(PFS 09-08) GM Dinketry and the Birthright Betrayed #2 (Inactive)

Game Master dinketry

Politics! Intrigue! For (even more) Taldor!!!

Birthright Day Fest!


451 to 500 of 755 << first < prev | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | next > last >>
Silver Crusade

Male Human (Tian-Shu) Samurai 2/Fighter (Dragoon) 1 | HP 30/30 | AC 21 T 13 FF 19 | Fort 7 Ref 2 Will 0 | CMB +6 CMD 18 | Init +2 Perc +6

"I have my own Wayfinder, but I thought we were incognito here."

Perception rolls, please :)

Grand Lodge

The Mountain's Maw |

It is the middle of the day. Though you’re shielded from most of the people crossing the bridge, folks moving parallel to the river on the opposite bank are watching you. You’re not incognito.

Sovereign Court

CN male Svetocher Dhampir Dark Lord 4
Spoiler:
|AC 19, T 10|HP: 27/27|F +4, R +1, W +3 (+2 vs disease/MA/-1 versus positive/+1 vs fear/+4 vs Performance/sonic/language)|Init +7, Perc +3|CMB +6 CMD 16|10/15 Blood Magic, 1/1 command, 1/1 charm|Stipend: 100

Perception: 1d20 + 3 ⇒ (15) + 3 = 18

The Exchange

Ratfolk
Stats:
Occultist (Psychodermist) 5 Unchained Rogue 1| AC 21, touch 17, flat-footed 15 | CMD 14 | hp 44 b]Fort [/b]+6, Ref +10, Will +8 | Spd 20' | Init +8

Whoops, missed that.

We're d-deputies. Remmy casually explains as he puts the wayfinder back around his neck.

Lawful f-forces ya know.

perception: 1d20 + 6 ⇒ (16) + 6 = 22

Silver Crusade

Male Human (Tian-Shu) Samurai 2/Fighter (Dragoon) 1 | HP 30/30 | AC 21 T 13 FF 19 | Fort 7 Ref 2 Will 0 | CMB +6 CMD 18 | Init +2 Perc +6
GM Dinketry wrote:
It is the middle of the day. Though you’re shielded from most of the people crossing the bridge, folks moving parallel to the river on the opposite bank are watching you. You’re not incognito.

Incognito as far as not revealing our affiliations

Sovereign Court

Female Kitsune Chelaxian Noble Scion 3 | Permanent Endure Elements (cold) | HP: 20/20 | AC: 11 | T: 11 | FF: 10 | CMD: 10 | Fort: +2 | Ref: +2 | Will: +6 | Init: +7 | Perc: +0 | Sense Motive: +0 | Speed: 30 ft.
Tracked resources:
Arcane Spells: 0 - 5 ; 1st - 6/6 ; Divine Spells: 0 - 4 ; 1st - 3/5 | Disguise Self: 2/2 ; Daze: 3/3 ; Dancing Lights: 3/3 ; Omen: 1/1

Segray can cast dancing lights if needed.

Segray follows the others silently.

Perception: 1d20 ⇒ 18

Sovereign Court

Male Human Fighter 4 HP 24/40 - AC: 28 T: 14 /FF: 25 - Perception -1 - F: +6 / R: +3 /W: +0 - CMB +8 - CMD 21 - Speed 20 - Init. +6

Chelk looks around while he readies his shield. "Never hurts to have a noble crest on display in Taldor" he chuckles, nodding towards the shield with its intricate design. "Even if no-one round here will recognize it"

He peers into the gloom.

Perception: 1d20 - 1 ⇒ (2) - 1 = 1

He can barely see his own feet.

Grand Lodge

The Mountain's Maw |

Mercutio, Remmy, and Segray spy the tell-tale cracks of an obscured entrance way in the recess of the wall under the bridge.

I've placed you all on the beach. Those under the bridge will appear transparent, as you can see on the map.

Silver Crusade

Male Human (Tian-Shu) Samurai 2/Fighter (Dragoon) 1 | HP 30/30 | AC 21 T 13 FF 19 | Fort 7 Ref 2 Will 0 | CMB +6 CMD 18 | Init +2 Perc +6

Kita will approach and look for traps before opening the door.

Take 10 for 16

If not allowed:
Perception: 1d20 + 6 ⇒ (7) + 6 = 13

Grand Lodge

The Mountain's Maw |

You’re in no rush, Kita. You can take 10.

The samurai checks out the door and satisfies himself that there are no traps present.

Silver Crusade

Male Human (Tian-Shu) Samurai 2/Fighter (Dragoon) 1 | HP 30/30 | AC 21 T 13 FF 19 | Fort 7 Ref 2 Will 0 | CMB +6 CMD 18 | Init +2 Perc +6

Open door.

"Remmy, do you want to scout ahead or should I lead?"

The Exchange

Ratfolk
Stats:
Occultist (Psychodermist) 5 Unchained Rogue 1| AC 21, touch 17, flat-footed 15 | CMD 14 | hp 44 b]Fort [/b]+6, Ref +10, Will +8 | Spd 20' | Init +8

Remmy snuffles the air and steps forward, checking the thing for traps himself.

perception: 1d20 + 6 ⇒ (18) + 6 = 24

You l-lead. I'm s-sneaky, I'm not THAT s-s-sneaky.

Silver Crusade

Male Human (Tian-Shu) Samurai 2/Fighter (Dragoon) 1 | HP 30/30 | AC 21 T 13 FF 19 | Fort 7 Ref 2 Will 0 | CMB +6 CMD 18 | Init +2 Perc +6

Unless there is light in the tunnel, Kita will wait for the Dancing Lights, then enter with Katana in hand.

Grand Lodge

The Mountain's Maw |

Kita opens the door, and spurred by Remmy, moves in after the dancing lights proceed ahead of him.

Map on the second page of the Saint Lymirin Bridge link

Silver Crusade

Male Human (Tian-Shu) Samurai 2/Fighter (Dragoon) 1 | HP 30/30 | AC 21 T 13 FF 19 | Fort 7 Ref 2 Will 0 | CMB +6 CMD 18 | Init +2 Perc +6

Kita proceeds forward to where the tunnel widens, casually looking for tripwires as he moves.

Perception: 1d20 + 6 ⇒ (16) + 6 = 22

What do I see now?

Sovereign Court

Female Kitsune Chelaxian Noble Scion 3 | Permanent Endure Elements (cold) | HP: 20/20 | AC: 11 | T: 11 | FF: 10 | CMD: 10 | Fort: +2 | Ref: +2 | Will: +6 | Init: +7 | Perc: +0 | Sense Motive: +0 | Speed: 30 ft.
Tracked resources:
Arcane Spells: 0 - 5 ; 1st - 6/6 ; Divine Spells: 0 - 4 ; 1st - 3/5 | Disguise Self: 2/2 ; Daze: 3/3 ; Dancing Lights: 3/3 ; Omen: 1/1

Segray does not have dancing lights but light.

Before going into the tunnel, Segray casts a spell on Kita's katana. It now radiates light as an oil lamp.

Sovereign Court

Male Human Fighter 4 HP 24/40 - AC: 28 T: 14 /FF: 25 - Perception -1 - F: +6 / R: +3 /W: +0 - CMB +8 - CMD 21 - Speed 20 - Init. +6

Chelk follows along, peering around, aware that he isn’t much good at this sort of thing.

Grand Lodge

The Mountain's Maw |

Kita leads Chelk and Segray into the dank and dark tunnel. Centuries old and carved into the basalt foundation of the town, the tunnel moves forward 50 feet before ending in a T-intersection.

Kita:
You spy no tripwires or other such traps.

Silver Crusade

Male Human (Tian-Shu) Samurai 2/Fighter (Dragoon) 1 | HP 30/30 | AC 21 T 13 FF 19 | Fort 7 Ref 2 Will 0 | CMB +6 CMD 18 | Init +2 Perc +6

Proceed down the left-hand tunnel.

Perception: 1d20 + 6 ⇒ (11) + 6 = 17

The Exchange

Ratfolk
Stats:
Occultist (Psychodermist) 5 Unchained Rogue 1| AC 21, touch 17, flat-footed 15 | CMD 14 | hp 44 b]Fort [/b]+6, Ref +10, Will +8 | Spd 20' | Init +8

Remmy follows closely behind the Samurai, sniffing the air for anything that might catch his nose.

Perception: 1d20 + 6 ⇒ (12) + 6 = 18

Sovereign Court

LN Elf Psychic (Dream) 8 / Enchanting Courtesan 1 | HP: 47/56 | AC: 9 | T: 9 | FF: 9 | CMD: 11 | Fort: +6 | Ref: +4 | Will: +10 | Init: -1 | Perc: +12 | Sense Motive: +12 | Speed: 30 ft. | PPP: 5/7 | 1st: 9/9 | 2nd: 6/8 | 3rd: 3/7 | 4th: 4/5 |

Uzziah maintains his guard at the top of the rope. Casually scanning passerby for any untoward motives.

Sovereign Court

Female Kitsune Chelaxian Noble Scion 3 | Permanent Endure Elements (cold) | HP: 20/20 | AC: 11 | T: 11 | FF: 10 | CMD: 10 | Fort: +2 | Ref: +2 | Will: +6 | Init: +7 | Perc: +0 | Sense Motive: +0 | Speed: 30 ft.
Tracked resources:
Arcane Spells: 0 - 5 ; 1st - 6/6 ; Divine Spells: 0 - 4 ; 1st - 3/5 | Disguise Self: 2/2 ; Daze: 3/3 ; Dancing Lights: 3/3 ; Omen: 1/1

Segray continues to follow the men.

Grand Lodge

The Mountain's Maw |

Kita leads Remmy, Chelk, and Segray into the dank and dark tunnel. Centuries old and carved into the basalt foundation of the town, the tunnel moves forward about 50 feet before ending in a t-intersection. The samurai chooses the left passage and moves forward, his blade radiating light on a small cramped passage.

I'll allow everyone else to move themselves on the map for now. It's the second page of the Bridge map.

Grand Lodge

The Mountain's Maw |

Kita proceeds down the left-hand tunnel, which begins to head up rough-hewn steps. The tunnel ends on a stout wooden door.

Silver Crusade

Male Human (Tian-Shu) Samurai 2/Fighter (Dragoon) 1 | HP 30/30 | AC 21 T 13 FF 19 | Fort 7 Ref 2 Will 0 | CMB +6 CMD 18 | Init +2 Perc +6

Kita glances around the edge of the door, but waits for Remmy's more expert eye to look for traps and open the door.

Perception: 1d20 + 6 ⇒ (19) + 6 = 25

The Exchange

Ratfolk
Stats:
Occultist (Psychodermist) 5 Unchained Rogue 1| AC 21, touch 17, flat-footed 15 | CMD 14 | hp 44 b]Fort [/b]+6, Ref +10, Will +8 | Spd 20' | Init +8

Remmy approaches and looks over the door...

perception: 1d20 + 7 ⇒ (13) + 7 = 20

Clear, best I can t-t-tell.

Silver Crusade

Male Human (Tian-Shu) Samurai 2/Fighter (Dragoon) 1 | HP 30/30 | AC 21 T 13 FF 19 | Fort 7 Ref 2 Will 0 | CMB +6 CMD 18 | Init +2 Perc +6

Once Remmy opens the door, Kita will dart forward into the room, ready to react to any danger.

Grand Lodge

The Mountain's Maw |

The door, though seemingly free of traps, does not appear to be able to be opened. Remmy thinks that it might be barred from the other side.

DEAD END, says the GM.

Silver Crusade

Male Human (Tian-Shu) Samurai 2/Fighter (Dragoon) 1 | HP 30/30 | AC 21 T 13 FF 19 | Fort 7 Ref 2 Will 0 | CMB +6 CMD 18 | Init +2 Perc +6

"At least we know our flank will be clear"

We return to the T and go in the opposite direction.

Perception: 1d20 + 6 ⇒ (2) + 6 = 8

The Exchange

Ratfolk
Stats:
Occultist (Psychodermist) 5 Unchained Rogue 1| AC 21, touch 17, flat-footed 15 | CMD 14 | hp 44 b]Fort [/b]+6, Ref +10, Will +8 | Spd 20' | Init +8

Remmy sniffs along behind Kita, keeping an eye on things as they go.

Perception: 1d20 + 6 ⇒ (7) + 6 = 13

Grand Lodge

The Mountain's Maw |

The tunnel continues along a narrowed passage, finally opening up in a larger chamber with no exits. At the southern end of the chamber, the group finds a collection of crates and barrels, all empty. The barrels still contain a small amount of viscous briny liquid at their bottom. The maker's mark on each barrel appears to have been scratched out.

Perception DC 13:
The smell/taste of the briny liquid is that of preserved (salted) pork.

Appraise DC 13:
You are pretty sure that the scratched out maker's mark is a scaly gar.

Successful previous Appraise check + Knowledge Nobility DC 18:
The scaly gar is featured in the coat of arms of Count Orlundo Zespire.

The Exchange

Ratfolk
Stats:
Occultist (Psychodermist) 5 Unchained Rogue 1| AC 21, touch 17, flat-footed 15 | CMD 14 | hp 44 b]Fort [/b]+6, Ref +10, Will +8 | Spd 20' | Init +8

Appraise: 1d20 + 3 ⇒ (5) + 3 = 8

Remmy sniffs the briny liquid and squeeks loudly.

Salted pork! Delicious!

He is apparently to distracted by the smell of the food to be of much help with the maker's mark.

Sovereign Court

CN male Svetocher Dhampir Dark Lord 4
Spoiler:
|AC 19, T 10|HP: 27/27|F +4, R +1, W +3 (+2 vs disease/MA/-1 versus positive/+1 vs fear/+4 vs Performance/sonic/language)|Init +7, Perc +3|CMB +6 CMD 16|10/15 Blood Magic, 1/1 command, 1/1 charm|Stipend: 100

Appraise: 1d20 + 6 ⇒ (18) + 6 = 24
Knowledge (Nobility): 1d20 + 15 ⇒ (3) + 15 = 18

"Ah-ha, what's this? A gar! Like the one on Count Orlundo Zespire's coat of arms."

Silver Crusade

Male Human (Tian-Shu) Samurai 2/Fighter (Dragoon) 1 | HP 30/30 | AC 21 T 13 FF 19 | Fort 7 Ref 2 Will 0 | CMB +6 CMD 18 | Init +2 Perc +6

Kita looks around with annoyance.

"So, we have pirated goods, but no evidence pointing to who the pirates are or any connection to the Earl.

I guess we will have to set up a stakeout."

Grand Lodge

The Mountain's Maw |

Correction, Kita: you have empty crates and barrels stamped with the scratched-out mark of Count Zespire. You have no goods.

Sovereign Court

Female Kitsune Chelaxian Noble Scion 3 | Permanent Endure Elements (cold) | HP: 20/20 | AC: 11 | T: 11 | FF: 10 | CMD: 10 | Fort: +2 | Ref: +2 | Will: +6 | Init: +7 | Perc: +0 | Sense Motive: +0 | Speed: 30 ft.
Tracked resources:
Arcane Spells: 0 - 5 ; 1st - 6/6 ; Divine Spells: 0 - 4 ; 1st - 3/5 | Disguise Self: 2/2 ; Daze: 3/3 ; Dancing Lights: 3/3 ; Omen: 1/1

Segray scratches her head.

"Sooo, we need wait for the pirates to show up? Say, like, come back during the night?" she asks.

Silver Crusade

Male Human (Tian-Shu) Samurai 2/Fighter (Dragoon) 1 | HP 30/30 | AC 21 T 13 FF 19 | Fort 7 Ref 2 Will 0 | CMB +6 CMD 18 | Init +2 Perc +6

"Looks like that is what we will need to do. We should go inform Uzziah."

Kita will head back out to the entrance and call up to Uzziah. "Come down the rope, we need to discuss what to do next."

When they are able to talk Kita will relate what they found, and wait to see if Uzziah has any better idea than to wait around inside the cave.

Sovereign Court

LN Elf Psychic (Dream) 8 / Enchanting Courtesan 1 | HP: 47/56 | AC: 9 | T: 9 | FF: 9 | CMD: 11 | Fort: +6 | Ref: +4 | Will: +10 | Init: -1 | Perc: +12 | Sense Motive: +12 | Speed: 30 ft. | PPP: 5/7 | 1st: 9/9 | 2nd: 6/8 | 3rd: 3/7 | 4th: 4/5 |

A flash of skepticism appears and disappears on Uzziah's face as he approaches the rope. But he takes it carefully and arrives on the ground without incident.

After receiving the information Uzziah thinks for several minutes before speaking back up. "The best plan would be to wait in the storage room."

The Exchange

Ratfolk
Stats:
Occultist (Psychodermist) 5 Unchained Rogue 1| AC 21, touch 17, flat-footed 15 | CMD 14 | hp 44 b]Fort [/b]+6, Ref +10, Will +8 | Spd 20' | Init +8

Remmy is busy snuffling around the cave looking for more food.

W-w-whatever you d-decide.

Silver Crusade

Male Human (Tian-Shu) Samurai 2/Fighter (Dragoon) 1 | HP 30/30 | AC 21 T 13 FF 19 | Fort 7 Ref 2 Will 0 | CMB +6 CMD 18 | Init +2 Perc +6

Sounds good to me, let's set up in the storage room, with a rotating guard at the entrance listening for activity at the beach/entrance?

Grand Lodge

The Mountain's Maw |

The group moves into the storage room area in the early afternoon, setting a rotating watch. The day goes by slowly and sinks into nightfall.

To be clear, you've not had the opportunity to rest properly - this is still the same day. I've placed everyone in the tunnels (save for Uzziah) and drawn wall guides.

GM roll: 1d6 ⇒ 61d4 + 2 ⇒ (4) + 2 = 6

The evening winds on uneventfully, the foot traffic across the bridge slowing and then ceasing completely after the mid-night bell. Uzziah's watch - grudgingly agreed to - has been dull, and the elf yawns at his post by the entrance to the smuggler's tunnels while his comrades attempt fitful rest deeper within.

Suddenly, Uzziah becomes aware of the sound of rushing water in a rhythmic fashion - as if paddles were being used on the river. Sure enough, the dull light of a hooded pole lantern comes into view under the bridge as the prow of a long and narrow river barge pulls up close to the beach. A well-muscled sailor hops nimbly off the deck onto the beach and quickly secures a rope. Despite the dim light, Uzziah can see the movement of at least two other people on the well-laden barge. A whispered voice sounds out, just decipherable to Uzziah's post.

"Carlo, take Dalan and check out the tunnels. I have been told that there were some armed snoopers under the bridge earlier today. Bring them to us if they're in there."

The figure known as Carlo grunts in assent and unsheathes his rapier as he awaits his colleague.

Uzziah, what do you do? Note that the entrance to the tunnel is a single 5 foot square.

Grand Lodge

The Mountain's Maw |

Awaiting Uzziah.

Sovereign Court

LN Elf Psychic (Dream) 8 / Enchanting Courtesan 1 | HP: 47/56 | AC: 9 | T: 9 | FF: 9 | CMD: 11 | Fort: +6 | Ref: +4 | Will: +10 | Init: -1 | Perc: +12 | Sense Motive: +12 | Speed: 30 ft. | PPP: 5/7 | 1st: 9/9 | 2nd: 6/8 | 3rd: 3/7 | 4th: 4/5 |

Hmmm...just two? Uzziah thinks as he walks to the 'T' intersection in the tunnels. Without a light source, he positions himself just around the corner toward the storage room. If things go awry they'll wake up anyway. Uzziah readies Sleep for when he can see both of them.

He'll cast it so that both are in the area focusing on the one who doesn't have the light source.

Sleep DC 19:
School enchantment (compulsion) [mind-affecting]; Level adept 1, arcanist 1, bard 1, mesmerist 1, occultist 1, psychic 1, sahir-afiyun 1, shaman 1, skald 1, sorcerer/wizard 1, witch 1
Casting
Casting Time 1 round
Components V, S, M (fine sand, rose petals, or a live cricket)
Effect
Range medium (100 ft. + 10 ft./level)
Area one or more living creatures within a 10-ft.-radius burst
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes
Description
A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.

Grand Lodge

The Mountain's Maw |

Two sailors slowly advance into the tunnel, the first one (Carlo) bearing a hooded lantern. Just inside the entrance, Uzziah springs his trap on them and casts his spell.

Will Save: 1d20 + 1 ⇒ (12) + 1 = 13 FAIL!

Unfortunately, Uzziah, your spell only affected one of them based on the HD limit of the spell.

GM rolls:
Chelk Initiative: 1d20 + 6 ⇒ (2) + 6 = 8Kita Initiative: 1d20 + 2 ⇒ (7) + 2 = 9Mercutio Initiative: 1d20 + 4 ⇒ (14) + 4 = 18Remmy Initiative: 1d20 + 8 ⇒ (14) + 8 = 22Segray Initiative: 1d20 + 7 ⇒ (12) + 7 = 19Uzziah Initiative: 1d20 - 1 ⇒ (20) - 1 = 19Carlo Initiative: 1d20 + 1 ⇒ (2) + 1 = 31d20 + 1 ⇒ (10) + 1 = 111d20 + 4 ⇒ (19) + 4 = 231d20 + 2 ⇒ (1) + 2 = 3

The sailor without the lantern passes out while Carlo squints into the darkness ahead. He chuckles. "That's how we're going to play it then, eh?" he grunts before racing forward, rapier bared.

Initiative Order:
  • Uzziah
  • Carlo
  • Round 1! (I'll add others to the combat as they enter.)

    Uzziah, you may act!

    Sovereign Court

    LN Elf Psychic (Dream) 8 / Enchanting Courtesan 1 | HP: 47/56 | AC: 9 | T: 9 | FF: 9 | CMD: 11 | Fort: +6 | Ref: +4 | Will: +10 | Init: -1 | Perc: +12 | Sense Motive: +12 | Speed: 30 ft. | PPP: 5/7 | 1st: 9/9 | 2nd: 6/8 | 3rd: 3/7 | 4th: 4/5 |

    Uzziah smirks, As if you pose a danger to me... Uzziah begins casting (Sleep)

    Concentration: 1d20 + 12 ⇒ (11) + 12 = 23
    to cast defensively if he is next to me or I am hit. Might as well roll now

    Oh and 5ft back down the hallway.

    Silver Crusade

    Male Human (Tian-Shu) Samurai 2/Fighter (Dragoon) 1 | HP 30/30 | AC 21 T 13 FF 19 | Fort 7 Ref 2 Will 0 | CMB +6 CMD 18 | Init +2 Perc +6

    Perception: 1d20 + 6 ⇒ (12) + 6 = 18

    Sovereign Court

    Female Kitsune Chelaxian Noble Scion 3 | Permanent Endure Elements (cold) | HP: 20/20 | AC: 11 | T: 11 | FF: 10 | CMD: 10 | Fort: +2 | Ref: +2 | Will: +6 | Init: +7 | Perc: +0 | Sense Motive: +0 | Speed: 30 ft.
    Tracked resources:
    Arcane Spells: 0 - 5 ; 1st - 6/6 ; Divine Spells: 0 - 4 ; 1st - 3/5 | Disguise Self: 2/2 ; Daze: 3/3 ; Dancing Lights: 3/3 ; Omen: 1/1

    Perception: 1d20 ⇒ 18

    The Exchange

    Ratfolk
    Stats:
    Occultist (Psychodermist) 5 Unchained Rogue 1| AC 21, touch 17, flat-footed 15 | CMD 14 | hp 44 b]Fort [/b]+6, Ref +10, Will +8 | Spd 20' | Init +8

    perception: 1d20 + 4 ⇒ (11) + 4 = 15

    Grand Lodge

    The Mountain's Maw |

    The sailor named Carlo moves up swiftly and boxes the elf's ears between his rapier and the hooded lantern.

    Improved Dirty Trick: 1d20 + 7 ⇒ (6) + 7 = 13 SUCCESS!

    Uzziah, you are deafened. Despite the fact that you're casting psychically, the deafened condition affects you. Please see here for the specifics. I'll have you, Uzziah, roll the 20% spell failure chance (01-20 fails) at the beginning of your turn.

    "They've got a caster!" Carlo yells over his shoulder.

    Everyone hears that. Round 2!

    Initiative Order:
  • ???
  • Remmy
  • Segray
  • Uzziah
  • Mercutio
  • Kita
  • Chelk
  • ???
  • Carlo
  • All of the PCs may act!

    Sovereign Court

    CN male Svetocher Dhampir Dark Lord 4
    Spoiler:
    |AC 19, T 10|HP: 27/27|F +4, R +1, W +3 (+2 vs disease/MA/-1 versus positive/+1 vs fear/+4 vs Performance/sonic/language)|Init +7, Perc +3|CMB +6 CMD 16|10/15 Blood Magic, 1/1 command, 1/1 charm|Stipend: 100

    "Ah, ruffians! You have *no* idea how glad I am to *finally* see you," Announces Mercutio, as he sets aside his violin and draws his estoc. "IT'S PARTY TIME!"

    The others feel their blood begin to percolate with dark euphoria, and comely specters at the edge of vision reaching out to them as though asking for a dance....

    Everyone who wishes can take on Dark Euphoria (Inspired Rage), and with it, the Dance of Lost Souls!

    451 to 500 of 755 << first < prev | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / (Pathfinder Society 09-08) GM Dinketry and the Birthright Betrayed #2 All Messageboards

    Want to post a reply? Sign in.