[PFS_CORE_Aerondor] 07-00 The sky key solution PbP Gameday 5: (Inactive)

Game Master Aerondor

CORE, Tier 1-2
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init:

[dice=Tere]1d20+4[/dice]
[dice=Kildrek]1d20-2[/dice]
[dice=Archybald]1d20+0[/dice]
[dice=Limney]1d20+8[/dice]
[dice=Haliphod]1d20+2[/dice]
[dice=Raven]1d20+3[/dice]
[dice=baddies]1d20+0[/dice]

Aid tokens:

Barred tables for support: 5,22
Received from: 15,19
Given to: 5(bad me),4, 24
Aid tokens
During the event, it is possible for characters at one table to assist those at another through the use of Aid Tokens. Each Aid Token represents the assistance of one or more allied Pathfinder agents who assist the PCs.

Once per encounter, any character at a table can use an Aid Token to assist the group in one of five ways described below. Once a table uses an Aid Token, the token grants no further benefit until the end of the encounter, at which point one of the players can pass the Aid Token to a neighboring table for them to use. It is very important that the players remember that there are a limited number of Aid Tokens, and hoarding one means that somebody else doesn’t get to use it.

So they are best used and then immediately passed on

An Aid Token’s benefits vary based on the table’s subtier, and these benefits can take one of the following five forms.

Aid Another: A Pathfinder agent helps the PCs solve a puzzle, disable a trap, or accomplish some other task as if performing the aid another action for a PC.

Allied Offensive: A Pathfinder agent strikes a creature at the same time as the PC, increasing the damage dealt by one attack by 1d8 points. In addition, after the attack, anyone attacking the target is considered to be flanking it until the beginning of the attacker’s next turn.

Burst of Healing: A Pathfinder agent heals all of the PCs of 1d6 points of damage.

Alternatively, the agent can instead cast neutralize poison, remove curse, or remove disease with a caster level of 5.

Spellcasting Synergy: A Pathfinder agent casts a spell at the same time as the PC, increasing the save DC and caster level of the PC’s spell by 1.

Timely Inspiration: A Pathfinder agent provides the effects of a bard’s inspire courage bardic performance for 3 rounds.

Sharing the love
I don't know whether we will start with an aid token, but if/when we get one, we will be told which table gives it to us. When we in turn pass it on, we cannot return it to the table that gave it to us. We cannot give a token to a table that one of us is GMing or playing at, nor can we give a token to a table that we have already given one to.
Aside from that, you are free to pass the token on as you see fit.

VP: 11 (BofCA; A1,A2, C1,C2, D1, E1, E2(2); Romnus; Omandi)

Chronicles


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Lantern Lodge

Silent tide map

You may use the wand instead if you wish

Lantern Lodge

Silent tide map

And I'll assume he does
magic missile: 1d4 + 1 ⇒ (1) + 1 = 2

Dropping Tere, the snake slithers forward towards..
who: 1d4 ⇒ 1
The delectable Archybald. Everyone seems to love him today.
bite: 1d20 + 5 ⇒ (16) + 5 = 21
chomp: 1d4 + 4 ⇒ (3) + 4 = 7
grab: 1d20 + 9 ⇒ (7) + 9 = 16
constrict: 1d4 + 4 ⇒ (2) + 4 = 6
Sorry Archy.

Status: Bold may post
Archybald ; 14 damage; 2 points CON damage; hand of the apprentice used: 2; mage armor; dying;
Tere 12 damage; (unconscious, stable)
Limney force missile used:4 ; 1 point CON damage; mage armor
Haliphod acid darts used: 2 ; mage armor
Kildrek fire bolts used: 2 ; channels used: 2
Raven elemental rays used:3 ; 2 point CON damage; ; mage armor; 3 damage;

snake (grappled) 12 damage

Casters, check the map, only Limney won't attract an AOO if they cast from where they are currently standing. Some of you have 5' step options, but not everyone.

Grand Lodge

Male Human Wizard 1 | AC 16 | T 12 | FF 14 | HP: 8/8 | CMD 12 | Fort +0 | Ref +2 | Will +5 | Init +2 | Perception +1

You see? It only annoyed it.

Stabilization: 1d20 + 1 - 6 ⇒ (14) + 1 - 6 = 9

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

Creatures that are in a grapple can't take attacks of opportunity.

Force Missile at snake: 1d4 + 1 ⇒ (3) + 1 = 4

Lantern Lodge

Silent tide map

Good point. And one I raised in another game earlier today. D'oh - need sleep.

The Exchange

CORE Female Human Sorceress 2/Fighter 1| AC: 14/13/11 | HP: 21/21 | Fort +4, Ref +3, Will +3 | CMB +2, CMD 15 | Init +3 | Perc +1

Raven reaches out to touch the snake with an icy hand.

Frosting grasp vs snake: 1d20 + 2 ⇒ (1) + 2 = 3
Damage (cold): 2d6 ⇒ (6, 5) = 11

Lantern Lodge

Silent tide map

Yet another missile slams into the snake, it is starting to look rather unwell.
Raven however slips as she tries to frost it.

Status: Bold may post
Haliphod acid darts used: 2 ; mage armor
Kildrek fire bolts used: 2 ; channels used: 2

snake (grappled) 16 damage
Archybald ; 15 damage; 2 points CON damage; hand of the apprentice used: 2; mage armor; dying;
Limney force missile used:4 ; 1 point CON damage; mage armor
Raven elemental rays used:3 ; 2 point CON damage; ; mage armor; 3 damage;
Tere 12 damage; (unconscious, stable)

Silver Crusade

Male {CORE} Dwarf Cleric of Sarenrae [2] | HP 19/19 | AC 16 T 8 FF 16 | F +6 R -2 W +7 | CMB +2 CMD 10 (14 vs bullrush/trip) | Init -2 | Perc +4 (Darkvision) | Diplo/Intim +2 | SM +4 | Heal +12

Kildrek will channel to heal his fallen friends!

Channel!: 1d6 ⇒ 3

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

Tere struggles back to consciousness.

Lantern Lodge

Silent tide map

Someone want to pick an action for Haliphod?

Status: Bold may post
Haliphod acid darts used: 2 ; mage armor

snake (grappled) 16 damage
Archybald ; 12 damage; 2 points CON damage; hand of the apprentice used: 2; mage armor; (unconscious, stable)
Limney force missile used:4 ; 1 point CON damage; mage armor
Raven elemental rays used:3 ; 2 point CON damage; ; mage armo
Tere 9 damage;
Kildrek fire bolts used: 2 ; channels used: 3

Silver Crusade

Male {CORE} Dwarf Cleric of Sarenrae [2] | HP 19/19 | AC 16 T 8 FF 16 | F +6 R -2 W +7 | CMB +2 CMD 10 (14 vs bullrush/trip) | Init -2 | Perc +4 (Darkvision) | Diplo/Intim +2 | SM +4 | Heal +12

Another acid dart I guess, unless he has a wand to heal with.

Lantern Lodge

Silent tide map

It looks like he has a wand of magic missile or one of CLW if they were preferred. The snake is looking pretty ragged at the moment. If you want to use a wand, go ahead, if you want to use acid dart, then roll an attack (+3 I think), or we can wait.

Grand Lodge

Male Human Wizard 1 | AC 16 | T 12 | FF 14 | HP: 8/8 | CMD 12 | Fort +0 | Ref +2 | Will +5 | Init +2 | Perception +1

Archybald stabilizes.

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

Archybald dropped the wand when he went unconscious. Haliphod could pick it up and use it.

wand of MM: 1d4 + 1 ⇒ (1) + 1 = 2

Dark Archive

Male Gnome Druid 2 / Conjurer 1 HP 23/23 AC 13, T 13, FF 13 F: +4, R: +2, W: +7; Init: +2, Perc +12, SM +4. Active Conditions: none

Haliphod will pull out his wand of magic missiles and use it.

Damage: 1d4 + 1 ⇒ (3) + 1 = 4

Lantern Lodge

Silent tide map

Phew
Another bolt of magic hurtles towards the already badly damaged snake. It drops Archybald in its death throes.

The ragged team looks around the room. It appears there may be someone tied to the altar at the top of the room....

I'll do the transfer to table 24 now

Status:
Haliphod acid darts used: 2 ; mage armor
Archybald ; 12 damage; 2 points CON damage; hand of the apprentice used: 2; mage armor; (unconscious, stable)
Limney force missile used:4 ; 1 point CON damage; mage armor
Raven elemental rays used:3 ; 2 point CON damage; ; mage armo
Tere 9 damage;
Kildrek fire bolts used: 2 ; channels used: 3

Silver Crusade

Male {CORE} Dwarf Cleric of Sarenrae [2] | HP 19/19 | AC 16 T 8 FF 16 | F +6 R -2 W +7 | CMB +2 CMD 10 (14 vs bullrush/trip) | Init -2 | Perc +4 (Darkvision) | Diplo/Intim +2 | SM +4 | Heal +12

Kildrek will go to Archybald's aid, using his wand to further heal him.

CLW: 1d8 + 1 ⇒ (8) + 1 = 9

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

Tere struggles to his feet. "Some of that, too, please." He limps slowly towards the altar, hoping that a healer will catch up with him but not wanting to waste time when there might be a captive present.

Grand Lodge

Male Human Wizard 1 | AC 16 | T 12 | FF 14 | HP: 8/8 | CMD 12 | Fort +0 | Ref +2 | Will +5 | Init +2 | Perception +1

Archybald clambers to his feet. "I think I prefer my history in books, rather than trying to kill me." he grumbles. "Who's that?" he wonders, following Tere to the altar.

Lantern Lodge

Silent tide map

The man has Azlanti features and speaks to you in a variety of different languages, trying to find a tongue in common.

Anyone speak any of Azlanti, Cyclops, Elven, Hallit, Aklo or Draconic?

Eventually Tere recognizes an old form of Elven and is able to do some translation.

"I am Generald Krahnaliara Lac Suhn!" he proclaims "and I thank you for my rescue." He looks curiously at your dress and equipment. "but I should see to my troops..."

You may attempt various social interaction skills with the General if you wish, lots of nice stuff for pathfinders to discover from him!

General approach would be:
* Attempt to coax descriptions of Azlanti culture from Lac Suhn with Diplomacy,
* Goad the general into boasting about military conquests with Intimidate,
* or trick him into revealing state secrets with Bluff.
You can each attempt each check once (either as a primary, or aiding another). We have no real hurry, nice text can get you a circumstantial bonus from a generous GM. Try to avoid putting a post in with all three rolls together, I'm happy to sprinkle in extra stuff as aid-another help you pass various thresholds.

Status:
Haliphod acid darts used: 2 ; mage armor
Archybald ; 3 damage; 2 points CON damage; hand of the apprentice used: 2; mage armor; (unconscious, stable)
Limney force missile used:4 ; 1 point CON damage; mage armor
Raven elemental rays used:3 ; 2 point CON damage; ; mage armo
Tere 9 damage;
Kildrek fire bolts used: 2 ; channels used: 3

Edit:
I jumped the gun slightly here. After finishing off the snake you had a chance to also examine some of the bits of the temple as you approached the altar. Please make a heal, knowledge(dungeoneering, planes or religion), profession(scribe) or survival check. This is one check as a group, I'll take the first roll, but others may aid-another. You may want to discuss in OOC about which skill/who to make the primary check.

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

I speak ancient azlanti if it helps.

Kn History about Krahnaliara Lac Suhn: 1d20 + 9 ⇒ (6) + 9 = 15

"Fascinating. We are not up on... current events. Please tell us who the Azlanti are fighting. Not the Aboleth surely."

Diplomacy to assist: 1d20 - 2 ⇒ (16) - 2 = 14

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

It looks like our best bet on the temple check is Kildrek's Heal skill of +12. Our social skills are lacking, so probably best to have Halliphod or Raven take the lead.

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

Agreed. Especially if we are allowed to take 10 on assist rolls.

Lantern Lodge

Silent tide map

You cannot take ten on an assist check unfortunately. However Kildren can auto succeed the skill check with his heal, so that is okay. Back to the general.

Liminy recognizes the name Krahnaliara Lac Suhn, but not any of his deeds in particular.

"We are fighting to free ourselves from the Serpentfolk!" says the general as if speaking to someone very slow.

Social skills used:
Diplomacy: Liminy(aid, succeeded)

Silver Crusade

Male {CORE} Dwarf Cleric of Sarenrae [2] | HP 19/19 | AC 16 T 8 FF 16 | F +6 R -2 W +7 | CMB +2 CMD 10 (14 vs bullrush/trip) | Init -2 | Perc +4 (Darkvision) | Diplo/Intim +2 | SM +4 | Heal +12

Kildrek does indeed try to use his skills as a healer in order for the party to win the trust of the freed captive.

Heal, if you need a roll: 1d20 + 12 ⇒ (3) + 12 = 15

Dark Archive

Male Gnome Druid 2 / Conjurer 1 HP 23/23 AC 13, T 13, FF 13 F: +4, R: +2, W: +7; Init: +2, Perc +12, SM +4. Active Conditions: none

Heal, Aid: 1d20 + 2 ⇒ (1) + 2 = 3

Well, crud.

Haliphod uses his wand of CLW on anyone who needs some healing. (Go ahead and roll your own, just point out the charges I need to deduct.)

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

Haliphod, Kildrek makes the Heal check automatically. A Diplomacy check would be helpful now, though, to get more information out of the Azlanti general. Also, burn two wand charges--thanks!

Diplomacy Aid Another: 1d20 - 1 ⇒ (1) - 1 = 0

On realizing what the captive is, Tere is literally speechless.

CLW from Haliphod's wand: 1d8 + 1 ⇒ (1) + 1 = 2
CLW from Haliphod's wand: 1d8 + 1 ⇒ (5) + 1 = 6

The Exchange

CORE Female Human Sorceress 2/Fighter 1| AC: 14/13/11 | HP: 21/21 | Fort +4, Ref +3, Will +3 | CMB +2, CMD 15 | Init +3 | Perc +1

"How'd they capture you? And what are they using you for? I hope it's not those awful rituals we saw earlier."

Diplomacy: 1d20 + 3 ⇒ (20) + 3 = 23 plus whoever aids

Grand Lodge

Male Human Wizard 1 | AC 16 | T 12 | FF 14 | HP: 8/8 | CMD 12 | Fort +0 | Ref +2 | Will +5 | Init +2 | Perception +1

For the bit with the snake:
Knowledge(Planes): 1d20 + 8 ⇒ (3) + 8 = 11

---

For the bit with the General:

"Ah, but how do we know you are REALLY who you say you are - you could be a serpentfolk infiltrator. Tell us something only he would know!"

Bluff: 1d20 ⇒ 18

Lantern Lodge

Silent tide map

The general nods to Raven "Captured in battle... You remind me a bit of my wife. Adn indeed is is for one of those rituals. Luckily I killed the priest"

He points to a dead serpent folk nearby. Visibly easing up, he talks a bit more about his family.

I have always loved my grandmother’s ittho bread. Only used the honey from her own bees, and only fed them blossoms her grandmother brought back from the Western Colonies. Nothing ever tastes the same now.

While to Archybald he admits "I'll not tell you anything about the military. But about my family... I never do get to see the wife and kids anymore. Marrying into a colonial family may have helped avert a war, but these years of separation are a heavy burden on anyone’s shoulders.

Limney puts him further at ease. "Sorry. I start to get nostalgic around Peacock’s Dusk. These damn family holidays. They always remind me I still haven’t taken my boys to the Western Colonies. They love their little-folk nanny, and I thought they’d like to see one of the cities her people built.

Each person can use each skill once, please be clear if you are aiding or trying to beat the current base roll. Good base successes have already been had with Diplomacy and Bluff

Social skills used: (each can try each once)
Diplomacy: Liminy(aid, succeeded); Tere (aid, failed); Raven (23!)
Bluff: Archybald (18)
Intimidate:

Silver Crusade

Male {CORE} Dwarf Cleric of Sarenrae [2] | HP 19/19 | AC 16 T 8 FF 16 | F +6 R -2 W +7 | CMB +2 CMD 10 (14 vs bullrush/trip) | Init -2 | Perc +4 (Darkvision) | Diplo/Intim +2 | SM +4 | Heal +12

Now look here, don't be sayin' what you is an' you ain't gonna tell us! We need ta know everythin'!

Trying Intimidate, because: 1d20 + 2 ⇒ (19) + 2 = 21

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

Intimidate Aid Another: 1d20 - 1 ⇒ (9) - 1 = 8

Tere mumbles, "Absolutely. You are in our debt." That came out way too stilted. I've been bested by a dwarf.

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

Raven rolled 23 and I aided so she has 25. Kildrek got a 15 Heal for that group check you asked for.

Attempt to aid Kildrek with Heal: 1d20 + 0 ⇒ (5) + 0 = 5

Kn History: 1d20 + 9 ⇒ (13) + 9 = 22 Liminy is a History buff that specializes in Ancient civilizations. He is fully aware of what happened to the Azlanti people and what this battle is probably leading to.

In Azlanti
"We already know a fair amount about the war with the serpent folk and are here to help. Our Teleport went wrong and has left us a bit addled. Are we in Sekamina by any chance?"

Bluff: 1d20 - 2 ⇒ (13) - 2 = 11

Lantern Lodge

Silent tide map

Don't worry about the heal check anymore you all passed that. I assume the bluff was an aid, as there would be no way for Lim to beat Archy's bluff.

To Kildrek he says “My warriors are no cowards, and neither am I! They didn’t surrender in the field, and if these snakes hadn’t taken their sikkar—their coiled knives—they never would’ve been taken alive.

As Liminy talks he eases up a bit "I believe so. Magic sometimes does go wrong - makes its user wrong sometimes too. I don’t care if his great-great-great whatever grandfather gave us ioun stones or water itself ! Imperator Illsmus is a headstrong fool, and his notions about raising mankind to godhood will end in embarrassment at best.

Tere talks about debt, and the general looks unimpressed. "Those serpent folk have a debt of blood. We had separated into two regiments, with shield walls, and I sent the left flank wide to take
the serpent folk from behind. We’d been clashing near the mouth of the Ilssele for years, trying to push the colonies’ eastern borders
"

Social skills used: (each can try each once)
Diplomacy(25): Liminy(aid, succeeded); Tere (aid, failed); Raven (23!)
Bluff(20): Archybald (18) ; Liminy (aid, succeeded)
Intimidate(21): Kildrek (21)

Status:
Haliphod acid darts used: 2 ; mage armor
Archybald ; 3 damage; 2 points CON damage; hand of the apprentice used: 2; mage armor;
Limney force missile used:4 ; 1 point CON damage; mage armor
Raven elemental rays used:3 ; 2 point CON damage; ; mage armor
Tere 9 damage;
Kildrek fire bolts used: 2 ; channels used: 3

Grand Lodge

Male Human Wizard 1 | AC 16 | T 12 | FF 14 | HP: 8/8 | CMD 12 | Fort +0 | Ref +2 | Will +5 | Init +2 | Perception +1

"But I've found the Imperator's words very convincing - what makes you so sure he will fail?"

Bluff(Aid Another): 1d20 ⇒ 7

*edit* REROLL - PC Folio and 1 GM Star

Bluff(Aid Another): 1d20 + 1 ⇒ (7) + 1 = 8

*facepalm*

https://drive.google.com/file/d/0Bzm2DNZNJqxnZUFpVHRaQ3VOV28/view?usp=shari ng

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

Bluff, Aid Another: 1d20 - 1 ⇒ (17) - 1 = 16

Tere replies to Archibald (with an eye towards getting more information out of the general), "My people have legends that the quest for godhood rarely ends well. And if the Imperator figured out the secret, who's to say a serpentfolk couldn't learn it as well?"

Lantern Lodge

Silent tide map

"Who might become a god? It is madness to even try." sighs the general. "Madness that the serpents spread among us."

I Lost my brother Urterre to the Silent Servitors, who watch outside and within for threats to the empire. He ran coded messages between the colonies and the homeland, but was never quite the same after his ship was lost at sea for three weeks. His body healed just fine, but his eyes… they always seemed so distant and afraid after that.

He thinks a bit more, his mind perhaps drifting from some of the drugs given him in preparation for the sacrifice. Family would seem to be important to him as he keeps returning to them.

It has also been many years since we heard from my great-grandmother’s descendants, but I sometimes imagine that when I gaze into the sky and see the red planet, they can hear my prayers for the health of them and our empire’s colony.

He drifts back to the "present" "Did you say Sekamina ? No, I believe this is Sessegishoss."

Social skills used: (each can try each once)
Diplomacy(25/+3): Liminy(aid, succeeded); Tere (aid, failed); Raven (23!)
Bluff(22/+9): Archybald (18) ; Liminy (aid, succeeded); Tere (aid, succeeded); Archy (aid, failed);
Intimidate(21/+3): Kildrek (21)

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

Tere also failed at his Aid Another check for Intimidate.

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

"As you can tell some of us are a more scholarly sort. You are clearly a learned gentleman. It would be a shame if your stories were lost to misfortune in the upcoming battle."

Aid Intimidate: 1d20 - 2 ⇒ (15) - 2 = 13

Silver Crusade

Male {CORE} Dwarf Cleric of Sarenrae [2] | HP 19/19 | AC 16 T 8 FF 16 | F +6 R -2 W +7 | CMB +2 CMD 10 (14 vs bullrush/trip) | Init -2 | Perc +4 (Darkvision) | Diplo/Intim +2 | SM +4 | Heal +12

Oh yes, I understand completely.

Aid Bluff: 1d20 + 2 ⇒ (14) + 2 = 16

And I didn't mean no disrespect or nothin'. We're just trying to do what we can, ya know.

Diplo Aid: 1d20 + 2 ⇒ (2) + 2 = 4

Dark Archive

Male Gnome Druid 2 / Conjurer 1 HP 23/23 AC 13, T 13, FF 13 F: +4, R: +2, W: +7; Init: +2, Perc +12, SM +4. Active Conditions: none

Haliphod makes a few comments here and there, trying to help.

Diplomacy Aid: 1d20 + 3 ⇒ (15) + 3 = 18
Bluff Aid: 1d20 + 3 ⇒ (1) + 3 = 4
Intimidate Aid: 1d20 + 3 ⇒ (13) + 3 = 16

Lantern Lodge

Silent tide map

The general stretches nodding at the words of Liminy. "Even a skilled warrior may be felled by misfortune." he agrees.

The key to battling serpent-men is the night battle, or making your main thrust at dusk. Then the fatigue of battle hits the same time as the cold reaches their hearts. Slows them down. That was General Akorian’s secret to victory at Esrogas, when they tried to land on the homeland itself, and it still works all these years later.[b]”

Haliphod prods him to reveal more

"[b]“Their war-beasts are fearsome, but subterfuge is truly what tore our lines down. Misinformation spread among the ranks, dissenters and the magically compelled turning on their own brothers."

"I’ve fought human opponents, and loath as I am to spill another man’s blood, I’d take that clean death over the slow, strangling suffocation these monsters mete out.

Almost to himself he adds "“They took the lines at Ilssele. Broke our backs and killed most of my men. Olhas was perhaps a day’s march beyond. I doubt very much it’s still there.

He waxes nostalgic, the drugs and his wounds dausing his mind to wander. He rambles on about his family’s private island villa in the colonies, located “south from the Mierani forests, hugging the coast east for four days and then a shot southeast from the southern cape.

Okay, knowledge (geography or history) or Profession(sailor) checks

Social skills used: (each can try each once)
Diplomacy(27/+3): Liminy(aid, succeeded); Tere (aid, failed); Raven (23!) ; Kildrek (aid, failed); Hali (aid, succeeded)
Bluff(24/+9): Archybald (18) ; Liminy (aid, succeeded); Tere (aid, succeeded); Archy (aid, failed); Kildrek (aid, succeeded); Hali (aid failed)
Intimidate(25/+12): Kildrek (21); Tere (aid, failed); Liminey (aid, succeeded); Hali (aid succeeded)

Grand Lodge

Male Human Wizard 1 | AC 16 | T 12 | FF 14 | HP: 8/8 | CMD 12 | Fort +0 | Ref +2 | Will +5 | Init +2 | Perception +1

Knowledge(History): 1d20 + 8 ⇒ (4) + 8 = 12

Lantern Lodge

Silent tide map

"History? What is history?" murmurs the general. He looks around.

"I must find my men. My men. My brother. My brother. Urterre died in my arms. The dagger was warm in his back. Passed along the documents to me, but the only words he could muster were ‘Minister Erodel wears the veil. Amaznen save the senate.’ He seemed half-mad by then.

Social skills used: (each can try each once)
Diplomacy(27/+6): Liminy(aid, succeeded); Tere (aid, failed); Raven (23!) ; Kildrek (aid, failed); Hali (aid, succeeded)
Bluff(24/+12): Archybald (18) ; Liminy (aid, succeeded); Tere (aid, succeeded); Archy (aid, failed); Kildrek (aid, succeeded); Hali (aid failed)
Intimidate(25/+12): Kildrek (21); Tere (aid, failed); Liminey (aid, succeeded); Hali (aid succeeded)

Others may want to try that history/geography/sailor check, or aid Archy.

Status:
Haliphod acid darts used: 2 ; mage armor
Archybald ; 3 damage; 2 points CON damage; hand of the apprentice used: 2; mage armor;
Limney force missile used:4 ; 1 point CON damage; mage armor
Raven elemental rays used:3 ; 2 point CON damage; ; mage armor
Tere 9 damage;
Kildrek fire bolts used: 2 ; channels used: 3

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

kn History: 1d20 + 9 ⇒ (7) + 9 = 16

I should probably save this for some upcoming Fort save but I can't have Liminy embarrass himself on this. Folio reroll time.

Kn History (Once more with feeling): 1d20 + 9 ⇒ (9) + 9 = 18

*sigh*

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

It looks like Archybald can still try to Aid Another on Diplomacy, and Raven can try to Aid Another on Bluff and Intimidate. Can those of us without the Knowledge skills try to Aid Another untrained?

Grand Lodge

Male Human Wizard 1 | AC 16 | T 12 | FF 14 | HP: 8/8 | CMD 12 | Fort +0 | Ref +2 | Will +5 | Init +2 | Perception +1

"Come now - such dark thoughts will not stir a man for battle - think on the glories of the Empire!"

Diplomacy(Aid): 1d20 ⇒ 2

The Exchange

CORE Female Human Sorceress 2/Fighter 1| AC: 14/13/11 | HP: 21/21 | Fort +4, Ref +3, Will +3 | CMB +2, CMD 15 | Init +3 | Perc +1

Bluff (aid another): 1d20 + 3 ⇒ (17) + 3 = 20
Intimidate (aid another): 1d20 + 3 ⇒ (2) + 3 = 5

Don't have either of those Knowledges.

Lantern Lodge

Silent tide map

Limney kind of recognizes the location described. You guess his villa was somewhere off the coast of Nidal. Surely a future Pathfinder expedition will be sent there!

Raven continues to talk with the general who is rapidly recovering from the toxins.

"My wife is always trying to tie my chiton like an imperator, not like a general. See how it goes over, around, then under? I ask if she wants her husband flogged, and she just says she’d rather have her husband sit on the senate. Not a… not a subtle lady. Gods, I miss her."

He smiles in memory

"Her name’s Vanaschen. I know, I know—am I crazy to have married a woman of the Eastern Colonies? I thought mother was mad when she arranged the marriage. I shouted out the garden blessing, I was so damn mad. But I suppose we’re all like that at that age. Once my whiskers came in and I stopped thinking of myself, I saw her for who she was: this fiery, passionate woman who didn’t need any of my excuses. Her father and my mother still argue over whose family officially joined whose—if we’re still Azlanti or perhaps tainted by Kellid blood. I swear Vanaschen would conquer both peoples just to quiet them, if she didn’t find it so damn funny. The way she pushes me to step up into mother’s senate seat, I think we’re still Azlanti.

He stands, recovered as much as he can be from the ordeal.

"I must be off to find my troops. They will be trying to free me"

You can either rest up and concerve you energy for a day or so until we move on to the next part, or go back and explore another area. There is the inner temple and the slave yards you have yet to explore. It sounds like we will be advancing to part3 in just a day or two

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

"Good luck, General." Tere salutes the man as he walks off, then hurriedly writes down what he can remember of what was said.

"Inner temple? I'm still healthy enough."

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