GM G's Intro 1: First Steps—Part I: In Service to Lore (Inactive)

Game Master Magabeus

Four simple errands, what can go wrong?

Map


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Tears at Bitter Manor

As you stand around looking at Silas operating the crane and assisting him with lights there's a sudden snuffling and shuffling noise from one of the piles of boxes. Before you can react, a trio of dire rats squeezes out from between the crates, squeaking angrily at the intruders upon their nest!

Coroniodes is sitting in the boat, keeping a careful watch at the walkway when he suddenly hears the sound of battle from the warehouse!

GM Screen:

Initiative Kennaniah Blackford: 1d20 + 1 ⇒ (5) + 1 = 6
Initiative Wayne Jericho: 1d20 + 3 ⇒ (14) + 3 = 17
Initiative Sterelin McKeaough: 1d20 + 2 ⇒ (19) + 2 = 21
Initiative Coronoides: 1d20 + 1 ⇒ (17) + 1 = 18
Initiative Silas Garman: 1d20 + 5 ⇒ (8) + 5 = 13
Initiative Rats: 1d20 + 3 ⇒ (1) + 3 = 4

Attack Red: 1d20 + 1 ⇒ (5) + 1 = 6
Attack Green: 1d20 + 1 ⇒ (20) + 1 = 21
Attack Blue: 1d20 + 1 ⇒ (12) + 1 = 13
Attack Green, critical confirm: 1d20 + 1 ⇒ (12) + 1 = 13

Damage Green: 1d4 ⇒ 1
Damage Blue: 1d4 ⇒ 4

Round 1 wrote:

Initiative: Sterelin | Coroniodes| Wayne| Silas | Kennaniah | Rats

Current Map

Status
Kennaniah: 9/10
Silas: 5/9

Taken completely unawares Silas, Kennaniah and Sterelin suddenly have to shake off the nasty little rats that try to sink their teeth into their boots! Sterelin manages to avoid the nasty beast, while Silas and Kennaniah are bitten.

(Silas 4 damage for you. Kennaniah, 1 for you and please both make a DC 11 Fort save.)

If you fail:
Well, nothing much happens yet, but as an FYI you contract filth fever.

You are up. Coroniodes, climbing out of the boat takes an additional 15 ft of movement and requires a dc 10 climb check.

Grand Lodge

Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2

Coronoides hears the noises and realises he's where he shouldn't be. He hastily climbs out of the boat and makes his way to where the action is.

Climb: 1d20 + 8 ⇒ (7) + 8 = 15

He'll get as close as he needs to to use his bow most effectively i.e. under 30' and with decent line of sight

Dark Archive

Alchemist (grenedier) 1 | HP 9/9 | AC:16 T:13, F:13 | CMD:14, CMB:+1 | Save (F+3, R+5, W-1) | Init:+5 | Perc: +3 | Bombs 4/6

Muttering darkly Silas steps back and thrusts a gnarled hand into a pocket, pulling free a tiny vial containing a green substance, which begins to bubble furiously as he shakes it, and then flings it at the troublesome rodent.

The bomb hits home and explodes, boiling chemical fury reducing the rat to a pile of smoking bones!

Bomb Touch Attack vs Blue: 1d20 + 5 ⇒ (12) + 5 = 17 Fire Damage: 1d6 + 6 ⇒ (6) + 6 = 12 Includes Point Blank Shot.

Fort: 1d20 + 3 ⇒ (18) + 3 = 21

Liberty's Edge

Male Aasimar Cleric 1 HP 10/10 | AC 18 T 11 F F15 | CMD 13 | F+4 R+2 W+6| Init +1| Perc +5 | SM +3

Fort Save: 1d20 + 4 ⇒ (15) + 4 = 19

Ken takes a bite from the dog sized rat and takes a five foot step back and then swings at the filthy thing with his glaive attack: 1d20 + 2 ⇒ (10) + 2 = 12 for damage: 1d10 + 3 ⇒ (9) + 3 = 12 if he hits.

Sczarni

Male Human (Varisian) Witch 1 HP 2/8; AC 15, Touch 11, FF, 10; F+2, R+1, W+2; Init +2; Perc +1

Drawing quickly away from the rat, Sterelin glares at it warping the reality of unluck in an attempt to curse the rat, after which a manaical laugh bursts forth further concentrating his arcane power.

5' step NW, misfortune on the nearest rat, cackle.

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

"Filthy varmints." Wayne moves to where he can get a clear shot at red and draws his gun. He then fires.

PBS, Melee: 1d20 + 4 + 1 - 4 ⇒ (20) + 4 + 1 - 4 = 21

Regular Damage: 1d8 + 1 ⇒ (3) + 1 = 4

Confirming: 1d20 + 4 + 1 - 4 ⇒ (13) + 4 + 1 - 4 = 14

Extra Crit Damage: 3d8 + 3 ⇒ (2, 2, 7) + 3 = 14

So 18 or 4 depending on if 14 confirms


Tears at Bitter Manor

GM Screen:

Attack Green: 1d20 + 1 ⇒ (6) + 1 = 7

Coroniodes comes running through the door, ready to take part in the action. Silas takes a step back and launches a bomb at the rat nearest to him, totally obliterating it! Sterelin is cackling like an old crone and Wayne draws a pistol and fires it in one smooth motion, sending another rat to its maker! Meanwhile Ken manages to miss the rat that just bit him.

The last remaining rat moves closer to Ken, trying to bite him once again. The sounds of a bomb detonating and a pistol being fired so close must have distracted him, because he fails toe find Ken's toes.

Round 2 wrote:

Initiative: Sterelin | Coroniodes| Wayne| Silas | Kennaniah | Rat

Current Map

Status
Kennaniah: 9/10
Silas: 5/9

Liberty's Edge

Male Aasimar Cleric 1 HP 10/10 | AC 18 T 11 F F15 | CMD 13 | F+4 R+2 W+6| Init +1| Perc +5 | SM +3

Ken grumbles I may have to reevaulate my choice of weapon and steps back five feet to attak the rat again glaive: 1d20 + 2 ⇒ (10) + 2 = 12 and damage: 1d10 + 3 ⇒ (5) + 3 = 8 if he hits.

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

Wayne steps back to reload and fires another shot at the rat.

PBS, Melee: 1d20 + 1 ⇒ (18) + 1 = 19

1d8 + 1 ⇒ (1) + 1 = 2

Grand Lodge

Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2

Coronoides quickly pulls his bow and lets an arrow fly at the remaining rat.

Attack: 1d20 + 8 ⇒ (5) + 8 = 131d8 ⇒ 4

Quick draw as a feat

Sczarni

Male Human (Varisian) Witch 1 HP 2/8; AC 15, Touch 11, FF, 10; F+2, R+1, W+2; Init +2; Perc +1

Sterelin steps around the crate to get a clear view of the rat then speaks an arcane phrase, gesturing sharply towards the vile creature.

Move 5' east and cast daze upon the rat.

Dark Archive

Alchemist (grenedier) 1 | HP 9/9 | AC:16 T:13, F:13 | CMD:14, CMB:+1 | Save (F+3, R+5, W-1) | Init:+5 | Perc: +3 | Bombs 4/6

Tutting Silas edges forward, pulling another vial and hurling it at the floor behind the rat where it erupts in a gout of flame that encompasses the rat but not his colleagues.

Assuming that is enough to kill Ratty.

The Tiefling nods, and draws a larger vial from his robes, removes its cork with his teeth and throws his head back downing the contents, as he does his bite begins to heal over and he is swiftly back at full health.

"Well that was irksome, I shall go try my hand at the crane again."

Bomb vs AC 5: 1d20 + 4 ⇒ (11) + 4 = 15

Splash damage 6, DC 15 Reflex for half.

Cure Light Wounds Extract: 1d8 + 1 ⇒ (5) + 1 = 6

Sczarni

Male Human (Varisian) Witch 1 HP 2/8; AC 15, Touch 11, FF, 10; F+2, R+1, W+2; Init +2; Perc +1

While Silas approaches the crane a second time, Sterelin concentrates and focuses good fortune upon the alchemist.

Fortune Hex


Tears at Bitter Manor

GM Screen:
Rat Reflex Save: 1d20 + 5 ⇒ (5) + 5 = 10

Wayne and Silas make short work of the last rat.

Silas then gulps an extract and goes back to work on the crane. The mechanism is relatively easy to understand for one as smart as he is.

He lowers the rope and maneuvres it to near the crate he wants to lift. He then walks over to the crate and attaches the 4 hooks on the rope to the crate, walks back to the operation mechanism and lifts the crate. Using ropes and pullies Silas is able to move the hoisting mechanism along the rail. On its intended place Silas lowers the crate again. Works like a charm.

The end of the crane that is used to attach the crates with looks like this

Liberty's Edge

Male Aasimar Cleric 1 HP 10/10 | AC 18 T 11 F F15 | CMD 13 | F+4 R+2 W+6| Init +1| Perc +5 | SM +3

Once the crate is on safe ground Ken opens it up "Karela said he only wanted the books and the papers right? And that we could have everything else. Let's take a look."


Tears at Bitter Manor

This was the practice crate.

It contains empty burlap sacks

Liberty's Edge

Male Aasimar Cleric 1 HP 10/10 | AC 18 T 11 F F15 | CMD 13 | F+4 R+2 W+6| Init +1| Perc +5 | SM +3

Ken looks around sheepishly Can we all just forget that happend? ... Unless somebody needs a burlap bag or two?

Grand Lodge

Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2

Coronoides chuckles. "You never know when you'll need a burlap sack."

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

"Heh. Can never have enough of those." Wayne chuckles.

Dark Archive

Alchemist (grenedier) 1 | HP 9/9 | AC:16 T:13, F:13 | CMD:14, CMB:+1 | Save (F+3, R+5, W-1) | Init:+5 | Perc: +3 | Bombs 4/6

"The trick will be attaching the crane without causing disruption," Silas says while positioning the crane near the precariously balanced crate.

He moves over and careful to avoid touching the crate uses the pointed tip of his bardiche to painstakingly position each of the hooks on the crate from ten feet away. Once this is accomplished he heads back to the mechanism and attempts to set the crate down well away from the damaged floor upon the spot he moved the practice crate from.


Tears at Bitter Manor

GM Screen:
1d20 + 3 ⇒ (3) + 3 = 6
1d20 + 3 ⇒ (13) + 3 = 16
1d20 + 3 ⇒ (16) + 3 = 19
1d20 + 3 ⇒ (1) + 3 = 4

Silas stays as far away from the hole as he can and carefully reaches with his bardiche to try to attach the hooks to the crate.

His first attempt fails, but the second one succeeds. He then moves over to the second hook. It is obvious that Silas now got the trick as this hook easily glides into position. At the third hook Silas might have been overconfident. As he reaches over with his bardiche he tips the crate from its precarious position!

Luckily the first two hooks hold and the crate is carefully winched up using the crane and deposited on the place where he wants it.

When you open the crate you see a smaller mahogany box. The crate also contains 10 sets of masterwork thieves’tools, three flasks of alchemist’s fire, a flask of acid, a dozen jars of various inks, a footprint book, adamantine weapon blanch, three bags of powder, a deck of cards and two sets of dice.

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

Wayne will pick up the book to hand it to someone and takes the cards and dice. "Y'all can have the rest."

Dark Archive

Alchemist (grenedier) 1 | HP 9/9 | AC:16 T:13, F:13 | CMD:14, CMB:+1 | Save (F+3, R+5, W-1) | Init:+5 | Perc: +3 | Bombs 4/6

Sighing with relief Silas let's the others open the crate and examines the contents with interest,

"Hmmm, I will take a set of these tools, and the acid, though if anyone particularly wants the later I have no objections. I suppose all that is left is to return the box to our erstwhile employer."

Liberty's Edge

Male Aasimar Cleric 1 HP 10/10 | AC 18 T 11 F F15 | CMD 13 | F+4 R+2 W+6| Init +1| Perc +5 | SM +3

"I'm surprised you don't want the alchemist fire, well I take it and the powder if no one else wants it."

Dark Archive

Alchemist (grenedier) 1 | HP 9/9 | AC:16 T:13, F:13 | CMD:14, CMB:+1 | Save (F+3, R+5, W-1) | Init:+5 | Perc: +3 | Bombs 4/6

Silas laughs, though it likely takes most of the group a moment to figure out what the rasping wheezes he emits actually are,

"Fire I have, but not everything is susceptible to flames."

Sczarni

Male Human (Varisian) Witch 1 HP 2/8; AC 15, Touch 11, FF, 10; F+2, R+1, W+2; Init +2; Perc +1

"I'll take a set of dice... Fortune is clearly smiling upon us." With that he turns to follow the group towards the next task.

Grand Lodge

Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2

Coronoides acts nonchalant but is inwardly delighted that the footprints book is overlooked by the others and after a quick review, he puts it away in his bag.

He also helps himself to the adamantine weapon blanch (and will pocket anything the others leave behind).

"Waste no, want not," he mutters as he pops the haul away.

Coronoides will bag the following - based upon other's posts: 9 sets of masterwork thieves’tools, a dozen jars of various inks, a footprint book, adamantine weapon blanch.

Dark Archive

Alchemist (grenedier) 1 | HP 9/9 | AC:16 T:13, F:13 | CMD:14, CMB:+1 | Save (F+3, R+5, W-1) | Init:+5 | Perc: +3 | Bombs 4/6

Once everything is gathered up Silas leads the way back to The Pickled Imp.


Tears at Bitter Manor

You take the mahogany box back to Guaril Karela who eagerly checks the contents.

"Good, good, it contains everything it should."

He straightens and looks at you all
"Remember my earlier words, a favor for a favor, that is how a Varisian pays his debts. I will put in a good word for you with Ambrus Valsin. Thanks for this and good travels"

Next destination?

Sczarni

Male Human (Varisian) Witch 1 HP 2/8; AC 15, Touch 11, FF, 10; F+2, R+1, W+2; Init +2; Perc +1

"Should we see what the paracountess wants then?" Sterelin says to the group.

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

"Sure thing."


Tears at Bitter Manor

Arriving at Paracountess Zarta Dralneen’s townhouse in the Ivy District you come upon a magnificent gothic structure three stories in height. The ebon lacquered double doors wrought with gleaming silver fixtures greet the characters, a prickly brass cone hanging from a chain serving as the doorchime. Moments after ringing it, a servant in loose casual attire opens the door, greeting you as if you where expected

You are led through well-appointed sitting rooms, ballrooms, and a grand stairway granting a view of an elaborate study, until you finally arrive on the third floor of the house before a closed door.

Knocking upon the door and announcing his presence, the servant opens the darkly stained wooden door. A large intricate carpet dominates the marble floor in this sitting room. A chaise sits along the north wall and a desk spans the southeast corner, its chair positioned with its back to the southwest corner of the room.

Three comfortable chairs are positioned around a small, low circular table. Sitting in the chair behind the desk, Paracountess Zarta Dralneen regards you with a wry smile, putting away a few papers before standing to address the hopeful Pathfinders.

“Aldor, you are dismissed. Close the door behind you and attend to your other tasks.”

She then turns her attention to the group. “It’s always so incredibly adorable when I see a freshfaced batch of Pathfinders. I mean, look at you scrumptious little teacakes. I could eat each and every one of you up. Well, maybe not you.” Zarta points at Silas.

“I assume this isn’t a pleasure visit since most of you are terribly overdressed for that manner of occasion, so that must mean you are here for that trinket Valsin has been nagging me about. Seems I can’t get that man around these parts anymore,” she gestures, sliding her hand down her body and widening the gesture to sweep out and across the room as if her home were a secondary thought. “On the good side, he always sends me all the precious new recruits.”

“Many think we in Cheliax serve and worship devils, but that couldn’t be further from the truth. In fact, we use the creatures for their power. They serve us and we sculpt their power in our own interests. The world must come to terms with the order of things. People need to know their place and operate accordingly. It is the only way to make order from this world. Too many people stretch too far beyond their station, making waves and eroding the true order.”

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

"Well howdy Ma'am. Aren't you a hot piece of calico." Wayne winks. "What can we do fer ya today?"


Tears at Bitter Manor

"Well darlin, you mighta fetch this trinket you came fer from one of my servants whoose misbehavin'"

The Paracountess matches Wayne's accent perfectly.

BOOM CRAAASH! The sound of something loudly smashing against the wall suddenly emanates from the room beyond Zarta's study, although she pays it little heed, simply fiddling with a letter opener shaped like a dagger while waiting for the cacophony to end.

BANG BANG BANG BANG BANG BANG BANG AAAAHHHHHHHGHH!!!

The woman seems slightly irritated, the barest hint of a frown marring her calm exterior. "As I said, a servant is greatly misbehaving. You're going to have to deal with it in order to get the trinket you've all come here for." Zarta offers the exquisite silver letter opener to the group "You might need this to get it to submit" she says with a sly grin as she offers the knife to the group. (Treat this as a mwk silver dagger)

"Might you have any other... pressing business before I allow you to enter my bedchamber?"

Dark Archive

Alchemist (grenedier) 1 | HP 9/9 | AC:16 T:13, F:13 | CMD:14, CMB:+1 | Save (F+3, R+5, W-1) | Init:+5 | Perc: +3 | Bombs 4/6

"I would only ask the nature of your wilful servant Lady, may I assume it is a devil, a minor one I hope? Further may I clarify whether or not you wish it to be left alive, I assume so but it is always prudent to ensure one is well versed in a clients expectations," Silas says, his tone unctuous.

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

"Heh." Wayne chuckles. "Well there are a few things I'd like pressin' but your room's occupied so I guess we should help ya out here." He grins before picking up the knife. "What kind of servant needs this to behave?"


Tears at Bitter Manor

Zarta sighs, which has an impressing effect on her formidable bosom.
"Questions, questions, questions, they do not teach you anything fun at that Grand Lodge do they? Alive, dead, there are always more where this one came from. Although this one has been most amusing so far, it would behove you to keep it alive.

The Paracountess seems quite bemused at Wayne's questions. "Oh sweetheart, have you never met a devil before? The only thing that properly cuts their flesh is pure silver... they hate the stuff. It's wonderful for getting them to do what you want."

Liberty's Edge

Male Aasimar Cleric 1 HP 10/10 | AC 18 T 11 F F15 | CMD 13 | F+4 R+2 W+6| Init +1| Perc +5 | SM +3

"With a bit of luck Countess, your servant will remain alive after we are done."

Dark Archive

Alchemist (grenedier) 1 | HP 9/9 | AC:16 T:13, F:13 | CMD:14, CMB:+1 | Save (F+3, R+5, W-1) | Init:+5 | Perc: +3 | Bombs 4/6

Silas nods to himself,

"Very well I am prepared, let us get this done," Silas says standing ready by the door his bardiche clutched tightly, and nodding for someone to open it.

I'm making a few assumptions here that I think are reasonable giving that Silas is a devil blooded tiefling from Cheliax, namely about it having some level of immunity to fire and acid. Please let me know if you don't think that's fair GM G.

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

Wayne will open the door and walk into Zarta's boudoir.

Sczarni

Male Human (Varisian) Witch 1 HP 2/8; AC 15, Touch 11, FF, 10; F+2, R+1, W+2; Init +2; Perc +1

Sterelin follows behind the party, waiting to see what foe is revealed.


Tears at Bitter Manor

As the group readies themselves to enter Zarta's private suite, she comments idly, "Oh, and I advise not trying to tamper with the trinket. It appears to be a seven-lock iron case and is additionally warded with strong magics; through all my study I was unable to bypass the protections. Who knows what would happen if you did..." A sly smile creeps around the corner of Zarta's lips.

With everyone in place, Wayne shoves the door open. Zarta's bedroom is decorated in the colours of Cheliax--ebon black and crimson red. Silk, rare woods, and carefully carved marble compose every bit of furniture in the room. Goose down now litters the chamber, covering almost every surface; the silken shreds of the cushions that contained it lie about like flayed skin. A post on the massive screened bed is snapped in half, collapsed on the bed and drawing the screened curtains into a ripped slope of formerly fine cloth.

Vials of perfume and crystal jars of other cosmetics sit smashed on the marble floor around the dresser. A prominent fixture in the room, a large "X" made of stout wood sits along the west wall, complete with leather shackles and chains. A table sits to its left strewn with various items intended for pleasure, but outwardly resembling implements of pain, such as a silver-tipped riding crop and... well, you're not quite sure what that one is, and you probably don't want to find out, either.

A tiny, horned devil is zooming around the room here, enraged and totally out of control. In his hands is a small, chained box, no doubt the "trinket" you were sent here to liberate. The imp is currently slamming the box against the far wall over and over, screaming angrily as it does so. All of a sudden it changes tact and flies off towards the other end of the room, bull rushing the wall box-first. It then attempts to toss the box at the floor before swooping down and picking it up again, shaking and biting it. It appears not to have noticed you.

Silas:
Fair enough, you expect it to have the same resistances as you have

FYI: Knowledge DC's above 10 can only be tried if the skill is trained or if you are a bard

Knowledge (Planes) DC 12:
This is an imp, least of all the devils of Hell. They're typically summoned as servants to spellcasters who aren't afraid to sell their soul away for power.

Knowledge (Planes) DC 17:
As devils, imps are immune to fire and poison, and also resistant to acid and cold. They are weak to silver and good weapons as well. Their bodies constantly regenerate small wounds and they tend to be hard to hit

Knowledge (Planes) DC 22:
Imps have a swathe of magical abilities, mostly involving the ability to ask questions of greater devils back in Hell. They can, however, turn invisible at-will, or transform themselves into a variety of animals.

Not regarding map: the +10 under the imp is the height it is currently flying at. Note that we are not in combat mode as far as the imp is concerned, it has not noticed you.

Grand Lodge

Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2

Coronoides stands at the back of the group. He has nothing silver and no magic to use, so waits to see what unfurls before doing anything.

Plus that woman back there unnerved him.

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

Wayne pockets the knife as to not alarm the fiend as he tries to get in closer. "Hey there, little.. whatever you are. Be good and hand that there box over all nice-like. No one has to get hurt here."

Liberty's Edge

Male Aasimar Cleric 1 HP 10/10 | AC 18 T 11 F F15 | CMD 13 | F+4 R+2 W+6| Init +1| Perc +5 | SM +3

With a soothing tone Ken speaks up "Just calm down, take a deep breath, relax, you're rage doesn't control you. It is not your master, your emotions are your own and you are in control. Breathe in. Breathe out. In. Out. In. Out. The feelings of anger are slipping away from you and being replaced by clarity and focus. Your rage, your anger, your frustrations these things slip away and calmness and focus are yours for the taking ..."Ken continues this way for several minutes [occ]take 20 on Diplomacy =28[/occ]

Dark Archive

Alchemist (grenedier) 1 | HP 9/9 | AC:16 T:13, F:13 | CMD:14, CMB:+1 | Save (F+3, R+5, W-1) | Init:+5 | Perc: +3 | Bombs 4/6

Looking profoundly sceptical Silas awaits the results of his colleagues efforts, while carefully edging into a position from which he can charge the little devil.

Kennaniah:
You can't take 20 with diplomacy I'm afraid, there are negative consequences, in the form of attitude adjustments. You automatically take any negative consequences so taking 20 on diplomacy would mean essentially failing by the maximum possible amount 19 times. You would virtually guarantee hostility.

Grand Lodge

Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2

Coronoides rescans the room. 'There must be something here of use.'

And then he spots the silver-topped riding crop - at least it looks silver from where he's standing. Slowly he edges to pick it up. Once he does so, he returns to the group and holds it casually by his side, rather than in a provocative manner.

'Not sure how much use this will be but if it's silver, it might make the creature less likely to attack me.'

Stealth: 1d20 + 5 ⇒ (12) + 5 = 17

Liberty's Edge

Male Aasimar Cleric 1 HP 10/10 | AC 18 T 11 F F15 | CMD 13 | F+4 R+2 W+6| Init +1| Perc +5 | SM +3

[occ]Nuts! Alright lets roll the dice diplomacy: 1d20 + 8 ⇒ (6) + 8 = 14]/occ]

Sczarni

Male Human (Varisian) Witch 1 HP 2/8; AC 15, Touch 11, FF, 10; F+2, R+1, W+2; Init +2; Perc +1

Knowledge the Planes: 1d20 + 8 ⇒ (16) + 8 = 24

Sczarni

Male Human (Varisian) Witch 1 HP 2/8; AC 15, Touch 11, FF, 10; F+2, R+1, W+2; Init +2; Perc +1

Speaking calmly to his companions, Sterelin begins to recite the nature of the creature before them.

"This is an imp... probably summoned to be enslaved as a servant to the caster abd somehow broke its bonds. Fire and poison are useless, acid and cold nearly useless... Only silver and blessed weapons can fully hurt the creature and it will heal quickly any wounds it receives. It can also turn invisible as it wishes and take the form of small animals."

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