Jaisuns Council of Thieves PBP Experiment

Game Master Jason Schimmel


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1d20 + 4 ⇒ (4) + 4 = 8


Initiative:
1d20 + 1 ⇒ (8) + 1 = 9

In case this battle progresses before I get the chance to post again, it should be noted that I now have Magic Missile :-). It's 2d4 since I'm level 3. Hooray for becoming semi-useful!


4-99 MAPS:

Order is

Alcibades
ME
Aya
David
Dakar

Alcibades peering into the building you see the now familiar sight of 2 wolf skeletons.


I will breath position myself to breath fire on both of them... 2d6 ⇒ (1, 2) = 3 reflex for half dc 17

Then your turn...

then i assume Aya can just channel energy to harm undead...

2d6 ⇒ (5, 1) = 6 will save half dc 14

I assume there is a good chance they are dead if not ... next up ... or i will post for the others if they are alive and jason is around

The Exchange

F half-elf cleric

ACTUALLY, Aya is gonna throw some holy water on those skeletal bastards.

1d20 + 5 ⇒ (3) + 5 = 8


4-99 MAPS:
Alcibades wrote:

I will breath position myself to breath fire on both of them... 2d6 reflex for half dc 17

Then your turn...

then i assume Aya can just channel energy to harm undead...

2d6 will save half dc 14

I assume there is a good chance they are dead if not ... next up ... or i will post for the others if they are alive and jason is around

1d20 + 3 ⇒ (15) + 3 = 18

1d20 + 3 ⇒ (11) + 3 = 14
They both take some damage from the fire. They step up to bite Alcibades.
wolf skeleton 1 1d20 + 2 ⇒ (19) + 2 = 211d6 + 1 ⇒ (1) + 1 = 2
Wolf skeleton 2 1d20 + 2 ⇒ (12) + 2 = 141d6 + 1 ⇒ (4) + 1 = 5
Aya's holy water misses but splashes a little.


one wolf hits alcibades... for 2 ...

I think dakaars punch is

1d20 + 5 ⇒ (14) + 5 = 19 damage 1d6 + 1 ⇒ (3) + 1 = 4

and
acid splash
touch 1d20 + 2 ⇒ (14) + 2 = 16 damge 1d4 ⇒ 4

for me

2d6 ⇒ (6, 3) = 9 reflex half dc 17


Alcibades wrote:

one wolf hits alcibades... for 2 ...

I think dakaars punch is

1d20 + 5 damage 1d6+1

and
acid splash
touch 1d20 + 2 damge 1d4

for me

2d6 reflex half dc 17

Dakaar full round attack is 1d20+6, 1d6+1, and 1d6 sneak attack per hit, 2 if flurry


4-99 MAPS:

Dakaars punch disperses the bones of one wolf, David's acid splash eats away at number 2 and Alcibades second burst of flame destroys the one remaining. This house... is pure.


Search 3d6 + 5 ⇒ (1, 3, 5) + 5 = 14


Dakaar searches the house with alcibades. 3d6 + 8 ⇒ (5, 3, 1) + 8 = 17


4-99 MAPS:
Alcibades wrote:
Search 3d6+5

The stink of a burned out building clings to the air even now. Dakaars handywork was effective. The smoke, soot, and dust cover the 1st floor. You find assorted damaged tools of a clothier's trade and a badly burned tower shield bearing the symbol of Cheliax covers the opening into the tunnels below. The second floor is where Dakaar encountered the gambling teiflings the first night the party came here.

If there is nothing else in this building, then all you have left is the wood carvers house.
This door is finely made and built of a rich red-brown wood. Carved onto the surface is a nearly full-size picture of a man holding a piece of wood in one hand and a carving tool in the
other; the end of the piece of wood is starting to resemble the front part of a horse. Also cut into the door is a young child looking up eagerly at the emerging horse the man is carving.


I try to door.

After this is done or in conjunction i would like to try to get aya and Arael to use:

Make Whole: Repairs an object.

on the out buildings to get them in to bet condition... I assume the burnt building make whole will help but it may also need some more construction work.


4-99 MAPS:
Alcibades wrote:

I try to door.

After this is done or in conjunction i would like to try to get aya and Arael to use:

Make Whole: Repairs an object.

on the out buildings to get them in to bet condition... I assume the burnt building make whole will help but it may also need some more construction work.

The door is locked.

Areal will gladly cast several make whole spells.


XperimentalDM wrote:
Alcibades wrote:

I try to door.

After this is done or in conjunction i would like to try to get aya and Arael to use:

Make Whole: Repairs an object.

on the out buildings to get them in to bet condition... I assume the burnt building make whole will help but it may also need some more construction work.

The door is locked.

Areal will gladly cast several make whole spells.

Open Lock: 3d6 + 2 + 6 ⇒ (2, 6, 1) + 2 + 6 = 17


4-99 MAPS:
Dakaar wrote:
XperimentalDM wrote:
Alcibades wrote:

I try to door.

After this is done or in conjunction i would like to try to get aya and Arael to use:

Make Whole: Repairs an object.

on the out buildings to get them in to bet condition... I assume the burnt building make whole will help but it may also need some more construction work.

The door is locked.

Areal will gladly cast several make whole spells.
Open Lock: 3d6+2+6

You don't quite get it open. Perhaps if you took you time...


Dakaar open locks 2 3d6 + 6 + 2 ⇒ (6, 2, 2) + 6 + 2 = 18

Dakaar open locks 3 3d6 + 6 + 2 ⇒ (1, 3, 5) + 6 + 2 = 17


4-99 MAPS:
Alcibades wrote:

Dakaar open locks 2 3d6+6+2

Dakaar open locks 3 3d6+6+2

The second attempt gets it opened....

This 15 by 1ndoubtedly leads back into the catacombs below. the second floor has a table, a chair, and a large bed with a wooden headboard carved to depict a 5 building has two floors, both of which show signs of recent habitation. The ground floor as two wooden tables and some chairs. In the pantry a hole in the floor is covered with loose boards. The opening leads to a set of stairs which uspring scene.

Ok that rounds out the exploration of the lair. The only issues that remain are follow up on returning the stolen goods. Possible the missing alchemist and anything else the party wants to take care of before the next phase of things begins.


i go with Dakaar Aya and David to check out the alchemist. Dakaar picks the lock 3d6 + 6 + 2 ⇒ (3, 5, 1) + 6 + 2 = 17


try 2 3d6 + 8 ⇒ (3, 2, 5) + 8 = 18

try 3 3d6 + 8 ⇒ (5, 4, 3) + 8 = 20


4-99 MAPS:
Alcibades wrote:

try 2 3d6+8

try 3 3d6+8

Dakaar gets you into the shop from a side entrance. The back room is in complete disarray. A place where equipments once must have stood is overturned. The stock that would have lined the shelves is missing. The chemicals and reagents that would have served as raw materials gone or spilled across the floor. A curtained doorway likely leads to the main room. and a narrow staircase leads up.


Search for any clues / anything valuable intact

Search: 3d6 + 5 ⇒ (4, 4, 4) + 5 = 17
Appraise: 3d6 + 5 ⇒ (2, 6, 2) + 5 = 15

I will then move to the main room i think it would be best if everyone stays together...

I will then make a perception check for anything threatening followed by a
Perception 3d6 + 5 ⇒ (3, 2, 5) + 5 = 15

Search for any clues / anything valuable intact
Search: 3d6 + 5 ⇒ (4, 2, 4) + 5 = 15
Appraise: 3d6 + 5 ⇒ (5, 3, 3) + 5 = 16

The Exchange

F half-elf cleric

I too wish to perceive!

3d6 + 5 ⇒ (2, 1, 1) + 5 = 9


4-99 MAPS:

You look around the back room for a bit. The thing that you notice most is that will all the damage there doesn't seem to be any damaged equipment. It is almost as if the equipment has been moved and the broken and spilled components were an accident while someone was hastily gathering things up. In the front room you take a quick look around to make sure it is safe. This room was clearly where most of the business was done. There are numerous shelves lining the walls. A wooden and glass case lies overturned and broken on the floor. An additional set of shelves along the back wall have fallen down. Searching through the debris you find nothing of value but do notice signs of burning, both fire and acid. There is a hard resinous substance that might be the remains of a tangle foot bag. You also notice what looks like flecks of skin and flesh near a particularly acid marred section of floor. Noticeably absent is any kind of cash box.


Does it seem like the flecks of flesh could be someones remains or just from an injury?

I will then go up stairs.

I will then make a perception check for anything threatening
Perception 3d6 + 5 ⇒ (6, 3, 3) + 5 = 17

Search for any clues / anything valuable intact
Search: 3d6 + 5 ⇒ (4, 3, 2) + 5 = 14
Appraise: 3d6 + 5 ⇒ (4, 5, 5) + 5 = 19


4-99 MAPS:
Alcibades wrote:

Does it seem like the flecks of flesh could be someones remains or just from an injury?

I will then go up stairs.

I will then make a perception check for anything threatening
Perception 3d6 + 5

Search for any clues / anything valuable intact
Search: 3d6 + 5
Appraise: 3d6 + 5

It is hard to say. If the flesh are the remains, then a lot of "something" must have been used to destroy the body, either that or it was moved.

You open the door at the top of the stairs, pausing to check for signs of life. Hearing only silence, you open the door into a small kitchen. A large circular table sits in the middle of the room with a few simple chairs set around it. A stone fireplace sits cold in one corner of the room. This room is remarkably undisturbed compared to the lower level. An upturned stool and a few broken jars fallen from a panty by the wall. A door hangs open leading to another room.


I will then make a perception check for anything threatening in the next room
Perception 3d6 + 5 ⇒ (1, 3, 5) + 5 = 14

Search for any clues / anything valuable intact
Search: 3d6 + 5 ⇒ (3, 3, 6) + 5 = 17
Appraise: 3d6 + 5 ⇒ (5, 2, 1) + 5 = 13


4-99 MAPS:
Alcibades wrote:

I will then make a perception check for anything threatening in the next room

Perception 3d6 + 5

Search for any clues / anything valuable intact
Search: 3d6 + 5
Appraise: 3d6 + 5

As you go to move into the next room you notice cards littered across the floor of what you now know is the bedroom. There doesn't appear to be anyone around and the room looks as if someone was packing in a hurry. There is a dark red squiggling stain on the linens. As you look at the cards you see they are part of a harrow deck (the Golarian equivalent of a Tarot deck). The whole deck is not there, only some of the cards. You find the following cards on the floor.


  • The Uprising
  • The fiend
  • The cyclone
  • The Rabbit Prince
  • The Crows
  • The Tangled Briar
  • The Waxworks
  • The Vision
  • The Snakebite
  • The Carnival
  • The courtesan
  • The Liar


Dakaar examines the acid and tries determine the likelyhood of what went down here.

Craft Alchemy: 3d6 + 3 + 3 ⇒ (1, 3, 1) + 3 + 3 = 11
Search: 3d6 + 8 ⇒ (4, 4, 1) + 8 = 17

Dakaar also looks around for anything of alchemical value still salvagable.

Craft Alchemy: 3d6 + 3 + 3 ⇒ (5, 5, 3) + 3 + 3 = 19
Search: 3d6 + 8 ⇒ (3, 6, 2) + 8 = 19

XperimentalDM wrote:
Alcibades wrote:

Does it seem like the flecks of flesh could be someones remains or just from an injury?

I will then go up stairs.

I will then make a perception check for anything threatening
Perception 3d6 + 5

Search for any clues / anything valuable intact
Search: 3d6 + 5
Appraise: 3d6 + 5

It is hard to say. If the flesh are the remains, then a lot of "something" must have been used to destroy the body, either that or it was moved.

You open the door at the top of the stairs, pausing to check for signs of life. Hearing only silence, you open the door into a small kitchen. A large circular table sits in the middle of the room with a few simple chairs set around it. A stone fireplace sits cold in one corner of the room. This room is remarkably undisturbed compared to the lower level. An upturned stool and a few broken jars fallen from a panty by the wall. A door hangs open leading to another room.


4-99 MAPS:
Dakaar wrote:

Dakaar examines the acid and tries determine the likelyhood of what went down here.

Craft Alchemy: 3d6+3+3
Search: 3d6+8

Dakaar also looks around for anything of alchemical value still salvagable.

Craft Alchemy: 3d6+3+3
Search: 3d6+8

XperimentalDM wrote:
Alcibades wrote:

Does it seem like the flecks of flesh could be someones remains or just from an injury?

I will then go up stairs.

I will then make a perception check for anything threatening
Perception 3d6 + 5

Search for any clues / anything valuable intact
Search: 3d6 + 5
Appraise: 3d6 + 5

It is hard to say. If the flesh are the remains, then a lot of "something" must have been used to destroy the body, either that or it was moved.

You open the door at the top of the stairs, pausing to check for signs of life. Hearing only silence, you open the door into a small kitchen. A large circular table sits in the middle of the room with a few simple chairs set around it. A stone fireplace sits cold in one corner of the room. This room is remarkably undisturbed compared to the lower level. An upturned stool and a few broken jars fallen from a panty by the wall. A door hangs open leading to another room.

It looks like someone went to down with a bunch of minor alchemical items, Alchemists Fire, Liquid Ice, Acid, and even a tanglefoot bag or two. Someone appears to have been exposed to the substances. Assessing the remaining alchemical goods there really isn't enough to make it worth the effort of gathering up whats left off the floor and putting whats usable into a container.


Do the cards looked to be laid out in a meaningful configuration. If so i will draw a picture and mark it (i will do this either way actually). I will then gather the cards.

I will go to the a shop that uses these things and explain the situation (minus breaking in) and see if i can get any information.

I will then start going shop to shop who we are returning the goods to and try to negotiate our deal.

Previous to this i tried to talk to Arael about my town guard idea what did think?


4-99 MAPS:
Alcibades wrote:

Do the cards looked to be laid out in a meaningful configuration. If so i will draw a picture and mark it (i will do this either way actually). I will then gather the cards.

I will go to the a shop that uses these things and explain the situation (minus breaking in) and see if i can get any information.

I will then start going shop to shop who we are returning the goods to and try to negotiate our deal.

You don't know much a about harrowings but you know they arn't super common. You're also pretty sure that they arn't laid out in a specific pattern, they look more like they were scattered (52 pickup style), but the whole deck isn't there so there may be some kind of message here.

Alcibades wrote:


Previous to this i tried to talk to Arael about my town guard idea what did think?

You have brought Areal around to the idea. He thinks the others need a bit more training from the more experienced members. Perhaps some training and a few night patrols?


I will ask the people in the surrounding buildings if they heard a scuffle or know anything about the alchemist or if anyone strange was visiting the alchemist.

Gather Information: Diplomacy: 3d6 + 11 ⇒ (5, 5, 6) + 11 = 27


4-99 MAPS:
Alcibades wrote:

I will ask the people in the surrounding buildings if they heard a scuffle or know anything about the alchemist or if anyone strange was visiting the alchemist.

Gather Information: Diplomacy: 3d6+11

No one really remembers hearing a commotion, but the alchemist used to keep late hours in his shop. They are also accustomed to strange noises and smells coming from his area. Most people didn't give him much thought after dark what with the curfew and all.


I try to see if i can make out anything from the harrow deck. Either with a book or from my knowledge. I am not sure on what knowledge i need but ... Knowledge role 3d6 + 11 ⇒ (4, 3, 4) + 11 = 22

I also try to gather information to see if i can find an Harrow card expert to find out what those cards may mean if not as a whole at least indivually... 3d6 + 11 ⇒ (3, 4, 3) + 11 = 21


DM:
I also want to do some research on my own. I took the lost nobility trait when the game started. I started with a signet ring from my family (it has become and heirloom) and a scrap of paper with the history of one of my great...whatever...grand father... Who was a noble in line to rule west crown. The family has kept records showing the lineage from him. I would like to gather information to try to prove my family's lineage. To see if i can find any proof or clues...discreetly of course...gatherinformation 3d6 + 11 ⇒ (5, 4, 2) + 11 = 22


4-99 MAPS:
Alcibades wrote:

I try to see if i can make out anything from the harrow deck. Either with a book or from my knowledge. I am not sure on what knowledge i need but ... Knowledge role 3d6+11

I also try to gather information to see if i can find an Harrow card expert to find out what those cards may mean if not as a whole at least indivually... 3d6+11

Harrow reading is a bit esoteric even for you. You do however find out about an old varisian woman living in the Ruins District.


4-99 MAPS:
Alcibades wrote:
** spoiler omitted **

Alcibades:
You poke around and try to talk to some people about leads relating to your family, but you can't find any records that are accessible and the people you speak with don't seem to know much. One person tells you that records of many fallen noble houses where destroyed and those who might have knowledge of such things tend to keep their mouths closed to avoid themselves being destroyed.

Alright i will seek out the old varisian women. What do i know about varisians in general: Knowledge 3d6 + 11 ⇒ (6, 3, 3) + 11 = 23

I will seek out information on what houses might have such records (or lots of records in general) for some cloak and dagger work later... gather information 3d6 + 11 ⇒ (2, 1, 1) + 11 = 15 Maybe an older family...


4-99 MAPS:
Alcibades wrote:

Alright i will seek out the old varisian women. What do i know about varisians in general: Knowledge 3d6+11

Varisians come from a continent far to the north. Cheliax colonized the continent before the fall of Aroden. Native varisians are considered an untrustworthy lot. Mostly regarded as little better then homeless vagrants. They are essentially gypsies. wondering the world in search of new sights an new songs.

You find a building that was once brightly colored, but now the paint has begun to fad and peel. It slouches against its neighbors giving the distinct impression that if the others where not there is would have long crashed to the ground. A stylized butterfly is scratched into the door.
Alcibades wrote:


I will seek out information on what houses might have such records (or lots of records in general) for some cloak and dagger work later... gather information 3d6+11 Maybe an older family...

There are several families from that time period, but if any have kept any record of others they dealt with during the time, they have kept the secret closely guarded.


I knock on the varisian women's door.

After or before probably not while doing this ... i gather information to see if there were any varsians who visited the alcehmist lately or visited him frequently... gather information 3d6 + 11 ⇒ (4, 1, 1) + 11 = 17


4-99 MAPS:

Aya:

A day or two after all this business with the shop keepers. You awake in the temple one morning. Your mentor Janessa gently open the door to your cloister. "You have a visitor Aya."


4-99 MAPS:
Alcibades wrote:

I knock on the varisian women's door.

After or before probably not while doing this ... i gather information to see if there were any varsians who visited the alcehmist lately or visited him frequently... gather information 3d6+11

No one has really seen any Varisians in the area.


"Harrow reading is a bit esoteric even for you. You do however find out about an old varisian woman living in the Ruins District."

"You find a building that was once brightly colored, but now the paint has begun to fad and peel. It slouches against its neighbors giving the distinct impression that if the others where not there is would have long crashed to the ground. A stylized butterfly is scratched into the door. "

Me: I knock on the varisian women's door... the one who is a Harrow reader.. or if it is a business i go in. If i know and she answers i will explain i would like some information about harrow reading ... and if invited in enter.

I will then ask the meaning of the cards i found ... i will show here the cards


4-99 MAPS:
Alcibades wrote:

"Harrow reading is a bit esoteric even for you. You do however find out about an old varisian woman living in the Ruins District."

"You find a building that was once brightly colored, but now the paint has begun to fad and peel. It slouches against its neighbors giving the distinct impression that if the others where not there is would have long crashed to the ground. A stylized butterfly is scratched into the door. "

Me: I knock on the varisian women's door... the one who is a Harrow reader.. or if it is a business i go in. If i know and she answers i will explain i would like some information about harrow reading ... and if invited in enter.

I will then ask the meaning of the cards i found ... i will show here the cards

You knock and the door creeps open. Stepping inside you see a simple sitting room lit by some natural light and numerous candles. The air is thick with incense. Near the back a curtained doorway leads to a smaller room where a wiry older man sits at a rough wooden table. He turns slightly but does not look in your direction. "What brings you to my home?"


4-99 MAPS:

Dakaar:

GM needs to know, Where do you stay in town currently?

David:

GM needs to know, Where do you stay in town currently?


Does he look verisian?

I replied, "I would like a harrow reading."


4-99 MAPS:
Alcibades wrote:

Does he look verisian?

I replied, "I would like a harrow reading."

Yes he does

Come and sit. He takes a small bundle from under the table. You notice a small wooden bowl on the table.


I will sit and put 2 silver in the bowl.


4-99 MAPS:
Alcibades wrote:
I will sit and put 2 silver in the bowl.

supplies:

welcome to our 500th post! We have a special guest tonight and we're just tickled pink to have him. Wait... Damn it where is he?

The man unfolds the bundle. It is only now that you notice his eyes are clouded over. He takes his cards from the cloth and fans them one the table. What question would you ask the cards? Ask and draw out one card so you're role in all will be clarified.

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