Nightfiend's (PFS-Standard) #7-18 Faithless and Forgotten, Part 3: The Infernal Inheritance (Inactive)

Game Master Nightfiend


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Grand Lodge

Male (True Neutral) Human Rogue 2.0 | AC 16 (T 14/FF 12) | CMB +2 CMD 16 (FF 12) | HP 15/15 | Init +9 | Fort +0 Ref +6 Will +2 | Perception +7 (+8 Traps) | Evasion

Still holding on to the sack, Felli responds "We were brought in as extra support since the guards would be understaffed due to the festival. We were put under the command of Galvar."

That is pretty much true, so I didn't make a Bluff roll for lying.

Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

"If Solstice and Mia are going, so am I," Serge says. "Galvar, two ladies trying to corral prisoners on their own... Think about it. They'll need someone to keep them safe."

I can't take 10, can I?

Diplomacy: 1d20 + 6 ⇒ (4) + 6 = 10


Under the circumstances, Galvar nods at the remaining three and heads off to help suppress the fire. “Meet me in front of the building when this all blows over!”

Now unsupervised where do Serge, Mia, and Solstice wish to go?

Back in the Archives, Felli finds himself in a short tug-of-war over the bag of documents. After Felli mentions the fact that he is part of a group that has been recently brought in as extra help, the woman releases the bag. She then hesitates for a moment before eventually speaking up. “Are you part of the pathfinder group that was sent here to break out someone?” The woman says with a slight hesitation in her voice.

Grand Lodge

Male (True Neutral) Human Rogue 2.0 | AC 16 (T 14/FF 12) | CMB +2 CMD 16 (FF 12) | HP 15/15 | Init +9 | Fort +0 Ref +6 Will +2 | Perception +7 (+8 Traps) | Evasion

Felli looks at the woman suspiciously before finely saying, "Yes." He carefully lowers his hand to draw his dagger quickly if she shows any hostile actions.

lol... Oh my. In my last post, I was inches away from drawing my dagger and slitting her throat (sneak attack) but decided at the last minute to talk my way into getting the sack.

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/10 | HP: 76/76(?/? temp HP)| AC/T/FF: 20 16/12/10 | CMB: +4, CMD: 16 16 | F/R/W: +6/7/16 +6/7/16 | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +17, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life

With a look of relief she watches the over controlling guard take his leave.

Smugly, she whispers, "Afraid of fire! I can't I believe I sold him that line. Me an Ifrit, afraid of fire, sheesh."

"I wonder if Felli found any sort of combination in the office? That one door looks like a big vault that would be very easy to crack if you have the combo. But I think we should go to the torture chamber. By my thinking, that is the most likely place we'll find our man."

Grand Lodge

M Nagaji Hunter (Feral)/4 31/31hp] [AC:20 T:12 FF:19] [F+5/R+5/W+4] [CMB +6] [CMD 17 ] [INIT +5] [Perc +12]

Fundir cautions Ederen.. "Wait. Something is wrong, but I am not sure what. Something.." he takes a few tentative steps into the room, careful to keep his eyes peeled and his feet ready to move. Without taking his eyes from the chains crisscrossing the room, he calls out to the prisoners. "How are you? Do you think any of you can walk?"

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

Mia nods at Solstice's suggestion.

"That is a logical conclusion, though i'm sure the sights in there will be gruesome."

Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

Serge leads the ladies ahead eagerly but sighs all the same. "The torture chamber? I don't think I am going to like the looks of that place, but I suppose we must follow our instructions. Let's go," he says as he reaches and checks that his greatsword is still firmly on his back.


Serge, Mia, and Solstice arrive at the entrance to the interrogation room right about the time Fundir moves into the room to inspect the chain.

Fundir moves cautiously into the interrogation room while verbaly checking on its occupants. Zefiro and two of the other three occupants look to weak to even respond to the hunter's question. The male of the group, lifts his head slowly and manages to blurt out a quick response. “Please help us. We are agents of the Bellflower.” After Fundir gets close to one of the statues, he is able to inspect the mechanism more thoroughly. The device is indeed a trap, which looks to trigger if anyone touches any of the chains or winches. Fundir believes if the trap was triggered, the chains would lash about the room causing heavy damage to anyone in the area.

Back in the archives, the woman in scale lowers her eyes to Felli’s dagger hand and then, once again, makes eye contact with the rogue. “Rest easy pathfinder. I am an undercover Bellflower agent. I was sent to keep an eye on the Nail. I received word last night that your group was in rout to extract one of your own, or something to that effect. Have you been successful in locating you charge?”

Grand Lodge

M Nagaji Hunter (Feral)/4 31/31hp] [AC:20 T:12 FF:19] [F+5/R+5/W+4] [CMB +6] [CMD 17 ] [INIT +5] [Perc +12]

Fudir turns to his newly arrived companions. "Someone go find Filli. This room is trapped, and if anyone touches a chain or winch, all of these chains are going to fly all round the room. We need him to disarm this." Turning back to the prisoners, Fundir tries to comfort him. "We will try to get you out of here.. but there is a trap we must deal with first. How to the interrogators remove your chains?"

Grand Lodge

Male (True Neutral) Human Rogue 2.0 | AC 16 (T 14/FF 12) | CMB +2 CMD 16 (FF 12) | HP 15/15 | Init +9 | Fort +0 Ref +6 Will +2 | Perception +7 (+8 Traps) | Evasion

Felli takes his hand away from his dagger, "We believe he is in the interrogation room and with the distraction I have caused with the fire, my companions should be heading there if not already."

Felli lets the woman take the sack, "We don't have much time. They should eventually realize the fire is in the main office, though they will have to get through the locked door. But during that time we should head toward the interrogation room."

Felli heads toward the interrogation room, looking back to see if the woman follows.

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/10 | HP: 76/76(?/? temp HP)| AC/T/FF: 20 16/12/10 | CMB: +4, CMD: 16 16 | F/R/W: +6/7/16 +6/7/16 | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +17, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life

Solstice pops her head out the room and seeing Felli rushing towards them, waves him forward and returns inside.

"He's almost here."


As Felli reaches the door, the woman chimes in with one final request. “If you are heading to the interrogation room, we believe there are a number of Bellflower agents also being held there. If it is at all possible, could you free them as well?”

The inmate population throbs with adrenalin as the chaos increases. Most the staff are overwhelmed with waves of panicked individuals trying to get free of the fire. Felli finds navigating the prison population difficult, but the rogue manages to slip through in time to see Solstice staring at him from the interrogation room entrance. In the distance a guard’s voice can be heard shouting to the inmates. “The fire is out! We have everything under control! Everyone Calm down!”

Grand Lodge

Male (True Neutral) Human Rogue 2.0 | AC 16 (T 14/FF 12) | CMB +2 CMD 16 (FF 12) | HP 15/15 | Init +9 | Fort +0 Ref +6 Will +2 | Perception +7 (+8 Traps) | Evasion

Felli nods to the woman, "Will do."

Felli mutters to himself after hearing the fire is out, "Damn... knew I should've set another fire elsewhere."

Entering the interrogation room he speaks out, "We don't have much time. Lets get them free and get out of here. Let us also hope the inmates don't just surrender after being freed."

Grand Lodge

M Nagaji Hunter (Feral)/4 31/31hp] [AC:20 T:12 FF:19] [F+5/R+5/W+4] [CMB +6] [CMD 17 ] [INIT +5] [Perc +12]

Fundir turns as Felli enters. "We can do nothing until this trap is disarmed. I need you to look at these chains. We will prepare to move, but that much be done first."

Grand Lodge

Male (True Neutral) Human Rogue 2.0 | AC 16 (T 14/FF 12) | CMB +2 CMD 16 (FF 12) | HP 15/15 | Init +9 | Fort +0 Ref +6 Will +2 | Perception +7 (+8 Traps) | Evasion

Felli quickly takes out the Asmoden Discipline book he pilfered from the main office and flips to the page that has the written note. "Can anyone of you read this? I think it might be a key to the trap if my hunch is correct." (Linguistics check will reveal more information about the note.)

While the others look at the note in the book, Felli will look over the trap and see if he can disarm it without any written clue.

Disable Device: 1d20 + 10 ⇒ (11) + 10 = 21

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/10 | HP: 76/76(?/? temp HP)| AC/T/FF: 20 16/12/10 | CMB: +4, CMD: 16 16 | F/R/W: +6/7/16 +6/7/16 | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +17, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life

"Well, not directly, but I've learned to carry a few of these language scrolls around. If nobody can read it naturally, we can have our best linguist use one of these," she says as she waves a scroll of comprehend languages about.

Grand Lodge

M Nagaji Hunter (Feral)/4 31/31hp] [AC:20 T:12 FF:19] [F+5/R+5/W+4] [CMB +6] [CMD 17 ] [INIT +5] [Perc +12]

"Not me." Fundir says. "We're running out of time.. just go for it!"

With that, he walks over to the prisoners to try and determine how wounded they are. He lifts his waterskin to each of their lips in turn, and tries to help them as much as he can without touching their chains.

Heal: 1d20 + 3 ⇒ (3) + 3 = 6

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

Mia accepts the scroll.

"I'd like to give it a go."

Casting guidance for a quick boost, she studies the text.

Linguistics, guidance: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16


At first, the discipline seems to be nothing more than a poem of sorts. After Mia casts guidance on herself, she notices that there is a consistency with certain letters of one word, combined with letters of a following word. When combined they spell out a number. Example of this would be where is says “Asmodeus even stated” and “Of our wretched fate.”

Felli begins working on the statue closest to the door, which finally gives to his elaborate skill. While disabling the first statue, he determines that each quadrant of the room is safeguarded by two statues, both of which must be disabled to make that specific quadrant safe. Zefiro can be set free after his quadrant has been successfully disabled, which would require Felli to disable the second statue in his quadrant. (One more disable device check to set Zifero free.) Unfortunately, the other three bellflower agents occupy a spate quadrant. (It will require two successful disable device checks for each Bellflower agent that Felli wishes to set free.)

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/10 | HP: 76/76(?/? temp HP)| AC/T/FF: 20 16/12/10 | CMB: +4, CMD: 16 16 | F/R/W: +6/7/16 +6/7/16 | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +17, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life

Solstice prepares to cast Hypnotism (DC 17) on any group that enters the room while Felli is busy (Readied action).

Grand Lodge

Male (True Neutral) Human Rogue 2.0 | AC 16 (T 14/FF 12) | CMB +2 CMD 16 (FF 12) | HP 15/15 | Init +9 | Fort +0 Ref +6 Will +2 | Perception +7 (+8 Traps) | Evasion

Felli wipes sweat from his brow, "This will take some time to free all of them."

Disable Device for Zefiro: 1d20 + 10 ⇒ (20) + 10 = 30

Bellflower Agent 1:

Disable Device: 1d20 + 10 ⇒ (10) + 10 = 20
Disable Device: 1d20 + 10 ⇒ (5) + 10 = 15

Bellflower Agent 2:

Disable Device: 1d20 + 10 ⇒ (6) + 10 = 16
Disable Device: 1d20 + 10 ⇒ (6) + 10 = 16

Bellflower Agent 3:

Disable Device: 1d20 + 10 ⇒ (7) + 10 = 17
Disable Device: 1d20 + 10 ⇒ (18) + 10 = 28

Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

He means to just release them without even knowing their crimes? As much as corruption plagues this place, there must have been a good reason to hold them here. Then again, Zefiro is innocent. Are they too?

As his internal struggle rages on, Serge sweats as he realizes his uncharacteristic lack of decisive action. He has to do something. He takes a hint from Solstice and draws his greatsword. "I don't know what to make of releasing unknown Bellflower prisoners. Truly, I do not. However, we are going to be found out very soon, and I will strike down any who seek to harm these innocents."

If they are, in fact, innocent...

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

"At least they could provide a distraction.
I am not too keen to get incarcerated myself."

Grand Lodge

M Nagaji Hunter (Feral)/4 31/31hp] [AC:20 T:12 FF:19] [F+5/R+5/W+4] [CMB +6] [CMD 17 ] [INIT +5] [Perc +12]

Do I get any response from my interaction with the prisoners? I know my Heal roll sucked, but if I can get them talking or responsive, I should be able to at least have them tell me how bad off they are.. I also asked the one that is talking if he knew how the interrogators manage to undo the chains.

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/10 | HP: 76/76(?/? temp HP)| AC/T/FF: 20 16/12/10 | CMB: +4, CMD: 16 16 | F/R/W: +6/7/16 +6/7/16 | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +17, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life

Solstice reaches out and puts her hand on the hilt of the greatsword as Serge starts to draw it.

"I don't suppose you could hold off on drawing that for a bit. I am hoping to put a spell on any of them that enter. If successful they will just stand there in a daze. But the spell won't work if they are being threatened with a sword."


Fundir wrote:
Do I get any response from my interaction with the prisoners? I know my Heal roll sucked, but if I can get them talking or responsive, I should be able to at least have them tell me how bad off they are.. I also asked the one that is talking if he knew how the interrogators manage to undo the chains.

The four individuals hang virtually limp by their wrists, which are chained to a pylon in the center of the room. The pylon has small alcoves, which helps to keep its occupant standing. Fundir is able to discern that all four occupants have been tortured to the brink of death. Unable to communicate, all four fade in and out of consciousness, but appear to be still standing on their own accord. The man, who mumbled a response earlier, is now no longer responding.

The chaos outside the interrogation room seems to be slowly calming down. The sound of guards shouting directives echoes over the auditorium like sound of the general population moving about. From time to time, a protesting inmate will shout out a derogatory comment, which creates a general cheer of support from the other inmates.

Without hesitation, Felli moves to the second statue within Zefrio’s quadrant. After having successfully disabled the first statue, Felli now feels confident about what needs to be done. With little effort the second statue’s trap falls victim to the rogue’s skilled hands.
The section of the room that Zefiro is standing in is now safe to move through.

Confident in his skill, Felli moves to the next quadrant of the room (Bellflower 1) Once again the first statue gives to the rogues skill, causing the chins that are attached to the statue to go limp. After carefully moving to the second statue in the quadrant, Felli begins taking similar steps to deactivate that statue's device. Unlike the previous statues, this statue seems a little worn. Felli finds himself struggling with the device and is unable to disable it on his first attempt. (Bellflower agent 1 is 50% complete) Frustrated with the device, Felli moves to the next quadrant and begins working on that statues. (Bellflower 2) Much like the worn statue in the previous quadrant, both states in this quadrant appear to be heavily worn. Felli finds the gears difficult to jam and is unable to disable them. (Bellflower agent 2 is 0% complete.) Finally, the rogue moves to the last quadrant and begins working on the statues there. (Bellflower 3) The first statue is worn, but the second statue seems in good shape. Unable to disable the first statue, Felli focuses his attention on the second one, where finds some success. (Bellflower agent 3 is 50% complete.)

Felli is welcome to retry the disable attempt if he likes. It takes approximately 1 round per device to make the attempt and is considered a full round action if we end up in combat rounds.

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/10 | HP: 76/76(?/? temp HP)| AC/T/FF: 20 16/12/10 | CMB: +4, CMD: 16 16 | F/R/W: +6/7/16 +6/7/16 | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +17, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life

"Someone should heal the survivors; we may need all the help we can get if this goes mammoth down."

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

Mia takes 10 for 20 to help the freed prisoners as best she can.

Grand Lodge

Male (True Neutral) Human Rogue 2.0 | AC 16 (T 14/FF 12) | CMB +2 CMD 16 (FF 12) | HP 15/15 | Init +9 | Fort +0 Ref +6 Will +2 | Perception +7 (+8 Traps) | Evasion

Frustrated with the failures, Felli goes back and starts to work on the ones he couldn't disarm, hoping this time he gets it to work.

Bellflower 1:

Disable Device: 1d20 + 10 ⇒ (14) + 10 = 24

Bellflower 2:

Disable Device: 1d20 + 10 ⇒ (11) + 10 = 21
Disable Device: 1d20 + 10 ⇒ (7) + 10 = 17

Bellflower 3:

Disable Device: 1d20 + 10 ⇒ (14) + 10 = 24

Liberty's Edge

Current Status:
hp 11/11
Half-orc magus 1 (Pathfinder RPG Ultimate Magic 9) CG Medium humanoid (human, orc) Init +6; Senses darkvision 60 ft.; Perception +2 || AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 11 (1d8+3) Fort +6, Ref +4, Will +5 Defensive Abilities sacred tattoo

Ederen feels utterly useless in the current situation - he has no healing powers, and understands nothing about traps or similar contraptions...

He just stands there watching over the others, more capable than himself to deal with the current situation, then decides to move to the door - "Things are quieting down - we are bound to have company soon" - he comments.

Perception: 1d20 + 2 ⇒ (15) + 2 = 17

Grand Lodge

M Nagaji Hunter (Feral)/4 31/31hp] [AC:20 T:12 FF:19] [F+5/R+5/W+4] [CMB +6] [CMD 17 ] [INIT +5] [Perc +12]

As the noise quiets down, Fundir turns to the group. "The fire must be out, but the prisoners still seem rowdy. We will be missed soon if we are not already. Anyone want to stir the pot out there and start a riot??"

I don't think that Felli's new friend accompanied him over here.. thats worse luck. Whatever we do, we need to do it quickly. We also need to think of a story to get us out of here, unless yall want to fight out way out.


Setting his resolve, Felli moves carefully back through the room to make a second attempt to dislodge the damaged traps. After tuning out the background noise and focusing on the task at hand, the rogue manages to disable three out of the four traps. This frees two of the Bellflower agents, leaving one agent still shackled to the center pillar. (The second statue connected to the quadrant associated with Bellflower agent 2 (The 17) holds tight.) Zefiro and the two freed agents manage to regain their feet, but are in bad shape. In their current condition they seem able to move, but are in no shape to fight.

In the distance, the sound of guards can be heard closing the distance between yourselves and the fire. Inmates slowly begin moving back to their cells while the chaos begins to subside. While keeping a close eye on the outside commotion, Edrin catches sight of a guard who stops in front of the interrogation room. The man glances over towards the room, pauses a moment, and then moves further down the walkway.

(Bellflower 2 is the last captive remaining. You can choose to leave her behind, or make a third attempt to free her.)

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/10 | HP: 76/76(?/? temp HP)| AC/T/FF: 20 16/12/10 | CMB: +4, CMD: 16 16 | F/R/W: +6/7/16 +6/7/16 | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +17, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life

2/3 ain't bad!

"I'm getting nervous here. I'd rather not join the prisoners. Let's get moving!"

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

Mia sees the guard stop.

Assuming he saw us....

Mia opens her palm.
"Hush...."

Casting slumber hex, DC 15.
If he fails he'll be KO for 2 rounds, and someone can CDG & drag him away.

Grand Lodge

Male (True Neutral) Human Rogue 2.0 | AC 16 (T 14/FF 12) | CMB +2 CMD 16 (FF 12) | HP 15/15 | Init +9 | Fort +0 Ref +6 Will +2 | Perception +7 (+8 Traps) | Evasion

Not like leaving a victim behind to at least talk, Felli gives one more attempt to free the last prisoner before debating with himself to silence them.

Disable Device (last attempt): 1d20 + 10 ⇒ (18) + 10 = 28
Sweet! Now if I can keep getting these good rolls if combat happens.


Will Save: 1d20 + 0 ⇒ (3) + 0 = 3 (The guard failed his save to Mia’s hex.)

As the guard begins to walk away Mia successfully casts a slumbering hex, which sends the man toppling to the ground. A couple inmates see the guard plummet to the ground and pause a moment before they begin to loot the guard. The sound of guards securing other inmates into their assigned cells becomes clearer as the staff gets closer to the interrogation room.

In the course of Solstice stating that she thinks the group should leave, Felli manages to disable the remaining statue. The last set of chains falls to the ground freeing the last agent.

Now with everyone freed, the traps disabled, and the guard unconscious outside, what would the group like to do next.

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

"Phew, that one won't rat on us, briefly."

Mia addresses the inmates who are looting the guard.
Diplomacy, guidance: 1d20 + 2 + 3 + 1 ⇒ (20) + 2 + 3 + 1 = 26

"You lads there, better to end him and hide him, lest he wake up and tell the other guards there is trouble in these parts.
With his equipment, you could get the jump on any isolated guards patrolling the halls. They're locking up unarmed inmates easier than you with his weapons."

So hoping this works.

Back to the group..
"Quickly, we must leave. A missing guard is going to draw attention.
If those lads do what i hope they will do, it will give us chance to avoid attention."

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/10 | HP: 76/76(?/? temp HP)| AC/T/FF: 20 16/12/10 | CMB: +4, CMD: 16 16 | F/R/W: +6/7/16 +6/7/16 | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +17, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life

"Much as that big door safe thing intrigues me, I thinks she's right. In and out with as little fuss as possible seems the order of the day. Let's get out of here."

Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

Serge angrily growls at Mia. "End him? What barbarism is this?" He moves over to the sleeping guard and gently drags him back through the interrogation room, half-heartedly attempting to wrap a chain around his wrist. "Even this is not without consequence. This man has a family. Children, even. Yet you mean to use witchcraft to put him to sleep, and tell us to slaughter him while he helplessly lies here?" Serge shakes his head as he silently walks ahead and begins exiting the room. "I've seen enough. We have what we came for. Come, Zefiro, let's go."

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/10 | HP: 76/76(?/? temp HP)| AC/T/FF: 20 16/12/10 | CMB: +4, CMD: 16 16 | F/R/W: +6/7/16 +6/7/16 | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +17, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life

Solstice exchanges a glance with Mia as if to say "I guess we had to expect that".

He's cute but a little impractical.

"NOW, can we go?"

Grand Lodge

Male (True Neutral) Human Rogue 2.0 | AC 16 (T 14/FF 12) | CMB +2 CMD 16 (FF 12) | HP 15/15 | Init +9 | Fort +0 Ref +6 Will +2 | Perception +7 (+8 Traps) | Evasion

Helping the last prisoner he set free to their feet, Felli rejoins the others. "Yes. Lets get out of here. We have freed who we came for and I've managed to 'collect' other intelligence that might be useful."

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

I was sure i edited it to 'tie him up and hide him', but i guess i will have to go with this.

Mia returns the glance towards Solstice with a shrug.

"He will wake up in 12 seconds, Serge. I didn't say we were to kill him. I want to safeguard our lives, so you and i and the others make it out in one piece.
I'm sorry to say this, but if my hex were more powerful we -would- have ample time to tie him up, but not as is."

Concerned look/diplomacy, guidance: 1d20 + 2 + 3 + 1 ⇒ (11) + 2 + 3 + 1 = 17

Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

Serge breathes a sigh, releasing some tension as Mia's soft words and puppy dog stare are enough to reassure him she meant no harm, for the most part. "I understand. You are right that safe passage with Zefiro out of here is our top priority. Let's make haste before any more guards show up and we have to have this discussion again."


After a few moments vested in timing your exit, you manage to find a window of opportunity where the staff’s attention is focused elsewhere. With all four interrogation victims in poor shape, your movement is slowed. Fortunately, in this particular case, the slower movement seems to aid you in the process of working your way through the crowed.

(Because the staff is focused on regaining control of the institution, I will only require (1) stealth check (DC 15) from everyone in order to avoid being detected moving from the interrogation room to the exit. If anyone fails this check, a diplomacy, bluff, or intimidation check (DC 20) can be made by anyone in the group to explain why you are escorting inmates to the front of the establishment. I will be adjusting the DC based upon how believable the diplomacy, bluff, or intimidate attempt sound. )

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/10 | HP: 76/76(?/? temp HP)| AC/T/FF: 20 16/12/10 | CMB: +4, CMD: 16 16 | F/R/W: +6/7/16 +6/7/16 | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +17, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life

Stealth: 1d20 + 2 ⇒ (4) + 2 = 6

I guess it was inevitable that someone would fail, so why not Solstice. Can anyone beat Solstice's +10 intimidate?

Grand Lodge

Male (True Neutral) Human Rogue 2.0 | AC 16 (T 14/FF 12) | CMB +2 CMD 16 (FF 12) | HP 15/15 | Init +9 | Fort +0 Ref +6 Will +2 | Perception +7 (+8 Traps) | Evasion

Felli casually walks through the hall, but in reality making himself blend into any crowds or slipping from shadow to shadow.

Stealth: 1d20 + 7 ⇒ (2) + 7 = 9

My bluff is only +5. ugh.. I would roll low now.

Grand Lodge

M Nagaji Hunter (Feral)/4 31/31hp] [AC:20 T:12 FF:19] [F+5/R+5/W+4] [CMB +6] [CMD 17 ] [INIT +5] [Perc +12]

Sorry for my silence.. I tried to post yesterday, but the boards were a mess. All I got were the spinney wheel of boredom and pages that wouldn't load. Still having some trouble with loading pages (normally when I click Post, ergo losing the post.. but at least my games are loading now!

Fundir watches quietly over his team as they release the prisoners, then leads the group out. Stealth however, is not to be for him.. the reptile man sticks out like nothing else in this gods forsaken jail.
Stealth: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/10 | HP: 76/76(?/? temp HP)| AC/T/FF: 20 16/12/10 | CMB: +4, CMD: 16 16 | F/R/W: +6/7/16 +6/7/16 | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +17, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life

Clomp, clomp, clomp!


The group makes it about halfway to the exit when a contingent of four guards takes notice of you. Two of the four guards seem preoccupied with giving directive to the remaining inmates, while the other two look squarely in your direction. One of the two, a large muscular man, steps forward and shout from about 20’ away. “Hay! Stop! Where are you going with those prisoners?” The four prisoners stagger along with the group, but are unable to respond to the threat.

(I updated the map to reflect the groups location as well as the guards that are shouting at you.)

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