PFS 1 - 05 - Assault on the Kingdom of the Impossible PbP (Inactive)

Game Master Beckett

Began on 10Jun2013 - 11Sep2013


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Grand Lodge

male (HP 21/21 AC 17 | T 13 | FF 14 | CMD 16 | F +1 | R +6 | W +0 | Init +3 | Per +6) Human Sorcerer 2/Rogue 2

though Kort isn't there to participate in a conversation... at a meta-level, don't we feel pretty assured of being attacked by these bandits? Isn't that the whole point of travelling to the rendezvous, and caravan, and the whole thing? If we can gin (djinn?) up some way to contact these folks, we could bring 'em on board once we get the scepter stolen. Assuming, of course, that everything goes to plan..."

Dark Archive

Male Human (Chelaxian.) Polearm Master 2 |HP 20/20 |AC 18|T 12| FF 16| CMB+5 +7 trip|CMD 18 20 vs Trip| F:+4| R:+2| W:0| Init 2| Perc +1| Sense Motive 0

I would be more than happy to stop "betraying" the plan, go ahead and get yourself assaulted by putting all of the soft bodies in one camp. I wouldn't want to attack me either, Just sayin'.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Yes you are pretty sure this is where you will be attacked. They dont know that, and you had not anticipated them being here in the exact spot. Also, for my last two posts, I didnt intend that to be rude at all if thats how it came off. I just meant that out of character, there are a lot of options you can take from working with the othr group, outright slaughtering them, trying to get them to leave, or leaving yourself. Its up to you.

Liberty's Edge

M Half Elf (HP 20/20 AC 17/ T 13/ FF 14, Init +3, Perc 6, F +6/ R +4/ W -1, CMB +5, CMD 18, Speed 20ft, Rage 5/5 rounds/day Fighter 1 Archetype Two Weapon Warrior / Barbarian 1

"Ahhhhhh...*burp*...That was satisfyin'." Grundle looks around at the people in the camp, "I'm thinkin' this might jes' be a good place to kick up boots fer a time."

Grundle looks the last foreign person in the eye and says, "Tell yeh what...I ain't much of a fan of bandits. What I was doin' kin wait fer a few days...I'll help the lot of yeh. It looks like the four of yeh kin use all the help you kin get."

With that he stretches, and leans back against something, apparently asleep.

Bluff faking being asleep: 1d20 - 2 ⇒ (5) - 2 = 3

And forgets to actually, you know, close his eyes.

Scarab Sages

Elven Mindchemist Alchemist 5 / Arcanist 1 | HP 54/54 | AC 16 | T 12 | F 14 | CMD 14 | F +6 | R +7 | W +3 | Init +6 | Perc +8 | Sense Motive +1

There seems to be some confusion. If we believe their story these men are from the Thakur, and are not the bandits we're seeking. If we wait here and the true bandits attack, then these men might foil the plan by actually defeating the bandits or diving them off before they can abscond with the scepter-tracker. If we stay, we should tell them enough of our plan to make sure it still works.

Grand Lodge

Mostly Male! Ini +0 PERC: +9 LN Human Cleric 7: AC: 22 t10 CMD: 14 F: 6, R: 4, W: 12 HP 59

I agree with Arovandeon. Teaming up with them may mean spoiling our plan. But only maybe.

To the Thakur Seaweed asks, "So you plan to be attacked by these bandits correct? As a visitor to your parts, I am not sure of the process. Do you have to take them back for trial or to meet a judge? Do you hang them here?

no offense taken B :)

Grand Lodge

F+9, R+5, W+10 (+5 v. spells and SLAs)(+3 v. poison) | Init. +9 | Perc. +13 | SenMot +15 | Move 20' Inquisitor (Gorum) 7 | AC 20/12/19 | CMD 20 (24 v. Bull rush or trips) | HP 59/59 |

I also agree wtih Aro. I think we need to try to convince them to leave, so our plan will work. Hagrym would be terrible at trying to convince, so I'll let someone work out a plan, and will Aid Another as I can.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

"If it is feasible, we hope to take them alive for both questioning and judgment. I have no wish to kill, but if it comes to that, we shall. And yourselves? Do you aim to strike them down, or perhaps to return for some bounty, or an angered patron who has been ravaged by their plundering?"

That's true, it might make it more difficult, or it might not. It also might make it more likely that they will attack, or possibly drive the bandits away until they feel more confident. You really can't say for sure.

Dark Archive

Male Human (Chelaxian.) Polearm Master 2 |HP 20/20 |AC 18|T 12| FF 16| CMB+5 +7 trip|CMD 18 20 vs Trip| F:+4| R:+2| W:0| Init 2| Perc +1| Sense Motive 0

"Well it seems we have similar goals, are we working together or not? "

Scarab Sages

Elven Mindchemist Alchemist 5 / Arcanist 1 | HP 54/54 | AC 16 | T 12 | F 14 | CMD 14 | F +6 | R +7 | W +3 | Init +6 | Perc +8 | Sense Motive +1

Arovandeon moves close to the men and speaks in hushed tones.

"I believe we must share more of our purpose here. We have something we have heard these bandits are interested in stealing and a tracker among us who can follow these bandits after they rob it from us. We do not wish to usurp your authority, or insult the Thakur, but though have a similar goal, I believe we must operate separately for I fear a large group is less likely to chosen as a target by these bandits. Might you be persuaded to return to your Thakur with the letter my companion has brought to you? Perhaps you could leave one of your men so that we might send him with information should we learn the whereabouts of these bandits?"

Diplomacy: 1d20 + 6 ⇒ (12) + 6 = 18

Dark Archive

Male Human (Chelaxian.) Polearm Master 2 |HP 20/20 |AC 18|T 12| FF 16| CMB+5 +7 trip|CMD 18 20 vs Trip| F:+4| R:+2| W:0| Init 2| Perc +1| Sense Motive 0

What happens if their friend dies? Just sayin'

Scarab Sages

Elven Mindchemist Alchemist 5 / Arcanist 1 | HP 54/54 | AC 16 | T 12 | F 14 | CMD 14 | F +6 | R +7 | W +3 | Init +6 | Perc +8 | Sense Motive +1

"The risk is inherent in their own mission." Arovandeon replies to Kanye. "I am merely proposing the option so that they we might maintain a line of communication between us."

The Exchange

Male Human Cleric/Monk 4 - HP: 34/34, - AC*: 19/T: 19/FF: 17 - Perception: +9 F: +7/R: +5/W: +10* - CMB: +5 - CMD: 21, Speed: 30ft, Init: +2

"Yup."

Spoiler:
"I can't help but agree with the fine points made by my companion, the much-esteemed genius Arovandeon Isero."

Diplomacy(assist): 1d20 - 2 ⇒ (20) - 2 = 18

Liberty's Edge

M Half Elf (HP 20/20 AC 17/ T 13/ FF 14, Init +3, Perc 6, F +6/ R +4/ W -1, CMB +5, CMD 18, Speed 20ft, Rage 5/5 rounds/day Fighter 1 Archetype Two Weapon Warrior / Barbarian 1

Grundle punctuates the conversation with a snore. His hand grips a flail as he mutters something unintelligible about tentacles and foolish girls.

Grand Lodge

Mostly Male! Ini +0 PERC: +9 LN Human Cleric 7: AC: 22 t10 CMD: 14 F: 6, R: 4, W: 12 HP 59

Seawood casts a glance over the shoulder, I thought I heard that Blackrose women. Seeing only Grundle grumbling in his sleep the cleric turns back to the locals.

"Is Arovandeon's suggestion good for you? If not friends, I believe we shall move to find our own camp. Thank you for the hospitality."

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I just wanted to let everyone know I'm back, (just for the weekend, it doesn't look like I will be able to do much outside of that for now), and I will be taking a look over the last page and jumping back in while I can to get things moving.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

The Thakur's men agree to the arrangement without insult, and offer to allow you to finish your meals before moving on, but caution you against traveling too far after dark. They agree to deliver the letter from Andoran to the Thakur, but make no assurances to what will happen from there.

Once everyone has finished (and regrouped) you move on down the way, (I'm presuming not to far). You find another suitable spot, not too far from the main road, and not too concealed.

Ok, I need a few things. 1.) Who has the Scepter, 2.) Who has the attuned Wayfinder, 3.) assuming an 8 hour sleep to avoid fatigue, a roster for night watch, if you are keeping watch and 4.) anything you want to try to do to make the scepter stand out in case you are attacked. You also have a few small chests and cases of minor magic items and supplies, (meant to make you appear as more legit traveling merchants but of not actual value) which you can use spread around the camp site if you wish.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Grundle:
In your dreams, surprising chaotic, but also somehow familiar now, your hear the feminine voice whisper into your ear, "I will find you, and save you. I will be part of you. Please, just come home. What are you waiting for, my Grundle. Dearest one, when we are together, there is nothing we. . . . and I need you so."

Grundle 2:
Just kidding

The Exchange

Male Human Cleric/Monk 4 - HP: 34/34, - AC*: 19/T: 19/FF: 17 - Perception: +9 F: +7/R: +5/W: +10* - CMB: +5 - CMD: 21, Speed: 30ft, Init: +2

I have the wayfinder, I believe.

Since I'm just a hummy, I'll take first watch while there's still firelight.

Grand Lodge

male (HP 21/21 AC 17 | T 13 | FF 14 | CMD 16 | F +1 | R +6 | W +0 | Init +3 | Per +6) Human Sorcerer 2/Rogue 2

As the group packs out to find another campsight, Kort catches up. He asks the group for the low-down on the dangerous looking men around the fire.

Kort volunteers for last watch - hoping to get a full eight hours, and in the early light of dawn not be too hampered by his normal human eyesight.

Grand Lodge

Mostly Male! Ini +0 PERC: +9 LN Human Cleric 7: AC: 22 t10 CMD: 14 F: 6, R: 4, W: 12 HP 59

Seaweed has the scepter and has been pondering how to make it more appealing without making it look so. Can I wield like a weapon, maybe reach for the trident which is too far away and grab the nearest solid object? The cleric ponders a bit more. What if it is wrapped poorly so some bejewled nature peaks out of my pack?

"Any ideas on placing the bait?" Seaweed asks. I think I know how to help someone escape with it once they have it. I will 'attack' whoever gets a hold of the scepter with Gozreh's wind blast, pushing them 'away'from me.

On watches Seaweed offers to take first watch with Danyn, I need to face the ocean as tide comes in for Gozreh's blessings to do the same.

How many watches? Is three enough,four? I am open to suggestions, but so far we have:
1. Danyn, Seaweed
2.
3.
4?. Kort

Scarab Sages

Elven Mindchemist Alchemist 5 / Arcanist 1 | HP 54/54 | AC 16 | T 12 | F 14 | CMD 14 | F +6 | R +7 | W +3 | Init +6 | Perc +8 | Sense Motive +1

Arovandeon suggests the bait be concentrated in one place, guarded by someone who looks capable, and attended by another who is "examining" some of the items. He offers himself as the examiner. The others could also be on guard, but off to one side "distracted" by gambling, socializing, sleeping, or drinking, perhaps placed in such a way to suggest the bandits approach from an undefended side, giving them the chance to run in and take the Scepter before our full strength can come to bear on them. If Danyn carries the wayfinder, he should try to stay out of the conflict so as not to accidentally get robbed of it.

The Exchange

Male Human Cleric/Monk 4 - HP: 34/34, - AC*: 19/T: 19/FF: 17 - Perception: +9 F: +7/R: +5/W: +10* - CMB: +5 - CMD: 21, Speed: 30ft, Init: +2

Usually it's 5 two-hour watches so each person gets 8 hours. Takes 10 hours total.

Scarab Sages

Elven Mindchemist Alchemist 5 / Arcanist 1 | HP 54/54 | AC 16 | T 12 | F 14 | CMD 14 | F +6 | R +7 | W +3 | Init +6 | Perc +8 | Sense Motive +1

Arovandeon will take the 3rd watch, but sleep next to the bait.

Liberty's Edge

M Half Elf (HP 20/20 AC 17/ T 13/ FF 14, Init +3, Perc 6, F +6/ R +4/ W -1, CMB +5, CMD 18, Speed 20ft, Rage 5/5 rounds/day Fighter 1 Archetype Two Weapon Warrior / Barbarian 1

@Beckett LOL! You had me for a moment. Someone can kick Grundle awake for a watch.

Scarab Sages

Elven Mindchemist Alchemist 5 / Arcanist 1 | HP 54/54 | AC 16 | T 12 | F 14 | CMD 14 | F +6 | R +7 | W +3 | Init +6 | Perc +8 | Sense Motive +1

Someone should kick Grundle awake to tell him he has 2nd watch. Hah!

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

You do not need to do 2 people on a shift, though you can. We can also keep it simple and say that there is one shift per player that lasts a little longer than an hour each. The time is less important than the order, or how you set up camp.

Grand Lodge

F+9, R+5, W+10 (+5 v. spells and SLAs)(+3 v. poison) | Init. +9 | Perc. +13 | SenMot +15 | Move 20' Inquisitor (Gorum) 7 | AC 20/12/19 | CMD 20 (24 v. Bull rush or trips) | HP 59/59 |

Hagrym will take the second watch. "Aro's plan makes sense."

Dark Archive

Male Human (Chelaxian.) Polearm Master 2 |HP 20/20 |AC 18|T 12| FF 16| CMB+5 +7 trip|CMD 18 20 vs Trip| F:+4| R:+2| W:0| Init 2| Perc +1| Sense Motive 0

I'll take the third.

Grand Lodge

Mostly Male! Ini +0 PERC: +9 LN Human Cleric 7: AC: 22 t10 CMD: 14 F: 6, R: 4, W: 12 HP 59

Well then friends, time to rest. Seaweed almost winks knowing that 'rest,' is likely when they will be most active.

1. Danyn, Seaweed
2. Hagrym, Grundle
3. Araovanden, Kanye
4. Kort

Camp is set up as Aro mentioned above.

Grand Lodge

male (HP 21/21 AC 17 | T 13 | FF 14 | CMD 16 | F +1 | R +6 | W +0 | Init +3 | Per +6) Human Sorcerer 2/Rogue 2

What a shame, no one to share my dazzling personality with :)

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Setting down for the night, the first and second watches go uneventful. Not too long into the 3rd watch, during the dead of night, . . .

Can I have 2 Perception checks from Arovandeon and Kanye, as well as an Initiative check. The first Perception check is at a -10. Second is normal.

Scarab Sages

Elven Mindchemist Alchemist 5 / Arcanist 1 | HP 54/54 | AC 16 | T 12 | F 14 | CMD 14 | F +6 | R +7 | W +3 | Init +6 | Perc +8 | Sense Motive +1

Perception -10: 1d20 - 3 ⇒ (13) - 3 = 10
Perception: 1d20 + 7 ⇒ (4) + 7 = 11
Initiative: 1d20 + 2 ⇒ (19) + 2 = 21

Dark Archive

Male Human (Chelaxian.) Polearm Master 2 |HP 20/20 |AC 18|T 12| FF 16| CMB+5 +7 trip|CMD 18 20 vs Trip| F:+4| R:+2| W:0| Init 2| Perc +1| Sense Motive 0

During the watch at the end of the joke to Arovandeon

" So I said wrecked 'em damn near killed 'em"

Perception -10 1d20 - 9 ⇒ (11) - 9 = 2
Perception 1d20 + 1 ⇒ (19) + 1 = 20
Initiative 1d20 + 2 ⇒ (4) + 2 = 6

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Kanye, while on your watch, out of the corner of you eye you see a shadow moving your way, slowly. You lose it in the trees, but he snapping of a twig in another direction alerts you to another possible danger.

I was considering on how exactly to run this, and I figure that I will just use the same map, (but have it be a slightly different location.

Kanye, you have a Surprise Round, (as do the intruders who are using it for movements).

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Updated map as well

Dark Archive

Male Human (Chelaxian.) Polearm Master 2 |HP 20/20 |AC 18|T 12| FF 16| CMB+5 +7 trip|CMD 18 20 vs Trip| F:+4| R:+2| W:0| Init 2| Perc +1| Sense Motive 0

Kanye Bellows to the group, trying to choke back a chuckle.

"Oh no. They've come to rob us. On your feet merchants"

Kanye will delay hoping someone provokes his AoO's

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Everyone else that's asleep, please give me a Perception check.

The Exchange

Male Human Cleric/Monk 4 - HP: 34/34, - AC*: 19/T: 19/FF: 17 - Perception: +9 F: +7/R: +5/W: +10* - CMB: +5 - CMD: 21, Speed: 30ft, Init: +2

Just realized my perception header was wrong. Fixed.
Perception: 1d20 + 8 ⇒ (17) + 8 = 25

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Actually, let me try this a slightly different way. Everyone that Kanye was attempting to wake up, please give me a Perception check DC 15 to wake up, and if successful, please also roll Init, though you will not be able to act just yet. If anyone wants to try to conceal a readied weapon, pretend to be asleep, or try to for example hide casting a spell, also please give me a Bluff check.

Grand Lodge

F+9, R+5, W+10 (+5 v. spells and SLAs)(+3 v. poison) | Init. +9 | Perc. +13 | SenMot +15 | Move 20' Inquisitor (Gorum) 7 | AC 20/12/19 | CMD 20 (24 v. Bull rush or trips) | HP 59/59 |

Perception 1d20 + 7 ⇒ (1) + 7 = 8

Grand Lodge

Mostly Male! Ini +0 PERC: +9 LN Human Cleric 7: AC: 22 t10 CMD: 14 F: 6, R: 4, W: 12 HP 59

perception: 1d20 + 6 ⇒ (12) + 6 = 18
initiative: 1d20 - 1 ⇒ (15) - 1 = 14
bluff: 1d20 + 1 ⇒ (6) + 1 = 7 to remain asleep

The Exchange

Male Human Cleric/Monk 4 - HP: 34/34, - AC*: 19/T: 19/FF: 17 - Perception: +9 F: +7/R: +5/W: +10* - CMB: +5 - CMD: 21, Speed: 30ft, Init: +2

Initiative: 1d20 + 2 ⇒ (4) + 2 = 6

Grand Lodge

male (HP 21/21 AC 17 | T 13 | FF 14 | CMD 16 | F +1 | R +6 | W +0 | Init +3 | Per +6) Human Sorcerer 2/Rogue 2

perception: 1d20 + 0 ⇒ (12) + 0 = 12

what? were we expecting someone? who, me?
I wasn't there. I didn't do it. You can't prove I did.

Liberty's Edge

M Half Elf (HP 20/20 AC 17/ T 13/ FF 14, Init +3, Perc 6, F +6/ R +4/ W -1, CMB +5, CMD 18, Speed 20ft, Rage 5/5 rounds/day Fighter 1 Archetype Two Weapon Warrior / Barbarian 1

Perception: 1d20 + 2 ⇒ (17) + 2 = 19
Bluff: 1d20 - 2 ⇒ (14) - 2 = 12

Grundle gives a loud snore from his leaned-against-something position. He mutters something about hanging in chains but it is pretty indistinguishable from the snores.

Now, Grundle fell asleep holding his flails. Should I give a sleight of hand check or some such as well?

Also, fixed my HP header.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Is both awake and has seen the thugs moving in on them
Evigail (14)
Grundle (Init: 1d20 + 3 ⇒ (9) + 3 = 12)
Danyn (6)
Kanye (6)

Awake, and aware that there are threats, but has not spotted them
Arovandeon (21)

Still Asleep
Hagrym
Kort

The thugs continue to attempt to move closer, slowly, always trying to remain behind cover and concealment. Everyone except Kort and Hagrym may utilize another Surprise Round, so a move or Standard Action.

Grundle, sure, you can roll that if you wish. Assuming you are covered (blanket for example) add a +2 circumstance bonus as well.

The Exchange

Male Human Cleric/Monk 4 - HP: 34/34, - AC*: 19/T: 19/FF: 17 - Perception: +9 F: +7/R: +5/W: +10* - CMB: +5 - CMD: 21, Speed: 30ft, Init: +2

Danyn sits up and shoots Kanye a dirty, sleepy look.
"Wut"

Grand Lodge

Mostly Male! Ini +0 PERC: +9 LN Human Cleric 7: AC: 22 t10 CMD: 14 F: 6, R: 4, W: 12 HP 59

If the plants grab them, they will not get away. Best to try something else. Seaweeds quiet snores grow from a gentle breeze to wave-driving gales.
bluff: 1d20 + 1 ⇒ (3) + 1 = 4 to cast bless.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

As Danyn bolts up, it seems the jig is done. The thugs begin to rush forward, some focusing in on the crate between Arovan and Kanye, others rushing to attack. As they close on the small camp fire's low flame and embers, you cans see that they are very lightly armored, and carrying short bows as hand axes.

Init: 1d20 + 3 ⇒ (9) + 3 = 12

This is also enough to wake Kort and Hagrym, Init rolls please, for next Round.

Grand Lodge

F+9, R+5, W+10 (+5 v. spells and SLAs)(+3 v. poison) | Init. +9 | Perc. +13 | SenMot +15 | Move 20' Inquisitor (Gorum) 7 | AC 20/12/19 | CMD 20 (24 v. Bull rush or trips) | HP 59/59 |

Init. 1d20 + 1 ⇒ (15) + 1 = 16

Hagrym wakes with a start, having fallen asleep despite himself.

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