 / sorceror 1 | -3 *
skills:
Acro +10 (+24 jump), Disable +14, Disguise +10, Escape +7, Heal +6, Intimidate +0, Know arcane +4, Perc +10, Prof (cartographer) +8, SM +8, Spellcraft +10, Stealth +6, Survival +4, Swim +7

Kenji slips forward, as quietly as possible.

stealth: 1d20 + 8 ⇒ (18) + 8 = 26

Dark Archive

Male Tiefling (Grimspawn) Alchemist(Grenadier)/2: HP (12/17): AC (18/touch=15/flat=15): Saves (Fort=4/Ref=6/Will=-1): Initiative +5: Perception +1: Sense Motive -1

stealth: 1d20 + 3 ⇒ (1) + 3 = 4


Loot sheet No plunder, no pay Battle map--Misc info slides

Baru moves carefully..

Floorboard: *Creak*....

Keera is first to see the sights of 2 eerie cloaked figures appearing.
Holding ancient sickles, they silently display the intent to kill you.

Init rolls:

Asami: 1d20 + 4 ⇒ (16) + 4 = 20
Baru: 1d20 + 3 ⇒ (15) + 3 = 18
Kenji: 1d20 + 1 ⇒ (13) + 1 = 14
Keera: 1d20 + 3 ⇒ (8) + 3 = 11
Lynthara: 1d20 + 6 ⇒ (10) + 6 = 16
Roc: 1d20 + 4 ⇒ (16) + 4 = 20
Sele: 1d20 + 1 ⇒ (12) + 1 = 13

Black Echelon: 1d20 + 1 ⇒ (11) + 1 = 12


The Granary, round 1

Asami & Roc
Baru
Lynthara
Kenji
Sele

Black Echelon
Keera

Bold can post, resolve in init order.
I've moved Asami in, she's tagging along behind Baru.

Grand Lodge

hp 50/50; AC 24, 19, 22 (22, t19, ff 20), fort +7 refl +8, will +12;, bab 4, melee 7 (flurry +4, +4, -1), ranged 6, cmb 9 cmd 26; init +2; ki 6/7, ef 6/6, move 50, 1d8+3+1d4 unarmed dmg; csw 6, clw 35, mg armor 47; wih 46; folio reroll 1/1 | oni-spawn tiefling monk of the four winds 6 / sorceror 1 | -3 *
skills:
Acro +10 (+24 jump), Disable +14, Disguise +10, Escape +7, Heal +6, Intimidate +0, Know arcane +4, Perc +10, Prof (cartographer) +8, SM +8, Spellcraft +10, Stealth +6, Survival +4, Swim +7

Kenji moves to one side of the opening, hoping someone else moves to the opposite, and makes ready to attack the first one that comes through the doorway. readied action

readied attack: 1d20 + 4 ⇒ (2) + 4 = 6 (+2 if flanking)
dmg if hits: 1d6 + 3 ⇒ (5) + 3 = 8

sigh

Dark Archive

Male Tiefling (Grimspawn) Alchemist(Grenadier)/2: HP (12/17): AC (18/touch=15/flat=15): Saves (Fort=4/Ref=6/Will=-1): Initiative +5: Perception +1: Sense Motive -1

Baru move forward and stops 20' from the green enemy. He mixes together some components and tosses the mixture at the green enemy.

[ooc]Tanglefoot bomb. DC:15 Reflex

tanglefoot:
Tanglefoot Bomb (Su)*: A creature that takes a direct hit from a tanglefoot bomb must save against the bomb's DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag. Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all.

Tanglefoot Bag: A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.

A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately. Crafting this item is a DC 25 Craft (alchemy) check.

ranged touch: bomb: 1d20 + 5 ⇒ (10) + 5 = 15

damage: 1d6 + 4 ⇒ (6) + 4 = 10 DC:15 reflex for 1/2 splash. 5 splash

"I might be able to keep them stuck in place, while the rest of you take care of them!"

Liberty's Edge

Spells 1:2/2 2:1/1 Nagaji Paladin 7 HP:60/60|AC:23|T:11|FF:22|CMB+11|CMD:22|Fort:+12/+14 Poison|Ref:+8|Will:+8/+10 Mind Affecting|Init:+1|Perc:+11|Sense Motive+4|Diplomacy +13|Move 20 Smite Evil 3/3 Lay on Hands(4d6) 6/6, Divine Bond Sword +1 1/1 +2/die healing on me.

Sele moves to the other side and readies an attack against the first to come through and in his range

Readied greatsword: 1d20 + 7 ⇒ (6) + 7 = 132d6 + 6 ⇒ (2, 4) + 6 = 12

Liberty's Edge

Female Human Oracle 2 | HP x/x | AC 15 T 15 FF 12 | Saves: F: +4 R: +5 W: +2 | CMD: 18 | Init: +4 Percep: +7 SM: +6

Lyn hurries forward to join the fray.

Double move two squares south of Kenji.

-Posted with Wayfinder

Scarab Sages

Sky druid 6 | HP 45/45 AC 21 T 14 FF 18 | F +8 R +6 W +10 | Init +3; Darkvision 60 ft, Perception +16 Sylph Sobrino HP 22/22 AC 26 T 15 FF 22 | F +4 R +9 W +2 | Init +5; Low light vision, Perception +5

Without orders of how to proceed with the new arrivals, Alacorta waits until Keera reacts.

He´s going to delay until he´s given any order or anything forces him to react (like being attacked)


Loot sheet No plunder, no pay Battle map--Misc info slides

Quick bot Asami here, she's not reaching any hostile anyway.

The Granary, round 1

Asami moves north, ending between Baru & Lynthara. She keeps her rapier at the ready.
Roc remains.
Baru lobs a tanglefoot bomb at green, it explodes violently, leaving dust and boneshards upon a cloak where it once stood.
Reflex blue: 1d20 + 1 ⇒ (12) + 1 = 13 The blast takes down blue as well.
Lynthara moves closer.
Kenji keeps a readied punch.
Sele prepares an attack on the opposite side of the opening.
Black Echelon:
A third red, duh :) appears, provoking the readied punch from Kenji, which missed and hit only cloth.
Sickle vs Kenji: 1d20 ⇒ 51d6 ⇒ 4. Kenji sidesteps, easily dodging the attempt.
Keera

Scarab Sages

Sky druid 6 | HP 45/45 AC 21 T 14 FF 18 | F +8 R +6 W +10 | Init +3; Darkvision 60 ft, Perception +16 Sylph Sobrino HP 22/22 AC 26 T 15 FF 22 | F +4 R +9 W +2 | Init +5; Low light vision, Perception +5

Alacorta, attack it Says Keera pointing to the ghostly opponent. then she moves forward and cast a Flare on it.DC 13 Fort save

Tha Roc, flies foward with his beak prepared to tear through cape and bones.

bite: 1d20 + 3 ⇒ (18) + 3 = 211d6 + 1 ⇒ (1) + 1 = 2 Bite is B, P and S in case it matters


Loot sheet No plunder, no pay Battle map--Misc info slides

Erm....flare on a creature with no eyes....lol. Undead are immune to any effects requiring fort saves :)

Keera's flare does nothing to the undead operative, but makes a flashy sight nonetheless.

Round 1 recap:

Asami moves north, ending between Baru & Lynthara. She keeps her rapier at the ready.
Roc remains.
Baru lobs a tanglefoot bomb at green, it explodes violently, leaving dust and boneshards upon a cloak where it once stood.
Reflex blue: 1d20 + 1 ⇒ (12) + 1 = 13 The blast takes down blue as well.
Lynthara moves closer.
Kenji keeps a readied punch.
Sele prepares an attack on the opposite side of the opening.
Black Echelon:
A third red, duh :) appears, provoking the readied punch from Kenji, which missed and hit only cloth.
Sickle vs Kenji: 1d20 ⇒ 51d6 ⇒ 4. Kenji sidesteps, easily dodging the attempt.
Keera flares to no avail.

The granary, round 2
The roc goes for the attack, but deals little if none? damage.
Asami
Baru
Lynthara
Kenji
Sele

Black echelon
Keera

Bold can post, resolves in init order.

Grand Lodge

hp 50/50; AC 24, 19, 22 (22, t19, ff 20), fort +7 refl +8, will +12;, bab 4, melee 7 (flurry +4, +4, -1), ranged 6, cmb 9 cmd 26; init +2; ki 6/7, ef 6/6, move 50, 1d8+3+1d4 unarmed dmg; csw 6, clw 35, mg armor 47; wih 46; folio reroll 1/1 | oni-spawn tiefling monk of the four winds 6 / sorceror 1 | -3 *
skills:
Acro +10 (+24 jump), Disable +14, Disguise +10, Escape +7, Heal +6, Intimidate +0, Know arcane +4, Perc +10, Prof (cartographer) +8, SM +8, Spellcraft +10, Stealth +6, Survival +4, Swim +7

Kenji makes a flurry of attacks on the creature before him (red)

to hit: 1d20 + 4 ⇒ (1) + 4 = 5
dmg if hits: 1d6 + 3 ⇒ (4) + 3 = 7

to hit: 1d20 + 4 ⇒ (3) + 4 = 7
dmg if hits: 1d6 + 3 ⇒ (2) + 3 = 5

really? Somtimes I just really hate the dicebot!

Dark Archive

Male Tiefling (Grimspawn) Alchemist(Grenadier)/2: HP (12/17): AC (18/touch=15/flat=15): Saves (Fort=4/Ref=6/Will=-1): Initiative +5: Perception +1: Sense Motive -1

With only 1 enemy left, Baru draws his bow, noches an arrow and lets loose!

longbow: 1d20 + 5 ⇒ (4) + 5 = 9

damage: 1d8 ⇒ 5

Baru looses concentration on the enemy during the fumbling of action to fire a bow, and misses completely.

you were saying... Kenji?!

Liberty's Edge

F Kitsune Swashbuckler 2 | HP(22/22) Panache(4/4) | AC 16 / T 14 / FF 12 | F +2 / R +7 / W -1 | Perc +3 / Init +4 | BAB +2 / CMB +2 / CMD 16

So this is what happens when I step out for a weekend...

"Undeads? Bah, eat steel! Hey, does this thing even understand me?" Asami considers the wisdom of conversing with an undead as she steps forth and strikes with her rapier.

FA 5' step. MA draw rapier. SA rapier attack!

Rapier: 1d20 + 8 ⇒ (8) + 8 = 16 Damage: 1d6 + 4 ⇒ (1) + 4 = 5

Liberty's Edge

Spells 1:2/2 2:1/1 Nagaji Paladin 7 HP:60/60|AC:23|T:11|FF:22|CMB+11|CMD:22|Fort:+12/+14 Poison|Ref:+8|Will:+8/+10 Mind Affecting|Init:+1|Perc:+11|Sense Motive+4|Diplomacy +13|Move 20 Smite Evil 3/3 Lay on Hands(4d6) 6/6, Divine Bond Sword +1 1/1 +2/die healing on me.

Sele steps forward to flank the undead with Kenji
and swings at the undead
Greatsword Attack and Damage: 1d20 + 9 ⇒ (10) + 9 = 192d6 + 6 ⇒ (2, 1) + 6 = 9


Loot sheet No plunder, no pay Battle map--Misc info slides
Suave Swashbuckler wrote:
So this is what happens when I step out for a weekend...

They're on a roll. By the way, yes, these things understand common.

Asami proudly steps up to stab the boney opponent, but it seems to do nothing whatsoever. The only response is a soft motion with its head, a silent BOO if any.

Unless Lynthara does something to kill-steal here, Sele finishes this combat with a mighty swing.

Liberty's Edge

Female Human Oracle 2 | HP x/x | AC 15 T 15 FF 12 | Saves: F: +4 R: +5 W: +2 | CMD: 18 | Init: +4 Percep: +7 SM: +6

Nope, I'll hold onto my spells for now.

-Posted with Wayfinder


Loot sheet No plunder, no pay Battle map--Misc info slides

Ok.

With Sele's overhead swing, he destroys the undead operative, sending bones scattering.

Combat over. Will you search the rest of the granary? They were busy after all.

Liberty's Edge

F Kitsune Swashbuckler 2 | HP(22/22) Panache(4/4) | AC 16 / T 14 / FF 12 | F +2 / R +7 / W -1 | Perc +3 / Init +4 | BAB +2 / CMB +2 / CMD 16

The swashbuckler pokes the scattered bones a few more times for good measure, while wondering why her marvelous weapon felt so ineffective. With a shrug, Asami then takes the time to search about the granary.


Loot sheet No plunder, no pay Battle map--Misc info slides

?:

Surprise mortal!, vs FF: 1d20 ⇒ 151d6 ⇒ 2

As Asami starts exploring the silo NE, she notices a rusty chest, but when she gets to it, a hail of grain and the flash of a weapon strike her, luckily she takes a mere 2 damage from an undead which had hidden itself within the grain. From another heap of grain a wall of mist springs forth, shedding fog on a 30ft radius.

20% ranged attack miss, adjacent targets no penalty. I'm not going to bother with this init, put these down for good. 1st come 1st served.

Liberty's Edge

F Kitsune Swashbuckler 2 | HP(22/22) Panache(4/4) | AC 16 / T 14 / FF 12 | F +2 / R +7 / W -1 | Perc +3 / Init +4 | BAB +2 / CMB +2 / CMD 16

"Aha! I've had practice against your kin's bones back there. Surely my sword will be more effective against you now. Drop your guard!" The surprised swashbuckler lashes out at the undead and attempts to answer in kind.

Rapier: 1d20 + 8 ⇒ (5) + 8 = 13 Damage: 1d6 + 4 ⇒ (4) + 4 = 8

And, just in case things don't go well this round...

Parry and Riposte!:

Parry: 1d20 + 8 ⇒ (14) + 8 = 22

If it beats the attack roll:
Riposte: 1d20 + 8 ⇒ (8) + 8 = 16 Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Grand Lodge

hp 50/50; AC 24, 19, 22 (22, t19, ff 20), fort +7 refl +8, will +12;, bab 4, melee 7 (flurry +4, +4, -1), ranged 6, cmb 9 cmd 26; init +2; ki 6/7, ef 6/6, move 50, 1d8+3+1d4 unarmed dmg; csw 6, clw 35, mg armor 47; wih 46; folio reroll 1/1 | oni-spawn tiefling monk of the four winds 6 / sorceror 1 | -3 *
skills:
Acro +10 (+24 jump), Disable +14, Disguise +10, Escape +7, Heal +6, Intimidate +0, Know arcane +4, Perc +10, Prof (cartographer) +8, SM +8, Spellcraft +10, Stealth +6, Survival +4, Swim +7

Kenji moves up to Asami, to flank if possible, and attacks the undead.

to hit: 1d20 + 4 ⇒ (1) + 4 = 5 +2 if flanking
dmg if hits: 1d6 + 4 ⇒ (3) + 4 = 7

gah! bad dicebot did it to me again!


Loot sheet No plunder, no pay Battle map--Misc info slides

No flank unless you want to take 2 AoO. I've placed you to the left of Asami.

Asami jabs and knows she hit something, but like before, her attack does relative little harm to the bonehead.
Kenji is quick to join Asami in combat, but the grain is crunchy enough to make his feet unsteady.

Scarab Sages

Sky druid 6 | HP 45/45 AC 21 T 14 FF 18 | F +8 R +6 W +10 | Init +3; Darkvision 60 ft, Perception +16 Sylph Sobrino HP 22/22 AC 26 T 15 FF 22 | F +4 R +9 W +2 | Init +5; Low light vision, Perception +5

I haven´t cast on enough undeads to know that =D

What? This things are resistant to magic! Keera instructs Alacorta to go against the near skeleton as she moves near the other skeleton ready an attack in case any of the two comes near.

attack ready:

scimitar: 1d20 + 2 ⇒ (18) + 2 = 201d6 + 1 ⇒ (5) + 1 = 6
critical confirm: 1d20 + 2 ⇒ (18) + 2 = 201d6 + 1 ⇒ (2) + 1 = 3

bite: 1d20 + 3 ⇒ (19) + 3 = 221d6 + 1 ⇒ (2) + 1 = 3 As the attack is bludgeoning (and slashing and piercieng) Alacorta bypass the skeleton DR


Loot sheet No plunder, no pay Battle map--Misc info slides

And with Keera & Alacorta's assault, the last two skeletal operatives in the granary fall permanently. The only items you find are sickles and the vials of gutwither poison.

With thankfully the situation averted, Yargos wishes to make haste.
"It won't take long, just don't fall behind."
Yargos takes you through a maze of waterlogged tunnels, eventually leading to a meeting hall, where a muscular man with many a burnscar sits within a pool. 2 women renew pouring water over his scarred torso. 2 heavily armored half-orcs with greataxes stand alongside of him.

Yargos: "Be careful, Grandmaster Torch is an influential and powerful man. Angering him is unhealthy."

Grandmaster Torch: "So, to what do i owe the company of 6 new faces, and a pet bird?"

Liberty's Edge

Spells 1:2/2 2:1/1 Nagaji Paladin 7 HP:60/60|AC:23|T:11|FF:22|CMB+11|CMD:22|Fort:+12/+14 Poison|Ref:+8|Will:+8/+10 Mind Affecting|Init:+1|Perc:+11|Sense Motive+4|Diplomacy +13|Move 20 Smite Evil 3/3 Lay on Hands(4d6) 6/6, Divine Bond Sword +1 1/1 +2/die healing on me.

"Grandmaster Torch we have a desperate situation where we need to find the hideout of Nessian before he uses the Black Echelon to wreak havoc in the city"

Diplomacy: 1d20 + 8 ⇒ (8) + 8 = 16


Loot sheet No plunder, no pay Battle map--Misc info slides

"Ah, now that is a serious claim, can you prove it though?...I know where he is, but to rat out a talented young potential crimelord doesn't come cheap. 6000 gold pieces is my price."

Feel creative in social skills' uses to soften this guy up. Intimidate is ill adviced, you only 'see' 2 bodyguards.

Liberty's Edge

Female Human Oracle 2 | HP x/x | AC 15 T 15 FF 12 | Saves: F: +4 R: +5 W: +2 | CMD: 18 | Init: +4 Percep: +7 SM: +6

"Hey, they call you Torch, huh? Is it because of all those burn? That is, if that's the source of those scars. I got one here where a big cat bit me! Anyway, that silly crime lord of yours won't be able to control a horde off undead. And they'll sack the city. Might slow down your business for awhile..."

Dipomacy: 1d20 + 4 ⇒ (6) + 4 = 10

-Posted with Wayfinder

Dark Archive

Male Tiefling (Grimspawn) Alchemist(Grenadier)/2: HP (12/17): AC (18/touch=15/flat=15): Saves (Fort=4/Ref=6/Will=-1): Initiative +5: Perception +1: Sense Motive -1

"How about a game of chance? Wherein, if you win, we pay. But, should we manage a victory, you provide up with this small bit of information and we forget where we got it?"

of course I could make a bomb, and take the Liea/Jabba approach. "because he's holding a thermal detonator!"

Liberty's Edge

F Kitsune Swashbuckler 2 | HP(22/22) Panache(4/4) | AC 16 / T 14 / FF 12 | F +2 / R +7 / W -1 | Perc +3 / Init +4 | BAB +2 / CMB +2 / CMD 16

Asami grins at Master Torch's words. "Well, now, I should agree it's good to foster good will toward such a future crimelord, if he can indeed live up to the potential you ascribe him. Why not test him? Send us towards him, and see if he's up to the task of handling us. If he fails, consider how you have just gained the favor of a group with even more potential than this young crime lord."

Diplomacy: 1d20 + 8 ⇒ (14) + 8 = 22

Scarab Sages

Sky druid 6 | HP 45/45 AC 21 T 14 FF 18 | F +8 R +6 W +10 | Init +3; Darkvision 60 ft, Perception +16 Sylph Sobrino HP 22/22 AC 26 T 15 FF 22 | F +4 R +9 W +2 | Init +5; Low light vision, Perception +5

Keera tries to aid her companions serching his mind for reasons to avoid paid so huge amount of money.

You need proof? I can show you the poison they tryed to use in the granary if this is proof for you. But if a man has became so influential as you, surely he could discern truth of lies from the people he talks to.

And you´re not ratting anyone, you´re protecting your own bussiness.
If the poisoning plot had been successful, how many of yours contacts would had died? How many money, or favors, would you lose due to debtors death?

Even that crimelord is able to control hundreds of undeads, if his plot is successfull you will lose your influence and control of the city. And if he isn´t able, all of us will face death.

Don´t haggle with us, and take advantage of the situation. Prepare your men reclaim is business, for when we catch him. Surely this will make you gain much more than 6.000 gold pieces.

Can I pet his half-orcs as an creativve use of handle animal? It´s my best social skill.


Loot sheet No plunder, no pay Battle map--Misc info slides

Keera diplomacy: 1d20 - 2 ⇒ (5) - 2 = 3
@ Baru; You 'may' try for fun's sake, but Sele's seen enough action from Greataxes and greatswords to stop you from trying. If not him, his guards most certainly will. Besides, you're only 'this' chronicle away from lvl 3.
@ Keera; nope, they're not the pig variant. :)

Grandmaster torch looks unamused at Lynthara's attempt.
"You're being very casual here little one."

Asami's attempt causes a small grin.
"Che...no my dear, not going to happen." Keera's poor attempt does little to grandmaster Torch, however the mention and proposal of the poison catches his attention. "Poison you say, intriguing."

Assuming you're showing him.
"Hmm, these do look like old design vials. Ok, so maybe the story for finding him is legit. I've another idea instead. I’ve recently come into possession of a series of safes. Unfortunately, the safecracker I employed has turned out to be quite useless. If you can coax even three of the fie safes open, I could be persuaded to disclose Nessian’s location and dispense with my regular fee entirely. These chests are remarkably unique and I have the foreboding suspicion that,
in this case, the receptacles just might be worth more than their contents, so I’d rather you didn’t smash them open. Oh! One more thing: if my diviner warns me you have crossed me and stolen the contents, there will be repercussions."
He says this with a most serious face that leaves little to the imagination.

"Agreed?"

Liberty's Edge

F Kitsune Swashbuckler 2 | HP(22/22) Panache(4/4) | AC 16 / T 14 / FF 12 | F +2 / R +7 / W -1 | Perc +3 / Init +4 | BAB +2 / CMB +2 / CMD 16

Flip flip flip...are we in town? This may work, although if they have a diviner I'm not sure why he needs us to crack open these safes.

Grand Lodge

hp 50/50; AC 24, 19, 22 (22, t19, ff 20), fort +7 refl +8, will +12;, bab 4, melee 7 (flurry +4, +4, -1), ranged 6, cmb 9 cmd 26; init +2; ki 6/7, ef 6/6, move 50, 1d8+3+1d4 unarmed dmg; csw 6, clw 35, mg armor 47; wih 46; folio reroll 1/1 | oni-spawn tiefling monk of the four winds 6 / sorceror 1 | -3 *
skills:
Acro +10 (+24 jump), Disable +14, Disguise +10, Escape +7, Heal +6, Intimidate +0, Know arcane +4, Perc +10, Prof (cartographer) +8, SM +8, Spellcraft +10, Stealth +6, Survival +4, Swim +7

"Now THAT's something I might be able to help with."

Liberty's Edge

Spells 1:2/2 2:1/1 Nagaji Paladin 7 HP:60/60|AC:23|T:11|FF:22|CMB+11|CMD:22|Fort:+12/+14 Poison|Ref:+8|Will:+8/+10 Mind Affecting|Init:+1|Perc:+11|Sense Motive+4|Diplomacy +13|Move 20 Smite Evil 3/3 Lay on Hands(4d6) 6/6, Divine Bond Sword +1 1/1 +2/die healing on me.

"Sounds good. .. if you need bribing to save many lives let's get it done"

Scarab Sages

Sky druid 6 | HP 45/45 AC 21 T 14 FF 18 | F +8 R +6 W +10 | Init +3; Darkvision 60 ft, Perception +16 Sylph Sobrino HP 22/22 AC 26 T 15 FF 22 | F +4 R +9 W +2 | Init +5; Low light vision, Perception +5

I can help you with my magic, Kenji

Keera will cast guidance as often as she can help Kenji.


Loot sheet No plunder, no pay Battle map--Misc info slides

Puzzle time!

Grandmaster Torch nods. "Good." He snaps a finger and an attendant shows you to a small side room with the five chests displayed.

You can do these in any order you want.

#1) The lock of this iron cask contains a laughing devil’s head.

Spoiler:
DC 8 perception: the devil's head can be turned two directions, like a safe combination, but without the numbers. A DC 18 disable device enables is required to correctly open this one.

#2) This red box has been inset with a trio of golden faces: the first appears stern, the second angry, and the third fumes with hatred.

DC 12 perception combined with DC 8 sense motive:

Negative emotions make this chest react. DC 12 intimidate, will save, UMD or perform (acting)

#3) The lid of this stone chest is covered with a relief of carved ivy.

DC 10 perception:

There's letters among the leaves of the carvings.
It is combined with a riddle that says: For messages i gain sweet release, to others i am the symbol for love or peace.
Int check here.

#4) This sealed stone chest has no visible lock or hinges. No
decoration or writing of any kind can be found.

Read at leasure:

Free to figure out, try whatever. :)

#5) A strange stylized writing wraps around the whole of this
rectangular chest. Stranger still are the ten small "pores" that run along the box’s lid.

DC 10 perception:

A hidden panel is on the left side of the box, but without means to open it. The odd letters and symbols on the side need a DC7 trained linguistics, bardic knowledge or any music related perform skill, revealing this is a musical tune.

DC 12 perform (wind instrument, flute/trumpet) to play the tune on the pores to open the chest.

Liberty's Edge

Female Human Oracle 2 | HP x/x | AC 15 T 15 FF 12 | Saves: F: +4 R: +5 W: +2 | CMD: 18 | Init: +4 Percep: +7 SM: +6

Lyn casts detect magic and focuses for 3 rounds on each chest.

Percep: 1d20 + 5 ⇒ (20) + 5 = 25
Percep: 1d20 + 5 ⇒ (10) + 5 = 15
Percep: 1d20 + 5 ⇒ (16) + 5 = 21
Percep: 1d20 + 5 ⇒ (14) + 5 = 19
Percep: 1d20 + 5 ⇒ (3) + 5 = 8

-Posted with Wayfinder


Loot sheet No plunder, no pay Battle map--Misc info slides

Lynthara notices something about chest #4

Lynthara:

There's glammer magic on this chest.
DC 14 will for disbelief.

Liberty's Edge

Female Human Oracle 2 | HP x/x | AC 15 T 15 FF 12 | Saves: F: +4 R: +5 W: +2 | CMD: 18 | Init: +4 Percep: +7 SM: +6

GM:
Will: 1d20 + 2 ⇒ (7) + 2 = 9

-Posted with Wayfinder

Grand Lodge

hp 50/50; AC 24, 19, 22 (22, t19, ff 20), fort +7 refl +8, will +12;, bab 4, melee 7 (flurry +4, +4, -1), ranged 6, cmb 9 cmd 26; init +2; ki 6/7, ef 6/6, move 50, 1d8+3+1d4 unarmed dmg; csw 6, clw 35, mg armor 47; wih 46; folio reroll 1/1 | oni-spawn tiefling monk of the four winds 6 / sorceror 1 | -3 *
skills:
Acro +10 (+24 jump), Disable +14, Disguise +10, Escape +7, Heal +6, Intimidate +0, Know arcane +4, Perc +10, Prof (cartographer) +8, SM +8, Spellcraft +10, Stealth +6, Survival +4, Swim +7

first chest:

perc: 1d20 + 11 ⇒ (4) + 11 = 15

disable: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25

second chest:

perception: 1d20 + 11 ⇒ (8) + 11 = 19
sense motive: 1d20 + 5 ⇒ (4) + 5 = 9

will save: 1d20 + 7 ⇒ (9) + 7 = 16

third chest:

perception: 1d20 + 11 ⇒ (4) + 11 = 15
int check: 1d20 ⇒ 17 -- anything with a 17?

fourth chest:

hmmm...

fifth chest:

perception: 1d20 + 11 ⇒ (5) + 11 = 16

lacking any of the other requisite skills, Kenji is at a loss here, though he does point out the 'pores' to others.

Liberty's Edge

Female Human Oracle 2 | HP x/x | AC 15 T 15 FF 12 | Saves: F: +4 R: +5 W: +2 | CMD: 18 | Init: +4 Percep: +7 SM: +6

Lyn points to the fourth chest.

"There's a magic aura on that one, but when I looked I didn't notice anything wrong with it. Can one of you check it too?"

-Posted with Wayfinder


Loot sheet No plunder, no pay Battle map--Misc info slides

Kenji manages to flawlessly pick the lock on the 1st chest.
He also makes a mean stare at the 2nd chest, it suddenly opens as if losing a contest.

Kenji 3rd chest:

It's a certain white bird, what was the name again? You have to say it out loud too.

The 4th chest requires DC14 will to see that

tell me:
It's an illusion, it can be opened normally.

Thankfully for Asami, there's no traps here that cause....exotic skin colors.

Liberty's Edge

Spells 1:2/2 2:1/1 Nagaji Paladin 7 HP:60/60|AC:23|T:11|FF:22|CMB+11|CMD:22|Fort:+12/+14 Poison|Ref:+8|Will:+8/+10 Mind Affecting|Init:+1|Perc:+11|Sense Motive+4|Diplomacy +13|Move 20 Smite Evil 3/3 Lay on Hands(4d6) 6/6, Divine Bond Sword +1 1/1 +2/die healing on me.

Perception: 1d20 + 6 ⇒ (11) + 6 = 17
Perception: 1d20 + 6 ⇒ (11) + 6 = 17
Perception: 1d20 + 6 ⇒ (8) + 6 = 14
Sense Motive: 1d20 + 3 ⇒ (18) + 3 = 21

"Interesting bunch of chests have we had trouble with any?

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