[PFS] #4-18 GM Iff's The Veteran's Vault (Inactive)

Game Master Iff

Maps


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Grand Lodge

Male [HP: 40/40| AC: 18; T:12; FF:16 | F:+8; R:+5; W:+3] Half Orc Bloodrager |Untouchable/Spelleater | 4 [init+2 / Perc+6]

"Not good chase mite in dark in cramped space. he knows terrain and lead us into ambush."

Dark Archive

Male Human Wizard (Conjuration) 1 HP 11/11 | AC(mage armor AC) 12(16), flat 10(14), touch 12 | Fort +1, Ref +2, Will +1 | Init +8 | Per +0 |
Spells memorized:
Lvl 1, DC 16: Mage Armor x 0, Color Spray x 0, Summon Monster I x 0

Dindal nods approvingly in response to Azygg's remark.

I agree with Azygg. We know he is there, we will "meet" him later on. A tunnel is a bad place to fight, especially with more people.

Sovereign Court

One hand with Shield:
AC: 18
Lvl: 1 Inquisitor | HP: 8/9 | AC: 16 | (Tch,12 Fl,14) | CMB: 3 (6); CMD: 15| F: +3; R; +2; W; 4; | Init: +2 | Perc: +6, SM: +6 | Speed 30ft | Judgement: 1/1 | Mend the Broken: 5/5 | Active conditions: None.

Culvine stands and stares at the man, then at his his younger companion.

"You can go if you help. Maps, tools, information." Gesteruring to the men in a non threatening way, almost like paying for saving their lives. Culvine turns to Dindal and places his arm on his shoulder. "Have faith. Talk to them."

Knowing full well he can't talk the men down if it comes to it and Dindal seemed to have more charm to his words than the rest.

Guidance on Dindal. For diplomacy or whatever you want.

Dark Archive

Male Human Wizard (Conjuration) 1 HP 11/11 | AC(mage armor AC) 12(16), flat 10(14), touch 12 | Fort +1, Ref +2, Will +1 | Init +8 | Per +0 |
Spells memorized:
Lvl 1, DC 16: Mage Armor x 0, Color Spray x 0, Summon Monster I x 0

Checking up on the younger guy:

Oh my dear, are you all right? We really got caught up in all the excitement, right? Meaningful silence. Looking at both guys
So, let's take a deep breath and catch our breath for a moment. We are just looking for some adventure being newborn adventurers. So let's help each other, ok? Only together we can overcome our inner fears and problems. And that horrible creature in the pipe. So if you have any maps, or information, we really would be glad AND we can help you at the same instant. Sounds good right? Do we have a deal?

Diplomacy: 1d20 + 7 ⇒ (17) + 7 = 24

hey it worked. I even influenced the dice bot

Grand Lodge

Male [HP: 40/40| AC: 18; T:12; FF:16 | F:+8; R:+5; W:+3] Half Orc Bloodrager |Untouchable/Spelleater | 4 [init+2 / Perc+6]

"Finish talk and we go. Not good stay here."


Maps: Absalom Initiation

Pellius leans agains one of the sewer walls and slowly drops himself to a seated position with his back against the wall. Dindal's words are working to calm the man down, although the mention of a "horrible creature in the pipe" have him casting fearful glances in that direction.

He nods tiredly at the notion of striking a deal. "Yes, yes, a deal... We just want to get out of these sewers. We were supposed to pick up a package for Guildmaster Boule, but we never expected to run into so much horror. We, we don't really have a map. We came from the sewers to the south, there's an entrance near the butter market square in Midlands. You know where that is? We were supposed to head west after this pipe, but then we saw the Otyugh and had to retreat. I can draw you some rough directions from the parts of the sewers that I know, ok?"

When drawing, it turns out that the parts of the sewer that Pellius knows, do not align with the path that Sascha described as the route to her Vault. It might be useful to have directions to another exit, though...

Pellius checks up on his young colleague, then turns his attention to Dindal again. "He's had it even worse than me, and I'd really just like to get going. Here, we have these two potions, they're curative. And you can have these two as well, if you want. It's acid. If we give them to you, will you let us go?"

The potions are two potions of Cure light Wounds, along with two vials of acid.

Grand Lodge

Male Tian-Xian Tengu Hunter/3 (HP 23/23 | AC:17 T:13 FF:14 | CMB:+4 CMD:17 | F:+4 R:+6 W:+3 | Init:+3 | Perc:+9 Low-light vision | Speed:30 | Conc:+5) Sansetsukon +4 (1d10+3/19-20x2) | AF 1/1 Spells 1:4/4
Skills:
Acro +3 Appr +1 Blff -1 Clmb +6 Dipl -1 Disg -1 EA +3 Fly +3 HA +3 Heal +6 Int +3 Know (Dung) +5 (Geog) +5 (Local) +2 (Nature) +5 (Relig) +2 Perc +10 Prof (Trapper) +3 Ride +8 SM +7 SC +5 Stlth +10 Surv +9 Track +10 Swim +6
Yiel-Dan San:
Male Quetzalcoatlus Animal Companion/1 (HP 13/13 | AC:20 T:16 FF:14 | CMB:+3 CMD:19 | F:+3 R:+8 W:+3 | Init:+5 Perc:+3, Scent 30ft | Speed:30, fly 50 (clumsy) | Acro +9 Fly +2 Stlth +9| Bite +8 (1d8+1/20x2)) AF:Bull

Sure, let them go.

Grand Lodge

Male [HP: 40/40| AC: 18; T:12; FF:16 | F:+8; R:+5; W:+3] Half Orc Bloodrager |Untouchable/Spelleater | 4 [init+2 / Perc+6]

"Fine. Go. Live better"

Dark Archive

Male Human Wizard (Conjuration) 1 HP 11/11 | AC(mage armor AC) 12(16), flat 10(14), touch 12 | Fort +1, Ref +2, Will +1 | Init +8 | Per +0 |
Spells memorized:
Lvl 1, DC 16: Mage Armor x 0, Color Spray x 0, Summon Monster I x 0

Thank you for the potions. We'll also keep on a lookout for this package, but we won't promise anything. Bye!

Sovereign Court

One hand with Shield:
AC: 18
Lvl: 1 Inquisitor | HP: 8/9 | AC: 16 | (Tch,12 Fl,14) | CMB: 3 (6); CMD: 15| F: +3; R; +2; W; 4; | Init: +2 | Perc: +6, SM: +6 | Speed 30ft | Judgement: 1/1 | Mend the Broken: 5/5 | Active conditions: None.

"Thank you. There's an exit down there too." He points to the exit they came down through, assuming the men wanted to leave quickly. Then takes a look at one of the vials of acid. "Can I have one?" He ask Dindal inquisitively, after all that is his job.

~~~

Once the men have disappeared Culvine takes a quick peer through the pipe and at the crude map draw. "I can get us to the other side of the pipe. Going back where we came." He picks up the least filthy stone he can find as it does it begins to glow with radiant light. "Throw this down the pipe?" Once again asked inquisitively, expecting a no as the answer, but it could help they figure out if they went the right way or not.

Dark Archive

Male Human Wizard (Conjuration) 1 HP 11/11 | AC(mage armor AC) 12(16), flat 10(14), touch 12 | Fort +1, Ref +2, Will +1 | Init +8 | Per +0 |
Spells memorized:
Lvl 1, DC 16: Mage Armor x 0, Color Spray x 0, Summon Monster I x 0

Yes of course. Also for the wounded, take some these potions. Holding up his hand showing the potions and vials.

take what you want, I still have one bottle of acid I got earlier, which is enough for me. That pipe, is it a kind of pipe you can get up again? or is it oneway down?

Grand Lodge

Female human (Varisian) cleric of Erastil 4 LG | Init +4 | Perception +9 AC 17, T 13, FF 14 | hp 27/27 | Fort +5, Ref +6 Will +7

I have one more channel before I have to start using spell slots. Is anyone low enough to need it now?

Yes go ahead and throw the stone. Let's see where the pipe goes.


Maps: Absalom Initiation

Pellius gets up, helps Marixite up, and waves a short goodbye before the two of them leave.

The two of the left their quarterstaffs in the sewer water, and the weapons were of good quality (Masterwork). They could be retrieved without a lot of effort.

Inspecting the pipe shows that it isn't too long. It slopes downwards slightly before ending in another sewer tunnel, similar to the one the group is in now. There should be no problem traversing it in either direction.

-Posted with Wayfinder

Grand Lodge

Male Tian-Xian Tengu Hunter/3 (HP 23/23 | AC:17 T:13 FF:14 | CMB:+4 CMD:17 | F:+4 R:+6 W:+3 | Init:+3 | Perc:+9 Low-light vision | Speed:30 | Conc:+5) Sansetsukon +4 (1d10+3/19-20x2) | AF 1/1 Spells 1:4/4
Skills:
Acro +3 Appr +1 Blff -1 Clmb +6 Dipl -1 Disg -1 EA +3 Fly +3 HA +3 Heal +6 Int +3 Know (Dung) +5 (Geog) +5 (Local) +2 (Nature) +5 (Relig) +2 Perc +10 Prof (Trapper) +3 Ride +8 SM +7 SC +5 Stlth +10 Surv +9 Track +10 Swim +6
Yiel-Dan San:
Male Quetzalcoatlus Animal Companion/1 (HP 13/13 | AC:20 T:16 FF:14 | CMB:+3 CMD:19 | F:+3 R:+8 W:+3 | Init:+5 Perc:+3, Scent 30ft | Speed:30, fly 50 (clumsy) | Acro +9 Fly +2 Stlth +9| Bite +8 (1d8+1/20x2)) AF:Bull

Yagi will take the quarterstaves and carry them out strapped to his backpack.

May we lead the way, ay?

If no one objects, Yagi -- followed by Yiel-Dan -- enter the pipe and move to the other opening.

Perception Yagi: 1d20 + 5 ⇒ (12) + 5 = 17 Low light vision

What do you smell, my faithful companion?

Perception Yiel-Dan: 1d20 + 3 ⇒ (20) + 3 = 23 Scent 30ft


Maps: Absalom Initiation

Yiel-Dan does not smell anything in particular. There might be a faint trail left by the Jinkin, but the stench of the sewer overpower any other scents.

I'll fast-forward a bit, since there is little real 'choice' possible between here and the next interesting part of the sewer. Map updated. Feel free to take whatever time you need in exploring, healing, distributing items, etc.

--

Fallen rubble from an earlier excavation clogs the channel, slowing the water flow and accumulating a mass of sewage on one side. A thick carpet of moss and fungus—clearly representing a wide variety of green, blue, and ochre-colored specimens—sprawls across the top of the debris and hangs from the ceiling, with several larger mounds of fungus clinging to the walls or stemming from the hole to the east. Wispy blue tendrils descend from the ceiling and almost touch the water, creating a thin, eerie curtain of plant matter.

Knowledge Nature DC 15:
This accumulation of mold and fungi
represents a garden more than it does a natural growth.

Perception DC 24:
There is a fungus-like creature, about two feet tall, hiding among the mossy growths. It has two mismatched eyes below its mushroom cap, and a wide mouth with pale fungal teeth.

Knowledge Nature DC 17 (Only on successful Perception check above):
The creature is a Fungus Leshy. They preside over subterranean growth and the rot that fertilizes new life. Among the most alien and monstrous-looking of all leshys, these tiny rot farmers' frightening appearance has more to do with the asymmetrical eeriness intrinsic to molds and fungi than an outward expression of evil. Like all their kin, fungus leshys vary widely in form, often adopting the colors and shapes of the mushrooms and other large fungi common to the areas they tend.

Grand Lodge

Male Tian-Xian Tengu Hunter/3 (HP 23/23 | AC:17 T:13 FF:14 | CMB:+4 CMD:17 | F:+4 R:+6 W:+3 | Init:+3 | Perc:+9 Low-light vision | Speed:30 | Conc:+5) Sansetsukon +4 (1d10+3/19-20x2) | AF 1/1 Spells 1:4/4
Skills:
Acro +3 Appr +1 Blff -1 Clmb +6 Dipl -1 Disg -1 EA +3 Fly +3 HA +3 Heal +6 Int +3 Know (Dung) +5 (Geog) +5 (Local) +2 (Nature) +5 (Relig) +2 Perc +10 Prof (Trapper) +3 Ride +8 SM +7 SC +5 Stlth +10 Surv +9 Track +10 Swim +6
Yiel-Dan San:
Male Quetzalcoatlus Animal Companion/1 (HP 13/13 | AC:20 T:16 FF:14 | CMB:+3 CMD:19 | F:+3 R:+8 W:+3 | Init:+5 Perc:+3, Scent 30ft | Speed:30, fly 50 (clumsy) | Acro +9 Fly +2 Stlth +9| Bite +8 (1d8+1/20x2)) AF:Bull

Knowledge Nature DC15: 1d20 + 5 ⇒ (19) + 5 = 24

Yagi whispers to the party.

Pssst, ssst. See the organized patterns, erns? This is a garden, en.

Yagi casts Guidance to attune himself with nature before scanning the area carefully.

Perception DC24, Guidance: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22 So close. Eh, it was worth a try.

Seeing nothing, he looks specifically for footprints and/or game trails.

Survival: 1d20 + 6 ⇒ (2) + 6 = 8

Grand Lodge

Female human (Varisian) cleric of Erastil 4 LG | Init +4 | Perception +9 AC 17, T 13, FF 14 | hp 27/27 | Fort +5, Ref +6 Will +7

Shera looks at the garden area. She doesn't notice anything.

Perception: 1d20 + 8 ⇒ (12) + 8 = 20

Sovereign Court

One hand with Shield:
AC: 18
Lvl: 1 Inquisitor | HP: 8/9 | AC: 16 | (Tch,12 Fl,14) | CMB: 3 (6); CMD: 15| F: +3; R; +2; W; 4; | Init: +2 | Perc: +6, SM: +6 | Speed 30ft | Judgement: 1/1 | Mend the Broken: 5/5 | Active conditions: None.

Are we on track for finding the package that the two thieves were after? I wanna see what's in it, later is fine. Also, gonna use guidance on everyone before entering the room, if that's cool? I'd imagine seeing an opening like this as a potential battle site. S'alright if not. Also I would like to tell the group I can do some minor heals if necessary.

Culvine looks around the room with his fellow pathfinders, watching the garden mainly as everywhere else had a clearer view.

Perception: 1d20 + 6 ⇒ (19) + 6 = 25

Nature: 1d20 + 6 ⇒ (14) + 6 = 20 I like Culvine already o:

"Wait." He whispers out to his allies. "A Fungus Leshy. In the garden." Pointing his shield arm toward the creature.

Spoiler:
Nature for Weaknesses or abilities: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18Monster lore + Int

Grand Lodge

Male Tian-Xian Tengu Hunter/3 (HP 23/23 | AC:17 T:13 FF:14 | CMB:+4 CMD:17 | F:+4 R:+6 W:+3 | Init:+3 | Perc:+9 Low-light vision | Speed:30 | Conc:+5) Sansetsukon +4 (1d10+3/19-20x2) | AF 1/1 Spells 1:4/4
Skills:
Acro +3 Appr +1 Blff -1 Clmb +6 Dipl -1 Disg -1 EA +3 Fly +3 HA +3 Heal +6 Int +3 Know (Dung) +5 (Geog) +5 (Local) +2 (Nature) +5 (Relig) +2 Perc +10 Prof (Trapper) +3 Ride +8 SM +7 SC +5 Stlth +10 Surv +9 Track +10 Swim +6
Yiel-Dan San:
Male Quetzalcoatlus Animal Companion/1 (HP 13/13 | AC:20 T:16 FF:14 | CMB:+3 CMD:19 | F:+3 R:+8 W:+3 | Init:+5 Perc:+3, Scent 30ft | Speed:30, fly 50 (clumsy) | Acro +9 Fly +2 Stlth +9| Bite +8 (1d8+1/20x2)) AF:Bull

@GM, if it's pointed out to me, can I try that second Knowledge Nature above?

Sovereign Court

One hand with Shield:
AC: 18
Lvl: 1 Inquisitor | HP: 8/9 | AC: 16 | (Tch,12 Fl,14) | CMB: 3 (6); CMD: 15| F: +3; R; +2; W; 4; | Init: +2 | Perc: +6, SM: +6 | Speed 30ft | Judgement: 1/1 | Mend the Broken: 5/5 | Active conditions: None.

Updated now, put a spoiler for my second roll to find out more, if combat starts and I have to use an action to do so then I'm okay with that.

Grand Lodge

Male [HP: 40/40| AC: 18; T:12; FF:16 | F:+8; R:+5; W:+3] Half Orc Bloodrager |Untouchable/Spelleater | 4 [init+2 / Perc+6]

'be it evil...?' Azygg whispers to the others...

Sovereign Court

One hand with Shield:
AC: 18
Lvl: 1 Inquisitor | HP: 8/9 | AC: 16 | (Tch,12 Fl,14) | CMB: 3 (6); CMD: 15| F: +3; R; +2; W; 4; | Init: +2 | Perc: +6, SM: +6 | Speed 30ft | Judgement: 1/1 | Mend the Broken: 5/5 | Active conditions: None.

Actually no idea. Doesn't say anything in the brief. If it'll attack us on the spot I'll tell them to jump him quick, if he only attacks people in the garden I'll suggest going around. But if I don't know I'll leave it at that.


Maps: Absalom Initiation

Culvine, casting Guidance on everyone is fine with me, but be aware that the duration is only 1 minute. It will have to be coordinated, so only if you know what's coming up. You don't need to spend an action on monster lore. See details below.

Yagi Mi, I'm fine with you rolling Knowledge Nature for the second spoiler, now that the creature has been pointed out to you.

Culvine knows a thing or two about fungus leshys. First of all, they are intelligent and can be communicated with, in Sylvan or Druidic. They are not known as malevolent creatures, although they can be a bit territorial. If it should come to a violent confrontation, he knows that they are not particularly vulnerable to anything. Their bodies can release spores that can cause a reaction in the eyes, inhibiting eye sight.

As a further clarification, the fungus 'garden' spans the entire width of the sewers (marked A4 on the map).

Grand Lodge

Male Tian-Xian Tengu Hunter/3 (HP 23/23 | AC:17 T:13 FF:14 | CMB:+4 CMD:17 | F:+4 R:+6 W:+3 | Init:+3 | Perc:+9 Low-light vision | Speed:30 | Conc:+5) Sansetsukon +4 (1d10+3/19-20x2) | AF 1/1 Spells 1:4/4
Skills:
Acro +3 Appr +1 Blff -1 Clmb +6 Dipl -1 Disg -1 EA +3 Fly +3 HA +3 Heal +6 Int +3 Know (Dung) +5 (Geog) +5 (Local) +2 (Nature) +5 (Relig) +2 Perc +10 Prof (Trapper) +3 Ride +8 SM +7 SC +5 Stlth +10 Surv +9 Track +10 Swim +6
Yiel-Dan San:
Male Quetzalcoatlus Animal Companion/1 (HP 13/13 | AC:20 T:16 FF:14 | CMB:+3 CMD:19 | F:+3 R:+8 W:+3 | Init:+5 Perc:+3, Scent 30ft | Speed:30, fly 50 (clumsy) | Acro +9 Fly +2 Stlth +9| Bite +8 (1d8+1/20x2)) AF:Bull

Knowledge Nature: 1d20 + 5 ⇒ (2) + 5 = 7 Well, never mind then.

I have not encountered this particular creature before, or, and do not speak its languages even so, oh.

Still, if it can be reasoned with, ith, we should try by any means possible, ull.

Sovereign Court

One hand with Shield:
AC: 18
Lvl: 1 Inquisitor | HP: 8/9 | AC: 16 | (Tch,12 Fl,14) | CMB: 3 (6); CMD: 15| F: +3; R; +2; W; 4; | Init: +2 | Perc: +6, SM: +6 | Speed 30ft | Judgement: 1/1 | Mend the Broken: 5/5 | Active conditions: None.

They will guard their garden. Speak Sylvan and Druidic. Fight or run past. Take your pick.

Grand Lodge

Female human (Varisian) cleric of Erastil 4 LG | Init +4 | Perception +9 AC 17, T 13, FF 14 | hp 27/27 | Fort +5, Ref +6 Will +7

"I don't speak those languages. I'd rather run past than fight if we can."

Grand Lodge

Male [HP: 40/40| AC: 18; T:12; FF:16 | F:+8; R:+5; W:+3] Half Orc Bloodrager |Untouchable/Spelleater | 4 [init+2 / Perc+6]

"Agree with holy female. Go past."

Dark Archive

Male Human Wizard (Conjuration) 1 HP 11/11 | AC(mage armor AC) 12(16), flat 10(14), touch 12 | Fort +1, Ref +2, Will +1 | Init +8 | Per +0 |
Spells memorized:
Lvl 1, DC 16: Mage Armor x 0, Color Spray x 0, Summon Monster I x 0

"Although it would be interesting to study, running past it might be a better idea. Maybe in a decent gallant running way for me, instead of just a blind panic rush. Shame I didn't bring my dragonskin running shoes. Ah well."

Sovereign Court

One hand with Shield:
AC: 18
Lvl: 1 Inquisitor | HP: 8/9 | AC: 16 | (Tch,12 Fl,14) | CMB: 3 (6); CMD: 15| F: +3; R; +2; W; 4; | Init: +2 | Perc: +6, SM: +6 | Speed 30ft | Judgement: 1/1 | Mend the Broken: 5/5 | Active conditions: None.

"So then, we run."

Assumming it's on the opposite side where it looks most over over grown, I'm just gonna run passed the garden. I've tried moving my icon but it disappears under the map when I move it

Grand Lodge

Male Tian-Xian Tengu Hunter/3 (HP 23/23 | AC:17 T:13 FF:14 | CMB:+4 CMD:17 | F:+4 R:+6 W:+3 | Init:+3 | Perc:+9 Low-light vision | Speed:30 | Conc:+5) Sansetsukon +4 (1d10+3/19-20x2) | AF 1/1 Spells 1:4/4
Skills:
Acro +3 Appr +1 Blff -1 Clmb +6 Dipl -1 Disg -1 EA +3 Fly +3 HA +3 Heal +6 Int +3 Know (Dung) +5 (Geog) +5 (Local) +2 (Nature) +5 (Relig) +2 Perc +10 Prof (Trapper) +3 Ride +8 SM +7 SC +5 Stlth +10 Surv +9 Track +10 Swim +6
Yiel-Dan San:
Male Quetzalcoatlus Animal Companion/1 (HP 13/13 | AC:20 T:16 FF:14 | CMB:+3 CMD:19 | F:+3 R:+8 W:+3 | Init:+5 Perc:+3, Scent 30ft | Speed:30, fly 50 (clumsy) | Acro +9 Fly +2 Stlth +9| Bite +8 (1d8+1/20x2)) AF:Bull

Yiel-Dan can fly, and my paltry wings have a limited glide ability, ee. I will volunteer to go last and try to minimize my damage going across, oss.

Alternately, we could just go over in the rough order we're in now and let the GM tell us who gets spotted, if any. Stealthier characters first?

Liberty's Edge

Winter Witch/2 | Init +9 | Per +8 | HP 14/14| AC 13, 10ff, 13t | Fort +1 | Reflex +3 | Will +3

Sorry, busy week.

"I speak Sylvan. It is possible that these creatures are not hostile and we could just communicate with them. Shall I try? I'm not much of a diplomate but I can try to intimidate them if the situation worsens."

Grand Lodge

Male Tian-Xian Tengu Hunter/3 (HP 23/23 | AC:17 T:13 FF:14 | CMB:+4 CMD:17 | F:+4 R:+6 W:+3 | Init:+3 | Perc:+9 Low-light vision | Speed:30 | Conc:+5) Sansetsukon +4 (1d10+3/19-20x2) | AF 1/1 Spells 1:4/4
Skills:
Acro +3 Appr +1 Blff -1 Clmb +6 Dipl -1 Disg -1 EA +3 Fly +3 HA +3 Heal +6 Int +3 Know (Dung) +5 (Geog) +5 (Local) +2 (Nature) +5 (Relig) +2 Perc +10 Prof (Trapper) +3 Ride +8 SM +7 SC +5 Stlth +10 Surv +9 Track +10 Swim +6
Yiel-Dan San:
Male Quetzalcoatlus Animal Companion/1 (HP 13/13 | AC:20 T:16 FF:14 | CMB:+3 CMD:19 | F:+3 R:+8 W:+3 | Init:+5 Perc:+3, Scent 30ft | Speed:30, fly 50 (clumsy) | Acro +9 Fly +2 Stlth +9| Bite +8 (1d8+1/20x2)) AF:Bull

Better to try talking first, rather than just barging through its garden, en.

@GM can we Aid Another with nonverbal communication?

Sovereign Court

One hand with Shield:
AC: 18
Lvl: 1 Inquisitor | HP: 8/9 | AC: 16 | (Tch,12 Fl,14) | CMB: 3 (6); CMD: 15| F: +3; R; +2; W; 4; | Init: +2 | Perc: +6, SM: +6 | Speed 30ft | Judgement: 1/1 | Mend the Broken: 5/5 | Active conditions: None.

Speaking sound like a good plan, I dunno how we could show it non threatening behaviour though.

"If it lets you. Archers ready from a distance. I'll walk up with you." Saving that he unequips his shield and mace, storing them on his pack and mace loop, then draws his Ranseur again. "It has a ranged attack. Be ready to drop prone. Or let me reposition you if it fires."

If she lets me grab her and use repositioning. Of course it's all situational and GM disgression, but I'm happy to take the hit if it looks like that's the way the conversation goes.

Dark Archive

Male Human Wizard (Conjuration) 1 HP 11/11 | AC(mage armor AC) 12(16), flat 10(14), touch 12 | Fort +1, Ref +2, Will +1 | Init +8 | Per +0 |
Spells memorized:
Lvl 1, DC 16: Mage Armor x 0, Color Spray x 0, Summon Monster I x 0

Can I aid Laurallei somehow?


Maps: Absalom Initiation

Something must have stirred the Leshy from its sleep. It stretches and yawns, which exposes its wide mouth fill of fungal teeth, and then notices the humanoids near its garden. The plant-creature hobbles a bit closer, then speaks in Sylvan. "Who are you, tall-lings? Do you come disturb my realm?"

I'll allow anyone to assist a Diplomacy check by Laurralei, if you can make a reasonable post that explains what your character would do without verbal communication.

Culvine, I'll keep your positioning and intention in mind, should it come to combat. As you said, it would come down to initiative and such, but I'm open to those kinds of actions.

-Posted with Wayfinder

Liberty's Edge

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Winter Witch/2 | Init +9 | Per +8 | HP 14/14| AC 13, 10ff, 13t | Fort +1 | Reflex +3 | Will +3

Laurallei responds in Sylvan, "Greetings. It has been long since I spoke the ancient tongue. I'm honored to have the opportunity to address you. We beg your forgiveness in that we did not mean to disturb your realm. We have been sent to recover the belongings of another... um... tall-ling... and are in need of passing through this area. Would you allows us to pass? We will do our best not to disturb your realm and pass without a trace."

Diplomacy: 1d20 - 1 ⇒ (4) - 1 = 3 Gonna need plenty of aid here! Haha!

Grand Lodge

1 person marked this as a favorite.
Male Tian-Xian Tengu Hunter/3 (HP 23/23 | AC:17 T:13 FF:14 | CMB:+4 CMD:17 | F:+4 R:+6 W:+3 | Init:+3 | Perc:+9 Low-light vision | Speed:30 | Conc:+5) Sansetsukon +4 (1d10+3/19-20x2) | AF 1/1 Spells 1:4/4
Skills:
Acro +3 Appr +1 Blff -1 Clmb +6 Dipl -1 Disg -1 EA +3 Fly +3 HA +3 Heal +6 Int +3 Know (Dung) +5 (Geog) +5 (Local) +2 (Nature) +5 (Relig) +2 Perc +10 Prof (Trapper) +3 Ride +8 SM +7 SC +5 Stlth +10 Surv +9 Track +10 Swim +6
Yiel-Dan San:
Male Quetzalcoatlus Animal Companion/1 (HP 13/13 | AC:20 T:16 FF:14 | CMB:+3 CMD:19 | F:+3 R:+8 W:+3 | Init:+5 Perc:+3, Scent 30ft | Speed:30, fly 50 (clumsy) | Acro +9 Fly +2 Stlth +9| Bite +8 (1d8+1/20x2)) AF:Bull

Yagi sheathes all weapons and mimes tiptoeing carefully, pointing from his current location to past the garden.

Tell it we only want to travel through, oo. We can leave behind bread items for the mold to grow on, on.

Diplomacy Aid Another: 1d20 - 1 ⇒ (1) - 1 = 0 Dice bot is spoiling for a fight today.

He succeeds only in miming that he wants to stomp all fungus from the face of the planet, and beat the creature senseless with bread products. Hopefully the creature did not notice.

Grand Lodge

Female human (Varisian) cleric of Erastil 4 LG | Init +4 | Perception +9 AC 17, T 13, FF 14 | hp 27/27 | Fort +5, Ref +6 Will +7

Shera whispers "Before anyone else tries to aid. Please allow me to touch you."

Touch of Law (Sp): You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Sovereign Court

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One hand with Shield:
AC: 18
Lvl: 1 Inquisitor | HP: 8/9 | AC: 16 | (Tch,12 Fl,14) | CMB: 3 (6); CMD: 15| F: +3; R; +2; W; 4; | Init: +2 | Perc: +6, SM: +6 | Speed 30ft | Judgement: 1/1 | Mend the Broken: 5/5 | Active conditions: None.

Don't forget you have guidance guys!

Culvine lowers his weapon and stands in a less threatening pose. Holding his left hand up in a manner to suggest he won't attack. Whatever was said to the Leshy had to work or there could be violence.

Diplomacy Aid: 1d20 - 2 ⇒ (17) - 2 = 15

I have - 2 sonan 11 is no good for me imn afraid.

Grand Lodge

Male Tian-Xian Tengu Hunter/3 (HP 23/23 | AC:17 T:13 FF:14 | CMB:+4 CMD:17 | F:+4 R:+6 W:+3 | Init:+3 | Perc:+9 Low-light vision | Speed:30 | Conc:+5) Sansetsukon +4 (1d10+3/19-20x2) | AF 1/1 Spells 1:4/4
Skills:
Acro +3 Appr +1 Blff -1 Clmb +6 Dipl -1 Disg -1 EA +3 Fly +3 HA +3 Heal +6 Int +3 Know (Dung) +5 (Geog) +5 (Local) +2 (Nature) +5 (Relig) +2 Perc +10 Prof (Trapper) +3 Ride +8 SM +7 SC +5 Stlth +10 Surv +9 Track +10 Swim +6
Yiel-Dan San:
Male Quetzalcoatlus Animal Companion/1 (HP 13/13 | AC:20 T:16 FF:14 | CMB:+3 CMD:19 | F:+3 R:+8 W:+3 | Init:+5 Perc:+3, Scent 30ft | Speed:30, fly 50 (clumsy) | Acro +9 Fly +2 Stlth +9| Bite +8 (1d8+1/20x2)) AF:Bull

Oooh, so could have used Touch of Law for the first roll.

Grand Lodge

Female human (Varisian) cleric of Erastil 4 LG | Init +4 | Perception +9 AC 17, T 13, FF 14 | hp 27/27 | Fort +5, Ref +6 Will +7

I can do it 5 times a day.

Grand Lodge

Male [HP: 40/40| AC: 18; T:12; FF:16 | F:+8; R:+5; W:+3] Half Orc Bloodrager |Untouchable/Spelleater | 4 [init+2 / Perc+6]

Diplomacy Aid: 1d20 + 5 ⇒ (4) + 5 = 9


Maps: Absalom Initiation

laurralei, would you have chosen to 'Take 11' if you knew about that possibility?

-Posted with Wayfinder

Grand Lodge

Female human (Varisian) cleric of Erastil 4 LG | Init +4 | Perception +9 AC 17, T 13, FF 14 | hp 27/27 | Fort +5, Ref +6 Will +7

Sorry about not saying something faster about the touch of law. PbP can make timing weird.


Maps: Absalom Initiation

Yeah, don't worry. I'll make allowances for things that would go smoother, were you all around a table.

In other news, I had a pretty rough day of travel, with very heavy traffic all along the way. I'm also still getting used to driving on the 'wrong' side of the road, so I'm quite beat. I'll skip on updating today, that will unfortunately have to wait until tomorrow.

-Posted with Wayfinder


Maps: Absalom Initiation

The Leshy considers for a moment, looking quite critical at Yagi Mi. It then crosses its arms and shakes its mushroom-capped head. "No," it says in Sylvan. "You flesh-creatures don't appreciate what I do here. Find another way."

I'll take the rolls as they were made, to keep things moving. You can retry the Diplomacy (at a higher difficulty), or try a different plan. Please note that trying to find a way around is going to be highly uncertain, since you don't know the way in these sewers.

-Posted with Wayfinder

Grand Lodge

Male Tian-Xian Tengu Hunter/3 (HP 23/23 | AC:17 T:13 FF:14 | CMB:+4 CMD:17 | F:+4 R:+6 W:+3 | Init:+3 | Perc:+9 Low-light vision | Speed:30 | Conc:+5) Sansetsukon +4 (1d10+3/19-20x2) | AF 1/1 Spells 1:4/4
Skills:
Acro +3 Appr +1 Blff -1 Clmb +6 Dipl -1 Disg -1 EA +3 Fly +3 HA +3 Heal +6 Int +3 Know (Dung) +5 (Geog) +5 (Local) +2 (Nature) +5 (Relig) +2 Perc +10 Prof (Trapper) +3 Ride +8 SM +7 SC +5 Stlth +10 Surv +9 Track +10 Swim +6
Yiel-Dan San:
Male Quetzalcoatlus Animal Companion/1 (HP 13/13 | AC:20 T:16 FF:14 | CMB:+3 CMD:19 | F:+3 R:+8 W:+3 | Init:+5 Perc:+3, Scent 30ft | Speed:30, fly 50 (clumsy) | Acro +9 Fly +2 Stlth +9| Bite +8 (1d8+1/20x2)) AF:Bull

We must convince it that we will respect its garden, en. I do not wish to harm an intelligent creature, err.

Laurallei, tell it that if we didn't respect its garden, we would already be tramping through, ough. Its garden will be less damaged by us carefully walking than by a chaotic battle, ell.

Diplomacy, Aid Another: 1d20 - 1 ⇒ (6) - 1 = 5 Well, crap.

Yagi communes with his spirit guide for a better understanding of Leshy desires.

Casting Guidance on Laurallei for her roll.

Sovereign Court

One hand with Shield:
AC: 18
Lvl: 1 Inquisitor | HP: 8/9 | AC: 16 | (Tch,12 Fl,14) | CMB: 3 (6); CMD: 15| F: +3; R; +2; W; 4; | Init: +2 | Perc: +6, SM: +6 | Speed 30ft | Judgement: 1/1 | Mend the Broken: 5/5 | Active conditions: None.

Sorry guys, screw this mushroom... Assuming Laurallei tells us what it said I have prepared this short post :')

Culvine rushes around Laurallei and places himself opposite the creature and thrusts his Ranseur across the gap in the direction of the Leshy.

Ranseur: 1d20 + 3 ⇒ (16) + 3 = 192d4 + 3 ⇒ (4, 1) + 3 = 8

"We have no time for this."

Grand Lodge

Male [HP: 40/40| AC: 18; T:12; FF:16 | F:+8; R:+5; W:+3] Half Orc Bloodrager |Untouchable/Spelleater | 4 [init+2 / Perc+6]

"Azygg liking not talk. We fire have?" Azygg whispers to the others suggesting a new course of action...


Maps: Absalom Initiation

Well, that gets us into combat. :) I don't think there is enough cause for a surprise round on your part, since the Leshy was aware of you an on guard. Since the Leshy rolled so poorly on initiative though, I'll already resolve Culvine's attack.

Culvine strikes the Leshy before it can react, and he slices cleanly across its small body. Where he cuts the fungus, a spray of spores is released, stinging in his eyes. Culvine, please make a Fort save DC 14. If unsuccessful, vision is reduced to 10 ft maximum. As Culvine surges forward, some of the ivy in the fungus garden - decorated with crimson and violet flowers, whose petals seem to bear tiny faces - seems to stir.

Knowledge Nature DC 16:
These are actually three patches of Xtabay, dangerous plants that release a sleep-inducing pollen and then sap the life from its helpless victims.

I have marked three patches of ivy on the map (in red, green and blue) to keep track of their locations, even if not all of your characters may be aware of the danger they pose.

--

COMBAT TRACKER - Characters in bold may act.

1st - Laurallei, Yagi Mi, Dindal, Shera, Culvine, Azygg
2nd - Leshy (-8), other plants (red, green, blue)

PENDING

Culvine - Fort save DC 14.

--

Initiative:

Dindal Nimaros: 1d20 + 10 ⇒ (8) + 10 = 18
Laurallei Tynve: 1d20 + 8 ⇒ (20) + 8 = 28
Yagi Mi : 1d20 + 3 ⇒ (19) + 3 = 22
Azygg Reekspittle: 1d20 + 2 ⇒ (7) + 2 = 9
Inquisitor Culvine: 1d20 + 2 ⇒ (8) + 2 = 10
Shera Dionas: 1d20 + 4 ⇒ (8) + 4 = 12
Fungus: 1d20 + 1 ⇒ (6) + 1 = 7

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