Of Kings and Commoners - Kingmaker AP

Game Master RPGGGM

With the heart of the Stolen Lands explored and the bandits who ruled there scattered, the long-contested realm finally lies open for pioneers and settlers to stake their claims.:
Amid the rush of opportunistic travelers, the PCs find themselves stewards over a new domain, tasked with the responsibility of guiding and guarding a fledgling nation struggling to grow upon a treacherous borderland. Yet the threats to this new nation quickly prove themselves greater than mere bandits and wild beasts, as the monstrous natives of the hills and forests rampage forth to slaughter all who have trespassed upon their territory. Can the PCs hold the land they’ve fought so hard to explore and tame? Or will their legend be just one more lost to the fangs of the Stolen Lands?

The Current Charter! | Avalon (test) | Party Loot Defunct | The Trading Post | Regional Map Folio | Tactical Map Folio | Ultimate Campaign | Ultimate Rulership


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M Dwarf | AC 25, T12, FF24, CMD 19 | HP 52/52 | F +9 R +5 W +10 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +11 | Active: Shield, Barkskin, Air Walk

"I believe I could agree to help rid this city of a foul beast in the sewers. Do you actually have sewers in Mivon? That's impressive infrastructure for a place of this size."


Female Half-elf Paladin 3/Cleric of Sarenrae 3 || HP 29/53 (53/53 nonlethal) (-3 Con) || AC 22/10 Tch/22 FF || F+12 R+6 W+14 || CMB +7 CMD 17/17 FF || Init +0 || Perception +6, low-light vision

"Great," Serena mutters, mostly to herself. Wandering through the sewers was not her idea of a good time, but if it was required, then she would bear up under the task.


| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |

"Well, we're not getting out through here." Scarlet points at the gate. "So, fine."


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

Lloutz Muniair says his goodbyes after one last attempt to get Illthir to come away with him back to his lodgings, before Needles leads the party back through the city to a small, but packed warehouse near the Bay Gate. There his friends pull up a section of flooring that leads down into a small secret room adjoining a rank, fishy-smelling sewer tunnel.


| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |

Scarlet takes a deep whiff, and coughs.

"Ah... back to the sewers."

She draws her weapons.

"Alright, let's do this!"

Perception: 1d20 + 3 ⇒ (11) + 3 = 14


Male Half-Elf

"Follow the main passage to the east. The tunnels go under the wall and into the Piles--"

He stops and gets a faraway look in his eyes.

dice:
Alia's Perception: 1d20 + 8 ⇒ (2) + 8 = 10
Durgan's Perception: 1d20 + 12 ⇒ (6) + 12 = 18
Illthir's Perception: 1d20 + 9 ⇒ (2) + 9 = 11
Numalar's Perception: 1d20 + 8 ⇒ (18) + 8 = 26
Scarlet's Perception: 1d20 + 4 ⇒ (2) + 4 = 6
Serena's Perception: 1d20 + 6 ⇒ (20) + 6 = 26
Zokon's Perception: 1d20 + 7 ⇒ (15) + 7 = 22

Numalar, Serena:
On the very edge of sound you can make out a sort of singing.... (Will save DC 19; failure means your character is compelled to find the source of the hauntingly beautiful music).

"-Uh? Oh, there is a trapdoor about 350 feet due southeast of here. It's longer because of the twists and turns in the tunnels, but if you keep to the main path you should end up beneath the Piles, outside the wall. There's a red-handled opening in the ceiling in a dead end there. It leads up into a warehouse on the dock. Knock once, pause and knock again three times. When you get there just tell the men there that 'the coast is clear' and that they should give you passage to the eastern shore, once they verify your claims I'll send the rest of your party along once that's done."

The NPCs and possibly Alia if she doesn't pop in, stay behind with Needles and company until the mission is done. Mostly for convenience sake, but as a practical matter sewers are tight spaces.

"If they give you any lip about taking you across tell them 'it is, that or Daggermark', understand? They should take you across the Eel's Wake and into the foothills. We have an arrangement with the night watch in the bay towers. Once you are in the foot hills you are on your own."


Female Half-elf Paladin 3/Cleric of Sarenrae 3 || HP 29/53 (53/53 nonlethal) (-3 Con) || AC 22/10 Tch/22 FF || F+12 R+6 W+14 || CMB +7 CMD 17/17 FF || Init +0 || Perception +6, low-light vision

GM:
Will save: 1d20 + 13 ⇒ (2) + 13 = 15

Where is the music coming from (direction)?

Serena's attention seems to be distracted by something. She looks about as if searching for something and seems to be listening.


M Dwarf | AC 25, T12, FF24, CMD 19 | HP 52/52 | F +9 R +5 W +10 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +11 | Active: Shield, Barkskin, Air Walk

Does Durgan get a Sense Motive to see what is up with Serena? He has +10.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

Serena:
The song is coming from down in the sewer.

Durgan Far-Walker wrote:
Does Durgan get a Sense Motive to see what is up with Serena? He has +10.

dice:
Alia's Sense Motive: 1d20 ⇒ 18 

Durgan's Sense Motive: 1d20 + 10 ⇒ (10) + 10 = 20 
Illthir's Sense Motive: 1d20 + 13 ⇒ (20) + 13 = 33 
Numalar's Sense Motive: 1d20 + 2 ⇒ (7) + 2 = 9 
Scarlet's Sense Motive: 1d20 - 1 ⇒ (17) - 1 = 16 
Zokon's Sense Motive: 1d20 + 6 ⇒ (13) + 6 = 19

Illthir:
Serena seems to be entranced by something.


Female Half-elf Paladin 3/Cleric of Sarenrae 3 || HP 29/53 (53/53 nonlethal) (-3 Con) || AC 22/10 Tch/22 FF || F+12 R+6 W+14 || CMB +7 CMD 17/17 FF || Init +0 || Perception +6, low-light vision

Serena begins to carefully and deliberately walk towards the nearest sewer entrance.


Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

Zokon follows "Lets go all, we need to stick together."


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

CORRECTION

RPGGGM wrote:

** spoiler omitted **

Durgan Far-Walker wrote:
Does Durgan get a Sense Motive to see what is up with Serena? He has +10.

** spoiler omitted **

** spoiler omitted **

Illthir (assuming she didn't go off with Baron Muniair):
Serena seems to be entranced by something.

Status: Dusty | Hp 33/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

That's a safe assumption. The Baron of half-way here seemed like a better pick if she's doing that :P

"Eww. Yeah that's a city scent I haven't missed." Illthir grumbles and ties a sash over her nose and mouth. Like Scarlet she then readies her weaponry and makes a note of the odd phrase. Daggermark? Have I heard that one before ... Hopefully not!

Knowledge: 1d20 ⇒ 7 +7 or +3, depending on which one. Worth a shot!

That wasn't the only odd thing here though. She reached out to grab the arm of the paladin before she managed to wander away. "Hey ... What's wrong?"


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

'Daggermark' is one of the most prosperous, and stable of the River Kingdoms, and has the largest town (of the same name) among them. It is most famous for being run by assassins. However it is possible he said 'dagger mark' as well.


Female Half-elf Paladin 3/Cleric of Sarenrae 3 || HP 29/53 (53/53 nonlethal) (-3 Con) || AC 22/10 Tch/22 FF || F+12 R+6 W+14 || CMB +7 CMD 17/17 FF || Init +0 || Perception +6, low-light vision

"You don't hear it? The music? It's hauntingly beautiful. It's coming from down there," Serena says, indicating the sewer entrance.


| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |

"The what?" Scarlet shrugs. "Serena, stick together here. If this is a trap we need to stick together."


M Dwarf | AC 25, T12, FF24, CMD 19 | HP 52/52 | F +9 R +5 W +10 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +11 | Active: Shield, Barkskin, Air Walk

What is the check to know about the existence of a Captivating Song effect such as from harpies? If Durgan knows about such a thing, he would like to get Bloody Angus to use Countersong try to break the effect on Serena. That is, if Bloody Angus is a bard and not a skald.


Status: Dusty | Hp 33/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

Mm. Ouchiey that we actually might have come across a situation where Countersong would be handy! On the bright side, if it's one of those cave nymphs, we'll miss Distraction too soon enough :P

"Oh?" Illthir looks in the direction indicated and tries to strain her ears. But she still couldn't hear anything. Yet. Maybe if we get closer? Or maybe it's nothing... Now things singing in the sewers weren't usually good news but she couldn't help but be a little curious.

"Hmh. I guess we'll find out if this 'swamp beast' is a songbird or not when we find it. With a bit of luck it's not the other way around ..."


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Durgan Far-Walker wrote:
What is the check to know about the existence of a Captivating Song effect such as from harpies? If Durgan knows about such a thing, he would like to get Bloody Angus to use Countersong try to break the effect on Serena. That is, if Bloody Angus is a bard and not a skald.

Well, a few things. First, it seems a little vague. Durgan would have to actually hear it (or otherwise feel/taste/smell/see/experience it) first to get a full understanding of what is going on--this might all be in her mind after all. He could certainly jump to the conclusion that some devious subterranean kiwi harpy is making the noise though and react accordingly. There are any number of enchantment effects that could be at play here. Second, it would be a knowledge (arcana) (sort of catchall ID magical effect roll), or (if harpies are involved) knowledge (nature)--at a penalty--to recognize them as such by the sound alone. Again, he would probably have to know more about the situation first.

For the record Angus not some namby-pamby, whiny, lute-picker like that fool Fan Auric. He is a skald! A manly profession that demands wearing a plaited skirt kilt!

I'll give Numalar a little longer to roll his save, and then press on tonight.


M Dwarf | AC 25, T12, FF24, CMD 19 | HP 52/52 | F +9 R +5 W +10 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +11 | Active: Shield, Barkskin, Air Walk
Illthir Winlowe wrote:
Mm. Ouchiey that we actually might have come across a situation where Countersong would be handy!

If you play PFS, you might come across this situation fairly often. Many scenarios have harpies, and there are some other things that have a similar ability. The Bay ability of Yeth Hounds and Shadow Mastiffs (have run into both, I think) can be nasty. But we have no bards so we are out of luck and will have to depend on our Will saves - and our best one at that just failed.


Status: Dusty | Hp 33/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

Mhm. I don't actually play PFS. The main beef I have with Countersong is that it can usually be substituted with a pair of cymbals and great enthusiasm :P


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

Numabot Will save: 1d20 + 6 ⇒ (9) + 6 = 15

"...want to be a pepper too...."

The way ahead is dark and smells like you've stuck your head in the privy hole after a particularly old and spicy haggis, and lentils buffet.

The main tunnel is about 10 feet wide though it bulges to 15 feet when there's an elevated walkway appended to it. The walkways (when they occur) are only a yard (meter) above the slow-moving stream of sewage and mucky floor of the main sluiceway. Numerous smaller tributary pipes perforate the walls along the tunnel adding to the main flow.

I assume someone has some sort of light for those who need it? Numalar does not unless you count glitterdust, because he can see in the dark.

At a certain point the eerie music becomes apparent to all.

Everyone beside Numalar and Serena, Will save DC 19; Failure:
Your character is compelled to find the source of the hauntingly beautiful music and draw close to it.


Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

Will: 1d20 + 3 ⇒ (5) + 3 = 8

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Sorry guys... got back from my brother's wedding and was not very well yesterday.

Are we taking the draft animals and wagon into the tunnels? If not, how are we getting them through?

"Do you hear music? I think it's coming from over there..."


M Dwarf | AC 25, T12, FF24, CMD 19 | HP 52/52 | F +9 R +5 W +10 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +11 | Active: Shield, Barkskin, Air Walk

Will: 1d20 + 9 ⇒ (15) + 9 = 24 +2 more if spell or SLA, but makes it anyway.
Durgan feels entranced for a second, before shaking it off.
"This music, it pulls at my mind. It is some sort of sorcery!"
Durgan also doesn't have Light prepared, as he has Darkvision. Illthir has Dancing Lights. He can do all Knowledge at +3, except Religion at +8, so he might have some idea of what is behind the song, but probably not.
If he recognizes any of his comrades as being entranced, he will try shaking their shoulders, waving his hands in front of their faces, and shouting at them.
If all that fails, he'll follow them with his axe drawn, ready to confront the source of the music. He casts Barkskin.

Numalar Auritonius wrote:
Are we taking the draft animals and wagon into the tunnels? If not, how are we getting them through?

Yes, good point, Durgan bought a horse and it isn't going to be going up and down any trapdoors. Do we trust Needles and his crew to send our animals and NPCs to the docks through the Bay tower gates?


Status: Dusty | Hp 33/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

Will (vs sound): 1d20 + 6 + 4 ⇒ (4) + 6 + 4 = 14

Ah damn!

"Yeah, I hear it..." Illthir looks around with a silly grin. "So beautiful!"


Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

"It calls us, we must find it." he starts moving in the direction of the sound


| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |

"Oi! We gotta find the beast and slay it."
Will Save: 1d20 + 0 + 1 ⇒ (5) + 0 + 1 = 6

"But first, let's find that music!" Scarlet turns toward the sound, in any way she can.


Female Half-elf Paladin 3/Cleric of Sarenrae 3 || HP 29/53 (53/53 nonlethal) (-3 Con) || AC 22/10 Tch/22 FF || F+12 R+6 W+14 || CMB +7 CMD 17/17 FF || Init +0 || Perception +6, low-light vision

Serena leads the party towards the sound of the music.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

The music draws the party forward.

Map updated.

I'm going with Illthir's dancing lights for lighting.

I'm leaving Alia behind for now to keep an eye your cart and horses.


Female Half-elf Paladin 3/Cleric of Sarenrae 3 || HP 29/53 (53/53 nonlethal) (-3 Con) || AC 22/10 Tch/22 FF || F+12 R+6 W+14 || CMB +7 CMD 17/17 FF || Init +0 || Perception +6, low-light vision

Serena slogs through the boggy terrain, following the sound of the music.


| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |

"Hey Alia, stay here and guard the horses. Or whatever. We gotta find that music."

Scarlet continues onward.

"Where... is that music coming from?"


Arcane Pool 2/4 | HP: 36/36 HP | AC: 17 / T: 13 / FF: 14 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +12 |

Will Save: 1d20 + 4 ⇒ (18) + 4 = 22
"The horses don't need as much guarding as you guys."
Dimly aware of the music, she attempts to hold Scarlet back at the shoulders. When her bodyguard pulls free to move on, Alia grows worried, rushing along with the others, pulling out her Estoc, and casting Shield if the singing seems close.


M Dwarf | AC 25, T12, FF24, CMD 19 | HP 52/52 | F +9 R +5 W +10 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +11 | Active: Shield, Barkskin, Air Walk

Durgan will also cast Shield when the singing seems close.
"Alia, any idea how to break this spell? Knocking out the singer is my best idea."


Arcane Pool 2/4 | HP: 36/36 HP | AC: 17 / T: 13 / FF: 14 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +12 |

"I would assume so. Unless you are capable of nullifying all sound in an area, it seems like our best option - I doubt there's any doors ahead we could conviently close to block that song.", Alia responds to Durgan as she makes her way towards the front.


Status: Dusty | Hp 33/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

Neither of you happen to have any cowbells or other noisemakers on you?

Even if it doesn't work it makes for an hilarious mental image :P


Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

While going through the tunnel Zokon notes the lack of light and thinking out loud

"I just remembered something else we need. Some of the ioun stone things with those flame spells that always burn cast on them. That would be useful down here."


Serena Mistcastle wrote:
Serena slogs through the boggy terrain, following the sound of the music.

Serena rounds a corner and there in large pipe 5 feet up the wall on the far side of the dimly-lit chamber, behind a rusty steel grate is an elven waif with a bluish tinge to her skin and large eyes as dark as a winter night's sky. She is beautiful to look at, but worn-looking and nearly feral with need. She dressed in rags that may have once been a beautiful dress. She looks excited to see the paladin and beckons her forward, while at the same time anxiously looking both ways out through the grate like prisoner scanning the cell block for her jailer.

Her eyes seem to plead with Serena and the party for help, even as she continues her beautiful sad song.

Performance (sing) total 29--a memorable performance.

dice:
bluff (innuendo): 1d20 + 11 ⇒ (11) + 11 = 22
perform (sing): 1d20 + 10 ⇒ (19) + 10 = 29
Alia's Perception: 1d20 + 8 ⇒ (6) + 8 = 14
Durgan's Perception: 1d20 + 12 ⇒ (4) + 12 = 16
Illthir's Perception: 1d20 + 9 ⇒ (5) + 9 = 14
Numalar's Perception: 1d20 + 8 ⇒ (11) + 8 = 19
Scarlet's Perception: 1d20 + 4 ⇒ (15) + 4 = 19
Serena's Perception: 1d20 + 6 ⇒ (17) + 6 = 23
Zokon's Perception: 1d20 + 7 ⇒ (12) + 7 = 19
stealth: 1d20 + 10 ⇒ (17) + 10 = 27


| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |

"I can lead the way, I can see in the dark." Scarlet sees the woman and sheathes her swords. "Yeah, I see ya. We're coming to help!"

Assuming nothing stops her
Scarlet hustles up to the grate and tries to figure out how to open it.

Str Check, Blood Rage: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19

Her skin turns bright red as she tugs on the grate. "Man this grate is strong! Someone mind giving me a hand, here?"


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

dice:
1d20 + 10 ⇒ (16) + 10 = 26
1d20 + 3 ⇒ (18) + 3 = 21

The waif sings on as Scarlet struggles against the grate.


M Dwarf | AC 25, T12, FF24, CMD 19 | HP 52/52 | F +9 R +5 W +10 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +11 | Active: Shield, Barkskin, Air Walk

"Stop your singing, miss. It has captivated the minds of my companions. If you wish our help, stop singing and speak."
Durgan casts Shield.


Female Half-elf Paladin 3/Cleric of Sarenrae 3 || HP 29/53 (53/53 nonlethal) (-3 Con) || AC 22/10 Tch/22 FF || F+12 R+6 W+14 || CMB +7 CMD 17/17 FF || Init +0 || Perception +6, low-light vision

Serena, ignoring her companions, moves forward, entranced by the music.


Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

Zokon steps up and attempts to aid Scarlet in her gate breaking

Str aid: 1d20 + 3 ⇒ (14) + 3 = 17

"Let's try this!."

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

"A blue elf! What a beautiful song! We must help her!" shouts Numalar.

"I didn't know there were blue elves. Though now that I think of it..."

Not sure which applies, but this is what I got:
Knowledge Arcana: 1d20 + 10 ⇒ (8) + 10 = 18
Knowledge Nature: 1d20 + 4 ⇒ (12) + 4 = 16
Knowledge Planes: 1d20 + 4 ⇒ (5) + 4 = 9
Knowledge Religion: 1d20 + 7 ⇒ (3) + 7 = 10


Status: Dusty | Hp 33/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

How compelled are we to help? Or is that just common decency and the song only gets us in place?

"Don't be silly - of course there's blue elves! It's just regular ones when it's very very cold. Though I suppose ... That might not apply here." Illthir mumbled. The gods knew it was a bit hard to think right now - why was that? Hmm...

Know Local: 1d20 + 7 ⇒ (5) + 7 = 12

Know nature: 1d20 + 7 ⇒ (20) + 7 = 27

Know planes: 1d20 + 3 ⇒ (2) + 3 = 5

Know arcana: 1d20 + 3 ⇒ (5) + 3 = 8

Know dungeoneering: 1d20 + 3 ⇒ (11) + 3 = 14


| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |

I don't know if we're compelled to free her from the cage, but Scarlet is impulsive and would help out a friend in need. Plus she's been helping enough otherworldly ladies before- where is Erevenywg, anyway? Back with the horses?

I may as well hop on the Knowledge check train, here:

Knowledge(Arcana): 1d20 + 5 ⇒ (6) + 5 = 11
Knowledge(Nature): 1d20 + 2 ⇒ (18) + 2 = 20


Status: Dusty | Hp 33/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

Yeah she's back there with the other NPCs. Kind of a shame really, would be neat to see how she'd react.

I'm not opposed to helping, but I'm curious how far-reaching the magical song is. Because if blue elf is friendly and helpfuly inclined magical convincing song might be handy. Say if there's some pesky guards in our way or someone really trustworthy with a pointy surname ... :-P


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

dice:
1d20 + 9 ⇒ (5) + 9 = 14

Map updated.

Zokon steps up into the only space left to him to help the woman behind the grate. His foot lands on something hard just beneath the mud as most of the rest of the party clusters around him.

[dice=bear trap v Zokon (flat-footed)]1d20+10[/dice] damage: 2d6 + 3 ⇒ (2, 2) + 3 = 7

Something goes **SNAP!** and a pair of rusty steel jaws lock around Zokon's boot, cutting through the leather and into his shin!

Zokon Fort save vs disease (DC 12)


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Illthir Winlowe wrote:

Yeah she's back there with the other NPCs. Kind of a shame really, would be neat to see how she'd react.

I'm not opposed to helping, but I'm curious how far-reaching the magical song is. Because if blue elf is friendly and helpfuly inclined magical convincing song might be handy. Say if there's some pesky guards in our way or someone really trustworthy with a pointy surname ... :-P

The effect is indeed 'captivating song' though the singer is not infact a harpy (or at least doesn't seem to be).

Captivating song (harpy version) wrote:
A victim under the effects of the captivating song moves toward the harpy using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the harpy simply stands and offers no resistance to the harpy’s attacks.

A Knowledge (local) DC 10 is enough to tell you that she is an aquatic elf.


Status: Dusty | Hp 33/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

Hmmh. According to the second-to-last sentence we can't even try and free her if we want. But I guess the spirit of it is 'no useful action' right ^^?

But! Two questions!

1) Is a bear-trap filled place considered 'dangerous area'?

2) Anything on any of the knowledge checks? (Buut I guess thre's a good chance that 'we are getting there' on this one since you just began posting : ) )

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