Murder's Mark (Inactive)

Game Master Matthais777

Map Here

Int Order:
[dice=Int Volara]1d20+4[/dice]
[dice=Int Birseko]1d20+5[/dice]
[dice=Int Daedin]1d20+7[/dice]
[dice=Int Maanyatha]1d20+3[/dice]
[dice=Int Kwai]1d20+1[/dice]
[dice=Int Wilhem]1d20+3[/dice]


151 to 200 of 577 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

"Ma'am, do you mind if we check the vault?"


Plunder and Peril Ship 1 Plunder and Peril Ship 2

The woman nods and pulls a key from a small chain around her neck.

Archie had the other... it wasn't with him when he was found, so I assume they must have been in the vault... I didn't go down there much, just held onto a spare in case Archie needed it... Archie was always so considerate of me.

She sobs and hands the key over.

Liberty's Edge

HP 34 AC: 18 T: 11 FF CMD 15 FORT: +5REF: +3 will +1 (+2 Mind Effect and Posion) Init +3 Perception +8 [Low Light Vision] NG Female Nagagi Blood Rager [Arcane] MW Naginata +5 [1d8+4/x4 ]

Who ever killed your hussssband might have known about the key. You might be in danger she tells the woman.

Dark Archive

Female CN Half-orcAlchemist (Grenadier, Internal Alchemist) 1 | HP: 12/12| AC: 16, 12 Tch, 14(16) Fl) | CMB: +0, CMD: 12 | F: +5, R: +4, W: +1 | Init: +4 | Perc: +5, SM: +1 | Speed 30ft | Bomb: 2/4 | Infusions: 1st cure light wounds, shield | Active conditions: bless | Re-roll (+2): 1/1 |

"Yes, we must investigate the vault to see if anyone has been there. It's suspicious that your husband's key is currently unaccounted for. That certainly sounds like a strong motive for murdering him."

Volara takes the key and turns away from the grieving woman quickly before she decides to talk about her feelings some more.


Plunder and Peril Ship 1 Plunder and Peril Ship 2

The steps, as well as the office door and the door to the guards sleeping quarters. This bare corridor leads to the double doors of the vault. A hook for a hanging lantern is mounted on the western wall at the base of the stairs, and underneath it is a single chair. The key fits cleanly into the lock, and the great doors move on oiled hinges. Beyond the heavy steel door, this darkened chamber is lined with shelves, including freestanding shelving in the center. There is ample room in the vault, but labeled boxes, bags, weapons, and armor are spread throughout.

gmscreen:
1d20 ⇒ 10

Dark Archive

Male NG Half-Elven Psychic 6 | HP 27/38 | AC 10 T 10 FF 10 (w/Mage Armor 14/10/14) CMB 1, CMD 11 | F: +6, R: +4, W: +11 (+2 vs enchantments, +2 vs traps/hazards underground) | Init: +6 (+2 more underground) | Perc: +11 (low light), SM: +6 | Speed 30ft | Active conditions: Resist Fire 10

Birseko moves into the room, careful not to disturb any clues or evidence that may have been left behind, and looks to see if there are any signs that the thieves have been in the vault.

Perception: 1d20 + 6 ⇒ (8) + 6 = 14


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Birseko sees a LOT of stuff. Weapons, boxes, bags, all finely made. One area looks a little rifled through in the back corner, with some bags spilled onto the floor, but otherwise, it seems to be untouched.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Daedîn looks for tracks and signs of the robbers...

Survival: 1d20 + 2 ⇒ (19) + 2 = 21

Dark Archive

Male NG Half-Elven Psychic 6 | HP 27/38 | AC 10 T 10 FF 10 (w/Mage Armor 14/10/14) CMB 1, CMD 11 | F: +6, R: +4, W: +11 (+2 vs enchantments, +2 vs traps/hazards underground) | Init: +6 (+2 more underground) | Perc: +11 (low light), SM: +6 | Speed 30ft | Active conditions: Resist Fire 10

Birseko heads to the back corner to see if it looks like anything has been taken or if there are any clues of interest.


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Daedin kneels down to the floor and looks through the slight layer of dust. After looking with an eagle eye that would put most trackers to shame, he is able to distinguish between 3 medium-size persons that have entered this room recently. Of note, is that while one wears shoes that match the tracks made by the late Mr. Walter as he saw out by the road, two more do not seem to have shoes on, and don't seem to match standard human... a little lankier than he'd suspect, though a footprint is not enough to go off of to identify more than that..

gmscreen:
1d20 ⇒ 16
1

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

"Hmmm...strange footprints...not your standard humanoid..."

Daedîn frowns at the strange footprints and tries to see where they lead...he also looks around the vault for anything else suspicious or of interest...

Perception: 1d20 + 8 ⇒ (15) + 8 = 23


Plunder and Peril Ship 1 Plunder and Peril Ship 2

As Daedin searches around...

RUN!: 1d20 + 6 ⇒ (10) + 6 = 16

He sees from the opposite corner of the debris someone running for the door! It takes Daedin a moment to realize that the figure is the same color and shading as the wall! Just as they do, the door begins to swing shut....

Int Volara: 1d20 + 4 ⇒ (15) + 4 = 19
Int Birseko: 1d20 + 5 ⇒ (18) + 5 = 23
Int Daedin: 1d20 + 7 ⇒ (13) + 7 = 20
Int Maanyatha: 1d20 + 3 ⇒ (3) + 3 = 6
Int Kwai: 1d20 + 1 ⇒ (4) + 1 = 5
Int Wilhem: 1d20 ⇒ 7
Enemy1: 1d20 + 6 ⇒ (5) + 6 = 11

This is not, strictly speaking, combat unless you decide to make it so. However, timing will be everything.

The Bold May Act!

Surprise round!
Daedin
Figure
-------------------
Birseko
Volara
Daedin
---------------
Figure
-------------
Maanyatha
Kwai
Wilhem

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Daedîn reacts quickly and fires a blunt arrow at the creature, trying to incapacitate as opposing to kill...

Longbow: 1d20 + 8 - 4 ⇒ (17) + 8 - 4 = 21

Non-lethal Damage: 1d8 + 1d6 + 2 ⇒ (8) + (3) + 2 = 13


Plunder and Peril Ship 1 Plunder and Peril Ship 2

The creature yelps as it's struck in the back, but keeps going! They dodge out the door as it slams shut, audibly clicking as the lock re-engages! As the door closes however, Daiden does see a hidden panel behind where the door had been obscuring it from vision... what could it be for though? There is clearly a place to unlock the vault from the inside, though it's gonna cost precious time!

Baddy: 1d20 + 7 ⇒ (16) + 7 = 23

THE BOLD MAY ACT!

Birseko
Volara
Daedin

---------------
Figure
-------------
Maanyatha
Kwai
Wilhem

Dark Archive

Dhampir Magus (Kensai) 1 HP 8/11 | AC 18/T14/FF14 | F/R/W: +4/+3/+2 | Arcane Pool 1/4

My init mod should be +3, don't know where I could modify that.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

"Someone step on/check out that panel!" (Not sure if it's a panel in the floor or on the wall)

Daedîn quickly attempts to unlock the vault door from the inside...

Disable Device: 1d20 + 12 ⇒ (13) + 12 = 25

Dark Archive

Male NG Half-Elven Psychic 6 | HP 27/38 | AC 10 T 10 FF 10 (w/Mage Armor 14/10/14) CMB 1, CMD 11 | F: +6, R: +4, W: +11 (+2 vs enchantments, +2 vs traps/hazards underground) | Init: +6 (+2 more underground) | Perc: +11 (low light), SM: +6 | Speed 30ft | Active conditions: Resist Fire 10

Any Knowledge check to know what the creature was? Or a picture/description so we have a sense of what it looked like (in particular, did it look humanoid?)?

Birseko steps up to the panel to see if there's a way to unlock the door there. He's untrained in Disable Device but possible options include:
Intelligence Check: 1d20 + 5 ⇒ (20) + 5 = 25
Perception: 1d20 + 6 ⇒ (6) + 6 = 12

Or if you want me to roll something else, just let me know.


1 person marked this as a favorite.
Plunder and Peril Ship 1 Plunder and Peril Ship 2
Willem Alabaster wrote:
My init mod should be +3, don't know where I could modify that.

Changed it, wasn't enough to change your init order this time though.

The creature was humanoid, though long and lanky by comparison to your average human. It's skin itself seemed to be shifting colors as it ran, making it very hard to see or make out better detail.

As Birseko opens the panel, he sees that it's a simple lever. What it's connected to he can't seem to figure it out.

If Birseko pulls the switch:
Nothing seems to happen. Daiden hears a small "Click" behind them and sees faintly in the dust the flagstones a few steps away from him raise up... his knowledge of disable devices allows him to guess that a trap was just disabled.

If Birseko Doesn't pull the switch:
Nothing seems to happen.

Daedin can't help but swear... Walder definitely paid good money for this Lock, as it's a sturdy one and doesn't bend to his tools. If only he had the key...

Dark Archive

Male NG Half-Elven Psychic 6 | HP 27/38 | AC 10 T 10 FF 10 (w/Mage Armor 14/10/14) CMB 1, CMD 11 | F: +6, R: +4, W: +11 (+2 vs enchantments, +2 vs traps/hazards underground) | Init: +6 (+2 more underground) | Perc: +11 (low light), SM: +6 | Speed 30ft | Active conditions: Resist Fire 10

Birseko pulls the switch! What could possibly go wrong?!?

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Daedîn shakes his head...and inserts the key in the lock...

Dark Archive

Male NG Half-Elven Psychic 6 | HP 27/38 | AC 10 T 10 FF 10 (w/Mage Armor 14/10/14) CMB 1, CMD 11 | F: +6, R: +4, W: +11 (+2 vs enchantments, +2 vs traps/hazards underground) | Init: +6 (+2 more underground) | Perc: +11 (low light), SM: +6 | Speed 30ft | Active conditions: Resist Fire 10

Lol


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Volara had the key last I checked, so she'll have to unlock it. It will also take a action to open the door.

PATHFINDERS, THE BOLD MAY ACT!

Birseko
Volara
Daedin
---------------
Figure
-------------
Maanyatha
Kwai
Wilhem

Dark Archive

Female CN Half-orcAlchemist (Grenadier, Internal Alchemist) 1 | HP: 12/12| AC: 16, 12 Tch, 14(16) Fl) | CMB: +0, CMD: 12 | F: +5, R: +4, W: +1 | Init: +4 | Perc: +5, SM: +1 | Speed 30ft | Bomb: 2/4 | Infusions: 1st cure light wounds, shield | Active conditions: bless | Re-roll (+2): 1/1 |

Volara pats down her pockets as she tries to find which one she put the key in.

"Oh the key, i forgot i had it. Here you go."she says as she hands it over to Daedîn.


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Volara, for Sanity sake, let's say you unlock and open the door.
Also, don't forget the map guys, in times like this, positioning can be important!

The team unlocks the door just and swings it open to see the figure running up the steps as best he can, his shifting skin making him difficult to see. He stops to throw open the door, costing him valuable moments...

PATHFINDERS, THE BOLD MAY ACT!

Birseko
Volara
Daedin
---------------
Figure
-------------
Maanyatha
Kwai
Wilhem

Liberty's Edge

HP 34 AC: 18 T: 11 FF CMD 15 FORT: +5REF: +3 will +1 (+2 Mind Effect and Posion) Init +3 Perception +8 [Low Light Vision] NG Female Nagagi Blood Rager [Arcane] MW Naginata +5 [1d8+4/x4 ]

The nagajii will sharge up the stairs and try to grapple the fleeing creature
1d20 + 5 ⇒ (3) + 5 = 8

Liberty's Edge

HP 34 AC: 18 T: 11 FF CMD 15 FORT: +5REF: +3 will +1 (+2 Mind Effect and Posion) Init +3 Perception +8 [Low Light Vision] NG Female Nagagi Blood Rager [Arcane] MW Naginata +5 [1d8+4/x4 ]

lol

Dark Archive

Dhampir Magus (Kensai) 1 HP 8/11 | AC 18/T14/FF14 | F/R/W: +4/+3/+2 | Arcane Pool 1/4

Willem moves toward the stairs, drawing an Estoc. He tries to catch up to the creature, but it may prove too fast for him.

Liberty's Edge

HP 23/23; AC 14 12t 12f; saves: f 7, r 5, w 0; bab 1, melee +1, ranged +3; cmb 1, cmd 13; init +cmb 1, cmd 12; init +2; burn 0; wclw 50; folio reroll 1/1 | Vanara terrakineticist / 2 | -21
skills:
acro 8, climb 11, diplo +0/5*, heal 4, intim 5, perc 9, prof: plumber 9, sm 8, stealth 3, umd 5

Jamiroquai runs after the spindly camouflager a, drawing moisture from the air as he moves. He sends a blast of water at the fleeing form,

to hit: 1d20 + 2 ⇒ (5) + 2 = 7
dmg if hits: 1d6 + 1 + 4 ⇒ (3) + 1 + 4 = 8

but it only manages to hit the doorframe.


Plunder and Peril Ship 1 Plunder and Peril Ship 2

The figure yelps as the blast of water crashes against the doorframe, not quite quick enough to move yet...

PATHFINDERS, THE BOLD MAY ACT!

Birseko
Volara
Daedin

---------------
Figure
-------------
Maanyatha
Kwai
Wilhem

Dark Archive

Male NG Half-Elven Psychic 6 | HP 27/38 | AC 10 T 10 FF 10 (w/Mage Armor 14/10/14) CMB 1, CMD 11 | F: +6, R: +4, W: +11 (+2 vs enchantments, +2 vs traps/hazards underground) | Init: +6 (+2 more underground) | Perc: +11 (low light), SM: +6 | Speed 30ft | Active conditions: Resist Fire 10

Birseko stares piercingly up the stairs at the mysterious figure attempting to escape. Not really wanting to hurt him, but also loathe to let him escape, he arches his eyebrows towards the figure.

If the figure is a humanoid with 4 or less HD, it needs to make a DC 15 Will save vs Daze or take no actions for 1round. Actions: Move to move to square next to Willem, Standard to cast Daze.


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Will: 1d20 + 3 ⇒ (18) + 3 = 21

The Mind of the person he's attempting to grasp is as slippery as the rest of him and Birseko can't quite get his mental hands on him.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Daedîn fires another blunt arrow at the creature, again aiming to just incapacitate...

Longbow: 1d20 + 8 - 4 ⇒ (20) + 8 - 4 = 24

Confirm: 1d20 + 8 - 4 ⇒ (18) + 8 - 4 = 22

Non-lethal Damage: 3d8 + 6 ⇒ (7, 2, 4) + 6 = 19


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Welp, that will do it.

The creature is struck by Daedin's incredible arrow shot, flying in-between friends and up stairs, striking with the blunt arrow head the back of the creatures head. It tumbles down the stairs and lies still, breathing but unconscious.

Lying on the floor, the skin of the person turns a muddled blue.

COMBAT OVER, PATHFINDERS ARE VICTORIOUS!

knowledge local 11+:
The person is a skulk. Skulks are a race of cowardly and lazy humanoids that live on the fringes of society, stealing what they need and doing what they must—even committing casual murder—to survive. Their unabashed cowardice is perhaps their most widely known trait, but skulks don't see themselves as particularly craven. Instead, they view their dishonorable behaviors as the most expedient method of survival. They hate most other humanoids, viewing them as lazy and foolish, and think nothing of sneaking into a home, killing all the residents, and burglarizing what they can carry off without getting caught. Skulk's are renown for their ability to hide which comes from their ability to change the color of his skin to match his surroundings, even complex or regular patterns like bricks and mortar.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Daedîn carefully approaches the unconscious creature...

Perception: 1d20 + 4 ⇒ (19) + 4 = 23

...trying to get a good look at it...

Knowledge (Local): 1d20 + 4 ⇒ (14) + 4 = 18

"I've heard talk of these kind of creatures 'round town...it's a skulk. They're not thought of highly around here...thought to be cowardly and lazy...but very adept at hiding...good thieves...but I can't hold that last part against 'em...

We need to get it roused...and ask some questions..."

Liberty's Edge

HP 23/23; AC 14 12t 12f; saves: f 7, r 5, w 0; bab 1, melee +1, ranged +3; cmb 1, cmd 13; init +cmb 1, cmd 12; init +2; burn 0; wclw 50; folio reroll 1/1 | Vanara terrakineticist / 2 | -21
skills:
acro 8, climb 11, diplo +0/5*, heal 4, intim 5, perc 9, prof: plumber 9, sm 8, stealth 3, umd 5

"I'm no healer, so I can't help with waking it up, but maybe you should tie it up before it gets woken. I do have a wand of cure light, but I don't know how to use it properly. Also, nice shot, Daedin.."

Liberty's Edge

HP 34 AC: 18 T: 11 FF CMD 15 FORT: +5REF: +3 will +1 (+2 Mind Effect and Posion) Init +3 Perception +8 [Low Light Vision] NG Female Nagagi Blood Rager [Arcane] MW Naginata +5 [1d8+4/x4 ]

Doessss it sssspeak Common? she inquires

Dark Archive

Female CN Half-orcAlchemist (Grenadier, Internal Alchemist) 1 | HP: 12/12| AC: 16, 12 Tch, 14(16) Fl) | CMB: +0, CMD: 12 | F: +5, R: +4, W: +1 | Init: +4 | Perc: +5, SM: +1 | Speed 30ft | Bomb: 2/4 | Infusions: 1st cure light wounds, shield | Active conditions: bless | Re-roll (+2): 1/1 |

"That was an impressive shot! We should wake this "Skulk" and ask it some questions. But first... does anyone have some rope?"

Volara gets out a thin wand from her pack and waves it at the others.

"I should mention that I also have a wand for emergency healing. Anyone who can use it is welcome to do so, especially if I find myself in trouble and cannot use it myself. If this creature doesn't wake up soon i'm sure a charge from this will do the job."


Plunder and Peril Ship 1 Plunder and Peril Ship 2

So, who's got rope? Or do you plan on restraining her some other way?

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Daedîn borrows Willem's rope and binds the skulk...

Escape Artist: 1d20 + 9 ⇒ (19) + 9 = 28

Dark Archive

Dhampir Magus (Kensai) 1 HP 8/11 | AC 18/T14/FF14 | F/R/W: +4/+3/+2 | Arcane Pool 1/4

Willem sets his pack on the ground and rummages in it a bit before finding rope, tying it around the skulk tightly so as to prevent the creature's escape. He readies his estoc again once completed, so that if the creature tries anything sneaky he can get a good poke in on it.


1 person marked this as a favorite.
Plunder and Peril Ship 1 Plunder and Peril Ship 2

Daedin snags the chair by the door to the vault and uses it to strengthen the bindings with Willem's help. The Skulk is going nowhere fast. After a few minutes and maybe a gentle slap, the skulk begins to wake up. She looks at the pathfinders, looks down at her ropes, and swallows tightly.

Eh... Oh dear... Um... howdy fella's... don't suppose this is just foreplay and it's time for a fun time huh?

You can tell she's testing her bonds the best she can, but Daedin REALLY knows his knots and it doesn't budge.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Daedîn hides a grin at the skulk's comment. "Not likely, m'lady...seeing you in action, I doubt I'd survive the experience...

Now, tell us what you know about this robbery...as well as the murder of the proprietor...and tell us who you are working for..."


Plunder and Peril Ship 1 Plunder and Peril Ship 2

She struggles a little and growls.

Didn't kill nobody. Good way to get the law on your ass. Take some cash, people get upset, sure, but they let it go eventually. Kymeth and Onamae, they're the one's who stabbed the guard... told them we should have called it off, but they said they'd take care of it... and once he was dead, what was I suppose to do, walk away?

She shifts colors a few times as her emotion rises, becoming almost purple with anger. Her eyes dart around, and her hands shake against the bonds of the ropes.

They didn't say nothing about killing nobody, just that the place would be empty. Walk in, take the cash, they'd have the key, and then ransack the vault... I was starting to grab stuff when the guards came back, and those bastards ran for it, and let the door close on me... they had the key, so I couldn't get out... I had to run for it. I had to!

Sense Motive 15+:
They're telling most of the truth, though they seem to be hedging on something.

Heal 15+:
She's showing signs of addiction, the shakey hands, looks, ect, are from withdraw signs, not fear.

heal 20+:
Specifically, these are the addiction signs of a drug called shiver. Shiver is incredibly addictive and dangerous to the body, but in return can allow for a beautiful dream filled sleep, or a high filled euphoria for several minutes.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Sense Motive: 1d10 + 5 ⇒ (10) + 5 = 15

Heal: 1d10 + 1 ⇒ (4) + 1 = 5

Daedîn nods, smiling at the skulk. "I believe you m'lady...mostly. What are you not telling us? Who are Kymeth and Onamae? Who hired you? Was there something, other than cash, that you were told to acquire?"


Plunder and Peril Ship 1 Plunder and Peril Ship 2

She squirms, shaking.

No! I'm telling the truth! Kymeth and Onamae are just the guys who get the jobs! They get the jobs, tell us where to go, and then we go, nothing more! Don't know who they get them from... stupid pinkies no doubt, but more than that, I don't know, we weren't gonna grab anything else! I didn't kill nobody, didn't even get to steal nothing, Kymeth and Oname where the ones who made off with all the money!

Sense Motive DC 15:
She's becoming more distressed with more stress. She's still hiding something, but what you cannot tell, though she does seem honest to the "was there something, other than cash, you where told to acquire.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Sense Motive: 1d20 + 5 ⇒ (18) + 5 = 23

Daedîn scratches his chin as he ponders a moment. "So, this was a straight money grab...kill the proprietor, get his key to the vault, take all the cash...

Sounds like we're dealing with thieves. I don't believe she knows anything about the murder though...and sounds like her 'bosses' were the ones to kill the guard. Even so, we should take her to the sheriff...

She's hiding something though; maybe the sheriff can get it out of her..."

Dark Archive

Female CN Half-orcAlchemist (Grenadier, Internal Alchemist) 1 | HP: 12/12| AC: 16, 12 Tch, 14(16) Fl) | CMB: +0, CMD: 12 | F: +5, R: +4, W: +1 | Init: +4 | Perc: +5, SM: +1 | Speed 30ft | Bomb: 2/4 | Infusions: 1st cure light wounds, shield | Active conditions: bless | Re-roll (+2): 1/1 |

heal: 1d20 + 1 ⇒ (14) + 1 = 15

sense motive: 1d20 + 1 ⇒ (15) + 1 = 16

"If it was as simple as you say then why and how did you set up the Sphynx as the perpetrator? I can understand wanting to acquire some easy money, but why go to such lengths with a elaborate falsehood to put the law-keepers off your trail?"

Volara watches the skulk shaking and confirms what she initially suspected.

"I'm also concerned with how much you're shaking. I've seen enough addictive substances in my alchemical research to know the signs of when someone is suffering withdrawal symptoms."


Plunder and Peril Ship 1 Plunder and Peril Ship 2

She looks very confused at Volara's first comment.
I didn't do nothing with no sphinx. No idea what your talking about.

At her second, the skulk turns her head away in shame.
I... I don't know what your talking about. I ain't addicted to nothing. I do what I want, when I want, that's what my tribe does. We just snatch stuff for some extra gold is all.

Sense motive 5:
She is definitely lying about not being addicted.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

"She's just a pawn...the two she mentioned running off are the ones who know their employers...but even they probably don't know the scheme, just what they were hired to do. Whomever set this up seems to be good at leaving no trails..."

Sense Motive: 1d20 + 5 ⇒ (11) + 5 = 16

Daedîn nods in appreciation at Volara...

"Addiction, you say? Perhaps that's what she was hiding...she's definitely lying 'bout that..."

Dark Archive

Dhampir Magus (Kensai) 1 HP 8/11 | AC 18/T14/FF14 | F/R/W: +4/+3/+2 | Arcane Pool 1/4

Willem observes the interactions. "I agree, we should bring this one to the sheriff. At the very least, it supports the argument that it wasn't the fair that committed the murder. Not that we particularly needed much proof, but the more we can manage to find the easier time they'll have. I do feel some concern that we don't have any additional support guarding the grounds, there could be reprisal while we investigate."

151 to 200 of 577 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Murder's Mark All Messageboards

Want to post a reply? Sign in.