[PFS] GM Derek W's 5-06: You Have What You Hold (Inactive)

Game Master Derek Weil

Arena of Aroden


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Grand Lodge

Male Urban Ranger 4 (AC 21 w/extract 17 {t12,f15}; HP 35/36; Fort: 6, Ref: 7, Will: 3 ; Init: +2; Percep: +8 {+9 vs traps})

Gunther continues his imitation of an Ulfen berserker, howling and swinging at the second warrior.

Power Attack: 1d20 + 7 + 1 + 1 - 1 ⇒ (19) + 7 + 1 + 1 - 1 = 27
Damage: 2d6 + 7 + 1 ⇒ (2, 2) + 7 + 1 = 12

Confirm Crit: 1d20 + 7 + 1 + 1 - 1 ⇒ (9) + 7 + 1 + 1 - 1 = 17
Damage: 2d6 + 7 ⇒ (1, 1) + 7 = 9

The Exchange

HP 33/33 | Ac 17 T 13 FF 14 | I+4 | Fort+3 Ref+9 Will +5 (+1 vs enchantments)| P+7 | Bluff +20 Diplo& Intimidate +16 Sense Mot +18 | BP 11/19 | Spells 4/6+1/4
Active Spells:
Heightenend Awareness, Heroism

Sense Motive DC20: 1d20 + 13 ⇒ (20) + 13 = 33
Antagonize Diplomacy: 1d20 + 8 + 3 ⇒ (17) + 8 + 3 = 28

Dimitra moves forward and yells at the druid "Your pet crocodile has more brains than you, it already left the battlefield"

DC equal to 10+ the target's Hit Dice + the target's Wisdom modifier: You fluster your enemy. For the next minute, the target takes a –2 penalty on all attacks rolls made against creatures other than you and has a 10% spell failure chance on all spells that do not target you or that have you within their area of effect.

Sovereign Court

Male 1/2 Orc Inquisitor 2/ Ranger[Trapper] 2 hp 29/29 AC 24 Init +4 Fort +10 Ref+8 Will +8 Precept+13 Sense Motive +8

Walter grins at his attackers as he 5' steps toward Gunther.

already moved him.

He then strikes out at the druid!

lonspear: 1d20 + 7 + 1 + 1 ⇒ (5) + 7 + 1 + 1 = 141d8 + 4 ⇒ (4) + 4 = 8


Technic Siege/Full Map

Naurin heals Gunther and casts a strange aura over the second warrior.

Gunther slashes the unfortunate man down, sending him irrevocably to the Boneyard! Completely, well and truly, dead.

Dimitra's spell causes the druid to look askance for a moment then she fumes and her face reddens as she glares at the bard!

Walter's spear cannot connect.

Johann delays.

Two sailors continue to attack Walter!

Scimitar: 1d20 + 2 ⇒ (19) + 2 = 21
Confirm?: 1d20 + 2 ⇒ (11) + 2 = 13 Nope.
Damage: 1d6 + 1 ⇒ (2) + 1 = 3

Scimitar: 1d20 + 2 ⇒ (11) + 2 = 13

One sailor circles around to get at Gunther, the other warrior going two-weapon again!

Scimitar: 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Shotel: 1d20 + 4 ⇒ (1) + 4 = 5

Cestus: 1d20 + 3 ⇒ (3) + 3 = 6

Each warrior receives a cut.

The druid lobs a flame at Dimitra.

Ranged Touch: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d6 + 3 ⇒ (2) + 3 = 5

The fire burns the fair Varisian!

You guys are up!

Enemy Status:
Status:

Sailor #1 (6 damage)
Sailor #2 (uninjured)
Sailor #3 (3 damage)
Druid (14 damage)
Warrior #1 (14 damage)

Liberty's Edge

M Gnome Alchemist (Preservationist) 9 | HP 57/57 | AC 23 T 15 FF 19 | CMB +5; CMD 19 | Ft +8 (+2 vs poison) / Rf +11 / Wi +5 (+1 vs enchantment spells & effects)| Init +4 | Per. +14 | Bombs 21/21

Oops sorry I didn't realize I was up! Johann targets the Druid with another firebomb. attack with bless, inspire, and pbs: 1d20 + 6 + 1 + 1 + 1 ⇒ (12) + 6 + 1 + 1 + 1 = 21
damage: 3d6 + 4 + 1 + 1 ⇒ (4, 1, 1) + 4 + 1 + 1 = 12
Splash damage=7, DC 16 reflex save to halve.

Silver Crusade

F Human (Varisian) Oracle of Life 3 (Dual: Lame/Legalistic) HP24/27 NL0 | AC18* T11* FF17* | CMB+3 CMD14* | F+4* R+3* W+2* (*+2 if evil; +8 v charms & compulsions)| Init+1 SPD35 | Perc-2 SM+2
Other:
Shortspear: +3/1d6+1; LXbow: +4/1d8/19-20

Naurin absorbs more damage from Gunther, brings swift misfortune on the fire-throwing woman, and casts a curing spell for herself.
Gunther, heal 5.
CLW: 1d8 + 3 + 2 ⇒ (8) + 3 + 2 = 13

The Exchange

HP 33/33 | Ac 17 T 13 FF 14 | I+4 | Fort+3 Ref+9 Will +5 (+1 vs enchantments)| P+7 | Bluff +20 Diplo& Intimidate +16 Sense Mot +18 | BP 11/19 | Spells 4/6+1/4
Active Spells:
Heightenend Awareness, Heroism

It wasn't a spell ;-)

Dimitra casts grease (DC14) on the deck of the other boat, while still singing. She also retrieves a wand from her bandolier.

Directly to the right of her on the map, getting yellow and green in area

Grand Lodge

Male Urban Ranger 4 (AC 21 w/extract 17 {t12,f15}; HP 35/36; Fort: 6, Ref: 7, Will: 3 ; Init: +2; Percep: +8 {+9 vs traps})

Gunther tries to finish the warrior before dealing with the sailor.

Power Attack: 1d20 + 7 + 1 + 1 - 1 ⇒ (5) + 7 + 1 + 1 - 1 = 13
Damage: 2d6 + 7 + 1 ⇒ (1, 3) + 7 + 1 = 12

Sovereign Court

Male 1/2 Orc Inquisitor 2/ Ranger[Trapper] 2 hp 29/29 AC 24 Init +4 Fort +10 Ref+8 Will +8 Precept+13 Sense Motive +8

Walter's wicked grin splits wider as he receives the tap from the sailor.

Walter strikes out at the druid again!

lonspear: 1d20 + 7 + 1 + 1 ⇒ (6) + 7 + 1 + 1 = 151d8 + 4 ⇒ (8) + 4 = 12

unless Johann blows her up! Then target the warrior also


Technic Siege/Full Map

Johann's bomb hits the druid squarely, but doesn't quite bring her down!

Walter's spear finishes the sailor in front of Gunther!

Gunther's attack misses!

Druid Reflex: 1d20 + 4 ⇒ (17) + 4 = 21

The druid stays on her feet despite Dimitra's grease!

Naurin casts a healing!

Sorry, there was a bit of confusion there. Walter, I had you attack the nearest enemy that wouldn't have cover. For you to move to the end of the boat to get the druid w/o cover would have provoked several AOO's. Plus, this way you hit and finish an enemy (unconscious, not totally dead). This wasn't totally efficient, as the sailor would have been subject to grease and splash damage, but it was effective for now. The druid is very badly hurt, as is the warrior.

The enemies press their attack!

Sailor 1 v. Walter: 1d20 + 2 ⇒ (17) + 2 = 19

Sailor 2 v. Walter: 1d20 + 2 ⇒ (11) + 2 = 13

Warrior v. Walter: 1d20 + 6 ⇒ (14) + 6 = 20

EDIT: The druid assumes a defensive posture (produce flame ran out on last attack...).

Pathfinders are up!

Sovereign Court

Male 1/2 Orc Inquisitor 2/ Ranger[Trapper] 2 hp 29/29 AC 24 Init +4 Fort +10 Ref+8 Will +8 Precept+13 Sense Motive +8

i am thinking that the new armor has paid for itself that round!

Walter grins at all three of his opponents.

You fellas really want to keep this up!

Walter moves 5' back. He then stabs viciously at the warrior.

lonspear: 1d20 + 7 + 1 + 1 ⇒ (9) + 7 + 1 + 1 = 181d8 + 4 ⇒ (3) + 4 = 7

Liberty's Edge

M Gnome Alchemist (Preservationist) 9 | HP 57/57 | AC 23 T 15 FF 19 | CMB +5; CMD 19 | Ft +8 (+2 vs poison) / Rf +11 / Wi +5 (+1 vs enchantment spells & effects)| Init +4 | Per. +14 | Bombs 21/21

Holding Johann's action to see if everyone else finishes them off -- don't want to spend another bomb if I don't need to. I'll act if everyone else goes and there are still foes fighting.

Silver Crusade

F Human (Varisian) Oracle of Life 3 (Dual: Lame/Legalistic) HP24/27 NL0 | AC18* T11* FF17* | CMB+3 CMD14* | F+4* R+3* W+2* (*+2 if evil; +8 v charms & compulsions)| Init+1 SPD35 | Perc-2 SM+2
Other:
Shortspear: +3/1d6+1; LXbow: +4/1d8/19-20

Wand of CLW: 1d8 + 1 + 2 ⇒ (4) + 1 + 2 = 7

Naurin continues to absorb Gunther's damage, and heal herself with her curative magics - and aiding by an extra tingle, the result of her fey heritage. Despite being fully healed, she isn't sure which 'wound' is the most painful.
Gunther, heal another 5.

The Exchange

HP 33/33 | Ac 17 T 13 FF 14 | I+4 | Fort+3 Ref+9 Will +5 (+1 vs enchantments)| P+7 | Bluff +20 Diplo& Intimidate +16 Sense Mot +18 | BP 11/19 | Spells 4/6+1/4
Active Spells:
Heightenend Awareness, Heroism

Dimitra moves forward and points her wand at the soldier and sailor. Razorlike crystals fly towards them, accompanied by her song...

Damage Soldier, DC11 Reflex negates: 2d6 ⇒ (5, 5) = 10
Damage Sailor, DC11 Reflex negates: 2d6 ⇒ (5, 1) = 6

Sovereign Court

Male 1/2 Orc Inquisitor 2/ Ranger[Trapper] 2 hp 29/29 AC 24 Init +4 Fort +10 Ref+8 Will +8 Precept+13 Sense Motive +8

Play that funky music.....hmmm....


Technic Siege/Full Map

Walter's jab fells the wounded soldier.

Dimitra then unleashes her attack.

Reflex: 1d20 + 1 ⇒ (16) + 1 = 17

The sailor twists out of the way!

Naurin heals Gunther.

Johann stands ready.

If it's OK I'll GMPC Gunther for a round.

Gunther slashes at a sailor!

Greatsword: 1d20 + 7 + 1 + 1 - 1 ⇒ (20) + 7 + 1 + 1 - 1 = 28
Confirm?: 1d20 + 7 + 1 + 1 - 1 ⇒ (13) + 7 + 1 + 1 - 1 = 21

Damage: 4d6 + 14 + 2 ⇒ (5, 4, 1, 6) + 14 + 2 = 32

The sailor dies, beyond saving.

All but alone, the severely wounded druid and the lone sailor throw up their hands and surrender!

Sovereign Court

Male 1/2 Orc Inquisitor 2/ Ranger[Trapper] 2 hp 29/29 AC 24 Init +4 Fort +10 Ref+8 Will +8 Precept+13 Sense Motive +8

Walter spits into the water as he pulls his manacles out to bind the druid.

Well, two of you have a semblance of sense it seems!

The Exchange

HP 33/33 | Ac 17 T 13 FF 14 | I+4 | Fort+3 Ref+9 Will +5 (+1 vs enchantments)| P+7 | Bluff +20 Diplo& Intimidate +16 Sense Mot +18 | BP 11/19 | Spells 4/6+1/4
Active Spells:
Heightenend Awareness, Heroism

"Ah, come on Walter. They probably have a heart-rending story to tell why they turned to a life of crime."

When the two of them are on deck Dimitra turns to them

"Now, why don't you tell us why you were attacking us?"

Diplomacy: 1d20 + 8 ⇒ (13) + 8 = 21


Technic Siege/Full Map

"Well, we gets hired to hit passing barges, see?" The halfling druid responds. "I'm not the boss, so I don't exactly pick the targets. But we've got a contract with someone back in Tymon, the story goes. Could be with one of the bloodied, even. You'd probably have to arsk the boss that!"

With that she give a rough, barking sort of laugh.

Liberty's Edge

M Gnome Alchemist (Preservationist) 9 | HP 57/57 | AC 23 T 15 FF 19 | CMB +5; CMD 19 | Ft +8 (+2 vs poison) / Rf +11 / Wi +5 (+1 vs enchantment spells & effects)| Init +4 | Per. +14 | Bombs 21/21

"Who is the boss?"

-Posted with Wayfinder

Sovereign Court

Male 1/2 Orc Inquisitor 2/ Ranger[Trapper] 2 hp 29/29 AC 24 Init +4 Fort +10 Ref+8 Will +8 Precept+13 Sense Motive +8

Walter casts Detect Magic.

He then begins to search the manacled druid.

perception: 1d20 + 11 ⇒ (17) + 11 = 28


Technic Siege/Full Map

"We work for a man named Deremin. We've got a place about 5 miles upriver. An abandoned plantation manor. If you're going to 'drop in' be sure you use the signal."

They show you a pattern to wave a torch in.

Walter only finds one magical item on the druid, a healing potion.

Sovereign Court

Male 1/2 Orc Inquisitor 2/ Ranger[Trapper] 2 hp 29/29 AC 24 Init +4 Fort +10 Ref+8 Will +8 Precept+13 Sense Motive +8

Walter hands the cure potion to Gunther.

We need you upright. And with all the hits you are taking...

Walter grins!

The Exchange

HP 33/33 | Ac 17 T 13 FF 14 | I+4 | Fort+3 Ref+9 Will +5 (+1 vs enchantments)| P+7 | Bluff +20 Diplo& Intimidate +16 Sense Mot +18 | BP 11/19 | Spells 4/6+1/4
Active Spells:
Heightenend Awareness, Heroism

"Now there must be something more you can tell us about the place, how many people would typically be there?"

Liberty's Edge

M Gnome Alchemist (Preservationist) 9 | HP 57/57 | AC 23 T 15 FF 19 | CMB +5; CMD 19 | Ft +8 (+2 vs poison) / Rf +11 / Wi +5 (+1 vs enchantment spells & effects)| Init +4 | Per. +14 | Bombs 21/21

"Gunther, did you lose the Shield extract I gave you?"

"And Naurin, you've still got Expeditious Retreat, right?"

Grand Lodge

1 person marked this as a favorite.
Male Urban Ranger 4 (AC 21 w/extract 17 {t12,f15}; HP 35/36; Fort: 6, Ref: 7, Will: 3 ; Init: +2; Percep: +8 {+9 vs traps})

"Ja, Johann, I have your extract," Gunther answers. "But it looked like such a little fight, you know..."

Sovereign Court

Male 1/2 Orc Inquisitor 2/ Ranger[Trapper] 2 hp 29/29 AC 24 Init +4 Fort +10 Ref+8 Will +8 Precept+13 Sense Motive +8

After handing the potion to Gunther, Walter steps next to Dimitra to lend her his assistance.

intimidate: 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28


Technic Siege/Full Map

The little druid eyes Walter warily.

"Well, besides Demerin, there's usually a 'alf dozen or so lads hangin' about the place. Well trained, some of 'em. A lot like the bunch you just fought here, though."

She mentions that they are a good group of guards, always on the alert. Hard to fool. She suggests that if you're going to try, you should use the signal and maybe borrow the cloaks of the men you defeated.

Assuming you can proceed to your liking. You send the barge on its way with the captives and then take the pirates' boat and garb, heading towards the hideout. Heal up if you want to, but there really isn't time for a night's rest.

The narrow hidden branch of the West Sellen swells to a wide expanse, bordered on one side by a high, forested islet. The other side of the river has no bank, for the water seeps into the ground and creates a broad wetland out of what were once low-lying fields. Cattails and grasses push through the surface and continue off into the distance. Declaring where river ends and marsh begins would involve either lucky guesswork or a surveyor’s eye.

Straddling the border between river and swamp are the remains of a sumptuous house, yet despite the facade’s once elegant style and trim, the place has seen better days. The paint is faded and peeling, blending in so well with a growth of mold that the place may as well have been originally painted murky gray-green. Vines and creepers are less overgrowing the place than they seem to be holding it together. Other parts of the building have fared less well, and toppled beams jutting from the swamp hint at other wings that didn’t survive the river’s encroachment. Stilts and a narrow boardwalk support what little remains, and a makeshift dock extends into the river proper.

You see a group of four men patrolling the dock. The accept the torch signal and allow you to land the boat without incident.

Sovereign Court

Male 1/2 Orc Inquisitor 2/ Ranger[Trapper] 2 hp 29/29 AC 24 Init +4 Fort +10 Ref+8 Will +8 Precept+13 Sense Motive +8

As the boat approaches, Walter prays to Abadar for Guidance.

Once within 60' of the guards, Walter mumbles another pray, seeking Sight.

spell:
Detect Alignment (Sp)

At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

spell:
Detect Evil

School divination; Level cleric/oracle 1, inquisitor 1

CASTING
Casting Time 1 standard action
Component V, S, DF

EFFECT
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 10 min./ level (D)
Saving Throw none; Spell Resistance no

DESCRIPTION
You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of evil.

2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present.

If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends.

3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

Aura Power

Editor's Note
There is no official Errata or FAQ correcting the value of the "None" entry for "Aligned creature" on the Aura Power table from "5 or lower" to "4 or lower". This correction is made based on the Paizo PRD and common sense evaluation.
An evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level; see the table below. If an aura falls into more than one strength category, the spell indicates the stronger of the two.

Walter whispers to the group.

I will attempt to peer into their souls. They may not be completely not redeemable!

The Exchange

HP 33/33 | Ac 17 T 13 FF 14 | I+4 | Fort+3 Ref+9 Will +5 (+1 vs enchantments)| P+7 | Bluff +20 Diplo& Intimidate +16 Sense Mot +18 | BP 11/19 | Spells 4/6+1/4
Active Spells:
Heightenend Awareness, Heroism

"Good idea Walter, we can try to bluff our way through these guards. Although I must say I am a bit anxious with entering the lions den and leaving guards at the door. "

Sovereign Court

Male 1/2 Orc Inquisitor 2/ Ranger[Trapper] 2 hp 29/29 AC 24 Init +4 Fort +10 Ref+8 Will +8 Precept+13 Sense Motive +8

Walter whispers to Dimitra.

I will leave the talking to you. I believe that my way of--encouraging cooperation is less subtle than yours!

The Exchange

HP 33/33 | Ac 17 T 13 FF 14 | I+4 | Fort+3 Ref+9 Will +5 (+1 vs enchantments)| P+7 | Bluff +20 Diplo& Intimidate +16 Sense Mot +18 | BP 11/19 | Spells 4/6+1/4
Active Spells:
Heightenend Awareness, Heroism

"Ok, follow my lead and act as if we have all the right to be there"

When they approach the dock Dimitra casts a charm person on one of the guards at the dock. If a leader is obvious she targets him.
_ _ _

When they get close enough she jumps from the boat onto the dock and shouts to Walter, Gunther and Johann

"Come on you lazy twits! We need to report to Demerin!" She then turns to one of the guards at the dock

"No rest for you guys I am afraid! We saw a warship approaching from Tymon. You take the boat and see if you can see what those soldiers are up to. Do not engage them and be back by tomorrow morning. If you can't find the ship patrol upriver to check that it did not pass us. We will report to Demerin! Now hurry!"

Bluff: 1d20 + 13 ⇒ (15) + 13 = 28

Sovereign Court

Male 1/2 Orc Inquisitor 2/ Ranger[Trapper] 2 hp 29/29 AC 24 Init +4 Fort +10 Ref+8 Will +8 Precept+13 Sense Motive +8

Nice roll!

The Exchange

HP 33/33 | Ac 17 T 13 FF 14 | I+4 | Fort+3 Ref+9 Will +5 (+1 vs enchantments)| P+7 | Bluff +20 Diplo& Intimidate +16 Sense Mot +18 | BP 11/19 | Spells 4/6+1/4
Active Spells:
Heightenend Awareness, Heroism

And I could have rerolled it thanks to the Dutch soccer team winning against Spain yesterday ;-)

Sovereign Court

Male 1/2 Orc Inquisitor 2/ Ranger[Trapper] 2 hp 29/29 AC 24 Init +4 Fort +10 Ref+8 Will +8 Precept+13 Sense Motive +8

Yeah, I saw that on SportsCenter last night after work.
I must say that I was surprised by the pure dominance of the Netherlands. Congrats!


Technic Siege/Full Map

Will v. charm: 1d20 + 2 ⇒ (7) + 2 = 9

And none of them can get a 28 on Sense Motive, so...

"Uh, sure... come with me. The rest of you, take care of this!"

The lead sailor shows you to the door while the rest quickly hop on the boat and make preparations to get underway.

I'll get a map up very soon.


Technic Siege/Full Map

The sailor leads you inside the ramshackle mansion.

The walls of the first room barely keep out the elements yet somehow retain the smell of musk and sweat. A fireplace along the northern wall keeps some of the damp chill at bay, though vines riddle the mantel stones in a years-long endeavor to pry apart the structure. A table occupies the center of the room, its surface in need of a good cleaning and polish. One tough-looking warrior sits at the table. He stands up when you enter.

The sailor speaks:

"These lot are here to see the boss? Is he in?"

The warrior:

"Yeah, probably back in his room, I'd guess. I 'spose we can take 'em back. There's only four of 'em."

He grins wickedly and shows you through the door. Once you enter the hallway beyond, he calls out:

"Deremin, sir! We got some visitors. Say they've got business with ya!."

A man appears at the door. He has a strong build and wears a breastplate. He has a rapier at his hip and a shield strapped to his arm. He speaks to you:

"Alright, what do you want? I don't recognize you. Did Karvis bring you on?"


Technic Siege/Full Map

New map is live. Green is Deremin, red is warrior, yellow for sailor.

Sovereign Court

Male 1/2 Orc Inquisitor 2/ Ranger[Trapper] 2 hp 29/29 AC 24 Init +4 Fort +10 Ref+8 Will +8 Precept+13 Sense Motive +8

Walter's eyes scan the area. He is counting the steps from his position to the Leader.

perception: 1d20 + 11 ⇒ (3) + 11 = 14

Liberty's Edge

M Gnome Alchemist (Preservationist) 9 | HP 57/57 | AC 23 T 15 FF 19 | CMB +5; CMD 19 | Ft +8 (+2 vs poison) / Rf +11 / Wi +5 (+1 vs enchantment spells & effects)| Init +4 | Per. +14 | Bombs 21/21

Can we assume all of us hid our wayfinders before we started the bluff?

-Posted with Wayfinder

The Exchange

HP 33/33 | Ac 17 T 13 FF 14 | I+4 | Fort+3 Ref+9 Will +5 (+1 vs enchantments)| P+7 | Bluff +20 Diplo& Intimidate +16 Sense Mot +18 | BP 11/19 | Spells 4/6+1/4
Active Spells:
Heightenend Awareness, Heroism

Dimitra's mind is racing

Time to cast the die, would Karvis be an underling or this guy's boss?

Sense Motive: 1d20 + 13 ⇒ (11) + 13 = 24


Technic Siege/Full Map

Walter is 10' from the men. You were able to hide wayfinders and faction insignia when you donned the pirates' garb.

The man, Demerin, doesn't seem overly hostile or suspicious...yet. His hand starts to fidget with his sword hilt as he awaits a response.

"Well?"


Technic Siege/Full Map

You want to try to bluff this guy? Just fight him? If I hear nothing by tonight, he'll take your silence as a sign you're frauds...

Sovereign Court

Male 1/2 Orc Inquisitor 2/ Ranger[Trapper] 2 hp 29/29 AC 24 Init +4 Fort +10 Ref+8 Will +8 Precept+13 Sense Motive +8

Walter--attempts--to just look his normal self.

Intimidate: 1d20 + 11 + 1 + 1 ⇒ (4) + 11 + 1 + 1 = 17
+2 from Orc rations and +1 from Abadar's Guidance.

Liberty's Edge

M Gnome Alchemist (Preservationist) 9 | HP 57/57 | AC 23 T 15 FF 19 | CMB +5; CMD 19 | Ft +8 (+2 vs poison) / Rf +11 / Wi +5 (+1 vs enchantment spells & effects)| Init +4 | Per. +14 | Bombs 21/21

*Pokes the face character* Dimitra, that's your cue!

-Posted with Wayfinder


Technic Siege/Full Map

Maybe our player is celebrating another Dutch victory at the World Cup! In any case, I'm not sure what kind of angle you can take Bluff or Diplomacy wise. You were instructed to stop the pirates. You beat one of their leaders, and now the other stands before you. Unless you're going to try talking him into giving up (which won't work - can't talk him into doing something he wouldn't consider otherwise), I think combat is inevitable. Besides, Walter kind of just tried to intimidate him and failed...

The man with the rapier and shield peers at Walter more closely and says:

"I don't remember giving Karvis permission to bring anyone new on board. So you must be spies. Or assassins! Get 'em men!"

Initiative:

Walter: 1d20 + 4 ⇒ (12) + 4 = 16
Dimitra: 1d20 + 3 ⇒ (4) + 3 = 7
Gunther: 1d20 + 1 ⇒ (5) + 1 = 6
Johann: 1d20 + 1 ⇒ (15) + 1 = 16

Demerin: 1d20 + 4 ⇒ (2) + 4 = 6
Scallywag: 1d20 + 2 ⇒ (1) + 2 = 3

Round One:

Walter
Johann
Dimitra
Demerin
Gunther
Scallywag

Liberty's Edge

M Gnome Alchemist (Preservationist) 9 | HP 57/57 | AC 23 T 15 FF 19 | CMB +5; CMD 19 | Ft +8 (+2 vs poison) / Rf +11 / Wi +5 (+1 vs enchantment spells & effects)| Init +4 | Per. +14 | Bombs 21/21

Johann steps back behind Walter, pulls out his mutagen, and quaffs it with a pinkie out.

+4 dex, +2 natural armor, -2 wisdom

The Exchange

HP 33/33 | Ac 17 T 13 FF 14 | I+4 | Fort+3 Ref+9 Will +5 (+1 vs enchantments)| P+7 | Bluff +20 Diplo& Intimidate +16 Sense Mot +18 | BP 11/19 | Spells 4/6+1/4
Active Spells:
Heightenend Awareness, Heroism

Sorry guys, I was helping our neighbours who had a fire in their living room. The Dutch victory came as a nice surprise. GM: i was thinking very hard what angle to take and thought indeed that an intimidate would be the best approach as a bluff was not likely to succeed.

Dimitra starts to sing and readies her bow.


Technic Siege/Full Map

Yeah, he's a bit hard to intimidate at this tier due to his hit dice and having a good wisdom score. It didn't help that Walter rolled a 4, missing the base DC by just 1. At any rate, I hope the fire wasn't too severe!

Sovereign Court

Male 1/2 Orc Inquisitor 2/ Ranger[Trapper] 2 hp 29/29 AC 24 Init +4 Fort +10 Ref+8 Will +8 Precept+13 Sense Motive +8

Sorry, I was thinking to Intimidate him to make it easier for Dimitra to bluff/dip.
I figured that any roll over an 8 would do the trick. Walter was really pumped up for it too! Oh well...

Walter stares sternly at the to the leader, readying his longspear at the same time. You may not have wanted to do that!
He takes a violent stab at him!

lonspear: 1d20 + 7 ⇒ (7) + 7 = 141d8 + 4 ⇒ (8) + 4 = 12

hopefully he has a good Dex and is flat-footed.....inspired?

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