GM Tyranius House on Hook Street (Inactive)

Game Master Tyranius

Tactical Map


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Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Yes, DC for swim is now 12

Terry leaps off of the roof and back into the frigid waters below to come to Reigan's aid as he still has not surfaced.

Back above the frenzied mob lights torches and moves out onto the pier, slowly moving towards the shack.

Double move

Round 12
Terry (31/43; -1 Cha)
Grinner (29/45)
Grimnir
Reigan (20/36; Underwater 3)

---------------------------
Drug Addled Rabble
---------------------------
Round 11
Gerard (28/38)


Shaman 8 | HP 44/51 | AC 20 | T 12 | FF 19 | CMD 15 | F +4* | R +5 | W +13 | Init +4 | Perc +13 (Darkvision 60 ft.) | Sense Motive +5 | Channel 2/5 | Touch of Flames 3/5 | Current Wandering Spirit: Flame | Current Wandering Hex: Cinder Dance | Active Effects: Antiplague, Antitoxin, Freedom of Movement, Pass Without Trace, Negative Effects: 1 Con Damage, 1 Con Drain(*)

Move Action
Grinner climbs down, then wait for Tin to jump in. Then, he sits on the side of the building above Grimnir.

Standard Action
He readies to attack nonlethally with his spear.

Readied Attack:
Spear (Nonlethal): 1d20 + 4 - 4 ⇒ (7) + 4 - 4 = 7
Spear Damage (Nonlethal): 1d6 - 1 ⇒ (1) - 1 = 0

Grinner pleads to Grimnir. "Grimnir, I will help you, but please try not to hurt them too bad. They are still innocent people."

I guess Grinner has a spear and a Wand of Cure Light Wounds out at this point.


Grimnir Hammerhand | Dwarf Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

I'll keep my readied attack should any of them come into range, but change it to non-lethal if I could. Is this mob considered a swarm?

Grimnir scowls at Grinner, but his demeanor softens somewhat.

"Ah suppose yoo're reit," he murmurs.


Shaman 8 | HP 44/51 | AC 20 | T 12 | FF 19 | CMD 15 | F +4* | R +5 | W +13 | Init +4 | Perc +13 (Darkvision 60 ft.) | Sense Motive +5 | Channel 2/5 | Touch of Flames 3/5 | Current Wandering Spirit: Flame | Current Wandering Hex: Cinder Dance | Active Effects: Antiplague, Antitoxin, Freedom of Movement, Pass Without Trace, Negative Effects: 1 Con Damage, 1 Con Drain(*)

My guess is they are using the Troop rules, which is like a small size creature or higher equivalent of a swarm. Troops can typically be hit by weapons for full effect, but are immune to stuff like targeted spells and abilities. Also they take 1.5x damage from area effects.

This is all assuming I'm right in this. :p


Detective 7 HP: 45/45 | AC 21* | T 17*| FF 17* | Fort +5* | Ref +12* | Will +11* | CMD 22* | Initiative +3 | Perception/Sense +13^ | Bluff/Dip +14^ | Dis. Dev. +18^ | Kn. (A/H/P/R)/Spell/Ling. +11^ | Kn. (D/E/G/Na/N) +9^ | Kn. (L) +14^
Resources:
Commune With Spirits: 8/9; Inspiration: 7/7; CLW: 31 charges
Active Buffs:
Haste; Whispering Spirits

Swim-DC 12: 1d20 - 1 ⇒ (14) - 1 = 13

As Cherry Terry dives into the water, Reigan is finally able to breach the surface as he grabs onto a dislodged piece of the dock. He floats up to the surface as the wood bobs along the top of the calming waters.

"Oi! I'm back!" he yells as he kicks towards the boat.

Double Move for 15'


Terry changes course towards the boat as Reigan regains control.

"Everyone get in the boat. Seems like a better idea than killing shiver addicts."


Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

Gerard casts Murderous Command on the closest mob member, hoping to create a distraction while the others piled into the boat.

DC 16 Will to resist.

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Grinner is correct. It is indeed a Troop which is treated very similar to a swarm except to add to what Grinner has above it is also shapable to a certain degree.

Gerard casts a spell and one of the men in the crowd of many goes into a murderous rage and begins to smash a bottle over another's head. leaping on him the murderous man begins to stab the other and the crowd quickly contains the enraged junkie. Overall though the junkies murderous intent had little to no effect as a whole on the mob.

Single target spell effects have no effect on a Troop

Terry and Reigan finally make a bit of headway as they swim towards the boat.

Grinner and Grimnir ready themselves for the oncoming mob. "Get their heads! Greeley promised lifetime supply for their heads!

The drug-induced mob surges forth over Grimnir, slamming him into the shack.

Grimnir and Grinner do what they can to take as many as they can with them. Grinner's spear misses as their is just too many of them, Grimnir meets such a fate as well as he held back quite a bit of his blow, too scared to hurt any of them. You both get an AoO from their movement though.

The blood frenzied mob isn't scared to hurt him though.

Troop Melee (Grinner; Grimnir: 3d6 + 4 ⇒ (1, 3, 4) + 4 = 12

While the forward section of the troop is occupied with Grinner and Grimnir the rear end of the troop hurls garbage and broken glass at those in the water.

Garbage damage Terry; Reigan and Gerard : 4d4 + 4 ⇒ (1, 1, 1, 2) + 4 = 9 DC 20 reflex for half

Round 13
Terry (22/43; -1 Cha)
Grinner (17/45)
Grimnir (52/64)
Reigan (11/36)

---------------------------
Drug Addled Rabble
---------------------------
Round 12
Gerard (19/38)


Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

Reflex 1d20 + 4 ⇒ (5) + 4 = 9

"Get in the damned boat and let's get out of here unless we are going to murder half of the town!". He looks for oars to start rowing away from the crowd.


reflex: 1d20 + 7 ⇒ (15) + 7 = 22

Garbage? Really?

climb: 1d20 + 4 ⇒ (15) + 4 = 19
Terry makes it into the boat.


Grimnir Hammerhand | Dwarf Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

Grimnir, not wanting to kill the addicts, heeds Terry's advice and makes a break for the boat.

Double move


Shaman 8 | HP 44/51 | AC 20 | T 12 | FF 19 | CMD 15 | F +4* | R +5 | W +13 | Init +4 | Perc +13 (Darkvision 60 ft.) | Sense Motive +5 | Channel 2/5 | Touch of Flames 3/5 | Current Wandering Spirit: Flame | Current Wandering Hex: Cinder Dance | Active Effects: Antiplague, Antitoxin, Freedom of Movement, Pass Without Trace, Negative Effects: 1 Con Damage, 1 Con Drain(*)

Full Round Action
Grinner withdraws into the air, flying off and getting up to a height of 65 ft. in the air.


Detective 7 HP: 45/45 | AC 21* | T 17*| FF 17* | Fort +5* | Ref +12* | Will +11* | CMD 22* | Initiative +3 | Perception/Sense +13^ | Bluff/Dip +14^ | Dis. Dev. +18^ | Kn. (A/H/P/R)/Spell/Ling. +11^ | Kn. (D/E/G/Na/N) +9^ | Kn. (L) +14^
Resources:
Commune With Spirits: 8/9; Inspiration: 7/7; CLW: 31 charges
Active Buffs:
Haste; Whispering Spirits

REflex-DC 20: 1d20 + 8 ⇒ (10) + 8 = 18

As Reigan tries to climb into the boat, he is assaulted with rotten vegetables and detritus. As a particularly hard turnip slams into his head, he massages the bruised area. "What is wrong with you lot!" he yells at the drug-addled addicts.

Climb: 1d20 - 1 ⇒ (15) - 1 = 14 Do I get in!?

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Gerard digs around in the boat and finds a pair of oars lodged underneath the seats. taking a few seconds he is able to dislodge them and locks them in place on the sides of the boat.

Terry, Grimnir and Reigan climb into the boat while Grinner flies away far overhead. As Terry begins to row as fast as he can.

The mob continues to hurl garbage as he rows away, putting some distance between them.

Garbage Barrage; Everyone but Grinner: 4d4 + 4 ⇒ (2, 1, 3, 4) + 4 = 14
DC 20 reflex for half

A thick bottle strikes Reigan in the face and knocks him to the bottom of the boat in a heap. With Gerard's help Terry is able to put a sizable distance between the group and the mob as he circles around the pier and finds a safe place to reenter the city once again, well away from the bloodthirsty group.

Calling Combat. Good job guys. That is a very deadly encounter. The book sets in multiple ways to recover and revive people as it wholly expects multiple deaths there.

Player Status:

Terry (13/43; -1 Cha)
Grinner (17/45)
Grimnir (38/64)
Reigan (-3/36)
Gerard (5/38)


Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

Reflex 1d20 + 4 ⇒ (15) + 4 = 19

Gerard again got blasted by a load of debris . He hoped to put enough distance between the group and the mob to avoid any more of that. He didn't even waste breath talking as he tried to row and keep his head down.


Reflex: 1d20 + 7 ⇒ (12) + 7 = 19

Duck and weave, duck and weave!

Terry takes 7 more.

"I'm barely hanging on here. We need to rest and heal!"


Ack. 19 was not enough. He took 14. Though I think his HP are off since he made the first ST (should have 5 more from that). I think his final HP are 18.


Grimnir Hammerhand | Dwarf Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

reflex: 1d20 + 3 ⇒ (8) + 3 = 11

That was rough.

Grimnir scowls at the mob as they leave, but looks relieved not to have had to kill them.

He retrieves a wand from his belt and hands it to Grinner.

I had bought a wand of CLW to help with healing (can't use it myself as a stonelord). Feel free to just hang on to it and supplement any needed healing.


Shaman 8 | HP 44/51 | AC 20 | T 12 | FF 19 | CMD 15 | F +4* | R +5 | W +13 | Init +4 | Perc +13 (Darkvision 60 ft.) | Sense Motive +5 | Channel 2/5 | Touch of Flames 3/5 | Current Wandering Spirit: Flame | Current Wandering Hex: Cinder Dance | Active Effects: Antiplague, Antitoxin, Freedom of Movement, Pass Without Trace, Negative Effects: 1 Con Damage, 1 Con Drain(*)

I don't mind using the Cure wands, but please roll your own healing. I don't want to be peoples' "HP Housekeeper." Before we heal, we should figure out if we are resting or not. My channel can take care of a lot of it tomorrow if we are. :p


Grimnir Hammerhand | Dwarf Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

Yeah, I totally understand. The reason I didn't roll is I wasn't sure if you were going to channel before I rolled the remainder.


Shaman 8 | HP 44/51 | AC 20 | T 12 | FF 19 | CMD 15 | F +4* | R +5 | W +13 | Init +4 | Perc +13 (Darkvision 60 ft.) | Sense Motive +5 | Channel 2/5 | Touch of Flames 3/5 | Current Wandering Spirit: Flame | Current Wandering Hex: Cinder Dance | Active Effects: Antiplague, Antitoxin, Freedom of Movement, Pass Without Trace, Negative Effects: 1 Con Damage, 1 Con Drain(*)

Completely out of channels for the day.


Grimnir Hammerhand | Dwarf Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

Roger that...I'm thinking we better hole up and lick our wounds then.


Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

Agree 100%. We need to find a place to hide. That was one of the five toughest encounters in my Pathfinder history, I think.


Terry will take advantage of the offer.

"Hey, thanks, man. I think I'll just use it to heal up the more serious wounds. Hate to throw away gold."

CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (8) + 1 = 9

Nice. That will put him up to 35.


Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

Gerard uses his Bodily Purge psychic ability to heal some of his damage.

Damage 3d8 ⇒ (7, 7, 3) = 17

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Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

It is a long night and a long walk back to the inn as with each whispered voice and group that passes causes you to leap and be on edge. After several hours the you make it back to the inn in one piece, though it takes Reigan a bit of healing and carrying to get him back. The glass bottle did quite a number on his head.

In the morning each of you finds a letter slid underneath your door. It seems Magistrate Drune requests your presence once again.

Player Status:

Terry (41/43; -1 Cha)
Grinner (23/45)
Grimnir (44/64)
Reigan (3/36)
Gerard (28/38)


Shaman 8 | HP 44/51 | AC 20 | T 12 | FF 19 | CMD 15 | F +4* | R +5 | W +13 | Init +4 | Perc +13 (Darkvision 60 ft.) | Sense Motive +5 | Channel 2/5 | Touch of Flames 3/5 | Current Wandering Spirit: Flame | Current Wandering Hex: Cinder Dance | Active Effects: Antiplague, Antitoxin, Freedom of Movement, Pass Without Trace, Negative Effects: 1 Con Damage, 1 Con Drain(*)

Grinner starts the day off right with channel to the whole group.

Channel Positive Energy: 3d6 ⇒ (4, 1, 5) = 10

He then tops off everyone else with his Wand of Cure Light

That status line makes it super easy for me. :p

Cure Light Wounds (Grinner): 1d8 + 1 ⇒ (7) + 1 = 8
Cure Light Wounds (Grinner): 1d8 + 1 ⇒ (7) + 1 = 8
Cure Light Wounds (Grimnir): 1d8 + 1 ⇒ (4) + 1 = 5
Cure Light Wounds (Grimnir): 1d8 + 1 ⇒ (7) + 1 = 8
Cure Light Wounds (Reigan): 1d8 + 1 ⇒ (7) + 1 = 8
Cure Light Wounds (Reigan): 1d8 + 1 ⇒ (4) + 1 = 5
Cure Light Wounds (Reigan): 1d8 + 1 ⇒ (6) + 1 = 7
Cure Light Wounds (Reigan): 1d8 + 1 ⇒ (6) + 1 = 7

8 charges used, and everyone should be full!

Gonna keep the same wandering spirit today. That Fireball was immensely helpful the previous day.

"Hrm... we should probably heed the call."


Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

DM, I don't think you added all the HP I healed before bedtime.

"Yeah, we have some revenge to be taking. Let's get back and see what else has happened."


Grimnir Hammerhand | Dwarf Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

Grimnir finishes strapping his armor on and nods.

"Is it tay early fur a drink?" he asks sourly.


"Considering the mess we may be in I think we should ALL go for a drink first. You know these law types, and we were involved in that mob thing even if we were not to blame. Well, not directly anyway."

Dark Archive

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Magistrate Drune looks relieved as you enter the room. "Thank the gods you are safe. From the rumors I have been hearing all morning I would have thought the worst.

He grabs a sealed envelope from the table. "This was an open act of attempted murder!" Drune's voice grows angry. "This is a warrant. i want you to bring Greeley in once and for all. He has sealed his fate in this nonsense."


Terr's eyes open wide with surprise.

THIS, I was not expecting. 'bout time the law was on my side!
Terry snags the warrant and flourishes it.
"You can count on us!"
He's about to leave when he turns back.
"Uh, where is he anyway? We spent a long time trying to track him down."
But right after saying this he realizes...
"Ah, I'll bet his location is on the warrant!"
So he checks out what is written on the warrant.

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The Magistrate looks worried. "We still need to track down his location. Are you getting close to finding out more of where he is hiding?"


Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

"The only thing I've gotten close to lately is getting close to drowning. What if Greely doesn't make it back alive? Is his body good enough?"

Didnt we have one more lead yet to explore earlier? Anyone remember off the top of their head?


Grimnir Hammerhand | Dwarf Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

It does seem we had one more, but browsing through I can't seem to find it...

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Drune tries to help come up with a few ideas to find Greeley. "Perhaps you can follow the source of his Shiver trade?" (Link)


"I say we find that traitor, Kestrel, and shake it out of him as well as the gold you paid him."


Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

"The Night Market Fountain? That's where he bought the group some Shiver. We haven't followed that lead up yet, have we? Thanks, Drune. That helped jog my memory."


"Hmm. I suppose that might work. And with all that gold he snookered us for, Kestrel might be there too!"


Detective 7 HP: 45/45 | AC 21* | T 17*| FF 17* | Fort +5* | Ref +12* | Will +11* | CMD 22* | Initiative +3 | Perception/Sense +13^ | Bluff/Dip +14^ | Dis. Dev. +18^ | Kn. (A/H/P/R)/Spell/Ling. +11^ | Kn. (D/E/G/Na/N) +9^ | Kn. (L) +14^
Resources:
Commune With Spirits: 8/9; Inspiration: 7/7; CLW: 31 charges
Active Buffs:
Haste; Whispering Spirits

Reflex: 1d20 + 8 ⇒ (11) + 8 = 19

Being hit in the head once more with a bottle seals Reigan's fate as he falls unconscious in the boat. The group, full of scalywags, lets the poor man stay unconscious for the evening as they go off to the tavern to get drunk.

---

And since Grinner doesn't heal us up until the next day!

The next morning, Grinner, wondering what happened to Reigan, comes back to the boat and finds the man still unconscious and bleeding from the head.

After pondering whether or not to leave the detective, Grinner finally heals the man back up to full.

Sitting up, Reigan massages his head where the wound was. "Did we win?" he asks weakly. "Also, what f%+~ing time is it?!" he says, noticing that it is dawn.

---

"I'm ready to pay back these a~%&@&%s for all the trouble." Reigan says as he pulls out his hand crossbow. "Someone is getting a bolt in the head."

As the group sets out for the Fountain, Reigan keeps his eyes open for trouble, expecting something to go wrong around any turn.

Perception: 1d20 + 12 + 1d6 ⇒ (5) + 12 + (6) = 23


Grimnir Hammerhand | Dwarf Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

Grimnir agrees that the Night Market Fountain is the way to go, and prepares himself for another rough day.

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Area D

While the Night Market is an important source of commerce in Old Korvosa, the area is lousy with ne’er-do-wells and opportunistic pickpockets who take advantage of Bridgefront citizens and indulge in illegal substances. The Night Market Fountain is a misnomer. In reality, the “fountain” is one of several wells in Korvosa that burrow deep beneath the island’s bedrock to provide fresh water to citizens. Though few seem to be using the fountain's fresh water source these days as Magistrate Drune has blamed the rise of frightening nightmares on the cult poisoning the well. The local populace looks to give it a wide berth.

Known for its famous “Red Oliphaunt” landmark—the fading remnants of an old, massive signboard—this thriving market provides Bridgefront’s citizens with an open venue for the barter-and-trade system that exists in the absence of much coin-based wealth. Dozens of merchants set up here regularly in both permanent stalls, in temporary tents, or on plain rugs. Alongside mundane goods, secondhand supplies, household items, and plenty of food carts, the market is rife with drug dealers, fortune-tellers, psychics, and seers. The phrenologist Giles Warrick unfurls his banners featuring segmented craniums, unboxes several plaster busts of
labeled humanoid skulls, and offers insightful phrenological readings to passersby for 3 gp or its equivalent in trade. Across from Warrick is Madame Angelica, a talented palmist and crystal seer, who has grown fat with Bridgefront’s barter system, accepting
payment for her advice in the form of vouched meals from local establishments, plates of oysters, and all manner of
foodstuffs and handspun clothing to accept her ever-widening girth. Locals delight in pointing out that, when viewed from beneath the Red Oliphaunt, Madame Angelica’s palmist banner seems superimposed over Giles’ phrenological head banner in such a way that the conglomerate character seems to be thumbing his nose at passersby.

DC 20 Perception:
You reveal a loose stone in the well’s foundation containing an empty leather roll and some broken glass.

If pass above Perception check DC 15 Craft (alchemy) or Knowledge (local):
You identify this glass as a broken shiver vial.

Player Status:

Terry (43/43)
Grinner (45/45)
Grimnir (64/64)
Reigan (36/36)
Gerard (38/38)


Before entering the square, Terry casts Heightened Awareness from the wand, as he normally does when entering an important site.

Perception: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18

I hope we can find this guy without having to shell out more gold. 3 gold for a lousy reading! Not me! I wonder how much the fat lady costs.

He will linger and observe to see what's the least he could get away with paying the seer, based on what other's trade, figuring she would know where Greely's hideout would be. He's also got his precious 5 gp stashed securely beneath 3 layers of clothing. Can't be too careful!


Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

Perception 1d20 + 11 ⇒ (7) + 11 = 18

Gerard moves to the larger woman. "Morning dearie. I've he need forninfimation, and I'll pay coin for it. Save your readings. I'm looking for a person right here on this plane. I need the whereabouts of the shiver dealer, Greeley. I owe him a really bad day."


Shaman 8 | HP 44/51 | AC 20 | T 12 | FF 19 | CMD 15 | F +4* | R +5 | W +13 | Init +4 | Perc +13 (Darkvision 60 ft.) | Sense Motive +5 | Channel 2/5 | Touch of Flames 3/5 | Current Wandering Spirit: Flame | Current Wandering Hex: Cinder Dance | Active Effects: Antiplague, Antitoxin, Freedom of Movement, Pass Without Trace, Negative Effects: 1 Con Damage, 1 Con Drain(*)

Perception: 1d20 + 11 ⇒ (5) + 11 = 16

Let me know if Profession (Herbalist) is appropriate.

Grinner waits patiently for a response.


Grimnir Hammerhand | Dwarf Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

perception: 1d20 + 9 ⇒ (14) + 9 = 23

Grimnir's sharp eyes reveal a loose stone in the well’s foundation containing an empty leather roll and some broken glass.

He points it out to his companions.


Terry raises an eyebrow and checks it out, without touching anything. He knows that Reigan is far better at this type of thing and there was that time with the fireball trap. Wouldn't have been so bad except it incinerated the ancient (and valuable, more to the point) scroll.


Detective 7 HP: 45/45 | AC 21* | T 17*| FF 17* | Fort +5* | Ref +12* | Will +11* | CMD 22* | Initiative +3 | Perception/Sense +13^ | Bluff/Dip +14^ | Dis. Dev. +18^ | Kn. (A/H/P/R)/Spell/Ling. +11^ | Kn. (D/E/G/Na/N) +9^ | Kn. (L) +14^
Resources:
Commune With Spirits: 8/9; Inspiration: 7/7; CLW: 31 charges
Active Buffs:
Haste; Whispering Spirits

Perception was rolled just before the post in relation to watching around him as they move into the new location, so I assume it counts.
Kn. Local: 1d20 + 13 + 1d6 ⇒ (7) + 13 + (1) = 21

Reaching down as he spots a loose stone, Reigan is pushed aside by the lunkheaded dwarf who removes the offending stone and proudly displays broken glass to the party.

"Congratulations, ser Hammerhead." he says as he merely looks at the glass from afar, not wanting to touch it.

"You might want to discard your dwarven treasure, however. It might still have traces of shiver on it and I don't really want a compatriot of mine having a trip while we investigate." he says as he looks at the rolled up leather.

"Ah, a junkie's kit." he surmises. "We must not be far. Let us continue." he adds as he loads a bolt into his hand crossbow and readies it for the inevitable combat that will sneak up on him.

Reigan, hearing of the town well's infamous poisoning, will move to investigate its waters.

Perception-Look/Smell/Taste: 1d20 + 13 + 1d6 ⇒ (14) + 13 + (6) = 33 All good detectives taste the liquids they find. This is what TV and movies has taught me.

Dark Archive

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Reigan tastes the water and it seems to be fine. It must surely be nothing more than a misinformed rumor at this point as the shiver was technically found at the well.

Gerard gets into a meaningful conversation with Madam Angelica. She politely tells him that she genuinely has no clue where this Greeley is at. She seems to be more focused on bringing in customers rather than the local drug trade. Her frazzled hair pokes out of her hat in all directions. Maybe the crystal ball will tell us a bit more?

Going over the crystal ball she tells Gerard all about his future. You will find love soon enough. She smiles and moves on to his career which also looks to be promising. Suddenly her ball cracks and she screams. her face turns to one of horror as she begins to shake. Standing she begins to silently pack up her ball. [b]I'm sorry. I must go.

Dc 20 perception:
As you are distracted with Madam Angelica you notice behind you that another robed figure moves to another stone in the well and removes a similar looking leather pouch containing a vial of Sliver.


Perception: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17

"Should we follow her? Not a promising lead I'll admit, but what else have we to go on? Hey, how about we get the psychic to do a psychic thingie and use that kit to point the way right to him?"

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