GM Crunch's Bid for Alabastrine (CORE)! (Inactive)

Game Master Saving Cap'n Crunch

Combat Map/Map of Alabastrine
Bidder Tracking Sheet
Bidders and Districts


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Scarab Sages

f Picture of Electra Elf
Stats:
HP 65/65 Ac 12 FF 10 T 12 F 7 R 7 W 7 (+2/+3vs Elemental Spells)/ Ini +8 Perc +15
Wizard Conjurer (9)

Electra quickly casts invisitbility.

Silver Crusade

Halfling Pharoah 1 | HP 8/8 | AC 13 T 13 FF 11 | CMD 10 | Fort +3 Ref +3 Will +3 (+2 fear) | Init +2 | Perc +2

Hakotep steps back and starts whispering a spell under his breath with gracefully slow hand movements to accompany.

Start casting sleep. 1 round casting time so it will finish on his next turn.

Dark Archive

Bard-9: HP 62/62; GM reroll @+4 1/1;music available 17/22; Spells avail:L1 6/(5+1)L2 2/4;L3 0/3;+1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 0/1; Wand CLW 26/50; Loremaster 1/1; (free) knock 1/1; resist E 1/1; CMW 2/2;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 40; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 22 (FF:21); Fort +7; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

"After routing the irregulars, the phalanx then made double-time towards the nearest of the villages, putting all the inhabitants to the sword as a lesson about what happens if you attack them."

Seeing Magga still bleeding he steps up to her and puts a gentle hand on the big womans wounds.

CLw: 1d8 + 2 ⇒ (5) + 2 = 7 and hopefully stops the bleeding

The Exchange

Male Half-Elf Sorcerer (inactive)

Round 2
Beronûsh moves stays put and speaks again: « રંગ સ્પ્રે »

abyssal:
"colour spray"

Colour Spray, again …

And then addresses Fowrah: « મને મૂર્ખ ચુંબન! »

abyssal:
"kiss me arse!"
Taunting; just because!

@ GM Crunch:
Same thing as last turn; getting the bandits and Fowrah in the AoE.
It's the only offensive spell Beronûsh has right now.
The spell's DC 14 is, and Will save negates.

Sovereign Court

Bandits of Immenwood | Before the Dawn

Riceak: You are right, I forgot (mwa ha ha...)
Confirmation: 1d20 + 5 ⇒ (1) + 5 = 6
Curses, foiled again...

Beronûsh: Fair enough, it can be plenty devastating at lower levels, as the following saves prove. Taunting too.

Saves vs. Color Spray, effects of:
Fowrah: 1d20 + 2 ⇒ (2) + 2 = 4
Bandit 1: 1d20 + 3 ⇒ (6) + 3 = 9
Bandit 2: 1d20 + 3 ⇒ (20) + 3 = 23
Unconscious, blinded, stunned: 2d4 ⇒ (1, 1) = 2
Blinded, stunned: 1d4 ⇒ 2

Electra, wounded, fades from view, while Khellek heals Magga and stops her bleeding. Hakotep begins to cast a soporific spell, and Beronûsh blast his foes once again with a cone of violent light. Fowrah and one of the bandits, who had just cleared his eyes of dust, are caught full in the face and go down. The other, startled, quickly lays down his arms in a show of surrender. The archers, relatively safe from their high vantage point, continue laying down fire.

Crossbow vs. Magga: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d8 ⇒ 1

Crossbow vs. Khellek: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d8 ⇒ 2

Round 2/3
Beronûsh, Magga (-3, delayed), Khellek (-2), Electra (-11, invisible)
Bandit archers
Riceak (-7), Hakotep

Dark Archive

Bard-9: HP 62/62; GM reroll @+4 1/1;music available 17/22; Spells avail:L1 6/(5+1)L2 2/4;L3 0/3;+1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 0/1; Wand CLW 26/50; Loremaster 1/1; (free) knock 1/1; resist E 1/1; CMW 2/2;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 40; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 22 (FF:21); Fort +7; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

"Ouch, that hurt." moans Khellek.

"Which is pretty much what the tribes said after having their village wiped out. The Taldane phalanx saw no further overt opposition to their movements. However well after well was found abandoned and undrinkable. Forage was hard to find and no game came near..."

Keeps up inspire courage. Removes weapons from the unconscious and surrendered bandits.

Silver Crusade

Halfling Pharoah 1 | HP 8/8 | AC 13 T 13 FF 11 | CMD 10 | Fort +3 Ref +3 Will +3 (+2 fear) | Init +2 | Perc +2

Hakotep's spell finishes and his slow chant wafts through the wind towards the archers.

DC 15 Will save against sleep for the two archers. Can only affect 4 HD of creatures if they both happen to fail and have more than 2 HD each.

Hakotep continues his soft chants in the background.

Start casting sleep again unless combat is over.

Sovereign Court

Bandits of Immenwood | Before the Dawn

Will, Archer 1: 1d20 + 1 ⇒ (16) + 1 = 17
Will, Archer 2: 1d20 + 1 ⇒ (15) + 1 = 16

The archers seem unaffected by the spell.

Scarab Sages

Which crossbowman shot Khellek? And are they at ground level or higher up?

Sovereign Court

Bandits of Immenwood | Before the Dawn

The one on the right. They are in the eye sockets of the statue, which are 15 feet above the ground, but can be climbed with a DC 15 Climb check.

Scarab Sages

Suddenly quiet, Magga draws her bow and fires in one smooth motion, punching a hole clean through the man's shoulder. That's for hurting my Khellek! You're just lucky you didn't hit him in that precious head of his.

Actions:
Move Draw a weapon
Standard Attack (red)

Rolls:
Longbow: 1d20 + 5 ⇒ (18) + 5 = 23 Piercing: 1d8 + 4 ⇒ (3) + 4 = 7

The Exchange

Male Half-Elf Sorcerer (inactive)

Round 3
Beronûsh looks at the bandit who laid his weapons down and says:
"Leave your weapons and run from here as fast as you can!"
(pointing away back across the bridge, away from the archers)
"There's more magic where that came from!"

He then does a quick chant, again, « ແສງເຕັ້ນ »

infernal:
"dancing lights"

… casting Dancing Lights this time

@ GM Crunch:
Making 4 will 'o wisp like dancing lights, and then moving them in front of the archers' faces.
I'm hoping it will distract them, and/or spoil their aim a bit.

Scarab Sages

f Picture of Electra Elf
Stats:
HP 65/65 Ac 12 FF 10 T 12 F 7 R 7 W 7 (+2/+3vs Elemental Spells)/ Ini +8 Perc +15
Wizard Conjurer (9)

Would a grease spell be consideted an attack? She would really like to grease the archers position. If ot os she starts a summon monster.

Silver Crusade

M Init +1; Senses low-light vision; Perception +7 , AC 18, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 29 (4d8+4) Fort +6, Ref +3, Will +8; +2 vs. enchantments, +2 trait bonus vs. charm and compulson Cleric of Shelyn

Remember you have all been blessed by Sheyln's cleric.

Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.

Silver Crusade

M Init +1; Senses low-light vision; Perception +7 , AC 18, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 29 (4d8+4) Fort +6, Ref +3, Will +8; +2 vs. enchantments, +2 trait bonus vs. charm and compulson Cleric of Shelyn

Round 2
The cleric will channel and keep the baddies out of the healing.
1d6 ⇒ 2

Is he included in the healing?

Sovereign Court

Bandits of Immenwood | Before the Dawn

Yes, you are included. Also, you may have noticed, but none of the bandits on the bridge have actually been damaged.

Not seeming to be very hampered by Beronûsh's spell, the crossbowmen fire again, one lucky shot grazing Khellek in the side.

Crossbow vs. Riceak: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d8 ⇒ 8

Crossbow vs. Khellek: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d8 ⇒ 1

Will, Bandit 1: 1d20 + 1 ⇒ (9) + 1 = 10
Will, Bandit 2: 1d20 + 1 ⇒ (20) + 1 = 21

However, second time's the charm seems to be proving the rule for the day, spell-wise. Just as the second blast of light fired by Beronûsh floored two bandits, the second lullaby of the Pharaoh puts one of the archers into a deep sleep. The other, wounded and scared as he is, tosses his down the gap and begins to climb down to surrender.

Combat is over!
Will provide a more detailed post in a few hours, I'm posting on the run right now.

The Exchange

Male Half-Elf Sorcerer (inactive)

Useful spells, Sleep and Colour Spray! At this level, at least.
Having them both on hand for long and short ranges worked a treat!

Scarab Sages

f Picture of Electra Elf
Stats:
HP 65/65 Ac 12 FF 10 T 12 F 7 R 7 W 7 (+2/+3vs Elemental Spells)/ Ini +8 Perc +15
Wizard Conjurer (9)

And Glitterdust ;-)

Silver Crusade

M Init +1; Senses low-light vision; Perception +7 , AC 18, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 29 (4d8+4) Fort +6, Ref +3, Will +8; +2 vs. enchantments, +2 trait bonus vs. charm and compulson Cleric of Shelyn

Hooray for us!

Silver Crusade

M Init +1; Senses low-light vision; Perception +7 , AC 18, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 29 (4d8+4) Fort +6, Ref +3, Will +8; +2 vs. enchantments, +2 trait bonus vs. charm and compulson Cleric of Shelyn

The half-elf will take a look at his party's wounds and see who might need some tending.

The Exchange

Male Half-Elf Sorcerer (inactive)

Sorry, right you are Electra. Glitterdust is another good debuff.

Dark Archive

Bard-9: HP 62/62; GM reroll @+4 1/1;music available 17/22; Spells avail:L1 6/(5+1)L2 2/4;L3 0/3;+1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 0/1; Wand CLW 26/50; Loremaster 1/1; (free) knock 1/1; resist E 1/1; CMW 2/2;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 40; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 22 (FF:21); Fort +7; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

Khellek removes not only weapons but any other goods from the group, checking them for magic as he does so.

"Now, perhaps you might explain why you waylaid us? Who is paying you?"

Scarab Sages

f Picture of Electra Elf
Stats:
HP 65/65 Ac 12 FF 10 T 12 F 7 R 7 W 7 (+2/+3vs Elemental Spells)/ Ini +8 Perc +15
Wizard Conjurer (9)

Dismissing her invisibility the elven woman looks angrily at the bandits while offering her left arm and shoulder for Riceak to take out the bolts, hoping the cleric can heal some of her wounds.

Silver Crusade

M Init +1; Senses low-light vision; Perception +7 , AC 18, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 29 (4d8+4) Fort +6, Ref +3, Will +8; +2 vs. enchantments, +2 trait bonus vs. charm and compulson Cleric of Shelyn

With his group gathered he will channel again
1d6 ⇒ 2

Sovereign Court

Bandits of Immenwood | Before the Dawn

The bandits huddle in a wretched little ring on the bridge, surrounded on all sides. In their defeat, one archer even helps haul the other's sleeping form down the side of the stone dwarf's face. Khellek, searching for magic, finds seven identical bottles, 3 on Fowrah and one on each other bandit, that their dispirited leader identifies as potions of Cure Light Wounds. Fowrah's ornate dagger also appears magic, but after several seconds the aura blinks and fizzles out! The dwarf, as smugly as possible in her current situation, informs the Pathfinders, "Put a magic oil on that sucker, just before I hit your friend in th' back with it. Made it stronger, for a time. Still feelin' it?" Even though her rough-and-tumble group suffered an ignominious defeat at the hands of some magical light shows and lullabies, she still feels the need to run tempers.

A combination of the bandits tell the team their tale in a fragmented manner: That they routinely ambush travelers entering Druma in this way, using their stolen wealth to survive and better their methods and gear. It is up to you what to do with them: Take their gear and leave them alive, execute them here and now, bring them to the proper authorities, or anything else that can be thought up for this cutthroat bunch.

The Exchange

Male Half-Elf Sorcerer (inactive)

Turn them in for a reward (hopefully)!

Silver Crusade

Halfling Pharoah 1 | HP 8/8 | AC 13 T 13 FF 11 | CMD 10 | Fort +3 Ref +3 Will +3 (+2 fear) | Init +2 | Perc +2

Hakotep walks calmly onto the bridge and looks down on the bandits, at least as much as he can from his height. "Your outlawry is done. You shall receive just payment for your crimes."

"Magga, can you tie their hands together? We will escort them into Druma and give them to the proper authorities."

Scarab Sages

"Gladly!" Magga ties up all of the bandits, then once they are helpless, she cold cocks the one who shot Khellek.

Actions:
Full-Round Coup de grace

Rolls:
Bludgeoning (NL): 2d3 + 8 ⇒ (3, 3) + 8 = 14

I have no idea whether a coup de grace can be delivered as nonlethal damage, or what effect it would have, but I'm happy with whatever you rule.

Sovereign Court

Bandits of Immenwood | Before the Dawn

At the Path of Commencement:
The ruling doesn't seem to have any mention of nonlethal damage, nor an alternate way of doing these things without killing the subject. I suppose if one's goal was to knock out a helpless character, they could just hit them with unarmed strikes or otherwise do nonlethal damage until they went down. But, since you don't have a particular goal in mind, I'll just go with the normal effects. Gotta get that repressed rage out some way or another, and this way is non-violent. Besides, this guy was NE, probably a bad person anyway :)

Fortitude: 1d20 + 4 ⇒ (9) + 4 = 13

Magga ties up the bandits, and, with little warning, winds up and socks the one who shot Khellek, square in the jaw. With no way to avoid the barbarian's fist, the man instinctively braces for impact, the wrong decision when one is unable to move. That, coupled with Magga's incredible strength, are enough to snap the offender's neck with a potentially satisfying, or sickening, noise.

The other bandits look on, craning their necks to witness the gruesome spectacle, as they are still tied together. Their expressions range from disgust and fear to a relief at not being chosen.

Later:
Beyond the Path of Commencement, the mountain pass winds down into the southwestern border of Druma. A golden-framed signpost illustrating the region is the only notable landmark denoting the border. The map depicts the entire nation of Druma, with important landmarks and cities denoted by sparkling gems. Anyone who touches a gem produces a magic mouth effect that relays the name of the location in Common, as well as the appropriate distance, another sign of the powerful magic Druma possesses. The fresco radiates strong auras of divination, illusion, and transmutation magic.

A relatively small regiment of the Mercenary League stands guard near the fresco, on the lookout for bandits and the like. Soon after the Pathfinders reach the sign, their remaining captives in tow (assumedly, as it has likely been from several more days to a week of travel since the Path of Commencement) a detachment has been sent to investigate the newcomers.

"Greetings, travelers. I am Colonel Hachren of the Mercenary League," the strongest and most decorated officer says as soon as their horses slow to a stop. "State your business." He looks suspiciously at the bound prisoners, raising an eyebrow, but waits for an explanation of their situation and your reasons for being in Druma before saying anything more.

The Exchange

Male Half-Elf Sorcerer (inactive)

Beronûsh addresses the colonel:

"We were invited to watch the Druma council auction."
"On the way here, these bandits, "
as he points to their prisoners,
"Tried to waylay us. We thought you might be interested in them."
"Their antics would be bad for business in Druma, I reckon."

diplomacy: 1d20 + 3 ⇒ (15) + 3 = 18

Dark Archive

Bard-9: HP 62/62; GM reroll @+4 1/1;music available 17/22; Spells avail:L1 6/(5+1)L2 2/4;L3 0/3;+1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 0/1; Wand CLW 26/50; Loremaster 1/1; (free) knock 1/1; resist E 1/1; CMW 2/2;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 40; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 22 (FF:21); Fort +7; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

Khellek nods reassuringly.

"We are guests of Temel Pasard." he adds in helpfully.

diplomacy aid: 1d20 + 7 ⇒ (15) + 7 = 22

Sovereign Court

Bandits of Immenwood | Before the Dawn

Hachren's Speech:
"Ah, the guests of Passad! We were informed of your coming several days ago by one of his aides. We expected you early yesterday, but no matter, there is still plenty of time before the bid begins! I assume this filth-" Hachren jerks a disgusted thumb at the captives, "-slowed you down a bit. My apologies, but the Mercenary League does not have authority over the Path, as it is owned by Isger. We simply renovate it and foot its costs to maintain goodwill. I am glad, however, you managed to deal with them yourselves and brought them to our attention!"

"If you would like to reach Kerse faster, the town of Petitioner's Port is perhaps ten miles due North. From there your papers, which, I believe, cover the cost of your transport, should get you on a ferry along the Profit's Flow river. It'll still take time, but it's significantly quicker, and you'll be afforded a glimpse of Alabastrine itself on the way! The locals should be able to tell you all the rest. Safe travels, good luck, and thank you again for these bandits!" As his speech comes to a close, the bindings on the bandits' legs are cut and they are transferred to horses. With that, the Blackjackets wave and depart, and Fowrah spits and curses your name for the first time since Magga killed one of her subordinates. Her cry is practically lost to the wind, however, and the final leg of the journey begins!


Journey to Kerse:
The last week of the journey is long and uneventful. While few, the inhabitants of Petitioner's Port are amiable enough, getting you on the next ferry downriver, the Sapphire Star, after treating you to a square meal. From there, it is nearly 250 miles of river travel. You are given a glimpse of the island city of Alabastrine on the way, as promised, with magical lights brightening the wharf even in the dead of night. The ultimate stop on the way to Kerse, the town of Macridi, is small by Druman standards, relying mainly on its logging industry and its sales of darkwood to get by. You drop anchor there for less than a day, mostly to restock the lavish ferry, and depart once more. All the way to the capital city, you are regarded as honored guests.

Passad's Manor:
Immediately after docking at Kerse, an aide to Temel Passad steps up to the Sapphire Star and escorts the Pathfinders to the Kalistocrat's mansion. They are informed en route that Passad is currently busy making his final preparations for the auction, and will be available in several hours. In the meantime, the aide says, all are welcome to almost any luxury there is to be offered. From lavish baths to full gourmet feasts, the agents' wishes are the staff's command. Everyone is also lent a courtier's outfit and 100 gold pieces worth of jewelry by the staff, who explain to any who are not wearing such fine clothes that their current attire is unseemly to the respectable individuals they will be conversing with. Not too long after, Passad himself has arrived and is ready to discuss.

"Welcome, Pathfinders! I trust you have enjoyed my humble abode." As Temel Passad's home is anything but humbles, the Kalistocrat laughs and reiterates, "I assure you, it may not seem so now, but I am one of, if not the, weakest bidder. The other four are much richer, their houses grander." Passad then goes on to describe the other four bidders, as well as Alabastrine's five districts (see the new Bidders and Districts link, before continuing, the contents of the document are Temel's words) and the actual bidding process. "The bid is broken up into five segments, two on each of the first two days and the last on the morning of the third. Each of the most prominent bidders host one segment, in which all are welcome to talk and convince each other to bid. I believe that is why you are here. During this time, it is recommended you seek out your targets, observe and study them, and then begin to influence them. I will bring you more details on this process shortly. Also, in case you have not been warned. Druman society is not tolerant of violence and theft. Unless you are a warrior or thief the likes of which the world has rarely seen, with the ability to disrupt Kerse's magical defenses to boot, you have next to no chance of success, much less getting away with your deeds. And even if you were and managed to work it out, your actions would likely be traced back to your employer. I hope I have made myself clear." Suddenly, he stands up, grinning, a quick contrast to his previously somber mood. "Well, that is all for now, I believe, unless you have questions. I would recommend we all got some well-deserved rest. Tomorrow, and the two days following it, promise to be big!"

Wow, that was a painfully massive post. I will provide you with the actual rules mechanics tomorrow, but ask questions of Passad as you will for now.

Scarab Sages

f Picture of Electra Elf
Stats:
HP 65/65 Ac 12 FF 10 T 12 F 7 R 7 W 7 (+2/+3vs Elemental Spells)/ Ini +8 Perc +15
Wizard Conjurer (9)

Electra listens to his words for some time, making notes, crosschecking here and there before looking up. "Tell us, what is th,at you really desire? I have read all dossiers, have compared the notes, but what do you really want? That way we can help you best!"

Silver Crusade

Halfling Pharoah 1 | HP 8/8 | AC 13 T 13 FF 11 | CMD 10 | Fort +3 Ref +3 Will +3 (+2 fear) | Init +2 | Perc +2

Hakotep thinks things over and asks, "Do you who the other bidders are? And, as Electra asks, what kind of purchase are you interested in? I assume you will want to invest in something, as this is a great opportunity and you are a well-known merchant."

The Exchange

Male Half-Elf Sorcerer (inactive)

"Any trouble expected? We did have a bit of a bother, by way of some bandits, on the way from Isger."

Dark Archive

Bard-9: HP 62/62; GM reroll @+4 1/1;music available 17/22; Spells avail:L1 6/(5+1)L2 2/4;L3 0/3;+1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 0/1; Wand CLW 26/50; Loremaster 1/1; (free) knock 1/1; resist E 1/1; CMW 2/2;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 40; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 22 (FF:21); Fort +7; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

"Interesting.." notes Khellek.

"So there are five bidders, and five districts. If we are to keep them all from Myrosype, we must try to encourage one of the bidders to try and acquire two districts. And convince the others not to bid against each other - that is encourage each of the bidders to focus on one area to the exclusion of all but Myrosype."

Turning to Temel he asks

"You have indicated you are likely to only be able to bid for one, as is Irith. Which province is of most interest to you? That is, which should we steer the others away from?"

Sovereign Court

Bandits of Immenwood | Before the Dawn

Hakotep: The bidders are described by Temel in the new document above, as well as here. I will also update the document and the bidder tracking sheet with what you figure out about them as time progresses.

"Ah, now that I can tell you! I, personally, am interested in the Courts of Abstinence. I believe I could rent them out to foreign military for training in urban combat. I also have my hunches as to which districts the others are after. Cyran Androtus, as an extraplanar merchant, is likely after the Working End, for its wealth of resources and storage. Councilwoman Irith Nomazmo, the Prophet's Burg. It is a place of high prestige, being commissioned by the High Prophet Kelldor himself. Myrosype is most likely after whatever districts she can acquire, which could potentially be all of them! However, watch the bidding on the Luminous Wharf carefully, as I do not believe anyone else will be looking to purchase it. You may have to do some convincing if you want it out of her clutches. Vayde Petronax, I can only assume, is after the Scriptum for its vast libraries."

The Rules of the Bid:
So, the bidding goes along as such. Each "round" of bidding, you will have the opportunity to make a single check, Analyze or Influence. With an Analyze check, you may discover a bidder's strengths, weaknesses, or, most importantly, the skills best used in Influence checks against them. Influence checks are to convince a bidder to push towards a specific district, their preferred one or, potentially, the Luminous Wharf. Each bidder has a specific number of successful Influence checks needed for them to "win" a district, which remains undisclosed until they have been fully convinced. Also, each event has its own special adjustments to reflect ways to impress the host and how their event differs from the others. There can be no Aid Another checks.

At this point, you may all make a free Knowledge (local or nobility) check to gain a piece of information, as per the Analyze checks you will be doing during the bid. With later Analyze checks, you may also use Sense Motive, but as they are currently not present, you may not use that skill except on Passad. Please specify whether you are looking for strengths, weaknesses, or influential skills in your check.

Beronûsh, what Aaqir al'Hakam wants you to do is this: Figure out your target's trade interests (via a special Analyze check only you, as an Exchange member, can do), impress them at the event they host, and succeed at an Influence check to forge a partnership. This Influence check does not count towards that bidder's successful checks towards winning their district. Temel Passad, who does not want to cooperate with the Exchange, and Myrosype, an enemy of the Society, cannot be targeted. However, you see no reason Cyran, Irith, and Vayde could not be asked.

"And no, Beronûsh, there should be no violence in Kerse. That was Isger, but here there will be extensive magical protections, Blackjackets ready to teleport in a moment's notice, and some of the bidders and guests are accomplished fighters and mages."

Silver Crusade

M Init +1; Senses low-light vision; Perception +7 , AC 18, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 29 (4d8+4) Fort +6, Ref +3, Will +8; +2 vs. enchantments, +2 trait bonus vs. charm and compulson Cleric of Shelyn

I have a very practical question good Sir, to which of the gods of Golarion are there temples in your fair city?

Sovereign Court

Bandits of Immenwood | Before the Dawn

"Admittedly, very few. The Prophecies of Kalistrade swear no fealty to any being others call a deity. They are simply very strong beings, and we respect them as such. However, there are several small shrines in the city, devoted to Sarenare, Pharasma, Asmodeus, Shelyn, and Abadar. It is unlikely you will have time to visit any until after the bid."

Silver Crusade

M Init +1; Senses low-light vision; Perception +7 , AC 18, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 29 (4d8+4) Fort +6, Ref +3, Will +8; +2 vs. enchantments, +2 trait bonus vs. charm and compulson Cleric of Shelyn

Thank you for the information! I would like to, if possible, see my brethren in the faith of the Eternal Rose he says.

Sovereign Court

Bandits of Immenwood | Before the Dawn

Does everyone understand the rules of the bid?

Scarab Sages

Ready to go, although I don't expect Magga to do much during this phase.

"Wait a second," Magga pulls at her new outfit, furiously scratching herself, "I think I may know something about this." How can anybody wear these silly things?

Rolls:
Knowledge (local): 1d20 + 5 ⇒ (13) + 5 = 18

Secrets of the Sphinx will make that an even 20.

Sovereign Court

Bandits of Immenwood | Before the Dawn

Yeah, it's been said combat-oriented characters don't have as much fun or use in this scenario. It's kind of true, but there's no need to let it stop you. Last time I GM'd it everyone decided to play barbarians and the like just to see what would happen.

Also, please specify for your checks which bidder you are looking for information on and whether you would like strengths, weaknesses, influence skills, or, in the case of Beronûsh, trade interests.

Scarab Sages

Influential skills.

Sovereign Court

Bandits of Immenwood | Before the Dawn

On which bidder?

Scarab Sages

Oh, I thought the first free check was something different. I was wondering why you wanted me to pick what is was about . . . Cyran Androtus.

Sovereign Court

Bandits of Immenwood | Before the Dawn

From what Magga can glean from the servants of the manor, anyone who demonstrates knowledge of the greater universe impresses Cyran, making him more partial to their suggestions. Likewise, one who brings up their experiences regarding nobles and businessmen can appeal to Cyran’s devotions to the Prophecies. Alternatively, a canny schemer can simply lie to bewilder the accomplished wizard, whose interest in Material Plane matters is minimal. "You could probably lie about the price of wood or water on some other plane, rave about how much they'll pay for some cheap spice on Axis, and he'll believe it," one aide confides in the large woman. "He wouldn't want to admit he didn't know something, and by the time his trade contacts tell him they don't want what he has, he'll probably forget who told him they did. Not very interested in people, see. For all those books and insane power, he's kind of an idiot."

In ascending order of difficulty, skills to influence Cyran are: Knowledge (planes), Knowledge (nobility) or Profession (merchant), and Bluff. Once everyone else makes their free check, we will enter the first phase. Remember, even if you don't have Local or Nobility, you can still make an (untrained?) Sense Motive on Passad!

Dark Archive

Bard-9: HP 62/62; GM reroll @+4 1/1;music available 17/22; Spells avail:L1 6/(5+1)L2 2/4;L3 0/3;+1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 0/1; Wand CLW 26/50; Loremaster 1/1; (free) knock 1/1; resist E 1/1; CMW 2/2;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 40; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 22 (FF:21); Fort +7; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

Are we allowed to take ten on these checks? If so, Khellek would do that, if it is not allowed, I'll take the roll below

"I'm interested in Vayde Petronax, and those libraries as well. As a fellow scholar I'd like to have a chat with him."

Use nobility to discover skills on Vayde. If take ten is allowed then it is a 21, otherwise...
nobility: 1d20 + 11 ⇒ (18) + 11 = 29

Sovereign Court

Bandits of Immenwood | Before the Dawn

In the process of going about the manner to gather information from the servants, as well as that of racking his own prodigious mind, Khellek learns a great deal about Vayde Petronax. Educated discussions of philosophy and religion intrigue the wizened old noble, apparently, and potential shills would be smart to use to discuss such matters while influencing the elder. Alternatively, discovering Vayde’s mood by using common conversation or prying without work equally as well for inquisitive people. One can also use their information regarding his noble line to show due respect to the Drumish familial patriarch. Finally, a canny liar can falsify their way through a conversation with this skeleton of a man, feigning the appropriate social cues and effects of nobility.

Because someone screwed up Vayde's Analyze section (looking at you, Thurston Hillman) I had to improvise a little here. As I have just added to the sheet, the skills you can use to influence Vayde are, in ascending order of difficulty: Knowledge (religion), Knowledge (nobility)/Sense Motive/Diplomacy, and Bluff.

Sovereign Court

Bandits of Immenwood | Before the Dawn

Also, since Hakotep and Riceak do not have Local or Nobility, I am going to roll Sense Motives against Passad for them. Electra does have those skills, so I will wait on her. Beronûsh has neither of those skills, but he might go for trade interests, which have different checks. Beronûsh, for your convenience, here are the skills you can use to determine business interests:

Cyran: Diplomacy, Knowledge (arcana or planes), Profession (merchant).
Irith: Diplomacy, Knowledge (local), Profession (merchant).
Vayde: Diplomacy, Knowledge (religion), Profession (merchant).

Sense Motive, Hakotep: 1d20 ⇒ 10
Sense Motive, Riceak: 1d20 + 9 ⇒ (14) + 9 = 23

Riceak, from the conversation with Temel Passad, divines much about his character. As it turns out, Passad is somewhat of a coward, and easily falls prey to bullies trying to force him to increase his bidding beyond what he’s comfortable with. Rather bland, simple negotiator that he is, the simple act of talking to the Kalistocrat, truthfully or otherwise, can help a shill talk Temel into throwing most of his wealth at Alabastrine. Finally, discussing the military viability of the Courts of Abstinence using by referencing battles, history, and tactics prompts Temel to further his bidding.

Skills to use against Passad: Intimidate, Bluff or Diplomacy, and Knowledge (history).

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