GM Ladile's League of Kick-Ass Dudes: A Pathfinder Society Campaign (Inactive)

Game Master Lady Ladile

Current Scenario: #4-14 My Enemy's Enemy

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Grand Lodge

Ranger-3, Warpriest-3 of Gozreh HP 58, Init +4, Perception +10 (AC 22, touch 12, flat-footed 20) HP 50: Fort +9, Ref +6, Will +8 Languages Common, Draconic, Skald

"May the Lord of Storms grant me strength to smite my enemies!"

(Jan invokes Weather Blessing)

(Jan moves towards the guardroom door)

"Let them come! We will send them to the Infernal Realms as they deserve!

Dark Archive

CG male samsaran cleric of Desna (ecclesitheurge)-3 / wizard (conjurer)-3 | HP 44/44 | AC 17 / 12T / 17FF | CMD 15 | Fort +7, Reflex +4, Will +11; +2 vs death/neg. energy/neg. levels; life bound | | Init +4 | Perception +7, low-light vision; Sense Motive +10 | Speed 40 ft. | Agile Feet 6/6 day | Channel Positive Energy d6, 2/3 day, DC11 | comprehend languages, deathwatch, stabilize 1/1 day | Acid Dart d6+1, 7/7 day | Acid Splash 3/3 day | Conditions: Mage Armor, Shield of Faith, Bless, Moment of Greatness

Lazarus looks around, hoping to find something he can use to block the door. The statues in the foyer?

"Jan, Brayden," he whispers. "Think you're strong enough to block the doors with one or two of those statues in the foyer?"


Season of Ghosts

Lazarus quickly stabilizes the two fallen guards before following after most of the others, quickly regathering in the hallway outside the break room. A small earth elemental seems to be doing its best to hold the heavy iron door shut against the horde of confused guards on the other side. The voice of Meredith continues to add to the confusion, insisting that some crazy wizard did it, while Jan bellows out a challenge and Dalen hurries back towards the Archives and calls for Krima.

Krima races out of the Archives towards the doorway where Dalen stands. "Oh no, killing everyone isn't what I had in mind! There's too many of them!" she cries, face pale.

And, finally beginning to marshal themselves a bit, a loud *THUD* comes from the other side of the iron door as someone throws their shoulder against it.

"What's going on out there!?"

"The door, get the door open!"

"Ulmari can't face that wizard by herself!"
____________

Round 5

Brayden
Meredith + Elemental
Lazarus (Mage Armor)
Frankie
Dalen (-5 NL)
Jan (Weather Blessing)
============
Krima
Guards

Active Conditions: None

Everyone is UP!

Current Map!

Dark Archive

CG male samsaran cleric of Desna (ecclesitheurge)-3 / wizard (conjurer)-3 | HP 44/44 | AC 17 / 12T / 17FF | CMD 15 | Fort +7, Reflex +4, Will +11; +2 vs death/neg. energy/neg. levels; life bound | | Init +4 | Perception +7, low-light vision; Sense Motive +10 | Speed 40 ft. | Agile Feet 6/6 day | Channel Positive Energy d6, 2/3 day, DC11 | comprehend languages, deathwatch, stabilize 1/1 day | Acid Dart d6+1, 7/7 day | Acid Splash 3/3 day | Conditions: Mage Armor, Shield of Faith, Bless, Moment of Greatness

Lazarus begins casting summon monster I.

"A pony ought to help hold the door for a few moments. But somebody needs to get our friend and the Bellflower folks out of here quickly!" The samsaran whispers, his voice conveying a sense of urgency.

(The pony will last 3 rounds with Summoner's Charm and Varisian Tattoo, and the pony will have a +4 bonus to STR and CON due to Augment Summoning.)

Sovereign Court

Male NG Samsaran Warpriest of Shizuru 3 | HP 24/24 | AC 21 T 12 FF 19 | CMB +5, CMD 17 | F: +4, R: +3, W: +5 | Init: +2 | Perc: +2, SM: +6 | Speed 30ft/20ft | Blessings: 4/4 | Spells: 1st 4/4 | Active conditions: Blue

Brayden nods, whispering back. "This may take some time, and I'm not sure we have any. Regardless, I will do what I can!" The samsaran rushes back to the other room flanked by statues, hoping to drag one of them to the door.

Double move back, heh. Unsure how you will adjudicate the statue pulling but I get the sense I won't have enough time to do it anyway (OOC). Brayden doesn't know that!

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

"You can't win forever, you wizard! Brainwashing my friends like that? I'll chase you to the ends of Golarion!"

Bluff: 1d20 + 8 ⇒ (13) + 8 = 21

Meredith looks around for something to block the door with. She sees Brayden run and follows him.

Now hopefully out of earshot, Meredith relaxes. "I'm right next to the statue. They think I'm under attack by some wizard. You think we can move this statue over? Frankie will hopefully try to lock the door. I figure if they can't get out, we'll have plenty of time to pull this off."

Silver Crusade

Female Human Ranger 2 || HP: 20/20 | AC: 17/13/14 | F: +4, R: +6, W: +1 (+3 vs. Fear) | Per: +6, Init: +3 | Arrows: 17, D. Arrows: 10

"Okay, then we better grab everyone and go! Lead the way. I don't know where I need to go," Dalen told Krima.

Delaying and following Krima's lead.


Season of Ghosts

Hoping to help Meredith's elemental keep the door blocked, Lazarus begins to summon a souped-up pony to help with the task while Brayden and Meredith hurry back to the entry hall to see about moving one of the statues to block the door. Meanwhile, on the other side of the prison, Dalen offers to help Krima do whatever it is she needs to do to get everyone out in one piece...
____________

Round 5

Brayden
Meredith + Elemental
Lazaru (Mage Armor)
Frankie
Dalen (-5 NL; Delay)
Jan (Weather Blessing)
============
Krima
Guards

Active Conditions: None

Frankie and Jan are UP!

Current Map!

Grand Lodge

Ranger-3, Warpriest-3 of Gozreh HP 58, Init +4, Perception +10 (AC 22, touch 12, flat-footed 20) HP 50: Fort +9, Ref +6, Will +8 Languages Common, Draconic, Skald

(Also Delaying until Krima acts)

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

Frankie keeps his mouth shut for now and hugs up next to the door, one eye on the lump of earth and stone next to him I hope that thing's been fed lately... if not I hope he likes cocoa and candy!

He does his best to block the view to the door lock as he puts his picks in and starts to quietly fiddle with the lock. If I can just get this thing locked up and stuck.. wouldn't that be perfect!

Stealth: 1d20 + 12 ⇒ (3) + 12 = 15
Disable Device, Luck: 1d20 + 13 + 3 ⇒ (14) + 13 + 3 = 30


Season of Ghosts

Frankie quickly sidles up next to the door and gets to work while Jan also waits to hear some sort of word from Krima and Dalen before acting. While the elemental, apparently the strong and silent type, keeps holding the door shut, the little halfling quickly manages to not only lock the door to the break room but thoroughly jam it as well! Between that and the general heaviness and thickness of the door in question, Frankie is positive that the guards won't be getting out anytime soon.

And so, though there's plenty of yelling and cursing happening on the other side of the door, the coast otherwise seems to be clear. For now.

Combat Over!


Season of Ghosts

Krima quickly comes running from the other hallway with Dalen close behind, clearly anxious to see just what's happening. She comes to a stop, gaping a bit at the elemental still holding the door to the break room shut.

"What's...are they all in there?" she asks as angry yells, curses, and banging can be heard from beyond the door. Krima clearly seems unsure of whether to be impressed or simply astonished.

Quick Refresher (Due to Outages):

Description of the rooms/areas all or most of you have visited or discovered the whereabouts of so far:

Main Prison

Main Prison Pt. 2

Interrogator's Office, Vault, Storage Rooms

Archives

Krima Answers Some Questions & Offers a Helpful Item

And once more, here is the Current Map for reference!

Dark Archive

CG male samsaran cleric of Desna (ecclesitheurge)-3 / wizard (conjurer)-3 | HP 44/44 | AC 17 / 12T / 17FF | CMD 15 | Fort +7, Reflex +4, Will +11; +2 vs death/neg. energy/neg. levels; life bound | | Init +4 | Perception +7, low-light vision; Sense Motive +10 | Speed 40 ft. | Agile Feet 6/6 day | Channel Positive Energy d6, 2/3 day, DC11 | comprehend languages, deathwatch, stabilize 1/1 day | Acid Dart d6+1, 7/7 day | Acid Splash 3/3 day | Conditions: Mage Armor, Shield of Faith, Bless, Moment of Greatness

"If we have a little time, Krima, I'd like to look around the interrogator's office and the archives. Might find something useful, information of value to our friends," Lazarus whispers.

Lazarus glances at Lil Frankie. "Want to try to get into the vault, Frank? Who knows what these folks keep there."

Still whispering, the samsaran turns back to Krima. "But only if you think we can get folks out of here and still take a quick look around."

Mission first, people always. But damn, I'm curious! Lazarus licks his lips in anticipation.

Grand Lodge

Ranger-3, Warpriest-3 of Gozreh HP 58, Init +4, Perception +10 (AC 22, touch 12, flat-footed 20) HP 50: Fort +9, Ref +6, Will +8 Languages Common, Draconic, Skald

"I am with you Lazarus! Whatever is worth putting into a vault must be valuable!"

(Jan remains alert, but lowers his weapons into a relaxed stance)

"Let's get whoever need to be got... and if there is still time find whatever we can to uncover the many evils of Cheliax!"

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

'Frank' turns from the door, his work complete. He slides his picks back up his sleeve before turning around and adjusting his skewed mustachio... "Vault? Oh yes. But we must stick to the plan. The office first!" He mentions the key from Krima...

"Oh.. maybe we should make sure the front door to this prison is locked up good ok? I don't think we want anyone stopping in for a visit before we're ready!" He heads off to check on that before going to the office.

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

Meredith begins to heft the statue, only for Frank to run in.

"Frank, is the door secure? Good." Meredith dismisses the Earth Elemental and spends 1 minute summoning her eidolon.

"Denair, let's follow Frank. And call me Ulmari for now."

Meredith summons an Unseen Servant and turns to Frankie. "I can use some of my magic to enhance Denair's skills. Tell me if you need her to be better at picking locks or something."

I have a spell I can use to give her a +8 racial bonus to any skill besides Perception and Stealth.


| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

Denair shakes off some leaves and yawns. "Oh hey Boss! Um... Boss? Where did you go?" She looks around for a bit before sniffing and nuzzling her Boss.

"Okay, I'll follow Frankie- why did you call him Frank?" Meredith spends some time getting Denair up to speed.

Sovereign Court

Male NG Samsaran Warpriest of Shizuru 3 | HP 24/24 | AC 21 T 12 FF 19 | CMB +5, CMD 17 | F: +4, R: +3, W: +5 | Init: +2 | Perc: +2, SM: +6 | Speed 30ft/20ft | Blessings: 4/4 | Spells: 1st 4/4 | Active conditions: Blue

Strength: 1d20 + 3 ⇒ (5) + 3 = 8
Brayden had begun exerting himself to drag the heavy statue across the room, pulling and tugging at its solid stone form and cursing as he failed. With sweat beading down his blue head, the samsaran gives up and emerges. "... Oh. It seems we've been bought some time, statue or not." He pants. "To... To the vault?"

Silver Crusade

Female Human Ranger 2 || HP: 20/20 | AC: 17/13/14 | F: +4, R: +6, W: +1 (+3 vs. Fear) | Per: +6, Init: +3 | Arrows: 17, D. Arrows: 10

"I'll go bar the doors," Dalen says before motioning for Jan to come help her.

Going to move a statue in front of the doors, but in a way that it's easy to move out of the way if we need to make a hasty exit.

Liberty's Edge

1 person marked this as a favorite.
Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

Frankie twirls the ends of his false mustachio for Denair "Because, I AM Frank!" He bugs his eyes out a bit and points to the false follicles again, then waves his favorite play friend along behind him.


Season of Ghosts

'Frank' and Dalen hurry back to the entrance as Meredith and Brayden attempt to wrestle one of the statues back into the corridor. It doesn't go particularly well and so the pair are quite relieved that the guard situation has been taken care of, at least for now.

While everyone quickly reconvenes to figure out the group's next course of action, 'Frank' is able to make sure that the prison's front doors are securely shut while Dalen and Jan wrestle one of the statues in front of it as an added precaution. No one's getting in or out, at least not without some effort!

Krima then beckons everyone away from the break room, where it's easier to talk without the barricaded guards overhearing anything. "The interrogator's office? I agree, that's probably the best place for you to start," she nods. "I know you don't want to dally - and neither do I - but his office might have more information on any security measures that lie beyond the main prison cells. If you like, I can keep watch near the front doors to make sure no one else tries to get inside while you're looking around?"

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

"Sounds like a plan, Krima. Stay near the front doors while we check out the interrogator's office."

She and Denair (and the unseen servant) head to the office and check for locks.

Perception, Guidance: 1d20 + 1 ⇒ (20) + 1 = 21
Denair's Perception, Guidance: 1d20 + 13 + 1 ⇒ (10) + 13 + 1 = 24

Dark Archive

CG male samsaran cleric of Desna (ecclesitheurge)-3 / wizard (conjurer)-3 | HP 44/44 | AC 17 / 12T / 17FF | CMD 15 | Fort +7, Reflex +4, Will +11; +2 vs death/neg. energy/neg. levels; life bound | | Init +4 | Perception +7, low-light vision; Sense Motive +10 | Speed 40 ft. | Agile Feet 6/6 day | Channel Positive Energy d6, 2/3 day, DC11 | comprehend languages, deathwatch, stabilize 1/1 day | Acid Dart d6+1, 7/7 day | Acid Splash 3/3 day | Conditions: Mage Armor, Shield of Faith, Bless, Moment of Greatness

"I'll come with you. Many eyes make light work." Lazarus says, walking toward the interrogator's office.
Perception, Guidance: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16

@&#^, boss! Need to get your *&^%ing eyes checked! Sid grouses, rousing out of his light slumber and poking his furry white head out of the wizard-priest's robes.
Sid Perception, Guidance: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18


Season of Ghosts

Eager to do what needs to be done and get out, Meredith, Denair, Lazarus, and even Sid the Silly Surly all move to check the two doors leading into the interrogator's office. As expected, both doors seem to be locked tight but otherwise free of traps and other nasty hazards. Luckily, you've got the crude copy of the key that Krima passed along to you so it shouldn't be too difficult to get one or both doors open...
____________

Someone please make a Disable Device check; Krima's copied key gives a +8 to the check and also allows said check to be made untrained if anyone wants to try and steal some of Frankie's glory. Or if you feel like Smashin' Tonite you can try breaking the locks!

Dark Archive

CG male samsaran cleric of Desna (ecclesitheurge)-3 / wizard (conjurer)-3 | HP 44/44 | AC 17 / 12T / 17FF | CMD 15 | Fort +7, Reflex +4, Will +11; +2 vs death/neg. energy/neg. levels; life bound | | Init +4 | Perception +7, low-light vision; Sense Motive +10 | Speed 40 ft. | Agile Feet 6/6 day | Channel Positive Energy d6, 2/3 day, DC11 | comprehend languages, deathwatch, stabilize 1/1 day | Acid Dart d6+1, 7/7 day | Acid Splash 3/3 day | Conditions: Mage Armor, Shield of Faith, Bless, Moment of Greatness

"Meredith or Denair, care to try the key?" Lazarus asks with a sheepish smile. Not my forte, I'm afraid

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

Having the key Frank gets to work on the lock. "This should be like stealing candy from a baby!" He licks his lips as he wiggles the key around in the lock. "Not that I steal candy from babies... poor things need their candy too!"

Attempts:

DD + Key: 1d20 + 11 + 8 ⇒ (5) + 11 + 8 = 24
DD + Key: 1d20 + 11 + 8 ⇒ (8) + 11 + 8 = 27
DD + Key: 1d20 + 11 + 8 ⇒ (10) + 11 + 8 = 29
DD + Key: 1d20 + 11 + 8 ⇒ (10) + 11 + 8 = 29
DD + Key: 1d20 + 11 + 8 ⇒ (7) + 11 + 8 = 26


| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

Denair will wait patiently for Frank to unlock the door. "Yeah, you should steal candy from candy shops. That way the Boss can get really embarrassed when the owner asks her on a date, right?" Denair scratches her head.

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

Meredith, meanwhile, turns bright red as a beet for a moment. "L-let's focus on the mission. How goes the lock, Frankie?"

Denair has a +8 DD check, but I think Frankie's got it. Just in case he doesn't.

Spoiler:

DD: 1d20 + 8 + 8 ⇒ (6) + 8 + 8 = 22
DD: 1d20 + 8 + 8 ⇒ (10) + 8 + 8 = 26
DD: 1d20 + 8 + 8 ⇒ (13) + 8 + 8 = 29
DD: 1d20 + 8 + 8 ⇒ (13) + 8 + 8 = 29
DD: 1d20 + 8 + 8 ⇒ (3) + 8 + 8 = 19


Season of Ghosts

Even with the aid of the copied key, it actually takes Frankie two attempts to pop the lock on one of the office doors. But once he does, the door swings open with ease. A smoldering fireplace illuminates this room, casting red light over a massive corner desk littered with disorganized papers. A seven-foot-tall statue of a four-horned fiend with a burning crown overlooks the desk from the corner. The room seems to be empty, otherwise.

Current Map

Silver Crusade

Female Human Ranger 2 || HP: 20/20 | AC: 17/13/14 | F: +4, R: +6, W: +1 (+3 vs. Fear) | Per: +6, Init: +3 | Arrows: 17, D. Arrows: 10

Is the crown actually on fire or sculpted to look that way?

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

Frank takes a half step back as he sees the statue staring at him "Oooo that's scary! Let's take a closer look!" He heads straight for the statue, his curiosity taking over again.

Perception, +1 vs Traps/Surprise: 1d20 + 7 ⇒ (20) + 7 = 27

Silver Crusade

Female Human Ranger 2 || HP: 20/20 | AC: 17/13/14 | F: +4, R: +6, W: +1 (+3 vs. Fear) | Per: +6, Init: +3 | Arrows: 17, D. Arrows: 10

Dalen reaches a hand out to stop Frankie, but is just a moment to slow in reacting, and instead covers her eyes with it as her head falls towards it.

"I can't watch," she mutters under her breath.


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| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

"I'm gonna look for clues, too!"
Perception: 1d20 + 13 ⇒ (10) + 13 = 23

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

"He's surprisingly careful." Meredith replies to Dalen's non question. Meredith is clearly used to it at this point.

"What wonderful decor." She keeps her longspear handy, uncertain whether it will come to life or not.

Dark Archive

CG male samsaran cleric of Desna (ecclesitheurge)-3 / wizard (conjurer)-3 | HP 44/44 | AC 17 / 12T / 17FF | CMD 15 | Fort +7, Reflex +4, Will +11; +2 vs death/neg. energy/neg. levels; life bound | | Init +4 | Perception +7, low-light vision; Sense Motive +10 | Speed 40 ft. | Agile Feet 6/6 day | Channel Positive Energy d6, 2/3 day, DC11 | comprehend languages, deathwatch, stabilize 1/1 day | Acid Dart d6+1, 7/7 day | Acid Splash 3/3 day | Conditions: Mage Armor, Shield of Faith, Bless, Moment of Greatness

"Krima, is there any point to looking in the archives or elsewhere?" Confused for a moment, thinking 'Frank' was headed there himself. "If someone can open the way, I can look there while others look here in the interrogator's office. What do you think? Might speed things up."

Grand Lodge

Ranger-3, Warpriest-3 of Gozreh HP 58, Init +4, Perception +10 (AC 22, touch 12, flat-footed 20) HP 50: Fort +9, Ref +6, Will +8 Languages Common, Draconic, Skald

(Jan scans the room, then enters)

Perception: 1d20 + 9 ⇒ (10) + 9 = 19

(Assuming he see nothing, Jan heads straight for the desk)

(Jan grasping at various books and papers, briefly holding them up and flapping the pages... then casually tossing them aside in a rather callous manner), "Does this look important? How about this one?"... (and so on).

Perception: 1d20 + 9 ⇒ (11) + 9 = 20

OOC- how long has it been (in rounds) since Jan invoked his Weather Blessing?

Sovereign Court

Male NG Samsaran Warpriest of Shizuru 3 | HP 24/24 | AC 21 T 12 FF 19 | CMB +5, CMD 17 | F: +4, R: +3, W: +5 | Init: +2 | Perc: +2, SM: +6 | Speed 30ft/20ft | Blessings: 4/4 | Spells: 1st 4/4 | Active conditions: Blue

Brayden moves up to the statue, and looks at with both awe and discomfort. "Shizuru, bless our path. What infernal fiend is this, and what is with its prominence here? Truly devilish."

Silver Crusade

Female Human Ranger 2 || HP: 20/20 | AC: 17/13/14 | F: +4, R: +6, W: +1 (+3 vs. Fear) | Per: +6, Init: +3 | Arrows: 17, D. Arrows: 10

"I dunno, but I'm betting it's a guardian," Dalen mutters.


Season of Ghosts

@Dalen - Just sculpted to look that way.

@Jan - Since we ended up dropping out of combat almost right away after you used your Blessing, I'll let you have that use of it back if you like.
____________

While most of the group pile into the office and begin nosing around, Lazarus hangs back for a moment to call after Krima. Krima hurries back from keeping vigil near the front entrance; brow furrowed, she considers Lazarus' question.

"I can tell you that there's not anything of interest to me or to yourselves inside the archives," Krima replies. "Believe me, I've had enough time to go through them. Anything that's classified, any other keys, would be there in the office or the vault, best as I can figure. But if you folks want to split up to cover more ground...well, it's not like there's anyone else in here that's going to catch you out," she smiles grimly.

By all means, feel free to split up at this point if you folks would prefer. Another post to follow, please stand by!


Season of Ghosts

While Frankie makes a beeline for the statue, Denair and Jan begin rifling through the papers on the desk while Meredith and Dalen stand by, ready for trouble. Thankfully, Frankie's absolutely certain after a few moments that the statue really is just a statue - an ugly statue, but a statue just the same. And even better, there don't seem to be any traps within the room or on the desk.

Denair and Jan, in the course of flipping through the stack of disorganized papers, note that the majority of them are interrogation schedules, prisoner transfers, and Loyalty Day agendas. However, their sharp eyes pick out three papers that seem different from the rest...

One is a copy of The Asmodean Disciplines, bookmarked to a chapter on crime and punishment with a handwritten note.

Linguistics (DC 16):

You notice that on the sixth line, the word 'expressly' is misspelled...seemingly deliberately. Perhaps it's part of a code or riddle?

The second document is a twine-bound set of instructions for activating the prison’s soundproofing mechanism. The manual notes that the prisms emit light when active, and they create a wall of magical silence between any two prisms with an uninterrupted line of effect to one another. No sound passes through this border, but if an object, creature, or wall disrupts the border, the entire effect ends until the obstruction is removed. Most of you remember Galvar mentioning something about a soundproofing mechanism when he was giving you the guided tour earlier, so this manual bears out his words. Attached to this manual’s binding is a key.

Last but not least, the third paper appears to be a letter addressed to the interrogator from someone that appears to be a ranking officer.

Liberty's Edge

1 person marked this as a favorite.
Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

Frankie gives the statue a few good solid pokes and smiles "Neat statue, looks kinda serious though..." He scampers over to the desk where everyone is pawing through paperwork, he groans. "I've never been real great with homework, why don't you guys keep doing that while I take a closer look at that statue!"

Perception DC30:

Sleight of Hand... ooo look at that ink.. YOINK!: 1d20 + 12 ⇒ (18) + 12 = 30

Frankie heads back to the statue for some 'work'.

Perception DC10:
Frankie takes the ink and pen and adds in some sweet sweet freckles, a prominent 'stache, and a long and spikey beard. Not to mention a set of angry eyebrows!

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

"Well, here's a riddle." Meredith's Unseen Servant takes the letter and holds it out for her to grab and read. "Hopefully this comes in handy, but I'm no codebreaker. Something tells me we'll need it later, though."


| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

Perception: 1d20 + 13 ⇒ (2) + 13 = 15

Denair giggles as Frankie messes with the statue.

Dark Archive

CG male samsaran cleric of Desna (ecclesitheurge)-3 / wizard (conjurer)-3 | HP 44/44 | AC 17 / 12T / 17FF | CMD 15 | Fort +7, Reflex +4, Will +11; +2 vs death/neg. energy/neg. levels; life bound | | Init +4 | Perception +7, low-light vision; Sense Motive +10 | Speed 40 ft. | Agile Feet 6/6 day | Channel Positive Energy d6, 2/3 day, DC11 | comprehend languages, deathwatch, stabilize 1/1 day | Acid Dart d6+1, 7/7 day | Acid Splash 3/3 day | Conditions: Mage Armor, Shield of Faith, Bless, Moment of Greatness

Guidance, Linguistics DC16: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11
Trusting Krima's assessment, Lazarus joins the search of the interrogator's office. He takes a look at the 'Asmodean Prayer' and is frustrated that its meaning eludes him. "Can anyone glean the meaning of this 'prayer'? If not, we'll take it with us."

When he reads the letter from Inspector Lusarious Deckland to the interrogator Vasenti, the samsaran's eyes go wide. I must get this intelligence to Venture-Captain Zarta Dralneen. She needs to know about this.

The instructions and details about the prison's soundproofing system fascinate the wizard-priest. "How convenient, the key is attached."

Lazarus looks at everyone, "So, ready to gather the inmates and liberate ourselves the heck out of here?"

Silver Crusade

Female Human Ranger 2 || HP: 20/20 | AC: 17/13/14 | F: +4, R: +6, W: +1 (+3 vs. Fear) | Per: +6, Init: +3 | Arrows: 17, D. Arrows: 10

"Yes, please!"


Season of Ghosts

Okay, so where to next? Cracking the vault? Or do you just want to see about getting to the prisoners and busting out?

Silver Crusade

Female Human Ranger 2 || HP: 20/20 | AC: 17/13/14 | F: +4, R: +6, W: +1 (+3 vs. Fear) | Per: +6, Init: +3 | Arrows: 17, D. Arrows: 10

Dalen and a couple of others on prisoner rescue while Frankie cracks the vault?

Dark Archive

CG male samsaran cleric of Desna (ecclesitheurge)-3 / wizard (conjurer)-3 | HP 44/44 | AC 17 / 12T / 17FF | CMD 15 | Fort +7, Reflex +4, Will +11; +2 vs death/neg. energy/neg. levels; life bound | | Init +4 | Perception +7, low-light vision; Sense Motive +10 | Speed 40 ft. | Agile Feet 6/6 day | Channel Positive Energy d6, 2/3 day, DC11 | comprehend languages, deathwatch, stabilize 1/1 day | Acid Dart d6+1, 7/7 day | Acid Splash 3/3 day | Conditions: Mage Armor, Shield of Faith, Bless, Moment of Greatness

"Frank, do you think you'll need any help cracking the vault or searching it once you get it open?" Lazarus asks the 'boy-pretending to be a man'.

Grand Lodge

Ranger-3, Warpriest-3 of Gozreh HP 58, Init +4, Perception +10 (AC 22, touch 12, flat-footed 20) HP 50: Fort +9, Ref +6, Will +8 Languages Common, Draconic, Skald

"Let's get the Vault open before we all split up. The prisoners have been down her for gods know how long... A few more minutes won't kill them. If there is something inside the vault, it may take more than Lazarus' muscles to deal with it."

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

Once he hears the word vault Frankie races out of the room and pauses in the hall for a moment as he Looks at the map tries to remember which way the vault was before quickly moving in that direction. "Vault, check, here I come! Lets all go then its mass prisoner release time!"

For sanity sake on our GM it would probably be better if we stick together. I also expect once we start releasing prisoners this is going to turn into a zoo.

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