[PFS]DM Elanmorin's #9-08 BIRTHRIGHT BETRAYED (4-5) (Inactive)

Game Master Rogar Valertis

Taldor needs heroes!
The Pathfinder Society needs access to ancient relics!

Could these apparently distant goals coexist? Let's find out in "Birthright Betrayed!"

Initiative:
[dice=Henry de Karthis]1d20+4[/dice]
[dice=Myrd Sharpclaw]1d20+2[/dice]
[dice=Nei-lung ]1d20+4[/dice]
[dice=Q'lack]1d20+4[/dice]
[dice=Slade Wilder ]1d20+2[/dice]
[dice=Zomo al-Hadir]1d20+7[/dice]

Perception:
[dice=Henry de Karthis]1d20+5[/dice]
[dice=Myrd Sharpclaw]1d20+7[/dice]
[dice=Nei-lung ]1d20+3[/dice]
[dice=Q'lack]1d20+4[/dice]
[dice=Slade Wilder ]1d20+6[/dice]
[dice=Zomo al-Hadir]1d20+8[/dice]

Familiar Faces (?)

MAPS

Handouts


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Sovereign Court

hp 28/28 | Ac 16 T 12 FF 14 DR 10 / melee or magic | I+2 | F+3 R+5 W+9 (+1 vs disease & distraction) | Bluff +15 Diplomacy +18 Perception +13 +2 Sense Motive +12 | Splintered Spear 8/8 | Reroll 1/1
Active spells:
Heightened awareness (60 min), Mage Armor (6 hrs), Protection from Arrows (6 hrs)

"We should talk to the magistrate once we have evidence that Varnisant is doing something illegal. We don't have anything of the kind right now. Let's visit that talking painting. Be careful not to tell anything to it that we wouldn't want Varnisant to know. We should pretend to be just interested in the man."

Sovereign Court

Slayer 3 HP: 31/31 AC 16, FF 14, Touch:12 F:+6 R:+6 W:+5 Perception +6 Effects:None

"Sounds like a plan."

Shadow Lodge

MAP

After much deliberation you agree to go back to the museum and check Varnisant's portrait out.
Cincia doesn't seem to be around so you skip directly to the painting. It's still hanging on the wall just to the right of the front doors. Earl Calhadion Vernisant, looking far to the distance, the crown-and-lion
standard of Taldor waving behind him. As you approach and fix your gaze on him, the painted earl nods stately almost as if he were beckoning you to speak.

Sovereign Court

HP 25/25; Reroll @+3 1/1; Wand CLW 48/50 Grippli AC 18; Touch 15; CMD 11; Fort +6 Ref +7; Will +1 ; Init +4; Perc +6

Q'lack approaches the painting.

"Earl Venisant! My goodness he is handsome! Well, for a human. Look at that distinguished nose. I hear locally they call him the Earl on the Ocean, after his support for the navy...Tell me good Earl, what is the secret to your success?"

Shadow Lodge

MAP

"That's me indeed! Earl Calhadion Vernisant, a member of the Taldan Senate, and a direct descendant of the famous General Arnisant, Hero of the Shining Crusade. The secret of my success you say, dear subject? Well it's no secret I'm a decisive leader, renowned for his fairness and magnanimity, and loved by all. And if by any chance with "success" you meant, "success with the ladies" specifically... I'd like to claim it's because of my innate generosity... but the truth is I just possess that natural charm that distinguishes us natural born leaders from the unwashed rabble" the painting responds to Q'lack's questions with deep seriousness...

DC18 Sense Motive:
You think you have a better understanding of the kind of slippery yet pompous bastard Earl Varnisant truly is, now...

Sovereign Court

HP 25/25; Reroll @+3 1/1; Wand CLW 48/50 Grippli AC 18; Touch 15; CMD 11; Fort +6 Ref +7; Will +1 ; Init +4; Perc +6

sense motive: 1d20 + 8 ⇒ (2) + 8 = 10

Q'lack looks impressed. "I read that you are also descended from the Inheritor...." he probes.

Sovereign Court

Slayer 3 HP: 31/31 AC 16, FF 14, Touch:12 F:+6 R:+6 W:+5 Perception +6 Effects:None

Sense Motive: 1d20 ⇒ 19

Slade raises an eyebrow and lets out a snort when he realizes the truth.

Sovereign Court

AC20 T15 FF15 CMD18| HP 26/26| F +2 R +7 W +0* | Init +4, Perc +5 |

Sense Motive: 1d20 + 3 ⇒ (19) + 3 = 22

That's so true Earl Vernisant. No lady could not fall for your natural charms. How have you deal with smugglers and pirates? In my youth, these vermines were always a thorn in my liege's foot. What is your secret?

Sovereign Court

hp 28/28 | Ac 16 T 12 FF 14 DR 10 / melee or magic | I+2 | F+3 R+5 W+9 (+1 vs disease & distraction) | Bluff +15 Diplomacy +18 Perception +13 +2 Sense Motive +12 | Splintered Spear 8/8 | Reroll 1/1
Active spells:
Heightened awareness (60 min), Mage Armor (6 hrs), Protection from Arrows (6 hrs)

Sense Motive: 1d20 + 12 ⇒ (14) + 12 = 26

"I am pleased to make your aquintance Earl Vernisant. You must be proud to have so many artifacts of your ancestor gathered here"

Sovereign Court

Male LN Suli Scaled Fist Monk 4/Sorcerer (Draconic)1/Dragon Disciple 1 | HP 55/55 | AC 20 T 19 FF 16 | CMB +9, CMD 28 | F: +7, R: +7, W: +2(+2 vs. fear,paralysis,sleep effects) | Init: +5 | Perc: +3, SM: +0 | Speed 40ft | Incremental Elemental Assault: 6/6, Stunning Fist:4/4(DC 17), Ki Pool:5/5 | Spells: 1st 4/4 | Active conditions: Low-light Vision, Resist acid/cold/elec./fire 5

Sense Motive: 1d20 ⇒ 2
Nei-lung bows his head toward the painting. "It is an honor. It is rare for a commoner to have the chance to speak with nobility face-to-face."

Sovereign Court

Human Amnesiac Psychic 5| AC14 T10 F14 | HP 26/26 | CMD:11 | F:+4 R:+3 W:+6 | Init:+7 | Perception: +8 | Spells: 2nd-4/6 1st-7/8, Phrenic Pool: 3/3, Detect Thoughts: 1/1 | Active Effects: false life (12), message

Zomo watches; happy with the questions that have been asked, eager to hear the replies.

Shadow Lodge

MAP

Q'lack:
"Indeed. Check out the very detailed gegealogy trees I generously gaveto the museum as presents. They prove beyond any doubt the then mortal Inheritor met with my illustrious ancestor during the Shining Crusade. From there it's easy to understand what happened..."

Henry:
"There is no place for criminal elements in Rindonport. I got rid of them with masterful tactics and a strong sense of justice..."

Myrd:
"Oh yes. Very pleased. On behalf of my ancestors, I sincerely hope you enjoy your visit to the General Arnisant museum and historic residence".

Nei-lung:
"You are right to feel honoured. It's good to meet a commoner who knows its place."

Sovereign Court

1 person marked this as a favorite.
HP 25/25; Reroll @+3 1/1; Wand CLW 48/50 Grippli AC 18; Touch 15; CMD 11; Fort +6 Ref +7; Will +1 ; Init +4; Perc +6

Assuming that we can hear each others responses

"My good Earl. I would learn of your masterful tactics. Rogish elements pervade every society, and I would learn from you. Could you tell me more about your masterful tactics and how your sense of justice helped rid this town of such vile elements?"

Sovereign Court

AC20 T15 FF15 CMD18| HP 26/26| F +2 R +7 W +0* | Init +4, Perc +5 |

Yes, please great Earl Arnisant, we need you listen from great mind as yourself to do better ourself.

Sovereign Court

hp 28/28 | Ac 16 T 12 FF 14 DR 10 / melee or magic | I+2 | F+3 R+5 W+9 (+1 vs disease & distraction) | Bluff +15 Diplomacy +18 Perception +13 +2 Sense Motive +12 | Splintered Spear 8/8 | Reroll 1/1
Active spells:
Heightened awareness (60 min), Mage Armor (6 hrs), Protection from Arrows (6 hrs)

"Great Earl, I am a student of the arcane arts. Would you mind if I study your marvelous paintings to see what masterfull spells have been woven into it?"

I want to determine whether there is any actual connection between the human earl and this painting. i.e. if the earl knows that we are talking to his painting

Knowledge Arcana: 1d20 + 8 ⇒ (19) + 8 = 27

Sovereign Court

Male LN Suli Scaled Fist Monk 4/Sorcerer (Draconic)1/Dragon Disciple 1 | HP 55/55 | AC 20 T 19 FF 16 | CMB +9, CMD 28 | F: +7, R: +7, W: +2(+2 vs. fear,paralysis,sleep effects) | Init: +5 | Perc: +3, SM: +0 | Speed 40ft | Incremental Elemental Assault: 6/6, Stunning Fist:4/4(DC 17), Ki Pool:5/5 | Spells: 1st 4/4 | Active conditions: Low-light Vision, Resist acid/cold/elec./fire 5

"If you please, Earl Vernisant, you must have great pride in seeing so many artifacts here in the museum that tell of your noble ancestry. Are there any items currently here that helped you achieve your success? We have great interest in the nobility of Ridonport, and Taldor, and wish to study it further."

Shadow Lodge

MAP

The painted Earl give you a condescending smile and answers:"You are wise to ask for my consuel. Unfortunately such complex subjects require my full attention. Please direct detailed questions about this matter to my office in Oppara"

Myrd:
Meanwhile Myrd studies the painting enough to be sure there's no way the real Earl can know about what the painting is saying, it only repeats a set of answers based on the Earl's personality but there's no real connection between them.

Nei-lung:
"A commendable goal. Unfortuantely for you I did not need any of the items left here, I forged my own fortune alone, so to speak"

You got what you could out of the painting, an insight on how Varnisant's personality works. This could provide you with an advantage in the future but besides that the painting is not going to tell you anything incriminating about the Earl activities

Sovereign Court

Human Amnesiac Psychic 5| AC14 T10 F14 | HP 26/26 | CMD:11 | F:+4 R:+3 W:+6 | Init:+7 | Perception: +8 | Spells: 2nd-4/6 1st-7/8, Phrenic Pool: 3/3, Detect Thoughts: 1/1 | Active Effects: false life (12), message

Away from the museum: "That is fascinating magic, shame it is wasted in such a way. Shall we rest until the night falls, then see to the pirates and the locked safe. Or does anyone wish to approach the magistrate with rumors?"

Zomo might be able to 'remember' the knock spell but that doesn't help with any traps or alarms, if we try to crack the safe.

Sovereign Court

Male LN Suli Scaled Fist Monk 4/Sorcerer (Draconic)1/Dragon Disciple 1 | HP 55/55 | AC 20 T 19 FF 16 | CMB +9, CMD 28 | F: +7, R: +7, W: +2(+2 vs. fear,paralysis,sleep effects) | Init: +5 | Perc: +3, SM: +0 | Speed 40ft | Incremental Elemental Assault: 6/6, Stunning Fist:4/4(DC 17), Ki Pool:5/5 | Spells: 1st 4/4 | Active conditions: Low-light Vision, Resist acid/cold/elec./fire 5

"I agree with you, Zomo. I think the pirates should be our next task. Breaking into the safe is not the top of my list, if it is not necessary, and we may get what we need from the pirates. Although I fear the safe will need investigating regardless."

Sovereign Court

Slayer 3 HP: 31/31 AC 16, FF 14, Touch:12 F:+6 R:+6 W:+5 Perception +6 Effects:None

"Dealing with pirates is more in my skillset. I don't crack safes."

Sovereign Court

hp 28/28 | Ac 16 T 12 FF 14 DR 10 / melee or magic | I+2 | F+3 R+5 W+9 (+1 vs disease & distraction) | Bluff +15 Diplomacy +18 Perception +13 +2 Sense Motive +12 | Splintered Spear 8/8 | Reroll 1/1
Active spells:
Heightened awareness (60 min), Mage Armor (6 hrs), Protection from Arrows (6 hrs)

Myrd nods "I also prefer the pirates. Some gold will likely loosen their tongue"

Shadow Lodge

MAP

You wait until until night time and converge on the canal where the pirates are supposed to dwell. A beautiful full moon lights the landscape, perfect conditions to spot a byunch of canal pirates unloading their ill gotten gains. You spend the night in hiding, waiting for someone to come but no one shows up and your task proves tedious and fruitless. By dawn you give up and get back to the museum, tired and more than a little bit angry for having wasted the whole night.

DC15 Knowledge (local):
Pirates are likely to do their busines by night, that much is granted, but they are also not going to show up during a full moon if they can avoid it. Your best bet is to wait for a waxing moon, in 2-3 days, or find a way to get the pirates out of hiding or to come here at a different time, better if one chosen by you

Where next?

Sovereign Court

Human Amnesiac Psychic 5| AC14 T10 F14 | HP 26/26 | CMD:11 | F:+4 R:+3 W:+6 | Init:+7 | Perception: +8 | Spells: 2nd-4/6 1st-7/8, Phrenic Pool: 3/3, Detect Thoughts: 1/1 | Active Effects: false life (12), message

knowledge (local): 1d20 + 17 ⇒ (8) + 17 = 25

"Can we contact Count Orlundo Zespire? Get on a valuable shipment while letting it be known that the shipment is valuable?"

"What about searching the city underways during the day, catching the pirates as they sleep. Secrecy only exists in degrees, we may find careless tongues by the docks, careless tongues that will lead us to their hideout."
diplomacy (gather information): 1d20 + 15 ⇒ (8) + 15 = 23

Zomo attempts to 'remember' the spell seek thought to assist in his search the the smuggler / pirate layer:
Amnesia Roll: seek thoughts: 1d100 ⇒ 9 The amnesiac is unable to cast spells this round; I use a second level spell slot and can not attempt this again for one hour.

Shadow Lodge

MAP

Zomo:
Zomo knows that contacting Count Zespire is out of the question, since in many ways the pathfinders are acting as his proxies and this is because he cannot interfere with Varnisant's rule over his fief. By asking around Zomo learns a few things about the so called "pirates". No one in town seems to know who their are but a couple of off duty marines mention that 3 new recruits were dismissed in disgrace for theft a few weeks ago. When this happened a midshipman also disappeared and no one heard from them since.

A few options you have are: visit the magistrate, pay a visit to the chandlery by night-time or wait until the waxing moon to ambush the pirates. You could also try to spread minsinformation in order to lure the pirates out of hiding, or try something entirely different I haven't thought of myself...

Sovereign Court

Slayer 3 HP: 31/31 AC 16, FF 14, Touch:12 F:+6 R:+6 W:+5 Perception +6 Effects:None

I think we should lure the pirates out of hiding. Is anyone good at bluffing? Spreading some false rumors might do it.

Sovereign Court

Human Amnesiac Psychic 5| AC14 T10 F14 | HP 26/26 | CMD:11 | F:+4 R:+3 W:+6 | Init:+7 | Perception: +8 | Spells: 2nd-4/6 1st-7/8, Phrenic Pool: 3/3, Detect Thoughts: 1/1 | Active Effects: false life (12), message

Zomo, frustrated, meets up with the others after a day of dealing with marines and sailors.

"Nothing for rumors. If we are going to continue to pursue the smugglers I can go by the canals and speak with the dogs, fish and rats?"

Responding to Slade, "I can keep a straight face betting on horse races, but spreading rumors the will draw out smugglers. That might be beyond me."

[ooc]I'm feeling like we are hitting a few dead ends with the smugglers, should we as player put our attention elsewhere?"[ooc]

"I'm willing to revisit the idea of seeing the magistrate. We can imply we are here looking into smuggling on behalf of an 'discrete' taldan noble. See if the are desperate for outside help?"

Sovereign Court

AC20 T15 FF15 CMD18| HP 26/26| F +2 R +7 W +0* | Init +4, Perc +5 |

I'm better in diplomacy than in deceiving people.

Says Henry.

We can wait for a moonless night, and try to know where the smuggler will act or try to pick a look inside the safe and "discuss" with some officers ?

Sovereign Court

Male LN Suli Scaled Fist Monk 4/Sorcerer (Draconic)1/Dragon Disciple 1 | HP 55/55 | AC 20 T 19 FF 16 | CMB +9, CMD 28 | F: +7, R: +7, W: +2(+2 vs. fear,paralysis,sleep effects) | Init: +5 | Perc: +3, SM: +0 | Speed 40ft | Incremental Elemental Assault: 6/6, Stunning Fist:4/4(DC 17), Ki Pool:5/5 | Spells: 1st 4/4 | Active conditions: Low-light Vision, Resist acid/cold/elec./fire 5

"I believe we should look into the safe. If what you say is true, Zomo, we should wait until the moon lessens before another attempt at catching the pirates. 'Often, when you try to catch two rabbits at once, you catch neither.' Let us focus on one goal for the moment. It does not sound as if our group is well suited for deceptive plots."

Sovereign Court

HP 25/25; Reroll @+3 1/1; Wand CLW 48/50 Grippli AC 18; Touch 15; CMD 11; Fort +6 Ref +7; Will +1 ; Init +4; Perc +6

"There is evidence in the chandlery. We could also introduce ourselves to the magistrate. We may learn something even if we don't want to tip our hand too soon there." croaks Q'lack.

"But I also see no concern with also looking at the smuglers cave during the day. Unless they have magical wards in place to alert them, we should be fine."

Shadow Lodge

MAP

In order to spread misinformation you need diplomacy and bluff. The first allows you to talk convincingly to a good number of people while the second determines how believable your lies are. If you want to attempt this I'll set the difficulty to 20 for each and award a bonus modifier for good roleplay. If you don't want to do that you need to tell me what you want to do next, you have not given me a clear consensus on what you want your next move to be

Sovereign Court

Slayer 3 HP: 31/31 AC 16, FF 14, Touch:12 F:+6 R:+6 W:+5 Perception +6 Effects:None

I think we should investigate the chandlery.

Sovereign Court

AC20 T15 FF15 CMD18| HP 26/26| F +2 R +7 W +0* | Init +4, Perc +5 |

I agree for the chandlery

Sovereign Court

Male LN Suli Scaled Fist Monk 4/Sorcerer (Draconic)1/Dragon Disciple 1 | HP 55/55 | AC 20 T 19 FF 16 | CMB +9, CMD 28 | F: +7, R: +7, W: +2(+2 vs. fear,paralysis,sleep effects) | Init: +5 | Perc: +3, SM: +0 | Speed 40ft | Incremental Elemental Assault: 6/6, Stunning Fist:4/4(DC 17), Ki Pool:5/5 | Spells: 1st 4/4 | Active conditions: Low-light Vision, Resist acid/cold/elec./fire 5

"'To talk much and arrive nowhere is the same as climbing a tree to catch a fish.' The chandlery is a good choice. We have taken Patrician Adimare into our confidence. We would be remiss if we delayed longer in taking advantage of his willingness to help. 'Lost time is never found again'"

Sovereign Court

Human Amnesiac Psychic 5| AC14 T10 F14 | HP 26/26 | CMD:11 | F:+4 R:+3 W:+6 | Init:+7 | Perception: +8 | Spells: 2nd-4/6 1st-7/8, Phrenic Pool: 3/3, Detect Thoughts: 1/1 | Active Effects: false life (12), message

"The chandlery then? We must continue to operate in this city after this. I can cloud a man's memory or can crack a safe, I can not do both."

Does someone want to go out in disguise and pick up 6 masks and cloaks?

Sovereign Court

hp 28/28 | Ac 16 T 12 FF 14 DR 10 / melee or magic | I+2 | F+3 R+5 W+9 (+1 vs disease & distraction) | Bluff +15 Diplomacy +18 Perception +13 +2 Sense Motive +12 | Splintered Spear 8/8 | Reroll 1/1
Active spells:
Heightened awareness (60 min), Mage Armor (6 hrs), Protection from Arrows (6 hrs)

Bluff to deceive fellow pathfinders: 1d20 + 13 ⇒ (7) + 13 = 20

"I am no good at telling lies" Myrd says with a straight face and then laughs "Oh come on! There is a very thin line between diplomacy and telling falsehoods. To do either one you have to know what to say and what to omit, so the listener will fill in the details he wants to hear. But I am willing to go to the chandlery first. I am no good with disguises, so it might be best if someone else would purchase those cloaks. If no one wants to do that I can tell the storekeeper we need them for a costumed ball."

Bluff to deceive storekeeper: 1d20 + 13 ⇒ (12) + 13 = 25

Sovereign Court

Human Amnesiac Psychic 5| AC14 T10 F14 | HP 26/26 | CMD:11 | F:+4 R:+3 W:+6 | Init:+7 | Perception: +8 | Spells: 2nd-4/6 1st-7/8, Phrenic Pool: 3/3, Detect Thoughts: 1/1 | Active Effects: false life (12), message

So I just remembered a class feature that I forgot about. just striking out my old post because I rolled a die.

"In a past life I walked among the cheliax invaders, unseen, one of them. I will do this again." After resting during the day and while the others prepare for the heist, Zomo meditates and 'remembers' the spell Disguise Self with Mnemonic Esoterica.

Using the magical disguise Zomo will then watch over the chandlery, keeping an eye on the coming and goings. Zomo try to arrive a little before the chandlery to make sure he sees the guards arrive. The disguise lasts for 50 min. He is willing to refresh it twice for 150 min. total of disguise.

"Perfect. While you acquire masks, can anyone case the joint? Watch for how many guards arrive on duty, and how many entrances there are?"

Zomo will do this himself if knowledge local works to blend in with the crowds, instead of stealth or disguise.

if knowledge local works:
knowledge local to blend in with the crowds and keep an eye on the chandlery: 1d20 + 17 ⇒ (2) + 17 = 19

Sovereign Court

HP 25/25; Reroll @+3 1/1; Wand CLW 48/50 Grippli AC 18; Touch 15; CMD 11; Fort +6 Ref +7; Will +1 ; Init +4; Perc +6

"I am perhaps a little more obvious than the rest of you" admits Q'lack.

"Perhaps someone else could acquire me a disguise."

That said, he happily applies a disguise. "I remember a masquerade ball I attended some months ago.." he croaks.

disguise, min result of 13: 1d20 + 2 ⇒ (10) + 2 = 12 So a 13 due to a FJC boon

Shadow Lodge

MAP

You disguise and keep good watch over the place. Nothing out of the ordinary seems to happen though. As soon as it's dark and you are sure the Chandlery is closed to business you move near the huge building.
The chandlery has a front door facing the docks to the south and a back door facing an alley to the west. Both seem like good wooden doors, and sport locks. You'll need to deal with those if you want to get inside...

Pick a door and the best way to deal with it

Sovereign Court

Human Amnesiac Psychic 5| AC14 T10 F14 | HP 26/26 | CMD:11 | F:+4 R:+3 W:+6 | Init:+7 | Perception: +8 | Spells: 2nd-4/6 1st-7/8, Phrenic Pool: 3/3, Detect Thoughts: 1/1 | Active Effects: false life (12), message

Zomo adjusts his eagle mask and ponders as he looks at the walls "I wonder what we can detect through these?"

message is cast on the group.

Are the walls wood or stone? Zomo is considering using detect thoughts or detect magic.

Sovereign Court

Slayer 3 HP: 31/31 AC 16, FF 14, Touch:12 F:+6 R:+6 W:+5 Perception +6 Effects:None

Slade stands by playing the role of bodyguard. My options include breaking the door down and breaking the door down.

Sovereign Court

hp 28/28 | Ac 16 T 12 FF 14 DR 10 / melee or magic | I+2 | F+3 R+5 W+9 (+1 vs disease & distraction) | Bluff +15 Diplomacy +18 Perception +13 +2 Sense Motive +12 | Splintered Spear 8/8 | Reroll 1/1
Active spells:
Heightened awareness (60 min), Mage Armor (6 hrs), Protection from Arrows (6 hrs)

Myrd casts a few spells and then moves into the alley to check the door for traps. After he has done that he casts detect magic through it.

Perception take 20: 20 + 7 + 2 = 29
casting Mage Armor, Protection from arrows and Heightened Awareness

Sovereign Court

AC20 T15 FF15 CMD18| HP 26/26| F +2 R +7 W +0* | Init +4, Perc +5 |

Henry stays in his old parade armor and try to look like the soldier he was.

Bluff: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25

I can help to open the door if needed. Says Henry drawing somes tools of quality.

Sovereign Court

Male LN Suli Scaled Fist Monk 4/Sorcerer (Draconic)1/Dragon Disciple 1 | HP 55/55 | AC 20 T 19 FF 16 | CMB +9, CMD 28 | F: +7, R: +7, W: +2(+2 vs. fear,paralysis,sleep effects) | Init: +5 | Perc: +3, SM: +0 | Speed 40ft | Incremental Elemental Assault: 6/6, Stunning Fist:4/4(DC 17), Ki Pool:5/5 | Spells: 1st 4/4 | Active conditions: Low-light Vision, Resist acid/cold/elec./fire 5

With a flick of his wrist, a wand suddenly appears in Nei-lung's hand. After activating the Wand of Mage Armor and using it on himself, he replaces the wand and resets the wrist sheathe.

"'A clever person turns great problems into little ones and little ones into none at all.'

"I am ready. I believe we should try to enter through the door in the alley."

Mage Armor, +4 AC for one hour. Whichever door is decided on...
Stealth: 1d20 + 6 ⇒ (18) + 6 = 24

Sovereign Court

Human Amnesiac Psychic 5| AC14 T10 F14 | HP 26/26 | CMD:11 | F:+4 R:+3 W:+6 | Init:+7 | Perception: +8 | Spells: 2nd-4/6 1st-7/8, Phrenic Pool: 3/3, Detect Thoughts: 1/1 | Active Effects: false life (12), message

Zomo activates a wand, draws on the vitality of his past lives, then helps steel Henry for the task ahead.

Cast heightened awareness from the wand, cast false life, cast guidance on Henry.
false life: 1d10 + 5 ⇒ (9) + 5 = 14

The former shaman focuses intently and waits for the psychic ripples all intelligent minds create. Cast detect thoughts as a spell like ability. Zomo can concentrate on this for up to 5 minutes. DC 19 to avoid Zomo reading the surface thoughts.

We didn't see any roof or sewer entrances did we?

Shadow Lodge

MAP

@Zomo: the walls are made of stone and brick, the roof is supported by wooden logs. And no, you don't know about any other entrances besides the 2 doors.

Since Neffery warned you about the back door having an alarm installed I'm going to assume you tackle the front door

After carefully casting several spells on yourselves you approach the main door. Zomo tries to detect thoughts from the inside but the spell fails to detect anything useful, possibly because no one was in range. It's apparent it's decently made. You surmise you have 3 options: pick the lock, kick the door down or knock and hope someone opens it for you from the inside...

DC15 Appraise, Knowledge (engineering), Profession or Craft (anything appropriate for wooden objects):
Both exterior doors are good wooden doors, and are kept locked at night with average locks

Sovereign Court

Slayer 3 HP: 31/31 AC 16, FF 14, Touch:12 F:+6 R:+6 W:+5 Perception +6 Effects:None

Do we want to break the door down?

Sovereign Court

HP 25/25; Reroll @+3 1/1; Wand CLW 48/50 Grippli AC 18; Touch 15; CMD 11; Fort +6 Ref +7; Will +1 ; Init +4; Perc +6

"I think Henry was indicating he had some skills along those lines.." croaks Q'lack.

Sovereign Court

Human Amnesiac Psychic 5| AC14 T10 F14 | HP 26/26 | CMD:11 | F:+4 R:+3 W:+6 | Init:+7 | Perception: +8 | Spells: 2nd-4/6 1st-7/8, Phrenic Pool: 3/3, Detect Thoughts: 1/1 | Active Effects: false life (12), message

Zomo will continue to concentrate on detecting thoughts (5 minutes), finding an angle where he is most likely to detect anyone approaching the door from the other side as Henry picks the lock.

knowledge (engineering): 1d20 + 9 ⇒ (5) + 9 = 14

Sovereign Court

hp 28/28 | Ac 16 T 12 FF 14 DR 10 / melee or magic | I+2 | F+3 R+5 W+9 (+1 vs disease & distraction) | Bluff +15 Diplomacy +18 Perception +13 +2 Sense Motive +12 | Splintered Spear 8/8 | Reroll 1/1
Active spells:
Heightened awareness (60 min), Mage Armor (6 hrs), Protection from Arrows (6 hrs)

Knowledge Engineering: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30

"The lock is the weak point on this door" Myrd adds after having looked at the doors "Henry, if you would be so kind?"

Sovereign Court

AC20 T15 FF15 CMD18| HP 26/26| F +2 R +7 W +0* | Init +4, Perc +5 |

Henry's tries to pick the lock:
Disable Device: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Disable Device: 1d20 + 6 ⇒ (7) + 6 = 13
Disable Device: 1d20 + 6 ⇒ (11) + 6 = 17
Disable Device: 1d20 + 6 ⇒ (9) + 6 = 15
Disable Device: 1d20 + 6 ⇒ (1) + 6 = 7
Disable Device: 1d20 + 6 ⇒ (12) + 6 = 18
Disable Device: 1d20 + 6 ⇒ (5) + 6 = 11
Disable Device: 1d20 + 6 ⇒ (19) + 6 = 25

In less than one minute, Henry is capable or not to pick the lock Make DC25 in 8 tries, or DC15 in 3 tries.

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