Hot DM's Argent Corvids (Inactive)

Game Master Hotaru of the Society

Link to Everything Ever
Map of Kintargo
Longroads Coffee House

Current Battlemap

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Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Then you have a similar view to her. Take a look at the spoiler. :)


Male Lynx HP (20)
Stats:
AC/Touch/Flat 21/18/14 | CMB/CMD 4/17(21 v Trip) | Fort/Ref/Will +6/+6/+0 | Init +3
Skills:
Acrobatics +5, Bluff +6, Climb +12, Disguise +7, Intimidate +5, Perception +5, Sense Motive +5, Stealth +10/14, Survival/Track +5, Swim +5, Linguistics +6, Kn(Dungeon/Geog/Local) +8, Kn(History) +10
Magical Beast (Slayer 2)

Since the two-legs are using lights to explore to the north, Scath will sneak in the darkness to the south and explore slowly, sniffing the ground.

Stealth: 1d20 + 10 ⇒ (6) + 10 = 16

Perception: 1d20 + 5 ⇒ (16) + 5 = 21


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

As Scath quietly snoops his way forward...

Scath:
The smell of 'bird' becomes more evident, and the smell of rot less. In addition to those smells, there's a slightly bitter burning smell emanating from up ahead.

The steps down make it harder to see up ahead, as the ceiling lowers along with them, although Scath's small stature helps to compensate for that.

A pair of tables are set up with chairs around them, a small oil lamp sending up slow waves of smoke - the source of the smell - recently snuffed. Small paper rectangles are strewn about the table. Scath can just make out the shape of large shipping containers and crates at the edge of his vision.


Male Lynx HP (20)
Stats:
AC/Touch/Flat 21/18/14 | CMB/CMD 4/17(21 v Trip) | Fort/Ref/Will +6/+6/+0 | Init +3
Skills:
Acrobatics +5, Bluff +6, Climb +12, Disguise +7, Intimidate +5, Perception +5, Sense Motive +5, Stealth +10/14, Survival/Track +5, Swim +5, Linguistics +6, Kn(Dungeon/Geog/Local) +8, Kn(History) +10
Magical Beast (Slayer 2)

GM:

Scath slinks slowly along the ground, his belly rubbing and his nose working. He slides sideways to the other wall, to get a better look in the other side of the room.

Stealth: 1d20 + 10 ⇒ (6) + 10 = 16
Perception: 1d20 + 5 ⇒ (5) + 5 = 10


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

JustGMThings:
3d20 ⇒ (12, 9, 19) = 40
3d20 ⇒ (11, 20, 14) = 45

Scath:
All seems quiet within the room as hunker down and snoop forward. As you move to the side and forward, the room opens up, and you spot many more crates around the room. As you grow more accustomed to the smell of smoke and 'bird', you also get a few hints of mildew; the wooden crates have certainly seen a lot of time near water.


Male Human (Chelaxian) Cavalier (Huntmaster) 3 | HP: 31/33 | AC: 15, touch 11, flat-footed 14 | Fort +5, Reflex: +3, Will: +2 | Init: +1 | Perception + 6
Brutus:
HP: 29/30 | AC: 16, touch 14, flat-footed 13 | Fort: +5, Reflex: +6, Will: +2 | Init: +3 | Perception: +5

"Looks like a sleeping room to the north," Victor says quietly. "Definitely the birds, but no one's home. Should we explore deeper in or try the other direction?"


Female Human Mesmerist 3 ( Custom Cult Master )

"Look this area over to make sure nothings hiding then move to the rest? We should make sure the tunnel is completely cleared out before we return to the halfling at least."


Male Human (Chelaxian) Cavalier (Huntmaster) 3 | HP: 31/33 | AC: 15, touch 11, flat-footed 14 | Fort +5, Reflex: +3, Will: +2 | Init: +1 | Perception + 6
Brutus:
HP: 29/30 | AC: 16, touch 14, flat-footed 13 | Fort: +5, Reflex: +6, Will: +2 | Init: +3 | Perception: +5

"Fair enough," Victor says quietly. He moves carefully ahead to the blocked path and peaks around the corner to get a look at the rest of the room.

Perception: 1d20 + 6 ⇒ (11) + 6 = 17


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Victor:
While the lights cast shadows into the next room, and the adjoining room, looking around the corner gives Victor a clear impression of what went on here. The next room has still more 'stuff', the floor having even more shredded bedrolls, shattered plates, and a pair of burned out torches. The next room has a deep, dark hole dug into the floor. The room has deep red-brown splatters as if someone had gone crazy with a long brush covered in rust-red paint. Arched lines, mostly parallel rivulets arc across the wall, joined by thin trails. There are only a few splatters of what is very likely blood, along with what appears to be a pool of blood that has mostly drained into the hole near the center of the room. There are bits and pieces of torn leather mixed in with the shredded bedrolls.


Male Human (Chelaxian) Cavalier (Huntmaster) 3 | HP: 31/33 | AC: 15, touch 11, flat-footed 14 | Fort +5, Reflex: +3, Will: +2 | Init: +1 | Perception + 6
Brutus:
HP: 29/30 | AC: 16, touch 14, flat-footed 13 | Fort: +5, Reflex: +6, Will: +2 | Init: +3 | Perception: +5

"Oh," Victor mutters. "Well, it looks like we've got a murder up ahead. Or a slaughter more like. Because that is a lot of blood."


Female Human Mesmerist 3 ( Custom Cult Master )

"They should get some kind of security if they plan on using these tunnels, I can't imagine a place that had this happen be safe for travel."


Male Human (Chelaxian) Cleric (Evangelist) 3 | HP 30/30 | AC 15, T 11, FF 14 | Fort +5, Ref +3, Will +7 | CMD 14 | Init +1 | Perception +3 | Channel 5/5 | Performance 13/13

"All of this, under my favorite coffeehouse," Armon mutters with a huff, before frowning at Victor's statement. "Blood? Is there a body? Or other remains...?"


Male Human (Chelaxian) Cavalier (Huntmaster) 3 | HP: 31/33 | AC: 15, touch 11, flat-footed 14 | Fort +5, Reflex: +3, Will: +2 | Init: +1 | Perception + 6
Brutus:
HP: 29/30 | AC: 16, touch 14, flat-footed 13 | Fort: +5, Reflex: +6, Will: +2 | Init: +3 | Perception: +5

"Mostly blood and blood stains. Looks more like the place a killing took place a bit ago rather than a fresh murder scene."


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

It's been about a week since I've had something to respond to. So I'm just checking in to let everyone know I'm keeping up, there's just been nothing for me to do. :)


Male Halfling Inquisitor of Ragathiel 2 / VMC Fighter | hp 20/20 (healthy) | AC 19, touch 13, ff 16, CMD 15 | Fort +6, Ref +3, Will +6 (+2 vs. illusions) | Perc +9, Init +4

Tobias moves right into the cave and into the murder-room when he hears the tale of what happened down there. He brings his light with him and takes a look around.

What had happened here? Where did that hole go?

Perception: 1d20 + 9 ⇒ (16) + 9 = 25
Survival: 1d20 + 7 ⇒ (2) + 7 = 9


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Sorry, looks like Paizo eated my earlier post.

Tobias enters the room and comes to roughly the same conclusion as Victor, but Tobias also investigates a bit more thoroughly (having entered the room).

Proximity makes it relatively apparent. Where it goes is questionable, but it's definitely meant to be a drain. Scattered in the far corner are shattered boards. Tobias gets the idea that the room is meant to be a latrine. The proximity to the sewer system makes it seem likely it drains back into that, so the room is only there mostly for privacy.

What's more interesting is that the leather scraps around the room have a few studs mixed into the strips, suggesting that the leather was originally utilized in someone's armor. There's no body in the room, though there's enough pooled blood to suggest there should be one somewhere.


Male Halfling Inquisitor of Ragathiel 2 / VMC Fighter | hp 20/20 (healthy) | AC 19, touch 13, ff 16, CMD 15 | Fort +6, Ref +3, Will +6 (+2 vs. illusions) | Perc +9, Init +4

"Baldy! There's a body somewhere, but this doesn't go anywhere I wanna go!" he calls back. "Maybe it's in the dead croc? Is there somewhere else to go?"


Female Human Mesmerist 3 ( Custom Cult Master )

"Try to find it then we'll explore the rest" Juniper calls out to him from a safe distance."We already looked inside the creature."


Male Human (Chelaxian) Cavalier (Huntmaster) 3 | HP: 31/33 | AC: 15, touch 11, flat-footed 14 | Fort +5, Reflex: +3, Will: +2 | Init: +1 | Perception + 6
Brutus:
HP: 29/30 | AC: 16, touch 14, flat-footed 13 | Fort: +5, Reflex: +6, Will: +2 | Init: +3 | Perception: +5

"I doubt that the body eaten by the alligator would leave this much blood elsewhere. Hmmm. Alright, let's keep going. There has to be somewhere else." He backs off a bit, going to search behind him and look for another path to explore.


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Went ahead and moved everyone together in the positioning I'd assume you would move in... to save time. I'll likely make dungeons less 'sprawling' and more 'in sections' in the future. It might help keep people actively moving about. :)

The group moves forward to look through the remainder of the room and check for another exit. The room that was mostly empty before has small metal rings hooked into the supports, and combined with what they had seen in other rooms, suggests they're for tying up hammocks. The southwestern room is reminiscent of the northeastern room in the northern chamber. Unlike the northern chamber, there aren't any shredded objects, a single wooden platform sitting atop a hole in the ground, another latrine, but more functional... and less covered-in-blood. There's nowhere to go in this direction, and nothing particular to see here.

The water out to the east sits placid and silent, Scath just barely hidden from the dim light by the elevation changes and abnormally shaped walls.


Male Human (Chelaxian) Cleric (Evangelist) 3 | HP 30/30 | AC 15, T 11, FF 14 | Fort +5, Ref +3, Will +7 | CMD 14 | Init +1 | Perception +3 | Channel 5/5 | Performance 13/13

Having grown increasingly queasy since seeing the grisly scene, Armon merely turns up his nose at the sight of the second latrine. He was certainly the adventurous sort, but the sensibilities of his upbringing were still readily apparent. With nothing of importance to see, he is all too eager to get out of the room.

"To the other room, then...?" he suggests, gesturing out of the chamber. Between the signs of apparent murder and the presence of deadly predators, his optimism was rapidly waning.


Female Human Mesmerist 3 ( Custom Cult Master )

Juniper shrugs. "Clear whatever is left then heading back is really our only option." She moves forward to continue the hunt.


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

DM Things:
4d20 ⇒ (6, 6, 3, 3) = 18
2d20 ⇒ (14, 20) = 34

Scath moves swiftly to the side as the light encroaches upon him, to keep his cover.

Scath:
As you move away from the light as it comes down, in your hurry, you send a rock skittering ahead of you as you duck behind a crate. Even still, the sound that comes from the room opposite you is fairly clear. Something across the room has bumped into a crate in the darkness.

Juniper moves forward into the room, light making her easily visible as she takes the steps down into the room, which prompts movement from somewhere in the shadows of the room across from her.

Juniper is able to make out half of a figure in the dim light, clearly smaller than human but larger than Tobias, the beak making the silhouette obviously that of a bird-person. A voice calls out from the same direction, feminine but gravelly.

"Look far too good to be wandering around in the sewers, human. What are you doing down here?"

Juniper or DC 16 Perception (Other than Scath):
As she talks, you can make out sounds from somewhere off to your right, it sounds as though someone has just jostled a crate. Meanwhile, the same is true off to your left, but rather than a crate, it sounds like a rock is sent skittering.


Male Human (Chelaxian) Cavalier (Huntmaster) 3 | HP: 31/33 | AC: 15, touch 11, flat-footed 14 | Fort +5, Reflex: +3, Will: +2 | Init: +1 | Perception + 6
Brutus:
HP: 29/30 | AC: 16, touch 14, flat-footed 13 | Fort: +5, Reflex: +6, Will: +2 | Init: +3 | Perception: +5

Perception: 1d20 + 6 ⇒ (3) + 6 = 9

Victor walks toward the other direction, trying to stay near the front so he can intercept anything else hostile. "We're looking for someone!" he calls back toward the voice.


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

DMThings:
4d20 ⇒ (3, 16, 11, 8) = 38
JSV: 3d20 ⇒ (17, 4, 8) = 29

"And who exactly is it that you're looking for, then?" came the same voice.

Juniper:
Once more you hear more shuffling from off to the right (west), things are moving in the darkness... and coming closer.


Female Human Mesmerist 3 ( Custom Cult Master )

"I think their surrounding us, be careful." Juniper warns the others in a hushed voice as she draws her dagger.


Male Lynx HP (20)
Stats:
AC/Touch/Flat 21/18/14 | CMB/CMD 4/17(21 v Trip) | Fort/Ref/Will +6/+6/+0 | Init +3
Skills:
Acrobatics +5, Bluff +6, Climb +12, Disguise +7, Intimidate +5, Perception +5, Sense Motive +5, Stealth +10/14, Survival/Track +5, Swim +5, Linguistics +6, Kn(Dungeon/Geog/Local) +8, Kn(History) +10
Magical Beast (Slayer 2)

Scath sneaks through the dark toward the voice...

Stealth: 1d20 + 10 ⇒ (12) + 10 = 22
Perception: 1d20 + 5 ⇒ (11) + 5 = 16


Male Human (Chelaxian) Cavalier (Huntmaster) 3 | HP: 31/33 | AC: 15, touch 11, flat-footed 14 | Fort +5, Reflex: +3, Will: +2 | Init: +1 | Perception + 6
Brutus:
HP: 29/30 | AC: 16, touch 14, flat-footed 13 | Fort: +5, Reflex: +6, Will: +2 | Init: +3 | Perception: +5

"Lovely," Victor mutters softly. "Does anyone remember our friend's name? I seem to have forgotten."


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

DMThings:
4d20 ⇒ (12, 9, 12, 8) = 41

If they spot the kitty, they don't show any signs thereof. Moved everyone to assumed approximate positions.


Male Lynx HP (20)
Stats:
AC/Touch/Flat 21/18/14 | CMB/CMD 4/17(21 v Trip) | Fort/Ref/Will +6/+6/+0 | Init +3
Skills:
Acrobatics +5, Bluff +6, Climb +12, Disguise +7, Intimidate +5, Perception +5, Sense Motive +5, Stealth +10/14, Survival/Track +5, Swim +5, Linguistics +6, Kn(Dungeon/Geog/Local) +8, Kn(History) +10
Magical Beast (Slayer 2)

We're not really in combat, but it could open up, so feel it's better to let the GM decide where we are when stuff hits the fan. Scath will continue to move along the southern wall, hopping lightly up onto crates to move along, if it'll give him a better view (which it almost has to)

Stealth: 1d20 + 10 ⇒ (7) + 10 = 17

Stealth: 1d20 + 10 ⇒ (10) + 10 = 20

Stealth: 1d20 + 10 ⇒ (17) + 10 = 27

Stealth: 1d20 + 10 ⇒ (17) + 10 = 27

Stealth: 1d20 + 10 ⇒ (17) + 10 = 27

Stealth: 1d20 + 10 ⇒ (15) + 10 = 25


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

DMThings:
4d20 ⇒ (12, 14, 1, 9) = 36
4d20 ⇒ (16, 12, 14, 20) = 62

Scath:
As Scath moves forward, the nearby figure (who is a Tengu as he draws in closer - if he knows what that is, it's fairly likely with his skills) tilts her head slightly, and clicks her beak twice.

As Scath climbs onto the boxes furthest to the south he catches sight of another Tengu only a few dozen feet from the two-legs.

You can climb onto a higher box in order to gain a better view, but you'd be moving into a position that would only be shadowy for most two-legs.


Male Lynx HP (20)
Stats:
AC/Touch/Flat 21/18/14 | CMB/CMD 4/17(21 v Trip) | Fort/Ref/Will +6/+6/+0 | Init +3
Skills:
Acrobatics +5, Bluff +6, Climb +12, Disguise +7, Intimidate +5, Perception +5, Sense Motive +5, Stealth +10/14, Survival/Track +5, Swim +5, Linguistics +6, Kn(Dungeon/Geog/Local) +8, Kn(History) +10
Magical Beast (Slayer 2)

GM:

kn(Local): 1d20 + 8 ⇒ (13) + 8 = 21
Scath will continue sneaking along the back wall, and climb the boxes that are taller in the bottom corner, where the blue square is on the map. That keeps him in the dark. He knows about Tengu, and they don't see well in absolute dark. The dim light is better for them than the humans, but as long as he keeps out of the main area of the light, he should be ok. Plus they are distracted looking at the humans in the center of the light.


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Spoiler:
4d20 ⇒ (11, 5, 8, 14) = 38

As Scath slips into the darkness, the group hears a pair of clicking noises from the direction of the voice, and then a low click off to their right. Otherwise, the creature on the other side of the room seems to be perfectly content to wait for the others to discuss precisely who it is they're looking for.

Scath:
You spot another pair of tengu on the other side of the room. Each is holding a kukri in one hand, and a thin cylindrical object in the other.

The Tengu nearest you is fidgeting, and it looks like she could go in either direction at any moment.


Male Human (Chelaxian) Cleric (Evangelist) 3 | HP 30/30 | AC 15, T 11, FF 14 | Fort +5, Ref +3, Will +7 | CMD 14 | Init +1 | Perception +3 | Channel 5/5 | Performance 13/13

"Nan is their name," Armon volunteers, erring on the side of honesty for the time being. "They should have passed through here some time ago, but they never reached the surface."

Hearing the clicking, the noble bristles slightly, finding himself leaping to a few unpleasant conclusions. Still, he forces a pleasant smile onto his face. "Surely we can come to some kind of accord. Once we find our friend, we will be on our way."

Diplomacy: 1d20 + 7 ⇒ (14) + 7 = 21


Male Halfling Inquisitor of Ragathiel 2 / VMC Fighter | hp 20/20 (healthy) | AC 19, touch 13, ff 16, CMD 15 | Fort +6, Ref +3, Will +6 (+2 vs. illusions) | Perc +9, Init +4

Tobias shuffles up in front of Juniper, sword at the ready, and grumbles. He puts his shield between his party and the bird-people. "Show yourselves!", he calls.


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

There's another sharp clicking sound from the figure standing at the edge of the light.

Scath:
As the Tengu clicks its beak once, the three Tengu on the other side of the room ducked behind barrels tuck their kukris back into their belts, and then feel their way to the south in your direction. They do not immediately move into the light, however.

The person who had been talking before moves into the light, revealing more obvious bird-like features as she moves into the range of the brighter torch light. She squints at each person in turn, obviously not particularly trusting, but also not hostile. You're vaguely aware of more movement on the other side of the crates, odd-sounding footfalls moving closer from the right... and further, as well. At least three creatures in the darkness. Those on the other side of the crates still aren't quite visible. "My name is Korva Fushi. My sisters and I were brought here by your... Nan Comiveros. He brought us here by boat. He was to help us travel onwards to Westcrown as well."

Then another Tengu moves into the light. "Had a contact he was supposed to set us up with." she adds, snapping her beak irritatedly. "But when we arrived, he left and came back a day later. Said he couldn't find his contact."

Korva takes back over, "Went up the hallway and made a cozy nest. Next morning, he wasn't there, and a giant lizard was."

"Ate two of my sisters." says the second tengu, beak hanging open slightly as she finishes, focusing on a point down and behind the group.

"Couldn't leave. Don't know anyone. Don't know where to go. Wasn't our fault Nan died, but..." Korva adds, shaking her head.

"Figure friends of Nan would want to know where Nan went. Would probably blame us. Wouldn't be the first time." finishes the other.

"Our... sister was staying in the other end of the side. We heard her screaming, and you screaming back. She's..?" Korva asks, leaving the question lingering.

Sense Motive 20:
Aid Bluff: 1d20 - 1 ⇒ (17) - 1 = 16
Bluff (Aided): 1d20 - 1 + 2 ⇒ (19) - 1 + 2 = 20
They're not sharing the whole story, and bouncing you back and forth between them seems to be the only thing making it less obvious than it is. They do genuinely seem to be a combination of irritated and dispirited, though.


Male Lynx HP (20)
Stats:
AC/Touch/Flat 21/18/14 | CMB/CMD 4/17(21 v Trip) | Fort/Ref/Will +6/+6/+0 | Init +3
Skills:
Acrobatics +5, Bluff +6, Climb +12, Disguise +7, Intimidate +5, Perception +5, Sense Motive +5, Stealth +10/14, Survival/Track +5, Swim +5, Linguistics +6, Kn(Dungeon/Geog/Local) +8, Kn(History) +10
Magical Beast (Slayer 2)

Sense Motive: 1d20 + 5 ⇒ (5) + 5 = 10

Scath relaxes a bit as the birds go to put up their weapons. He remains silent though, in case things turn south again, but leaves it up to the two legs to talk things out. Something doesnt' seem right, but he can't put a claw on it.


Male Human (Chelaxian) Cavalier (Huntmaster) 3 | HP: 31/33 | AC: 15, touch 11, flat-footed 14 | Fort +5, Reflex: +3, Will: +2 | Init: +1 | Perception + 6
Brutus:
HP: 29/30 | AC: 16, touch 14, flat-footed 13 | Fort: +5, Reflex: +6, Will: +2 | Init: +3 | Perception: +5

Sense Motive: 1d20 + 5 ⇒ (13) + 5 = 18 Damn, so close.

"Your sister was more than a little mad," Victor replies. "She was rambling for a while, then attacked us." He hopes that these bird people are less hostile than the last one, but he still keeps his bardiche in a defensive position anyway.


Male Human (Chelaxian) Cleric (Evangelist) 3 | HP 30/30 | AC 15, T 11, FF 14 | Fort +5, Ref +3, Will +7 | CMD 14 | Init +1 | Perception +3 | Channel 5/5 | Performance 13/13

Sense Motive: 1d20 + 7 ⇒ (11) + 7 = 18

"Well, we did slay a rather large crocodile..." Armon offers, leaving out that the others killed it before he could even blink an eye. He winces at the mention of their other sister, realizing who it was they were referring to. The cleric speaks a bit more tenderly, hoping that more hostilities would not rise. "As for your sister... Chough was her name, yes? She... left us with little choice. I am sorry."


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

"Yes..." Korva says, before nodding slowly. "She had been growing aggressive, even towards us recently. We had found her in the Shackles when she was just an egg with no family. As she grew... it became more obvious that she was not like us." she says, motioning to her sister, who begins to speak.

"We had to leave the Shackles because of something that she did. Once her temper began to get the better of her down here, we sent her to the other room. We can't blame you for what you had to do. You would not have been the first person she killed. Now that the crocodile is dead... perhaps there is a place for us above ground... and preferably out of town."


Male Lynx HP (20)
Stats:
AC/Touch/Flat 21/18/14 | CMB/CMD 4/17(21 v Trip) | Fort/Ref/Will +6/+6/+0 | Init +3
Skills:
Acrobatics +5, Bluff +6, Climb +12, Disguise +7, Intimidate +5, Perception +5, Sense Motive +5, Stealth +10/14, Survival/Track +5, Swim +5, Linguistics +6, Kn(Dungeon/Geog/Local) +8, Kn(History) +10
Magical Beast (Slayer 2)

Feeling his feline nature taking over again, Scath wiggles his rear and sneaks down the crates while everyone is busy talking and distracted, and then sneaks up so he's in 'pounce range' of all four birds and crouches down mischieviously.

Should have enough stealth rolls already done for another move/sneak


Male Human (Chelaxian) Cavalier (Huntmaster) 3 | HP: 31/33 | AC: 15, touch 11, flat-footed 14 | Fort +5, Reflex: +3, Will: +2 | Init: +1 | Perception + 6
Brutus:
HP: 29/30 | AC: 16, touch 14, flat-footed 13 | Fort: +5, Reflex: +6, Will: +2 | Init: +3 | Perception: +5

Can my check count as an aid for Armon? That would get him the DC


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Not sure. Sense Motive seems like one of those things it'd be really hard to aid on. I'm leaning towards 'no', without a specific reason it would make sense. :)


Male Human (Chelaxian) Cavalier (Huntmaster) 3 | HP: 31/33 | AC: 15, touch 11, flat-footed 14 | Fort +5, Reflex: +3, Will: +2 | Init: +1 | Perception + 6
Brutus:
HP: 29/30 | AC: 16, touch 14, flat-footed 13 | Fort: +5, Reflex: +6, Will: +2 | Init: +3 | Perception: +5

:(

"No offense, but I see why you kept her away from others. She was fierce in a fight too."

He frowns. "And would you mind dropping the double talk? It blasted hard to understand a word you say." Logic: pointing out the weirdness of their method of speaking allows someone else to see through it.


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

"Chough was a troubled girl." Korva responds, sounding a bit more annoyed.

You feasibly can as long as you can give an in-character reason for it!


Male Halfling Inquisitor of Ragathiel 2 / VMC Fighter | hp 20/20 (healthy) | AC 19, touch 13, ff 16, CMD 15 | Fort +6, Ref +3, Will +6 (+2 vs. illusions) | Perc +9, Init +4

Sense Motive (DC 20): 1d20 + 10 ⇒ (2) + 10 = 12 The one thing I'm good at, betrays me!

Tobias is suspicious, as usual, but for whatever reason he can't pin down whatever it is that he's suspicious about... He grumbles, actually somewhat upset that he can't think of anything to blame these tengu for.

Then he sheathes his sword and relaxes his stance. "Beggars can't be trusted to do anything but beg." he says, simply. "Sympathy doesn't help either them or us."


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Also, since I didn't expressly state it: 27 is enough to prevent them from spotting you moving up there at all. :)

Likewise, Armon can now dip into the Sense Motive (would have said so sooner, but didn't see the edit). There are actually a lot of questions you could ask these guys if you felt like doing so, as well. :)


Female Human Mesmerist 3 ( Custom Cult Master )

Diplomacy: 1d20 + 16 ⇒ (5) + 16 = 21

"Maybe we could get you all to surface to avoid you all falling into madness as she did but we do need your help before that, we were sent here in search of a contact could you help us locate him?"


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

The Tengu who had done most of the talking looks between Juniper, Armon, and Victor, and clicks her beak together once before sighing. "Right, then the whole story. Nan brought us to this sewer from Riddleport. Went back out on his little boat to who-knows-where. Came back a day and a half later smelling like a bilge rat that's just barely saved itself from drowning in rum. Told us that we were on our own, 'cause his contacts had flaked, spent the money we paid him on rum, then went off to some corner of the place. Chough went wandering which didn't seem a danger; she couldn't wander far."

She pauses for a moment, "Next thing we know, Chough is screaming. We ran to see what was wrong, and found him in a privy with Chough in the next room preening. Blood everywhere... so we waited a day for everything to be easier to.. move. On our way back through, that huge lizard came up out of the water and ate one of our sisters, then slid back into the water." she says, shaking her head and looking distant for a moment. "So the next day we threw Nan into the water near his boat. Figured it wasn't much different from falling in and getting eaten and it might have saved more of my sisters. she pauses for just a moment once more. "My fault, really. If I hadn't been talking about how we were gonna make sure Nan got what he had coming to him, Chough might not have gotten any ideas."

Scath:
The two Tengu in the shadows of the crates seem on edge, feathers standing on end, but haven't readied their weapons.


Male Human (Chelaxian) Cavalier (Huntmaster) 3 | HP: 31/33 | AC: 15, touch 11, flat-footed 14 | Fort +5, Reflex: +3, Will: +2 | Init: +1 | Perception + 6
Brutus:
HP: 29/30 | AC: 16, touch 14, flat-footed 13 | Fort: +5, Reflex: +6, Will: +2 | Init: +3 | Perception: +5

"That is... unfortunate," Victor replies. "I... I'm not exactly thrilled that your sister murdered him, or that you hid the body, but I can't charge someone who is already dead with a crime. And at least we know what happened..." He sighs. Well, this has certainly turned into a fine mess.

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