Life After Kingmaker (Inactive)

Game Master Gilthanis

Battle Map!!


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M Human Expert2/Alchemist5 HP38/40AC19T13FF16Per+8 Fort+7 (+12 poison/drugs +10 alcohol)Ref +8 Will +5

Chef taps his fingers nervously.

Pluck just scratches at the ground.


Your group, after taking some times scaling the wall is happy to not see any guards in the vicinity. You head towards the house, Kraull spots a couple windows on the second floor, than points out a window on the western facing side of the house. The lights are off inside, and what little light shines through the trees...it appears to be the kitchen.

Perception Rubin DC 20


M Human Expert2/Alchemist5 HP38/40AC19T13FF16Per+8 Fort+7 (+12 poison/drugs +10 alcohol)Ref +8 Will +5

Chef's eyes go wide as he is drawn towards the kitchen.


Half-Elf Bard 5/Expert 2 HP 15/32 | AC 18/13/15 | F+2 R+7 W+10 | Per+15 Init+4

Rubin tiptoes up to the window, once again looking for anything odd or out of the ordinary. If the coast looks clear, he attempts to open the window.

Perception: 1d20 + 12 ⇒ (4) + 12 = 16


Inactive

Kraull stifles a yawn while he waits for Rubin to open the window.


M Human Expert2/Alchemist5 HP38/40AC19T13FF16Per+8 Fort+7 (+12 poison/drugs +10 alcohol)Ref +8 Will +5

Cluck cluck


As Rubin tries to open the window, but it is locked. DD if you want to try and unlock it, DC 25. I see you have the spell open/close. Stealth check to cast as quietly as you can? The commotion he makes, however seems to have gone undetected for the moment. You keep going, and you spot another window, and inside it appears to be a storage room.


M Human Expert2/Alchemist5 HP38/40AC19T13FF16Per+8 Fort+7 (+12 poison/drugs +10 alcohol)Ref +8 Will +5

Let's try the storage room


Inactive

"Hey, I'm just muscle here. Whatever you guys think is fine with me."


Half-Elf Bard 5/Expert 2 HP 15/32 | AC 18/13/15 | F+2 R+7 W+10 | Per+15 Init+4

Rubin tries Open/Close again. If that fails, he attempts to use Prestidigitation to unlatch the window from the other side.

I'm having a little trouble here. What's our plan B? Smash the window and get in and out as quickly as possible?


M Human Expert2/Alchemist5 HP38/40AC19T13FF16Per+8 Fort+7 (+12 poison/drugs +10 alcohol)Ref +8 Will +5

I am no good with locks, I am afraid. Perhaps we should of asked if one of our patron's footpads come with us.


M Human Expert2/Alchemist5 HP38/40AC19T13FF16Per+8 Fort+7 (+12 poison/drugs +10 alcohol)Ref +8 Will +5

We might just have to smash the window. Muffle the sound with cloth .


Inactive

"If I smash it in, they'll be bound to hear it so we'll have to act fast. I forget, aren't we supposed to do this without attracting any attention?" Kraull asks with a scratch of his head.


M Human Expert2/Alchemist5 HP38/40AC19T13FF16Per+8 Fort+7 (+12 poison/drugs +10 alcohol)Ref +8 Will +5

Without getting caught.


M Human Expert2/Alchemist5 HP38/40AC19T13FF16Per+8 Fort+7 (+12 poison/drugs +10 alcohol)Ref +8 Will +5

Try the magic Rubin, else we'll have to smash the window.


Half-Elf Bard 5/Expert 2 HP 15/32 | AC 18/13/15 | F+2 R+7 W+10 | Per+15 Init+4

Okay, casting Open/Close stealthily.

Rubin whispers the magic words under his breath and tries again to get the window open. No pressure.

Stealth: 1d20 + 7 ⇒ (13) + 7 = 20


Rubin whispers the arcane words to manipulate the latch on the window. He is barely heard, even by those he travels with. A few seconds later, he can see the latch is up, and the door is slightly ajar. With some muscle from Kraull, the window is fully open, with enough leeway for all to enter. You enter one by one, and are standing in a storage room. On the floor, are a few bear rugs, that are quite exquisite. They appear to be quite expensive Appraise to know actual value. The door ahead is closed, and a quick check shows it is unlocked.

You listen at the door, and don't hear anything on the other side. You carefully open it, and you see more beautiful things. A Tian rug, purple and red lies on the floor directly ahead of you Appraise if you want to know actual value, all around you see finely crafted maple doors that dot the interior of the home. Dim blue light illuminates the home as magically enchanted sconces lines the walls towards the ceilings.

Spellcraft DC 17 to know as Continual Flame spell

Which way do you wish to proceed? Rooms have been labeled. Thank you for your patience, as holidays ran longer than expected


M Human Expert2/Alchemist5 HP38/40AC19T13FF16Per+8 Fort+7 (+12 poison/drugs +10 alcohol)Ref +8 Will +5

Appraise Bear Rugs: 1d20 + 8 ⇒ (6) + 8 = 14
Appraise Tian Rugs: 1d20 + 8 ⇒ (18) + 8 = 26

Let's not steal the rugs, we needs to find the guy and beat him up.


Half-Elf Bard 5/Expert 2 HP 15/32 | AC 18/13/15 | F+2 R+7 W+10 | Per+15 Init+4

Agreed, let's just do what we came for and get outta here. Where do you think this guy sleeps? We may as well start right here.

Rubin carefully opens the nearest door and takes a look around (Room #1). If there's nothing of interest there, he moves on to Room #2.


M Human Expert2/Alchemist5 HP38/40AC19T13FF16Per+8 Fort+7 (+12 poison/drugs +10 alcohol)Ref +8 Will +5

Chef listens carefully at the doors. Perception: 1d20 + 6 ⇒ (16) + 6 = 22


Inactive

"Yeah, I guess, but maybe we should take something, just to stay true to character. Ya know, after we've done what we came for." Kraull suggests with a shrug as he follows the lead of the others.


M Human Expert2/Alchemist5 HP38/40AC19T13FF16Per+8 Fort+7 (+12 poison/drugs +10 alcohol)Ref +8 Will +5

We can loot the guy after we beat him up. But hold on, we can't go too overboard since ya know, we are trying to be the good guys


Inactive

"But we need to look like the bad guys for now, so it's okay. This guy is a jerk anyway. I won't go overboard though."


M Human Expert2/Alchemist5 HP38/40AC19T13FF16Per+8 Fort+7 (+12 poison/drugs +10 alcohol)Ref +8 Will +5

Sure, we can steal his boots and coin purse.


Half-Elf Bard 5/Expert 2 HP 15/32 | AC 18/13/15 | F+2 R+7 W+10 | Per+15 Init+4

Dibs on his nicest hat. I hope he doesn't keep any guard dogs.

The thought slows Rubin from throwing open doors willy-nilly, he starts looking for wards and traps.

Perception: 1d20 + 12 ⇒ (20) + 12 = 32


Chef takes a closer look at the bear rugs and notices a few inconsistencies as in the fur. They would fetch a total of 30-40 gold pieces. The Tian rugs are nicer and would fetch near 400-600 gold piece if you found an interested buyer. You head towards the nearest door, just trying to find out where this guy sleeps.

Chef and Rubin listen near the door and for anything that may be coming down the hall. Neither of you hear anything. Inisude the room seems to be a small drinking room. There are a few bottles of liquor on the shelf next to the door, with a chair in the corner and a table near the window.

You love onto the next room (#2), and again all seems clear. Inside is a small office. A desk sits in the back wall, with a bookshelf sits on the wall opposite the desk. Something canvas is rolled up in the far corner.


Inactive

Kraull points to the canvas in the corner, then points to his companions and mimes a slow walk with his fingers.


M Human Expert2/Alchemist5 HP38/40AC19T13FF16Per+8 Fort+7 (+12 poison/drugs +10 alcohol)Ref +8 Will +5

Chef nods and follows Kraull over.


Chef and Kraull head over to investigate the rolled up canvas. With the light coming in from the window nearby you can see it is a map. It appears to be a map of Northern Golarion, with various trade routes marked in various colors. You see a red, blue, green, and yellow routes. The go east to west, as well as north to south. Other than the nice canvas map, there is nothing of interest in the room. You can hear footsteps coming down the hallway from where you were progressing.


M Human Expert2/Alchemist5 HP38/40AC19T13FF16Per+8 Fort+7 (+12 poison/drugs +10 alcohol)Ref +8 Will +5

Chef waves to the others and hides in the room. We might just have to knock them out if they come in here.


Inactive

"Probably worth keeping, never know." Kraull observes as they look over the canvas.

As the footsteps approach, Kraull nods silently to Chef's suggestion, but finds a place to hide nevertheless.

Stealth: 1d20 + 1 ⇒ (14) + 1 = 15


M Human Expert2/Alchemist5 HP38/40AC19T13FF16Per+8 Fort+7 (+12 poison/drugs +10 alcohol)Ref +8 Will +5

Stealth: 1d20 + 3 ⇒ (15) + 3 = 18


Half-Elf Bard 5/Expert 2 HP 15/32 | AC 18/13/15 | F+2 R+7 W+10 | Per+15 Init+4

Rubin tries to recall some details about the region from the short glimpse of the map.
Know(local): 1d20 + 7 ⇒ (20) + 7 = 27

As footsteps approach, Rubin tiptoes into a dark corner and pretends to be a coatrack. He holds his crossbow at the ready.
Stealth: 1d20 + 7 ⇒ (18) + 7 = 25


Everyone hides, and readies to fight their way should it come to it. About 30 seconds later, the door to the room cracks open, but stops as a sliver of light enters the room. You can hear the guards talking,

Hey, Steve I am starving. Let's raid this guy's kitchen, you know he has done good food there. He said we could, remember?

Jake, we still have a few rooms, what about our rounds?

All we have seen are dust bunnies, and the occasional moth from the guys' closet. You know you wants a wild boar steak

Damn you, fine. But we have to be quick about it

The door shuts behind, without even a look inside. After you hear the footsteps leave and head from where you just were, you exhale and breathe a sigh of relief. You know there are guards inside the home now...but are there any more?


M Human Expert2/Alchemist5 HP38/40AC19T13FF16Per+8 Fort+7 (+12 poison/drugs +10 alcohol)Ref +8 Will +5

Chef sighs in relief. Let's keep searching the rooms, they should be eating for a few minutes at least since boar steak takes... Chef rambles off some numbers as they head out. Room 10 anyone?


Inactive

Kraull's stomach audibly grumbles at the thought of boar steak, but he tries to stay focus as he assists Chef in searching the next room.

Perception (aid another): 1d20 + 5 ⇒ (11) + 5 = 16

Room 10 is fine.


Half-Elf Bard 5/Expert 2 HP 15/32 | AC 18/13/15 | F+2 R+7 W+10 | Per+15 Init+4

Rubin takes another quick look at the map, concentrating to be able to remember the more important details and places.

Intelligence: 1d20 + 0 ⇒ (18) + 0 = 18

Then he pads silently behind the other two to quickly search the next room (#10).

Perception: 1d20 + 12 ⇒ (12) + 12 = 24


M Human Expert2/Alchemist5 HP38/40AC19T13FF16Per+8 Fort+7 (+12 poison/drugs +10 alcohol)Ref +8 Will +5

Perception: 1d20 + 6 ⇒ (18) + 6 = 24


Rubin gives the map another look over, and doesn't realize much about the routes. He than sees a very faint line on the map, running from the Pitax to Hajoth Hakados. Whatever was there was rubbed out and thought to have been erased as best as possible.

Heading towards the next room, Chef can hear plates in the kitchen shuffling around. You listen around the next door and all is clear. Inside you see a table with a pad of paper, an ink well and an ink pen in the small alcove down a short hall. There is a bench tucked in the corner. There is fine cloth on the bench.


M Human Expert2/Alchemist5 HP38/40AC19T13FF16Per+8 Fort+7 (+12 poison/drugs +10 alcohol)Ref +8 Will +5

Chef examines the bench.


Inactive

After Chef is satisfied with the bench, Kraull progresses through the door to the next room, opening it as quietly as possible.

Through the door to Room 11


Half-Elf Bard 5/Expert 2 HP 15/32 | AC 18/13/15 | F+2 R+7 W+10 | Per+15 Init+4

While Chef pokes around the bench, Rubin takes a look at the writing desk, checking for any notes or letters that might have useful information. Then on to the next room, ever so quietly.


chef perception: 1d20 + 6 ⇒ (8) + 6 = 14

Chef looks the bench over, but doesn't see anything out of the ordinary about it. It is a nice carved bench with a cloth swatch over it. Rubin than looks over notepad. It has a few names scribbled on it. James Jackson, Braydon Kingsman and a few others. The door to the next room is unlocked and leads to a small closet of sorts. A coat rack rests along the southern bottom wall, with another door a few feet away.

Through this door is a small place of worship. In the corner is more a work of art rather than shrine. It is an amalgam of various religious symbols.

K religion to recognize various religions


M Human Expert2/Alchemist5 HP38/40AC19T13FF16Per+8 Fort+7 (+12 poison/drugs +10 alcohol)Ref +8 Will +5

Chef shrugs. Nothing here. Know-religon: 1d20 + 2 ⇒ (13) + 2 = 15 Let us look into the next room12


Inactive

Kraull stands aside and lets one of the more subtle fellows open the next door as his thoughts continue to be distracted by the thought of boar steak.


Chef notices two religions that stick out; Abadar the god of trade, travel and Asmodeus, the god of contracts, pride. Both religious symbols are not intact but Chef is able to form them with n his mind's eye. The others are too jumbled to piece together. You begin to head out of the shrine room back towards the main hall when you hear the guards in the room beyond, the one with the bench and note paper. The middle adjoining room separates your two groups currently.

Perception checks and Chef you can roll for Rubin if you want otherwise I can roll it :)


M Human Expert2/Alchemist5 HP38/40AC19T13FF16Per+8 Fort+7 (+12 poison/drugs +10 alcohol)Ref +8 Will +5

Perception Chef: 1d20 + 6 ⇒ (20) + 6 = 26
Perception Reuben: 1d20 + 12 ⇒ (16) + 12 = 28


Inactive

Perception: 1d20 + 5 ⇒ (16) + 5 = 21

Kraull helps the others look around while they decide what to do next.


Chef and Rubin can hear the guards talking in the other room.

The guys has got good taste in food, huh?

Yeah, but this guy's has a creepy house like the alter. It gives me the creeps. He says "art", I say "creepy"

But he is considered "eccentric"

Don't care, not going in there

You can hear the door open into the middle room, and a few moments later can hear the door handle turn that leads to your current location. Your heart races, your muscles tense up as you expect a brawl. A few moments later the door handle stops and the door is shut.

Fine you big wussy. Lets go back outside, we got our food.

A minute or two later, you hear the guards outside. You are now feeling more comfortable as you search for the bedroom.

next room?


M Human Expert2/Alchemist5 HP38/40AC19T13FF16Per+8 Fort+7 (+12 poison/drugs +10 alcohol)Ref +8 Will +5

All set

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