GM Xynen's PFS Group (Inactive)

Game Master Xynen

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Dark Archive

Maps: Segang Expedition

It's a large town, so you'd probably need directions to the Tavern, but an entrance to the sewers shouldn't be difficult to locate.

Grand Lodge

LN Human | HP 26/26 Temp 0 | AC 16 CMD 17 | Fort +4 Reflex +4 Will +4 | Initiative +8 Perception +0

"Agreed," responds Talon once they're out of earshot of the barge captain. "Sewers first is smart. Let's go find an entrance."

Dark Archive

Maps: Segang Expedition

Narika feel free to make any purchases and just list them at the top of your next post. We can consider them happening before this update.

A quick question asked to a local kid running around directs the party to Rat Street, where Delroys note suggest an entrance to Laszo's lair may be, and true to her word, the party soon discovers an isolated alley with a ladder leading into the sewers. Once down in the much you can see that you are at an intersection, there are tunnels leading west and south, into the darkness and another to the east is filled with detritus, filthy beddings, food scraps, broken glass and rotting furniture. An alcove lies beyond a collapsed portion of the tunnels southern wall, and further east a statue of a giant rat rests in the dead end passage. Countless empty flasks and discarded alchemical ingredients lie on the floor around the statue. On a nearby workbench sit several organized but empty flasks and jars.

DC 12 Fort saves everyone, or be sickened by the stench of the sewers.

DC 18 K. Religion:
The statue represents Hanspur, a lesser known diety of waterways and smugglers.

From where you stand you see at least one figure meandering through the tunnel, but they seem to take no notice of you.

Map updated

Grand Lodge

LN Human | HP 26/26 Temp 0 | AC 16 CMD 17 | Fort +4 Reflex +4 Will +4 | Initiative +8 Perception +0

Talon kills all the dirty sewer-dwellers. Err .. I mean … feeds them warm food and selflessly gives them the shirt off his back. Yah, that's it. :D

Fort, DC 12: 1d20 + 2 ⇒ (14) + 2 = 16

Talon takes a half-step back at the smell, but he endures it by pulling his shirt up over his nose. He squints into the gloom, eyeing the figure(s) and everything else in search of threats. Then he moves warily forward, making sure the team can get a good look at their surroundings.

What are our lighting conditions?

Perception: 1d20 + 0 ⇒ (12) + 0 = 12

Liberty's Edge

Sorcerer 16

Narika buys 2 scrolls of burning hands, for total cost of 50gp.

She also uses her wand of mage armor before descending into the sewer.

Once we are in the sewer, Narika uses the light cantrip to make her dagger glow.

Fort save: 1d20 + 1 ⇒ (9) + 1 = 10

Grand Lodge

Male human (Varisian) Inquisitor (Sanctified Slayer) 3 /HP 21/21 /AC 22 /T 14 /FF 19 /F +4 /R +4 /W +5 /Init +5 /Perc +9 /CMB +5 /CMD 18 / (MW) Composite Longbow +6 (1d8+3/20 x3) / (MW) Cold-iron Scimitar +6 (1d6+3/18-20)

Fort Save: 1d20 + 4 ⇒ (17) + 4 = 21

Aarion carefully glances around the area.

Perception: 1d20 + 8 ⇒ (4) + 8 = 12

Knowledge (Religion): 1d20 + 5 ⇒ (7) + 5 = 12

"When we encounter this alchemist, it would be best if we spread out a bit. He will have explosives."

Grand Lodge

LN Human | HP 26/26 Temp 0 | AC 16 CMD 17 | Fort +4 Reflex +4 Will +4 | Initiative +8 Perception +0

Seeing Narika activate her wand, Talon nods and does the same with one of his scrolls.

Scroll of Mage Armor; AC 16 for 1 hour.

Dark Archive

Maps: Segang Expedition

From where you're all standing at the base of the ladder you can't see much more than what's described above, you can hear the figure up ahead grumbling, but the words don't sound like any language you've ever heard, if they even are words. Their movements are slow, but occasionally jerky, as though twitching. You'll need to move closer to see much more.

Talon, isn't your AC 18 with Mage Armor?

Grand Lodge

LN Human | HP 26/26 Temp 0 | AC 16 CMD 17 | Fort +4 Reflex +4 Will +4 | Initiative +8 Perception +0

Nope. He's wearing a lamellar cuirass (AC bonus of +2), which does't stack with Mage Armor.

Talon notes the jerky movements. "Whip?" he mutters to his teammates before moving forward.

[ooc]talon will make his way east down that sewer-line, looking for anything that might lead us to the alchemist's lab.

Silver Crusade

M Dwarf Warpriest/ 3 [hp 20/21] [Init +5] [AC 16, T11, FF 15] [Fort +4, Ref +2, Will +4 {+2vs poison,spells,SLA}] [CMB +4 CMD 15 {19vs bullrush/ trip}] [Perc +4 {+6 unusual stonework}]

K. Religion: 1d20 + 5 ⇒ (9) + 5 = 14
Perception: 1d20 + 2 ⇒ (8) + 2 = 10
+2 more for unusual stonework
Fort Save: 1d20 + 3 ⇒ (11) + 3 = 14

After the party climbs down into the sewer, Ollo taps himself with his wand of Bless, and a wave of positive energy flows out to each of his friends.
+1 to all attack rolls, +1 vs all fear effects, dispels Bane. Active for 1 minute, please let me know when this is up.

This finished, he takes a look around his environs, but doesnt recognize the statue at the end of the hall. He sees the figure shuffling around though, and is uneasy. "Careful, friends. We have no idea what's crawlin' around 'ere wit us." With these words, he draws his mace and sets his shield.

Dark Archive

Maps: Segang Expedition

As Talon heads east down the tunnel he sees that the figure is a particularly disheveled looking human who doesn't even take notice as the young man strolls by. As he passes the collapsed section of the tunnel he sees three more humans, all with a similar look and behavior.

"More whip already?" He hears one say, but it's the only coherent sentence that he can make out. As he nears the dead end the alchemical workbench shows that it's clearly been used recently, it's somewhat less grimy than the rest of the tunnel, but other than a few empty beakers and flasks everything on it has been cleared away.

Grand Lodge

CG Female Kitsune Mesmerist 3 | HP 24/24 | AC 17, T 13, FF 14 | CMD: 14 | F 3, R 7, W 5 (9 when Unemotional) | Init +7 | Per +7 (Low-Light Vision) | 1st: 0/4 Used

Bluff: 1d20 + 11 ⇒ (18) + 11 = 29

"No, of course not. Where's the Leper? Our little alliance wants us to take a closer look at just how you're making this whip for us." Ai pushes her way past her comrades, bending over the alchemical workbench and sniffing carefully at a flask before holding it up to the light. "Where's the rest of it?"

I'm at the workbench. If I'm not there, please move me as such. It's hard to tell exactly where it is.

Grand Lodge

Male human (Varisian) Inquisitor (Sanctified Slayer) 3 /HP 21/21 /AC 22 /T 14 /FF 19 /F +4 /R +4 /W +5 /Init +5 /Perc +9 /CMB +5 /CMD 18 / (MW) Composite Longbow +6 (1d8+3/20 x3) / (MW) Cold-iron Scimitar +6 (1d6+3/18-20)

Aarion also moves up towards the bench and visualy scans the area for the Leper.

Perception: 1d20 + 8 ⇒ (2) + 8 = 10

I wont have access to the map till later tonight. I'll update it as soon as I can.

Dark Archive

Maps: Segang Expedition

The workbench is near the rat statue at the end of the tunnel. I've moved the party members who have mentioned they were investigating.
None of these humans have the lesions that you were told Laszo the Leper has, though they do seem pretty itchy.

While they still don't look particularly lively, when Ai holds up a flas the one close by gets almost excited.

"More?" He blubbers, his dull eyes almost have a spark of life behind them. At his change of attitude the other three move from their locations, albeit slowly, and start wandering toward the workbench at the dead end.

Heal DC 10:

While none of these people seem to be Laszo, they all seem to be suffering long term effects of some form of drug.

Perception 15:

You think you may have heard the slight clink of a flask in the collapsed section of the tunnel as the other three people got up to investigate what was going on.

Grand Lodge

CG Female Kitsune Mesmerist 3 | HP 24/24 | AC 17, T 13, FF 14 | CMD: 14 | F 3, R 7, W 5 (9 when Unemotional) | Init +7 | Per +7 (Low-Light Vision) | 1st: 0/4 Used

Perception: 1d20 + 5 ⇒ (5) + 5 = 10
Heal (untrained): 1d20 + 1 ⇒ (8) + 1 = 9
Bluff: 1d20 + 11 ⇒ (12) + 11 = 23

Ai draws back from her new 'friends', making certain Aarion and Talon are between them and her and looking at their dull eyes with what seems to be mounting horror. "Um...I don't think these gentlemen are quite all...there. Let me think..." She begins pondering the poor unfortunates and, after a moment, tries a different approach. "Yes, friends, there's more. All that you need to do to get it is tell me where Laszo the Leper is and then leave the sewers. Somewhere out there there will be a man in a guard uniform. He has your whip."

She leans in, touching Aarion on the shoulder again, and whispers to him, pitching her voice so that Talon can hear but her new 'friends' might not. "I don't think they're paying much attention to my words, and I sincerely doubt they understand them even if they are. I could try putting them to sleep, if you think it would help speed things along?" She begins to stare at one of them, lowering his ability to resist her impending mental assault.

At Aarion and/or Talon's word, I'll begin casting Sleep (DC 16 Will), targeting the burst on the purple circle (unless they move, in which case I'll try to get three of them). Purple Line is the Stare victim (-2 to Will).

Grand Lodge

Male human (Varisian) Inquisitor (Sanctified Slayer) 3 /HP 21/21 /AC 22 /T 14 /FF 19 /F +4 /R +4 /W +5 /Init +5 /Perc +9 /CMB +5 /CMD 18 / (MW) Composite Longbow +6 (1d8+3/20 x3) / (MW) Cold-iron Scimitar +6 (1d6+3/18-20)

Heal: 1d20 + 6 ⇒ (18) + 6 = 24
Perception: 1d20 + 8 ⇒ (15) + 8 = 23

"These people are defiantly suffering from the drug."

"Hay! I think I hear something in the collapsed tunnel."

Aarion begins moving towards the collapsed tunnel.

Grand Lodge

LN Human | HP 26/26 Temp 0 | AC 16 CMD 17 | Fort +4 Reflex +4 Will +4 | Initiative +8 Perception +0

Perception: 1d20 + 0 ⇒ (19) + 0 = 19
Heal: 1d20 + 0 ⇒ (9) + 0 = 9

At Aarion's words, Talon squints at the tunnel and draws his greatsword from over his shoulder. Then he follows nervously along, ignoring the wretched addicts.

Liberty's Edge

Sorcerer 16

Narika blinks tears from her eyes, filled with pity. Then she follows Aarion and Talon.

Do I get a new save against sickened? We're not in combat, so rounds aren't really clear.

new save, if allowed: 1d20 + 1 ⇒ (18) + 1 = 19

Perception to look around: 1d20 + 1 ⇒ (14) + 1 = 15

heal:1d20 - 1 ⇒ (8) - 1 = 7

Dark Archive

Maps: Segang Expedition

The junkies shuffle past the party members, barely seeming to notice any of them. In fact, as they wander out into the tunnel they seem to forget why they were even moving, one of them lays in the shallow water and seems ready to fall asleep.

The collapsed tunnel leads way into a small cave-like structure, full of dirty broken mattresses and other decrepit furniture.

If you're inspecting this area please give me another Perception check. Narika you don't need another fort check but will remain sickened until leaving the sewers and cleaning yourself of the stench.

Grand Lodge

Male human (Varisian) Inquisitor (Sanctified Slayer) 3 /HP 21/21 /AC 22 /T 14 /FF 19 /F +4 /R +4 /W +5 /Init +5 /Perc +9 /CMB +5 /CMD 18 / (MW) Composite Longbow +6 (1d8+3/20 x3) / (MW) Cold-iron Scimitar +6 (1d6+3/18-20)

Aarion attempts to herd the junkies out of the area. While motivating the locals out of the area, he tries to inspect each for signs of the alchemist. "Incase this guy starts tossing bombs, I would feel better if these people aren't around. It wouldn't take much to finish them off for good."

Perception: 1d20 + 8 ⇒ (20) + 8 = 28

Silver Crusade

M Dwarf Warpriest/ 3 [hp 20/21] [Init +5] [AC 16, T11, FF 15] [Fort +4, Ref +2, Will +4 {+2vs poison,spells,SLA}] [CMB +4 CMD 15 {19vs bullrush/ trip}] [Perc +4 {+6 unusual stonework}]

Ollo is appalled as the addicts begin to show themselves and move around. He puts his mace away, seeing that there will be no trouble from these remnants. "Such poor lost souls! May Torag bless and keep 'em.." he mutters, holding onto his holy symbol. He moves with the rest of the group through to the collapsed part of the tunnel, and looks about.
Perception: 1d20 + 2 ⇒ (3) + 2 = 5
+2 for stonework

For the love of.. I have not been able to get a good dice rool anywhere for like a week now!

Dark Archive

Maps: Segang Expedition

As Aarion searches the 'room' he discovers a flask full of a strange blue powder, it's color is similar to that seen on the faces of the junkies and the traces on various items in the room Though he can tell it seems less processed. Yes, this is very likely an unrefined sample of Whip.

There are no signs that there has been anyone else here within the last few hours. Given the time of day and the fact that all of the junkies seem to be extremely high, you might assume that Laszo just recently provided them with their dosage of whip.

Silver Crusade

M Dwarf Warpriest/ 3 [hp 20/21] [Init +5] [AC 16, T11, FF 15] [Fort +4, Ref +2, Will +4 {+2vs poison,spells,SLA}] [CMB +4 CMD 15 {19vs bullrush/ trip}] [Perc +4 {+6 unusual stonework}]

"Well, maybe we should try back here after the meeting, or this evening before heading off to the ship?"

Liberty's Edge

Sorcerer 16

"Yes, that make sense, if we can't find anything else down here. Are there any papers or any other way to prove where we found this or who is connected to it?"

Narika takes 20 on perception, especially looking for papers, giving a total of 20+1-2(sickened)=19.

Dark Archive

Maps: Segang Expedition

The workbench is completely bare as mentioned before, and it seems Aarion found the only thing of value in the collapsed room. Aside from finding that the junkies have already forgotten their brief interest in the party, there is nothing else to do here for now.

Grand Lodge

CG Female Kitsune Mesmerist 3 | HP 24/24 | AC 17, T 13, FF 14 | CMD: 14 | F 3, R 7, W 5 (9 when Unemotional) | Init +7 | Per +7 (Low-Light Vision) | 1st: 0/4 Used

Ai shrugs reluctantly. "I suppose we'd best leave and come back at some other time. Only...what if one of these men isn't as out of it as we think he is, and tells our friend the Leper we were here?" She makes her way back up the tunnel, eyeing the southern passage.
Could we at least check there, first?"
She brings a trio of dancing, bobbing blue-white lights into being, sending them flitting off into the darkness to the south.

Fort: 1d20 + 1 ⇒ (7) + 1 = 8 (Forgot this earlier, sorry.)
Perception: 1d20 + 5 - 2 ⇒ (4) + 5 - 2 = 7 (Sickened)

Also, using Dancing Lights as a spell-like ability.

Grand Lodge

Male human (Varisian) Inquisitor (Sanctified Slayer) 3 /HP 21/21 /AC 22 /T 14 /FF 19 /F +4 /R +4 /W +5 /Init +5 /Perc +9 /CMB +5 /CMD 18 / (MW) Composite Longbow +6 (1d8+3/20 x3) / (MW) Cold-iron Scimitar +6 (1d6+3/18-20)

“We are heading to the Oyster I presume. Any suggestions on what you want to do once we get their? I thought the smoke sticks was a good primary diversion. As a secondary diversion, I will head into the bar and pick a fight with one of them if the smoke stick doesn't work. We could also try questioning the bar keep, but he will probably tell someone later that we were involved. I’m guessing he will know who the two are that we are looking for.”

Dark Archive

Maps: Segang Expedition

Given that the party has found a work bench, a bunch of junkies, and a sample of whip, you can be sure that this is Laszo's base of operations, he just isn't here.

You may attempt a gather information check if you'd like to canvass the town above. It's still early so the 1d4 hours should still provide you with a small window to reach the tavern on time even if I roll a 4. You should also formalize a plan for tackling Task 1. It doesn't need to be elaborate, but I do need the concept.

Silver Crusade

M Dwarf Warpriest/ 3 [hp 20/21] [Init +5] [AC 16, T11, FF 15] [Fort +4, Ref +2, Will +4 {+2vs poison,spells,SLA}] [CMB +4 CMD 15 {19vs bullrush/ trip}] [Perc +4 {+6 unusual stonework}]

Sorry, Today has been hell on wheels for me at work.

Ollo nods to Aarion at his statement. "That sounds reasonable." The dwarf rumbles. "But I think that we should try talkin' to tha barkeep first. If Blackmail wont work, then black smoke should!"

Liberty's Edge

Sorcerer 16

OK, lets talk to the barkeep first.

Grand Lodge

Male human (Varisian) Inquisitor (Sanctified Slayer) 3 /HP 21/21 /AC 22 /T 14 /FF 19 /F +4 /R +4 /W +5 /Init +5 /Perc +9 /CMB +5 /CMD 18 / (MW) Composite Longbow +6 (1d8+3/20 x3) / (MW) Cold-iron Scimitar +6 (1d6+3/18-20)

"Talking to the bar keep sounds like a good idea. I think we should do this with only 1 or 2 people. That way, it will be less likely that he will connect us to the society. I have had experience in dealing with difficult people, so I think I should be the one to engage him in conversation."

-----------“Here’s how I think this should go.”----------------------
.

“First, we gather information. I can do most the talking with the locals, but any assistance would be welcome.”

Diplomacy: 1d20 + 7 ⇒ (9) + 7 = 16

“Second, I will enter the oyster and head to the bar. I will proposition the bar keep for a drink, and start a conversation.”

(Note) Any insignia that indicates our connection to the Pathfinder Society or Sarenrae will be hidden.

--------------------Converstation-------------------

“Good day sir, I would like a stout mug of ale. (After receiving the ale.) “I’m in town looking for a new contact of sorts. Maybe you could help me out. I was told by a friend of mine, that I might be able to make an arrangement with a couple blokes that frequent this place, for a modest amount of the new feel good that has been floating around. Assuming this arrangement can be made, there might be a monetary benefit for the gentleman that pointed them out to me. If you get my drift."

Diplomacy: 1d20 + 7 ⇒ (12) + 7 = 19
Bluff: 1d20 + 2 ⇒ (14) + 2 = 16

(If the bar keep seems less than willing to accommodate my request. Apply the following.)

“My friend also told me that you would be the man to help me out here. He indicated that you have a vested interest in keeping a fact about some black-market deals, specifically in regards to some less then quality pearls, on the down low. Now don’t get me wrong, I can completely appreciate a good business investment. Assuming you see fit to point out these two fellows, I would be more than happy to keep this pearl deal under my hat.”

Intimidate: 1d20 + 7 ⇒ (13) + 7 = 20

“While my conversation is taking place, our group can enter the establishment, (2) at a time, and take seats. Jain-Wei can watch me closely for a sign that would indicate the bar keeps willingness to help. (I’ll scratch my head) if the barkeep has agreed to help. If not, (ill scratch my rear) indicating that the he has declined.

“If he has declined, we will have to set the smoke sticks off at as close to the appointed time as possible. Hopefully it will have the desired effect.”

“If he has agreed to help. I will watch for the men to enter the establishment, then wander by their table and drop a mug of ale next to to them. This should flag them.”

“Jain-Wei will need to select a place where she can set off the smoke sticks privately and empty the bar. (As a back up plan), If these two continue their meeting outside, or they don’t exit the bar. I will wander over and start a drunken fight with one of them.”

(Please post if you are for or against this plan.)

Silver Crusade

M Dwarf Warpriest/ 3 [hp 20/21] [Init +5] [AC 16, T11, FF 15] [Fort +4, Ref +2, Will +4 {+2vs poison,spells,SLA}] [CMB +4 CMD 15 {19vs bullrush/ trip}] [Perc +4 {+6 unusual stonework}]

Ollo listens carefully to Aarions plan. "We can'ot be showing ourselves, though. Tha note was very specific about that, so I'm not assur'd that fighting be tha way we should be goin'. P'haps we can git to tha bar early, 'ave a bit o' conversation with tha barman, and convince him ta move tha first ta show off ta a private room, an' tell tha other they never showed? By me thinkin' this would save our lass, and throw a hammer in tha gears betwix tha two groups."

Grand Lodge

CG Female Kitsune Mesmerist 3 | HP 24/24 | AC 17, T 13, FF 14 | CMD: 14 | F 3, R 7, W 5 (9 when Unemotional) | Init +7 | Per +7 (Low-Light Vision) | 1st: 0/4 Used

"The note didn't say anything about not showing ourselves, it just said we couldn't be pegged as Pathfinders." Ai grins at Ollo's plan. "That would be pretty funny. However, we can't all be involved in the conversation. If the same people who chat with the barkeep get caught setting off smokesticks, there's going to be a problem."

She paces for a moment, taking exaggeratedly-long steps that move her little frame quickly as she thinks. "I think Ollo's plan is a good one. The only suggestion I might make is that if I'm close enough, I may be able to give the bartender a little mental...nudge in our direction, while being discrete, of course. After that, I can maybe get away and slip the smokesticks into the kitchen, if I'm lucky. It's the best place to start a fire."

Ready to rock. Concept in Aarion negotiates, we (maybe I as well) assist, and if it looks to be going south, I slip in and set up the "bombs".

Liberty's Edge

Sorcerer 16

"Ollo's plan sounds good to me. Perhaps I should help convince the barkeep? I'm known for being rather convincing when I try..."

Narika has +4 in diplomacy and intimidate

Dark Archive

Maps: Segang Expedition

Should have been clearer, but the gather info was meant to be for Laszo. So for now we'll assume you've been heading toward the Oyster while planning and asking about the Leper. All told it takes 1d4 ⇒ 4hours

The party arrives at the Oyster about 45 minutes before the meeting is supposed to take place. Casual inquery about the Leper revealed that he usually shuffles around near Rat Street closer to dusk and is rarely seen before morning. Should you choose a second attempt to find him, this information will prove valuable.

The Overflowing Oyster is a dirty, broken-looking building that barely fits between the fishing tackle shop to it's north and the junk shop to the south. Hanging over the door is a creaky sign that shows a painted oyster with pearls spilling from it's gaping shell.

The interior of the Overflowing Oyster displays a mix of rickety furniture and gaudy decorations, from strands of obviously fake pearls hanging over the kitchen's entrance to wooden carvings of sultry mermaids and cheap paintings of ships at sea.

There are a few patrons in the bar, not many considering it's nearing a busy hour, but enough to keep the lights on, so to speak. Most of the clientele are clearly laborers, hunched over their cheap meals playing games of chance and complaining about the same old problems to the same old friends.

So we've had two plans offered up, most favor Ollo's plan to split the agents before the meeting begins. If you intend to assist with speaking to the bartender give me a diplomacy or bluff check, Ai if you'd like to attempt charm person you can do that now as well. Aarion may keep his first Diplomacy roll from above if he would like.

If you are not participating in persuading the bartender to help, please make a stealth check to not be noticed or a perception check to make sure you haven't been spotted awkwardly lingering.

Given that the party does not know the identity of the agents in question, how do you intend to get one into a private room?

Grand Lodge

CG Female Kitsune Mesmerist 3 | HP 24/24 | AC 17, T 13, FF 14 | CMD: 14 | F 3, R 7, W 5 (9 when Unemotional) | Init +7 | Per +7 (Low-Light Vision) | 1st: 0/4 Used

Stealth: 1d20 + 7 ⇒ (10) + 7 = 17

Jian-Wei Ai slides unassumingly into the tavern perhaps a minute behind Aarion, her hood up and long red hair tucked into the back of her robes. She sits near a few people playing cards, quietly tucking herself into a table about twenty feet from the bartender. As she does, she begins staring out the corner of her eye at him, trying not to make it seem to obvious what's going on. A moment later, she fills her own mind with thoughts of old friends meeting, new friendships being forged, drinking with her teenage buddies, playing tag on the rough streets of her old home...in short, anything that might remind her of friendship. She shoves the whole package mentally at the barkeep, assaulting his sense of who's his friend and who's not.

Hypnotic Stare for -2 to Will saves, casting Charm Person (DC 16 Will). As for how to get the identity of one of the meeting agents, I thought we'd just wing it as Aarion's plan either succeeds or fails. Can't plan for everything.

Dark Archive

Maps: Segang Expedition
Jian-Wei Ai wrote:

[dice=Stealth]1d20+7

Hypnotic Stare for -2 to Will saves, casting Charm Person (DC 16 Will). As for how to get the identity of one of the meeting agents, I thought we'd just wing it as Aarion's plan either succeeds or fails. Can't plan for everything.

I had assumed Ollo's plan was being used instead of Aarions, but I see now where I misinterpreted. The skill checks remain the same however, this just changes the way I write the post once I have enough rolls.

Grand Lodge

LN Human | HP 26/26 Temp 0 | AC 16 CMD 17 | Fort +4 Reflex +4 Will +4 | Initiative +8 Perception +0

Second half of the week got incredibly busy. Have a similarly busy weekend. Bot Talon as necessary. Apologies.

Grand Lodge

CG Female Kitsune Mesmerist 3 | HP 24/24 | AC 17, T 13, FF 14 | CMD: 14 | F 3, R 7, W 5 (9 when Unemotional) | Init +7 | Per +7 (Low-Light Vision) | 1st: 0/4 Used

I thought Ollo's and Aarion's were both pretty similar, myself. Talk with the barkeep, get the scoop, and go from there. If that fails, then go with Ai's plan (which is clearly the best and has no risk of causing people to dislike us!).

Silver Crusade

M Dwarf Warpriest/ 3 [hp 20/21] [Init +5] [AC 16, T11, FF 15] [Fort +4, Ref +2, Will +4 {+2vs poison,spells,SLA}] [CMB +4 CMD 15 {19vs bullrush/ trip}] [Perc +4 {+6 unusual stonework}]

I had suggested my alterations for discussion.. but didn't mean to usurp Aarion completely. I will hold off on posting any further action until we decide..

Liberty's Edge

Sorcerer 16

I also interpreted Ollo's idea as a refinement of Aarion's. I thought he was simply suggesting that the conversation with the barkeep be a little earlier, and if the bar keep agrees to help, the bar keep be asked to move the first to a private room and then tell the second the first never showed up. At least for the first part, we can stick with the exact words Aarion picked out. Narika will help talk to the barkeep.

Diplomacy:1d20 + 4 ⇒ (15) + 4 = 19

Intimidate, if needed: 1d20 + 4 ⇒ (13) + 4 = 17

Narika also uses her wand of mage armor before we enter the bar.

Dark Archive

Maps: Segang Expedition
Aarion wrote:
“Good day sir, I would like a stout mug of ale. I’m in town looking for a new contact of sorts. Maybe you could help me out. I was told by a friend of mine, that I might be able to make an arrangement with a couple blokes that frequent this place, for a modest amount of the new feel good that has been floating around. Assuming this arrangement can be made, there might be a monetary benefit for the gentleman that pointed them out to me. If you get my drift."

Will Save DC 16: 1d20 - 2 ⇒ (3) - 2 = 1

The bartender eyes Aarion suspiciously at first, but his demeanour quickly softens (with particular help from Ai's spell, of course) and he smiles broudly as he hands over an ale while the rest of the party slips in and takes a few seats at various tables.

"Seems like you're probably looking for Sareth, friend. He's the guy I've got sellin' my pearls, good guy, really trust worthy. Works for the Kortos, but he doesn't seem to be risin' too high there so he helps me out to make a little cash on the side. Not the friendliest guy but he might know a bit about what you're lookin' for."

He looks like he's about to say more but he tilts his head to the side and raises a hand in the air, waving toward the door.
"I'll be damned, that's him now! Comes in here like clockwork everyday around noon, but he's a bit early today." The barkeep shrugs and passes over a few more drinks on the house. "That's about all I know about local trade buddy, but if you need anything else you let me know. Name's Paltus, everyone 'round here calls me 'Pal'."

The man he previously pointed out sits in a booth by himself in the back corner of the bar. He doesn't even order anything.

Step 1 of your plan is complete. Ollo has suggested directing one of the agents to a private room, Aarion's suggestion was to drop a flagon of ale to mark the agents, both of these would still work since Aarion and Narika were the only ones to have the Kortos agent pointed out to them. You have a small amount of time to reconvene at a table or outside to discuss the next part of your plan since it's about 20 minutes to noon. The bartender has been charmed for one hour so you can call on him for assistance as a trusted ally if you need to.

Grand Lodge

Male human (Varisian) Inquisitor (Sanctified Slayer) 3 /HP 21/21 /AC 22 /T 14 /FF 19 /F +4 /R +4 /W +5 /Init +5 /Perc +9 /CMB +5 /CMD 18 / (MW) Composite Longbow +6 (1d8+3/20 x3) / (MW) Cold-iron Scimitar +6 (1d6+3/18-20)

Aarion tilts his frothing mug up and takes a solid drink. "Bar-keep, do you happen to have a private room that one might be able to use for a more sensitive conversation?"

(If he does, apply the following.)

"Would you let that gentleman know, that someone who said they have business with him, requested that he wait in the private room. Please do not mention me or my friend here."

If that works, Aarion will finish off his ale, scratch his head, and escort Narika out of the bar. Once out side, he will wait for the rest of his group to reform and discus the next step.

If that does not work, Aarion will drink his ale halfway down, scratch his head, and then walk by the man's table and accidentally drop his mug. He will then look over to Jian-Wei and nod, indicating that the smoke sticks will be necessary.

Silver Crusade

M Dwarf Warpriest/ 3 [hp 20/21] [Init +5] [AC 16, T11, FF 15] [Fort +4, Ref +2, Will +4 {+2vs poison,spells,SLA}] [CMB +4 CMD 15 {19vs bullrush/ trip}] [Perc +4 {+6 unusual stonework}]

As requested
Bluff: 1d20 + 2 ⇒ (5) + 2 = 7

As the group files in, Ollo tries to act as just another patron of this.. ahem.. fine establishment, but he gives himself away easily with his gawking about and flagrant staring at the other customers as he tries to figure out who the agents are.

Dark Archive

Maps: Segang Expedition

Pal looks at Aarion and scratches his head.

"Don't have private rooms per se, but I do have rooms, with beds and such. Uh, this ain't one of them intimate discussions is it? Cause that ain't the kind of bar that I run. It it isn't well I suppose, but I'm the only one running the bar so, my younger brother is here but I'm afraid he's mute. You'll have to pass the message yourself."

If you choose to take the agent to another room I'll need a bluff check from one or two of you, and the rest can continue with stealth or perception checks to mark the second agent, if you go the smoke stick route Ai will need a slight of hand check and the others can assist or roll some a check for some sort of distraction, be it perform or acrobatics or anything that you can roleplay as a distraction to prevent her from being caught. Obviously you may discuss before committing to any rolls.

Grand Lodge

Male human (Varisian) Inquisitor (Sanctified Slayer) 3 /HP 21/21 /AC 22 /T 14 /FF 19 /F +4 /R +4 /W +5 /Init +5 /Perc +9 /CMB +5 /CMD 18 / (MW) Composite Longbow +6 (1d8+3/20 x3) / (MW) Cold-iron Scimitar +6 (1d6+3/18-20)

I'm thinking a bedchamber wont work. That leaves smoke stick with a distraction. If the group decides to use the smoke, apply the following.

With drink in hand, Aarion approaches a local patron who is well across the room from Jain-Wei, and then begins a loud verbal confrontation.

"What in the Hells are you looking at boy, I've been watching you stair at me since i entered this place. For two coppers I would bash your freaking skull in. Get the hell up, and get out of here, or there is going to be trouble!"

Perception: 1d20 + 8 ⇒ (3) + 8 = 11 (Looking for other guy while intimidating the local)
Intimidate: 1d20 + 7 ⇒ (15) + 7 = 22

Grand Lodge

CG Female Kitsune Mesmerist 3 | HP 24/24 | AC 17, T 13, FF 14 | CMD: 14 | F 3, R 7, W 5 (9 when Unemotional) | Init +7 | Per +7 (Low-Light Vision) | 1st: 0/4 Used

I agree, a bedchamber's not the right kind of room. I guess it's time for some practical effects!

Sleight of Hand (untrained): 1d20 + 3 ⇒ (18) + 3 = 21 Says the DC for hiding something is 10, so I can make it untrained.

Jian stands, making her way to an empty table near the bar and surreptitiously lighting it off. She drops it to the floor and quickly gives it a kick toward the kitchen, following suite with two more in an attempt to create as large a "fire" as she can before sending the last one in the direction of the marked man. That task done, she rolls off her chair and into the smoke, letting loose a panicked scream as she does. "Fire! The whole place is on fire!"

Bluff: 1d20 + 11 ⇒ (6) + 11 = 17

Liberty's Edge

Sorcerer 16

Narika screams and runs out of the inn, pretending she is scared of the smoke.

Bluff check, if needed:1d20 + 4 ⇒ (13) + 4 = 17

Grand Lodge

Male human (Varisian) Inquisitor (Sanctified Slayer) 3 /HP 21/21 /AC 22 /T 14 /FF 19 /F +4 /R +4 /W +5 /Init +5 /Perc +9 /CMB +5 /CMD 18 / (MW) Composite Longbow +6 (1d8+3/20 x3) / (MW) Cold-iron Scimitar +6 (1d6+3/18-20)

Holy crap! The entire place is on fire!

Bluff (Assist): 1d20 + 3 ⇒ (10) + 3 = 13

(LoL, people are going to trample each other trying to get out. Aarion will hesitate on running out of the bar. He will watch the first man, and make sure that no meeting takes place.)

Perception: 1d20 + 8 ⇒ (19) + 8 = 27

Dark Archive

Maps: Segang Expedition

Between the rising smoke and Narika's hasty escape the patrons of the bar starts screaming and vacate the premises almost immediately. There are few enough of them that they do not bottleneck the exits and make it off the premises.

However you hear a commotion by the bar, it seems Pal is attempting to run into the back to retreive something and a large man is holding fast to him, attempting to pull him from the building. Presumably it's the mute brother he spoke of earlier, and he looks around with eyes that plead for help saving his brother.

There seems to be some more trouble out front as well, as a number of the bars regulars are loudly arguing with Sareth, the Kortos Agent. You can hear them quite clearly, "No you can't stay here! What if the building collapses? It's too dangerous, whatever you need to do here you can do later, let's go!" It seems that Sareth is adamant in staying near the oyster.

Alright, we're down to the last step, it's up to you guys to convince the stragglers to leave.

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