GM Tarondor's PFS #1 - Silent Tide (TABLE A) (Inactive)

Game Master Tarondor

GM Tarondor's PFS #1 - Silent Tide


51 to 100 of 259 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Liberty's Edge

Survival: 1d20 + 6 ⇒ (9) + 6 = 15

Rekkr feels a little uneasy and turns around to find Donkey Teeth staring at him. He offers the wayang a nervous smile before drawing his sword and flanking the door with Mikhaere.

Perception: 1d20 + 6 ⇒ (5) + 6 = 11

Silver Crusade

DECEASED

Garret nods silently to Mikhaere and follows him quickly to the doors. He stays out of the way, but attempts to get a view of the room beyond.

Move: NE - N - NE - NE

Stealth (Take 10): 10 + 12 = 22

Perception: 1d20 + 2 ⇒ (15) + 2 = 17

Sczarni

M Wayang HP 8/8 | AC 13 "17* mage armor"- | Touch 13| FF 11 | CMD 11 | F+2 | R+2 | W+2 | Init +8 | Perception +2 | 20ft Witch 1

Oops NE, E, E, N


The team breaks into the lower floor of the granary. The four vast silos that hold much of Absalom's grain tower above them. Here on the lower floor are four large holding chambers into which the grain can be poured as needed.

All four rooms are covered in a thick sea of grain. In the eastern room, the blood trail gets fainter as it heads toward the open doorway to the northeastern silo. A thin, cold mist permeates the granary despite the warm night outside.

____________________________________________________________________

There are two main features that dominate all four silos:

The Grain Swamp Much of the floor is covered in a sea of grain; treat each square marked with grain as difficult terrain. However, if a PC can succeed on a DC 10 Str check, they may move across a single square as though it were normal terrain (permit one check per square).

Flow Hatches The 10-foot-high ceiling is covered with flow hatches (marked on the map as white squares). When opened, grain from the upper levels pours down to refill the grain supply on the lower level. Leaping up to spring a hatch requires a DC10 Jump check and will draw an attack of opportunity from adjacent opponents. Alternatively, a hatch release can be triggered with a reach weapon or a ranged weapon with a successful attack roll against AC 20.

MAP OF THE GRANARY

Scarab Sages

Male Tengu Druid (Swamp Druid) 4
Stats:
HP: 34/34 || AC: 19 (21 w/ shield), touch: 12, flat-footed: 17 (19 w/ shield) || CMD: 17 || Fort: +5, Ref: +3, Will: +8; pond scum || Init: +4 || Perception: +15; low-light vision, carrion scent

Mikhaere continues to follow the trail of blood, but slower this time, wary for attack.

Perception: 1d20 + 13 ⇒ (19) + 13 = 32


No one else? Okay...

Mikhaere advances with the party in tow. He notices (as do you all) the three shadowy figures at the same time as they themselves are seen. Cloaked figures bearing ancient scythes move in total silence. Fog seems to both wreathe and animate them, as if the fog were real and they merely apparitions. Two stand silent vigil thigh-deep in the grain while a third unpacks ceramic vials from an ancient, weathered chest.

______________________________________________________

Initiatives:

Mikhaere: 1d20 + 4 ⇒ (3) + 4 = 7
Donkey Teeth: 1d20 + 8 ⇒ (7) + 8 = 15
Garret and Machaero: 1d20 + 5 ⇒ (14) + 5 = 19
Rekkr: 1d20 + 2 ⇒ (19) + 2 = 21
Black Echelon: 1d20 + 1 ⇒ (20) + 1 = 21

Initiative Order:

- Rekkr
- Black Echelon
- Everyone Else

MAP OF THE GRANARY

Rekkr, go!

Scarab Sages

Male Tengu Druid (Swamp Druid) 4
Stats:
HP: 34/34 || AC: 19 (21 w/ shield), touch: 12, flat-footed: 17 (19 w/ shield) || CMD: 17 || Fort: +5, Ref: +3, Will: +8; pond scum || Init: +4 || Perception: +15; low-light vision, carrion scent

*crickets...*

Liberty's Edge

Allowing his rage to take control of his mind, Rekkr strides into the room with sword drawn and mercilessly attacks guard B.

Attack: 1d20 + 8 ⇒ (16) + 8 = 24, Damage: 2d6 + 7 ⇒ (2, 5) + 7 = 14


Rekkr is 35 ft. from operative B. He would have to succeed on 7 Strength checks to move that far through the grain.

Strength check: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Strength check: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8 <-One failure
Strength check: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12
Strength check: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12
Strength check: 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14
Strength check: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25
Strength check: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10
Strength check: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21

C's flank attack: 1d20 - 1 + 2 ⇒ (3) - 1 + 2 = 4
D's flank attack: 1d20 - 1 + 2 ⇒ (1) - 1 + 2 = 2
E's flank attack: 1d20 - 1 + 2 ⇒ (19) - 1 + 2 = 20

D's Damage: 1d6 - 1 ⇒ (1) - 1 = 0

Ordinarily, a result like that would mean 1 point of nonlethal damage, but Rekkr's DR absorbs even that.
__________________________________________________

The barbarian roars in anger and powers his way through the thigh-high sea of grain. As soon as he closes with the undead, his movements cease making any noise at all. He brings his greatsword crashing down on the Black Echelon operative's withered head, shattering it like a ceramic mug in a bar fight.

The grain nearby shifts silently and two more undead leap out of the grain! All four remaining converge with deliberate slowness on Rekkr, surrounding him and slashing away with their small, rusted sickles. One barely manages to scratch the barbarian, who doesn't even notice. One exudes a thick mist that completely conceals the action from those at a distance.

The mist provides concealment (20% miss chance) from anyone 5 ft. away and total concealment from anyone more than 5 ft. away.

MAP OF THE GRANARY

Anyone (including Rekkr), go!

Scarab Sages

Male Tengu Druid (Swamp Druid) 4
Stats:
HP: 34/34 || AC: 19 (21 w/ shield), touch: 12, flat-footed: 17 (19 w/ shield) || CMD: 17 || Fort: +5, Ref: +3, Will: +8; pond scum || Init: +4 || Perception: +15; low-light vision, carrion scent

As Mikhaere closes in on the undead menace, a sudden mist overcomes him and he finds himself wreathed in blankness. He frowns to himself.

Tarondor, question: if I cast Faerie Fire, would it negate any of the concealment?

If yes...:

The druid leans over and picks up a handful of grain from the floor beside him. Holding it in his open palm, he blows on it, sending the granules floating in the air towards where he had last seen the Black Echelon. They begin to glow with a bright yellow light as they travel, not unlike fireflies, and illuminate some of the figures through the mist.

Casting faerie fire on the intersection above D and E and below Rekkr, and then moving N-N-N-NW.

If no...:

He continues on undeterred, following his nose through the fog until the figure of one looms out of the mist.

Moving N-N-N-NW

Claw (flank): 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20
Concealment (21+): 1d100 ⇒ 36
Damage: 1d3 + 3 ⇒ (3) + 3 = 6

Silver Crusade

DECEASED

Attack! Garret sends his mental command and Machaero leaps into action. The eidolon charges the undead foes, moving to flank with the barbarian.

Charge E (Pounce): NE - N - N - NE - N - N (Strength Check)
Strength (DC 10): 1d20 + 2 ⇒ (10) + 2 = 12

Attack (Bite, Power Attack, Flanking): 1d20 + 3 - 1 + 2 ⇒ (2) + 3 - 1 + 2 = 6
Damage (Bite, Power Attack): 1d6 + 2 + 2 ⇒ (4) + 2 + 2 = 8
Miss Chance (20%, low miss): 1d100 ⇒ 11

Attack (Claw 1, Power Attack, Flanking): 1d20 + 3 - 1 + 2 ⇒ (10) + 3 - 1 + 2 = 14
Damage (Claw 1, Power Attack): 1d4 + 2 + 2 ⇒ (2) + 2 + 2 = 6
Miss Chance (20%, low miss): 1d100 ⇒ 25

Attack (Claw 2, Power Attack, Flanking): 1d20 + 3 - 1 + 2 ⇒ (8) + 3 - 1 + 2 = 12
Damage (Claw 2, Power Attack): 1d4 + 2 + 2 ⇒ (4) + 2 + 2 = 8
Miss Chance (20%, low miss): 1d100 ⇒ 81

Meanwhile, Garret moves forward and casts acid splash once again.

Move: N - N - N
Attack (Acid Splash, Ranged Touch vs. D): 1d20 + 4 ⇒ (7) + 4 = 11
Damage (Acid Splash, Acid Flask (F)): 1d3 + 1 ⇒ (2) + 1 = 3
Miss Chance (50%, low miss): 1d100 ⇒ 7

Liberty's Edge

"One, two, three, four....that's almost a fair fight. I'll hold back a bit 'til more of your friends show up." Rekkr swings his sword at one of the undead.

Attack: 1d20 + 10 ⇒ (17) + 10 = 27, Damage: 2d6 + 7 ⇒ (2, 2) + 7 = 11
Low Misses: 1d100 ⇒ 82

Sczarni

M Wayang HP 8/8 | AC 13 "17* mage armor"- | Touch 13| FF 11 | CMD 11 | F+2 | R+2 | W+2 | Init +8 | Perception +2 | 20ft Witch 1

Donkey Teeth knows he is no match for undead so he begins summoning a monster. (Summon monster I)


Mikhaere wrote:
Tarondor, question: if I cast Faerie Fire, would it negate any of the concealment?

No. It overcomes certain types of concealment, but not that caused by fog or other intervening barriers to sight.

_________________________________________________________

Garret, Mikhaere, as before, you have to make a Strength check for every square you move through if you move more than half, not just for the squares that are more than half. Machaero wants to move six squares, he needs six Strength checks. Mikhaere will have to succeed on four, but he can try up to six times.

Machaero's Strength check: 1d20 + 2 ⇒ (15) + 2 = 17
Machaero's Strength check: 1d20 + 2 ⇒ (8) + 2 = 10
Machaero's Strength check: 1d20 + 2 ⇒ (10) + 2 = 12
Machaero's Strength check: 1d20 + 2 ⇒ (1) + 2 = 3 <- Failed
Machaero's Strength check: 1d20 + 2 ⇒ (4) + 2 = 6 <- Failed

So Machaero doesn't go as far through the grain as he'd like.

Mikhaere's Strength check: 1d20 + 2 ⇒ (8) + 2 = 10
Mikhaere's Strength check: 1d20 + 2 ⇒ (5) + 2 = 7 <- Failed
Mikhaere's Strength check: 1d20 + 2 ⇒ (9) + 2 = 11
Mikhaere's Strength check: 1d20 + 2 ⇒ (10) + 2 = 12
Mikhaere's Strength check: 1d20 + 2 ⇒ (20) + 2 = 22
_________________________________________________________

A's attack: 1d20 - 1 + 2 ⇒ (8) - 1 + 2 = 9
D's attack: 1d20 - 1 + 2 ⇒ (13) - 1 + 2 = 14

Mikhaere and Rekkr each destroy one of the ancient undead, though Rekkr's brave words are swallowed by the absolute silence surrounding his foes. Donkey Teeth begins casting a spell while Machaero struggles to get through the grain. Garret moves up and lobs a bolt of acid into the mist that burns through some grain but not the enemy.

The remaining two Black Echelon operatives move to flank Rekkr and attack, but their rusty sickles are no match for the mighty berserker's guard.

MAP OF THE GRANARY

Anyone, go!

Scarab Sages

Male Tengu Druid (Swamp Druid) 4
Stats:
HP: 34/34 || AC: 19 (21 w/ shield), touch: 12, flat-footed: 17 (19 w/ shield) || CMD: 17 || Fort: +5, Ref: +3, Will: +8; pond scum || Init: +4 || Perception: +15; low-light vision, carrion scent

Sorry, it didn't look like I moved through any grain so I didn't roll any checks. Also, it doesn't really matter, but you moved me NE instead of NW. :)

Claw: 1d20 + 3 ⇒ (6) + 3 = 9
Concealment (21+): 1d100 ⇒ 72
Damage: 1d3 + 2 ⇒ (2) + 2 = 4

Claw: 1d20 + 3 ⇒ (3) + 3 = 6
Concealment (21+): 1d100 ⇒ 71
Damage: 1d3 + 2 ⇒ (3) + 2 = 5

Bite: 1d20 + 3 ⇒ (6) + 3 = 9
Concealment (21+): 1d100 ⇒ 2
Damage: 1d3 + 2 ⇒ (3) + 2 = 5

Mikhaere takes a big bite of empty air and carves ribbons in the mist. He's glad nobody else could see it.

Silver Crusade

DECEASED
Mikhaere wrote:
Sorry, it didn't look like I moved through any grain so I didn't roll any checks.

Ditto - I assumed that if the map square wasn't "marked with grain", then no check was needed. At least, that's how I read the description.

Machaero, frustrated by the lack of forward progress, changes direction and attacks.

Move: W - NW
Strength (DC 10): 1d20 + 2 ⇒ (2) + 2 = 4
Strength (DC 10): 1d20 + 2 ⇒ (9) + 2 = 11

Attack vs. D (Bite, Power Attack, Flanking): 1d20 + 3 - 1 + 2 ⇒ (17) + 3 - 1 + 2 = 21
Damage vs. D (Bite, Power Attack): 1d6 + 2 + 2 ⇒ (4) + 2 + 2 = 8
Miss Chance vs. D (20%, low miss): 1d100 ⇒ 89

Meanwhile, Garret casts acid splash once again.

Attack vs. D (Acid Splash, Ranged Touch vs. D): 1d20 + 4 ⇒ (2) + 4 = 6
Damage vs. D (Acid Splash, Acid Flask (F)): 1d3 + 1 ⇒ (1) + 1 = 2
Miss Chance vs. D (50%, low miss): 1d100 ⇒ 68


I can see why you'd think that. But every square beyond the anteroom is "marked with grain". That's the granular texture in the squares. The white squares simply mark the locations of the overhead grain doors.

Scarab Sages

Male Tengu Druid (Swamp Druid) 4
Stats:
HP: 34/34 || AC: 19 (21 w/ shield), touch: 12, flat-footed: 17 (19 w/ shield) || CMD: 17 || Fort: +5, Ref: +3, Will: +8; pond scum || Init: +4 || Perception: +15; low-light vision, carrion scent

Yeah, and it looks to me like there's a clear path. EX: From the stairs on the right and around the corner of this room. But no worries. Simple mix-up.

Liberty's Edge

Rekkr continues his assault on the undead, attacking the foe to his northeast.

Attack: 1d20 + 8 ⇒ (15) + 8 = 23, Damage: 2d6 + 7 ⇒ (4, 1) + 7 = 12
Low Misses: 1d100 ⇒ 76

Sczarni

M Wayang HP 8/8 | AC 13 "17* mage armor"- | Touch 13| FF 11 | CMD 11 | F+2 | R+2 | W+2 | Init +8 | Perception +2 | 20ft Witch 1

Donkey Teeth moves forward N-N and finishes casting his Summon monster spell summoning a celestial Monkey to assist Rekkr in attacking Goon A Monkey is tiny and occupies the same square as A

Celestial Monkey:

Monkey
CG Tiny Magical Beast (Augmented Animal, Extraplanar)
Init +2; Senses Darkvision 60', Low-Light Vision; Listen +3, Spot +3
Languages Celestial

--------------------------------------------------------------------------- -----
AC 14 (+2 size, +2 Dex), touch 14, flat-footed 12
hp 4 (1 HD)
SR 6
Resist Acid 5, Cold 5, Electricity 5
Fort +2, Ref +4, Will +1
--------------------------------------------------------------------------- -----
Speed 30 ft, Climb 30 ft.
Melee Bite +4 (1d3-4)
Space/Reach 2.5 ft./0 ft.
Base Atk +0; Grp -12
Atk Options Smite Good (1/day)
Smite Evil (1/day): make a normal melee attack to deal 1 point extra damage against an evil foe.

--------------------------------------------------------------------------- -----
Abilities Str 3, Dex 15, Con 10, Int 3, Wis 12, Cha 5
SQ Darkvision 60', Low-Light Vision
Feats Weapon Finesse
Skills Balance +10, Climb +10, Hide +10, Listen +3, Spot +3
Skills: Monkeys have +8 racial bonuses on Balance and Climb, and can choose to take 10 on Climb checks even when rushed or threatened. They use their Dexterity modifier instead of their Strength modifier on Climb checks.
--------------------------------------------------------------------------- -----

Smiting Monkey Bite: 1d20 + 4 ⇒ (7) + 4 = 11
damage: 1d3 - 4 + 1 ⇒ (3) - 4 + 1 = 0 So 2


Mikhaere wrote:
Yeah, and it looks to me like there's a clear path. EX: From the stairs on the right and around the corner of this room. But no worries. Simple mix-up.

HOLY STINKIN' CRAP! You're right. That's a lane clear of grain. All this time I've been seeing that as an artistic rendition of mist. Sonofa... I owe everyone in several games an apology!


So, to be clear, there ARE lanes free of grain and your friendly neighborhood GM is getting his head examined.


Mikhaere duels with his target until Machaero arrives and simply rips the ancient skeleton's rib cage apart. The druid watches in disgust as the waterlogged bones fall lifelessly among the grains.

Likewise, Rekkr smashes his greatsword down on the hapless agent before him, shattering bone and sending teeth flying into the city's food supply.

As the mists clear, a radiant simian emerges from thin air and hoots gleefully at the vast storehouse of food.

With a querulous voice, Yargos Gill calls from outside. "Hello?" Anyone there?"

[The battle is over; the Pathfinders have won.]

Silver Crusade

DECEASED

Garret calls out to Yargos, "We are here, and all seems to be well." He walks slowly over to the agents' remains and attempts to find the vials and replace them within the small chest. Once that's done, he turns to Yargos. "Tell us, man - where is Nessian signalling the Black Echelon from? What tower?"


"I don't know. It seemed far into the city, but his men will be gone from there unless I miss my guess. You need to find Nessian himself and put a stop to this!"

Silver Crusade

DECEASED

Garret's annoyance shows plainly on his face. "Fine, then. Do you know where we might find the nearest entrance to the siphons? Do you have any knowledge of his lair, his defenses? I'd prefer not to go into this completely unprepared."


"Why would I know anything about a crime lord's lair? I'm a scholar!" says Yargos. "But remember I told you about Grandmaster Torch? He'd know something, if anyone does, and I can lead you to him."

Scarab Sages

Male Tengu Druid (Swamp Druid) 4
Stats:
HP: 34/34 || AC: 19 (21 w/ shield), touch: 12, flat-footed: 17 (19 w/ shield) || CMD: 17 || Fort: +5, Ref: +3, Will: +8; pond scum || Init: +4 || Perception: +15; low-light vision, carrion scent

"Torch..." Mikhaere visibly grimaces. "I've had dealings with him in the past. I could throttle the man... just don't agree to go along with any 'favours' he asks of you, for your own sake."

Mikhaere has a quick search around the granary for anything that looks of any use.

Perception: 1d20 + 13 ⇒ (14) + 13 = 27

Liberty's Edge

His rage fading away, Rekkr allows himself time to recover, instinctively checking himself for any wounds.


With the exception of grain, a few rats and the skeletons of long-dead Taldan operatives, the granary is empty.

Silver Crusade

DECEASED

Garret nods to Yargos. "Okay, then - let's be off. Lead us to Grandmaster Torch."

Scarab Sages

Male Tengu Druid (Swamp Druid) 4
Stats:
HP: 34/34 || AC: 19 (21 w/ shield), touch: 12, flat-footed: 17 (19 w/ shield) || CMD: 17 || Fort: +5, Ref: +3, Will: +8; pond scum || Init: +4 || Perception: +15; low-light vision, carrion scent

"Right. To my good old friend Torch, then," Mikhaere mutters drolly. On the way he muses the numerous ways he'd like to slap the old jerk around for all the run-arounds he'd forced the druid to do in the past.


A note to Mikhaere: This is the first PFS adventure. Grandmaster Torch is not yet a Pathfinder agent.

Yargos Gill leads the Pathfinders back to the Puddles and has them lift a grate off an unobtrusive sewer entrance. Descending into the sewer maze of the Puddle District, a waterlogged labyrinth of dangerously flooded tunnels known as the Siphons, he leads them through a dizzying array of turns, descents, switchbacks and unobtrusive doors until at last they arrive at an unremarkable steel door somewhere deep in the bowels of the city.

"Grandmaster Torch has powerful friends and bodyguards," Yargos says. "You would do well to keep your weapons sheathed."

He knocks on the door and waits. After a few moments the door opens. Yargos tells the servant at the door that you wish an audience with the Grandmaster. Not long later, you are ushered into his private accommodations.

Grandmaster Torch is a soft-spoken man whose entire body is covered in horrible burn scars. He lounges in a shallow pool nursing his scars while two servants gently recycle the water over his charred form. His two heavily armored, half-orc bodyguards remain close at hand.

"I am Grandmaster Torch," he says pleasantly, albeit in a rasping voice. "How may I be of service?"

Silver Crusade

DECEASED

Garret speaks up. "We need to find someone that lives here in the Siphons, by the name of Nessian. He recently procured a particular item, and now he poses a great danger to the people of Absalom. Can you help us find him?"

Scarab Sages

Male Tengu Druid (Swamp Druid) 4
Stats:
HP: 34/34 || AC: 19 (21 w/ shield), touch: 12, flat-footed: 17 (19 w/ shield) || CMD: 17 || Fort: +5, Ref: +3, Will: +8; pond scum || Init: +4 || Perception: +15; low-light vision, carrion scent

Tarondor: Mik has played The Many Fortunes of Grandmaster Torch and Delirium's Tangle. Both are pre-Agent Torch. Both made Mik rather bitter about the old man. Especially Fortunes. ;)

"Torch," Mikhaere greets the twisted old man with the scantest of nods. "What an unfortunate turn of events - to once again need your information..."

He scowls. "I will not be paying in 'favours' this time, however. How much do you want in return for answering the halfling's question?"


The Grandmaster smiles broadly. "Indeed. What is the going price for ratting out an up-and-coming crime boss?" He strokes his chin thoughtfully. "Six thousand gold crowns ought to assuage my conscience," he says.

Scarab Sages

Male Tengu Druid (Swamp Druid) 4
Stats:
HP: 34/34 || AC: 19 (21 w/ shield), touch: 12, flat-footed: 17 (19 w/ shield) || CMD: 17 || Fort: +5, Ref: +3, Will: +8; pond scum || Init: +4 || Perception: +15; low-light vision, carrion scent

Mikhaere says some particularly choice words in his native tongue that would probably cause the more faint of heart to blush in embarrassment. He wasn't raised as a pirate's child for nothing.

"Like hell you have a conscience to begin with. You know Pathfinders bloody well do not have that kind of coinage. I'm beginning to think you find this all a big joke..."

He returns to muttering angrily in Tengu under his breath. He'll let those in the party who are less likely to explode at Torch in anger try to whittle the man down.

Silver Crusade

DECEASED

Garret's jaw drops momentarily, but he recovers quickly. "Six thousand seems to me to be a bit costly. Is there any other way your conscience might be assuaged? Perhaps a trade in kind, or some service you would have us perform on your behalf?"

Scarab Sages

Male Tengu Druid (Swamp Druid) 4
Stats:
HP: 34/34 || AC: 19 (21 w/ shield), touch: 12, flat-footed: 17 (19 w/ shield) || CMD: 17 || Fort: +5, Ref: +3, Will: +8; pond scum || Init: +4 || Perception: +15; low-light vision, carrion scent

Mutterings:
"... favours, bloody favours... last time it was running around in the stinking HEAT... dealing with the dumbest humans I ever met... dumber than a shambling mound... 'oh, don't use magic' and then they DO and then it's OUR fault somehow?!... and then chasing after that bloody minotaur... not even coming to say 'oh good job fellas', oh no... nearly feckin' DROWNED in there and you can't even get off your arse to say 'thank you'... grumble grumble..."

Mikhaere continues to grumble angrily to himself as Garret attempts to go a more diplomatic route.


Grandmaster Torch seems to be as amused by Garret's attempt to parley as by the tengu's clear frustration. "And why should I give up my customary coin, Garret Shadowcaller? Convince me."

An opportunity here for Diplomacy checks, possibly aided by good argumentation.

Liberty's Edge

Rekkr holds his tongue and fights every urge to grab the hilt of his sword.

Scarab Sages

Male Tengu Druid (Swamp Druid) 4
Stats:
HP: 34/34 || AC: 19 (21 w/ shield), touch: 12, flat-footed: 17 (19 w/ shield) || CMD: 17 || Fort: +5, Ref: +3, Will: +8; pond scum || Init: +4 || Perception: +15; low-light vision, carrion scent

Diplomacy - Aid Another: 1d20 - 2 ⇒ (7) - 2 = 5 Nope!

Mik waits for someone else to suggest one thing or another. "Here's another reason - because you owe me for solving so many of your own bloody problems."

It's exceedingly clear Torch cares very little in that regard.

Sczarni

M Wayang HP 8/8 | AC 13 "17* mage armor"- | Touch 13| FF 11 | CMD 11 | F+2 | R+2 | W+2 | Init +8 | Perception +2 | 20ft Witch 1

The wayang is visibly worried, he looks to and fro but sees nothing that could calm him down.

Maybe we can do you a favor?


"That, my wayang friend, is what Mister Shadowcaller has proposed. And I put it to you that as yet I know of no reason why I should, despite our feathered friend's high dudgeon, accept anything but direct payment for my services."

Sczarni

M Wayang HP 8/8 | AC 13 "17* mage armor"- | Touch 13| FF 11 | CMD 11 | F+2 | R+2 | W+2 | Init +8 | Perception +2 | 20ft Witch 1

Because deep down inside your scarred exterior, there is a genuinely nice fellow, itching to turn the page.

diplomacy: 1d20 ⇒ 18

Sczarni

M Wayang HP 8/8 | AC 13 "17* mage armor"- | Touch 13| FF 11 | CMD 11 | F+2 | R+2 | W+2 | Init +8 | Perception +2 | 20ft Witch 1

Though donkey teeth has a staggering intellect he is incredibly gullible and naive. Just ask Rekkr :)

Silver Crusade

DECEASED

Garret takes a moment to collect his thoughts, then replies, "Grandmaster Torch. I realize that the affairs of the city above may not concern you as much as it does us, and I can appreciate the value of good coin as much as any other, I suppose. Given to the right people, it has quite a lot of power."

His voice become more forceful, then. "Still. What happens, sir, when there is nobody that is alive to take your coin? What happens when untainted food and water cost more coin than you have? Can you eat your coin for nourishment? Live on it and the blood of the innocent for your food and drink?"

"We have already stopped an assault on the Absalom granaries, and there are bound to be more threats against the city besides. Now, if you insist on receiving this coin as payment, we will be forced to either go to the Pathfinder Society and beg for it, or find the information we need in some other way. Either will likely take time, and I doubt that Nessian will wait for us, even if we ask very nicely. I put it to you, then - would you be responsible for hundreds, perhaps thousands, of deaths in the city above just so you can wring your 'customary coin' from us?"

Diplomacy: 1d20 + 4 ⇒ (8) + 4 = 12


The grandmaster snorts in amusement, though whether at Donkey Teeth's assertion or Garret's is hard to say. In any case, he relents.

"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 five 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."

51 to 100 of 259 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Tarondor's PFS #1 - Silent Tide (TABLE A) All Messageboards

Want to post a reply? Sign in.