PFS PbP Faithless & Forgotten (Inactive)

Game Master James Martin

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Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

"Ok, subdue it is! And you did not answer the question about the layout of the prison..."

Garret buys a scroll of disguise other = 3*2*25 = 150 gp


Bonekeep Slides

Zarta shakes her head. Tamrin smiles. “I don’t know any details, but the guards will, so ask nicely. My hunch is you’ll see traps, locks, and anything else that doesn’t require steady pay.”

Silver Crusade

Gnome Perfectionist 5 | AC24-T16-FF19 | HP 46/46 | F+11 R+9 W+10 (modifiers apply) | Init +3 Per +1

Pinball frowns more and more as more is said. Locks and traps, oh joy. Frowning is sort of Pinball's natural expression.

"It would be very difficult for you to pass for me," she says absently to Blanmieux. "You're much taller, for one thing. Alright. I'm going to have to do a lot of shopping."

Pinball frets with her strand of prayer beads, counting to herself and budgeting in her head.

MORE stuff to buy, ha. Adding on:
-scroll of knock
-scroll of locate creature
-scroll of innocence
-scroll of ape walk
...and a skeleton key.

"I'll make some quick purchases from Arcane Lane," she decides. "Beyond that, I'm ready to travel..."


Bonekeep Slides

Okay, you go shopping! Any last questions for Tamrin or Zarta?

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

"Shall we have other identity or I can tell the whole world i am hellknight?"

-Posted with Wayfinder

Silver Crusade

Gnome Perfectionist 5 | AC24-T16-FF19 | HP 46/46 | F+11 R+9 W+10 (modifiers apply) | Init +3 Per +1

Pinball gives Blanmeiux a blank look.

"....why would you want to tell everyone that? I'm under the impression we're trying to operate under a low profile. If you go around announcing your, ah, 'title' as a Hellknight... and that name becomes associated with the prison break of a political prisoner... I would think that would negatively impact your future career as a Hellknight. Of course, if you're content with explaining to your own Hellknight superiors why you were anywhere in the vicinity of a prison break, I suppose that's your own prerogative."

She turns back to Zarta and to Tamrin. "Is there anything else you think we ought to know about the situation?"

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.
'Pinball' wrote:
Pinball gives Blanmeiux a blank look. "....why would you want to tell everyone that? I'm under the impression we're trying to operate under a low profile. If you go around announcing your, ah, 'title' as a Hellknight... and that name becomes associated with the prison break of a political prisoner... I would think that would negatively impact your future career as a Hellknight. Of course, if you're content with explaining to your own Hellknight superiors why you were anywhere in the vicinity of a prison break, I suppose that's your own prerogative." She turns back to Zarta and to Tamrin. "Is there anything else you think we ought to know about the situation?"

My "superior" is lording over a little city in a batch of wood taking a 25 % tax over treasure. It was more by zarta contact. Tamrin have said intimidation so i wonder."[/b]

-Posted with Wayfinder

Silver Crusade

Gnome Perfectionist 5 | AC24-T16-FF19 | HP 46/46 | F+11 R+9 W+10 (modifiers apply) | Init +3 Per +1

Pinball gazes at the ceiling a moment, then decides to utilize her resources in a different fashion and resumes compiling a list of scrolls she needs to purchase as she waits for any further information Zarta or Tamrin think is relevant.

Dark Archive

Male Aasimar (angel blooded) Cavalier Hps: 57/64 (and non-lethal:0) AC 19 (touch 10/FF19) CMD:21 Fort+8, Ref+3,Will+4 Init+0 Perception+4

Manius scratches his head

"Does anyone have a good plan of approach for this?"

Dark Archive

HP 28/28 | AC16 T10 FF16 | Init +4 Perc +5 CMB +5 CMD 15 | F+5 R+2 W+5 | CN Half-Orc (Mystic) | Shaman (Spirit Warden) 3 | +1 Great Axe (+6); 1d12+5 (x3) | sheet

"I am afraid that I do not. Planning is not my strong suit."

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

"We can stick to Tamrin's plan: he gets us into the prison and we will appear to be replacement guards. We will then subdue our superior and free the librarian. Might be a good idea to find out where he is held before we subdue our superior though..."

Silver Crusade

Gnome Perfectionist 5 | AC24-T16-FF19 | HP 46/46 | F+11 R+9 W+10 (modifiers apply) | Init +3 Per +1

"Yes, Mister Tamrin's plan is perfectly solid. Tamrin, do you have soldier uniforms already or should I get some when I shop?

"Once we're in disguised as replacement guards, per Tamrin's plan, we subdue the one left to oversee us and get the information as to Zefiro's whereabouts. So... no killing him, at least until we have the information we need, though of course we'd be better to leave as few bodies behind us as we can help, as Tamrin says. Hopefully the supervisor will see reason once he or she realizes the situation, but if not, coercion will have to do... I like your idea, Garret, of trying to get the information from him before we subdue him. I can try that-- I'm decent at talking.

"Anyway. Once we know Zefiro's location, we go directly there, get him out, and get out as quickly as possible. I'm going to get a scroll of invisibility-- should we run into patrols or problems on our way out, I could make Zefiro invisible for up to three minutes, at least."

GM:
Sorry, retconning the scroll of Locate Creature. I was pricing the summoner version for 375, but that's not PFS legal, and 700 is more than I'm willing to spend on it. So just taking back that particular purchase.


Bonekeep Slides

No worries Pinball.

Tamrin shakes his head. "No uniforms. Freelance Aspis mercenaries wouldn't have them and if we try to counterfeit a merc troop, we run the risk that they see through the ruse."

Just before you leave, Zarta calls Theleb, Manius and Blan over.

Theleb, Manius and Blan:
Zarta calls you over and speaks in a low clipped voice. Zarta is certain that the new Chelish liaison to the Society—Ianareth Alazario, whom you met in Part 1 of this series—is somehow behind Zefiro’s abduction, and she wants you to uncover whatever
damning evidence about Ianareth they can find in the Bloody Nail. She specifically wants anything that ties Ianareth to House Thrune (or another rival organization) and anything that connects her to opposing the Society’s interests or harming its agents.

Tamrin hands out Bronze Apsis badges to each of you. Tamrin leads you board the Queen Gale, a merchant vessel that sometimes assists the Bellflower Network in transporting both people and goods. The Queen Gale smuggles you into Ostenso Harbor the next day, where Tamrin hastily leads you through Dockside’s winding streets. Dozens of guards oversee the construction of stages, the hanging of banners, and the steering of extravagantly decorated floats in preparation for the upcoming Loyalty Day events.

Despite the spectacle, Tamrin wastes no time bringing you to a rectangular stone building capped with an octagonal pyramid. Each side of the pyramid bears the painted image of a red nail, though rain has made the paint run, so rivulets of red stain the roof and make the image appear to be bleeding. As is common with many state buildings, Asmodean symbols are common here, though a red-crowned spike piercing a golden ring seems to be prevalent, too. Planes or Religion checks, please!

Knowledge Religion or Planes DC 20:
This is the holy symbol for Dispater, the jailer of Hell.

Tamrin instructs you to wait outside, then disappears into the building for nearly half an hour. He returns accompanied by a retinue of soldiers, led by a lanky interrogator with manacles at his belt. Tamrin gestures to you, prompting the interrogator to size you up. The interrogator beckons to one of his guards and then asserts that you lot are to help watch the facility while he tends to Tamrin’s emergency, and that Galvar — the guard he summoned — is in charge during his absence. You are not to go anywhere or touch anything without Galvar’s permission and supervision. Tamrin flashes you a subtle wink before leading the interrogator and his soldiers into the city.

Last chance to buy anything before we begin!

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

Garret asks Pinzell to cast mage armor (wand) and disguise other (scroll) on him when they are waiting for Tamrin to return.

Knowledge Religion: 1d20 + 6 ⇒ (2) + 6 = 8
Knowledge Planes: 1d20 + 3 ⇒ (2) + 3 = 5

Silver Crusade

Gnome Perfectionist 5 | AC24-T16-FF19 | HP 46/46 | F+11 R+9 W+10 (modifiers apply) | Init +3 Per +1

Similarly, Pinball will use one of her scrolls of disguise self on herself to look less recognizably like herself, and her wand of mage armor, and her longstrider wand on herself-- once we hear the interrogator and the others coming back out.

UMD longstrider: 1d20 + 9 ⇒ (10) + 9 = 19
UMD longstrider: 1d20 + 9 ⇒ (12) + 9 = 21 success, 1 hour longstrider

When they're presented to Galvar, Pinball-- now looking like a nondescript halfling with dull brown hair-- salutes smartly.

"Ready and willing to help where needed, sir!"

Do we need Disguise checks? If so, here is Pinball's, using a use of her disguise kit and a scroll of disguise self.

Disguise: 1d20 + 5 + 10 + 2 - 2 ⇒ (17) + 5 + 10 + 2 - 2 = 32

She gives Tamrin a nod as he disappears again, and looks to Galvar, their new 'boss.'

"Orders, sir?"


Bonekeep Slides

Galvar gives you a once-over, but it's clear he's looking at weapons, armor, how you stand, confidence, etc, and not at your faces. "Alright, you'll do. Listen I'm sure yer not happy about playing guardsmen during the Festival and I'm not happy me men have been trundled off to put down another damn riot. Let's work together and we'll be just fine, eh? We're all jus' putting in the time today, ready to get off work and t'the festival. Step inside."

He leads you inside and gestures around. Four statues of snarling hounds stand in the corners of the Nail’s entrance hall. A red rug covers much of the floor, although stone peeks through the holes worn in the severely trodden carpet. A man stands at attention here, watching you carefully. Galvar nods to him and he relaxes visibly. "This here's Straven. At ease, man." He steps to the double doors and opens them.

Iron bars separate the Nail’s southern hallways from the northern ones. Basic lanterns hang from the ceiling in each corner surrounding the central prison, lighting the halls. The fortress seems to be built around a central octagonal area with wide hallways surrounding it. You can see four guards walking short paths around the inner octagon. You can surmise this octagon is what they're really guarding.

Galvar walks in and to the NW. He pauses beside a door in the SW wall and opens it. "Lounge, barracks and storage in there." You can see the lounge through the doorway. This cozy chamber features wooden chairs arranged casually around two tables. Two blazing fireplaces warm the room—a western one facing in toward an open door and a southern one furnished with kitchen utensils and cook pots. Playing cards, dice, and other diversions litter the tables. A gamey smell wafts through the room. Five guards are currently lounging in here, clearly taking a break.

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

Garret waits for Pinball to take the lead in finding out where they have to be.

"Smells good friends! Do you mind if I help myself to a bowl of whatever you have stewing?"

Dark Archive

Male Aasimar (angel blooded) Cavalier Hps: 57/64 (and non-lethal:0) AC 19 (touch 10/FF19) CMD:21 Fort+8, Ref+3,Will+4 Init+0 Perception+4

As we make our way over there

Knowledge (Planes): 1d20 + 4 ⇒ (19) + 4 = 23

"That symbol of the a red-crowned spike piercing a golden ring is the the Unholy symbol for Dispater, the jailer of Hell. Just in case if anyone was wondering what that prevalent symbol means we've been seeing"

Silver Crusade

Gnome Perfectionist 5 | AC24-T16-FF19 | HP 46/46 | F+11 R+9 W+10 (modifiers apply) | Init +3 Per +1

Pinball nods slightly at Manius's explanation. "Good to know..."

She walks at Galvar's elbow, nodding attentively here and there. "Understood, sir! Are there any.... problem prisoners we should know about? With the riots and all-- that rabble outside seemed worked up. Do we have ourselves any 'celebrities' as guests right now?"

Diplomacy: 1d20 + 12 ⇒ (8) + 12 = 20

(She's trying to tease out information about Zefiro, of course)


Bonekeep Slides

Galvar shrugs. "No one of any particular import. Just got a few new ones in the last week or so. They're in the interrogation chambers." He makes a gesture toward the center octagon with a sort of grim pride. "A couple Bellflower operatives and some librarian probably read the wrong book. They'll be broken soon enough." He shrugs as if this is just another day on the job.

He gestures to the southeast. "The Archives. Prisoner records, release schedules. Nothing to worry over."

He gestures to the northwest corner of the prison. "That there's the offices. Records, files, et cetera. Nothing to worry about there." He gestures toward the northeast corner. "That's the Vault," and you can hear the capital V, "Nothing to worry about there neither. It's protected well 'nough on its own." He pauses and scratches his chin. "Alright, let's have you lot walk circuit around the jail proper. Course, afore that let's introduce ye to the residents."

He walks to the north, nodding at guards as he passes. He opens the first set of doors, revealing another octagonal room surrounded by prisoners chained to the walls all around. The stink of unwashed bodies permeates this narrow corridor, illuminated by violet prisms set into sconces on the inner corners. Iron bars isolate the hall’s outer perimeter, where the walls are lined with manacles set into the stone. Dozens of filthy prisoners lie behind the bars, each one wearing a sign around his or her neck bearing an identification number, a crime, a red “X” next to the word “Interrogation,” and a release date. Two sets of iron double doors lead deeper into the building.

Galvar nods to the prisoners, a few of whom politely nod back. You notice a lot of petty crimes are housed here, but none of the release dates seem to have passed. It would seem that once a sentence is served, the prisoner is always released.

Galvar nods at the violet prisms with a pleased smile. "Magical doo-dads. Keeps the screams from the interrogator's room, " He gestures at the inner octagon, "from bothering the rest of the prisoners out here. Clever things."

He stops and puts his hands on his hips. "That concludes the tour. Any questions before ye get to work?"


Bonekeep Slides

Garret, the guards on break make a grunting noise and gesture toward the pot in a 'help yourself' sort of manner. The stewpot has a thick beef stew boiling in it, clearly a batch made some time ago and kept warm for lunches for the guards.

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

"Perhaps later, I see we have to tour the facility first"

Garret tries to be as stupid as he can be "What is in the vault? Other prisoners?"


Bonekeep Slides

Galvar shrugs. "Pay, sensitive documents, evidence confiscated. The sort of stuff we don't want to leave layin' about."


Bonekeep Slides

Galvar looks around. "I'll have you lot on circuit, just making the cycle 'round and through the prison area. I'll stay with ye, since yer my responsibility."

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

"Sure, just lead the way" Garret keeps his eyes at the prisoners, hoping to spot Zefiro


Bonekeep Slides

You don't spot Zefiro among any of the prisoners in the cells. But... you cannot see inside the interrogation chamber, either.


Bonekeep Slides

Okay, I completely missed one thing that will come in handy. Before you head off. Tamrin has gifts for the PCs. First is a bag of equipment to help bypass the Nail’s guards: two doses of oil of taggit, two elixirs of hiding, an elixir of love, a scroll of silence, and a potion of eagle’s splendor. In Subtier 4–5, Tamrin also provides a lesser circlet of persuasion, which functions like a circlet of persuasion but provides only a +2 bonus on Charisma-based skill checks. Second is he will coach any lawful or paladin types in half-truths you can tell to avoid having to outright lie during the mission. I apologize, and feel free to retroactively hand these out amongst yourselves.

Dark Archive

Male Aasimar (angel blooded) Cavalier Hps: 57/64 (and non-lethal:0) AC 19 (touch 10/FF19) CMD:21 Fort+8, Ref+3,Will+4 Init+0 Perception+4

Manius follows along with the others

Do we have a plan? And if so..do we want to change/alter that to include the supplies we just got?

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

My suggestions:

Oil of taggit: into the stew
Circlet, potion of eagle's splendor and scroll of silence to pinball
Elixer of hiding to Garret + someone else
Elixer of love: forcefeed to Blanmieux while he looks at Zarta ;-)


Bonekeep Slides

Let me know if you need any further information, or if you want to break away to check on a certain location. If you do, I need a bluff or stealth or skill check to cover how you're getting away from Galvar, who has been tasked with keeping an eye on you.

Dark Archive

HP 28/28 | AC16 T10 FF16 | Init +4 Perc +5 CMB +5 CMD 15 | F+5 R+2 W+5 | CN Half-Orc (Mystic) | Shaman (Spirit Warden) 3 | +1 Great Axe (+6); 1d12+5 (x3) | sheet

Once the party is off by ourselves ... Theleb scratches his head ...
"I am not much from plans, but it seems like we need to get into the interrogation room? Perhaps we should start with the vault though to try and secure what ever evidence they have against Zefiro first? Unfortunately my 'vault' opening skills are fairly blunt. What say you all?

Dark Archive

HP 28/28 | AC16 T10 FF16 | Init +4 Perc +5 CMB +5 CMD 15 | F+5 R+2 W+5 | CN Half-Orc (Mystic) | Shaman (Spirit Warden) 3 | +1 Great Axe (+6); 1d12+5 (x3) | sheet

Once the party is off by ourselves ... Theleb scratches his head ...
"I am not much for plans, but it seems like we need to get into the interrogation room? Perhaps we should start with the vault though to try and secure what ever evidence they have against Zefiro first? Unfortunately my 'vault' opening skills are fairly blunt. What say you all?

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

"Let me get a swift peek into the other rooms"

Garret has already drunk the elixer of hiding and will sneak off to the office to see if they hold info about Zefiro.

Stealth take 10: 10 + 17 + 10 = 37
Perception take 10: 10 + 12 = 22

Dark Archive

Male Aasimar (angel blooded) Cavalier Hps: 57/64 (and non-lethal:0) AC 19 (touch 10/FF19) CMD:21 Fort+8, Ref+3,Will+4 Init+0 Perception+4

Manius waits for Garret's return while thinking of a cover story to explain his absence

"...toilet visit? ..Bad clams? ..Nobody would want to know more about that...right?..."

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

Blanmieux in his grape gnome disguise talks to Galvar while nodding to Pin.

"So... What are the career perspective of prison guard here?" he says.

aid: 1d20 + 1 ⇒ (8) + 1 = 9

-Posted with Wayfinder

Silver Crusade

Gnome Perfectionist 5 | AC24-T16-FF19 | HP 46/46 | F+11 R+9 W+10 (modifiers apply) | Init +3 Per +1

Okay, guys, really sorry for my delay in posting. Life's been wacky.

I like Garret's suggestion of putting the oil of taggit into the stew, that seems like a great idea. I'll take the items that Garret mentioned for me unless someone else wants to make the case for them, but I think I'm highest Cha in the party.

Pinball tries to keep Galvar busy and distracted so that the others can surreptitiously handle some scouting and possibly dosing the soup.

"What of our schedule-- how long until we and these current guards are relieved? The end of the day?" Pinball asks, trying to get a sense of how much of a time window they would have before a new shift would arrive, should they subdue all the current guards by means of the oil of taggit. "This librarian sounds like not much of a threat. Is he being interrogated today, or just held?"

Bluff, with the circlet: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8 Oy. Will use my daily reroll of a nat 1 from Eternal Hope trait.
Bluff, with the circlet: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11 ..... will use my portfolio reroll. And GM stars. Jesus.

BLUFF, DANGIT: 1d20 + 5 + 2 + 3 ⇒ (13) + 5 + 2 + 3 = 23


Bonekeep Slides

I love you guys.

Galvar begins talking to Blan about benefit packages and advancement in the fruitful world of Chelish prison guarding. Turns out, it's not so good, actually. He completely misses Garret slipping away. Garret, you can see the door is locked, with an average looking sort of lock.

As the conversation drones on, Pinball asks him about interrogations and shift changes. "Well, we got about four hours before shift's changed and we're able to finally get out of here and enjoy the day. Interrogations? Well, the interrogator was one of the men who left to take care of the riot, so it's whenever he gets back, I suppose things will start up. Honestly, I try not to pay much attention to that side of things."

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

Drat! I wanted to buy a skeleton key and then completely forgot. Oh well, guess I have to borrow Pinball's key later

Garret jostles the lock slightly, in the hope it lets go. If it does not he moves on to the archives.


Bonekeep Slides

The Archives door proves to be unlocked and slightly open. A woman's humming comes from inside.

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

"Yeah, I understand. You are paid for your job don't need to know more.

Hey listen, you have been choosed to look at us. Not this stressed guy At the door. That says something about how you are a little valuable for them. Responsable.

But for you said, you are in a dead-end here. I feel they don't use you at your full potential. For who we work for, someone responsable is always useful.

It might be coming a little too fast, but I have some relation with the higher up. And with a little chance, I could convince to give you a job. A small one at first but you will climb up very fast, I am sure of it.

But here I am, telling you this and we haven't finish our shift. Let's see how this goes and we could talk about this later shall we?"

again Pin would be better at this. Diplomacy: 1d20 + 3 ⇒ (20) + 3 = 23

Note that this is all half-true

Why I have a 20 not in combat!!!

-Posted with Wayfinder


Bonekeep Slides

Galvar looks impressed at the possibility of a job not involving housing prisoners. He nods slowly.

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

Garret peaks inside to see who is humming.


Bonekeep Slides

A woman sits at a desk, organizing stacks of papers. She's humming tunelessly, then stops and rubs her eyes. She looks distracted.

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

Garret quickly hides again and moves back to the group. If possible he will whisper to the others that the office is locked and that he saw a human female in the archives, working on a stack of papers.

Silver Crusade

Gnome Perfectionist 5 | AC24-T16-FF19 | HP 46/46 | F+11 R+9 W+10 (modifiers apply) | Init +3 Per +1

Assuming no problems in Garret returning to us:

Pinball listens to Garrett's intel with a sober little nod, while Blanmieux is distracting Galvar with talk of the potential for opportunities outside the Chelish prison system.

"Probably an archivist or clerk," she murmurs. "Okay. We have a four hour window before a shift change arrives, according to Galvar. Can we get that oil into the stew? Give the guards a nice nap? As for Galvar himself... it'd make our lives simpler if he was... cooperative. That love elixir might do the trick."

(My plan here is to nip into the mess while Galvar is talking Advancement with Blanmeiux, grab a bowl of soup before we've taggit-ed it (is there coffee? I'd love to use coffee, haha), add the love potion while walking back to Galvar (preferably while unobserved), and then offer it to him. If I need mechanics rolls for any of that other than the bluff, like a stealth or sleight of hand, GM, please let me know. I think we're done with the talking at the moment, but I'm not necessarily speaking for the rest of the party there!)

"Sir, I grabbed you something from the mess too-- no reason you should have to wait until end of shift to eat or drink something. Hope you don't mind," Pinball says with disarming, clear-eyed innocence.

Bluff, circlet: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23


Bonekeep Slides

Sounds like a plan, Pinball! Give me a sleight of hand or stealth check, with a +2 bonus for a convincing situation, IE no one is expecting what you're trying.

Silver Crusade

Gnome Perfectionist 5 | AC24-T16-FF19 | HP 46/46 | F+11 R+9 W+10 (modifiers apply) | Init +3 Per +1

Stealth: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16


Bonekeep Slides

GM sekrits:
1d20 ⇒ 11

Pinball stirs the stew and she's reasonably sure no one saw her slip a little extra spice into the mix.

Galvar looks at the stew and smiles. "Well, I was planning on taking a break before this whole riot situation... Don't mind if I do, thanks!"

GM Sekrits:
1d20 + 4 ⇒ (16) + 4 = 20
Others: 5d20 ⇒ (16, 18, 12, 19, 9) = 74

He slurps down half the bowl and doesn't seem to suffer any ill effects... But you suddenly hear a cry of alarm from the cantina! "Somethin's wrong with Thrick and Inetra! They just passed out!" Galvar looks suddenly down at the bowl of stew, suspiciously...

Actions?

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

"What are you looking? says Blanmieux while eating a bol of his own. I have take anti-toxin before. Fortitude: 1d20 + 13 ⇒ (19) + 13 = 32

Blanmieux drinks it in one geste. [b]"Finish your bol or come with me. Some thing have happen! "

The "gnome" goes to those who are unconscious.

"Does someone have a medical background?"

-Posted with Wayfinder

Silver Crusade

Gnome Perfectionist 5 | AC24-T16-FF19 | HP 46/46 | F+11 R+9 W+10 (modifiers apply) | Init +3 Per +1

Blanmieux, you realize that 'disguise' spells can only drop your height a foot, right? If you look like "a gnome," you look like a pretty tall one...

Pinball's expression of earnest innocence only grows at the cry from the cantina.

"Oh no!" she says very seriously. "I hope it wasn't anything in the soup. I just had some, and it tasted fine to me. Do you feel alright, sir? We'd better go check on the others at once-- I have some training in the healing arts."

Bluff: 1d20 + 7 ⇒ (9) + 7 = 16 (Minus whatever penalties you think fair for the circumtances, GM)

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