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

Garret looks at Blanmieux Has he gone insane? Or is that his sense of humor? Weird!

"We are here to free you and get you out of here."

He looks at his pathfinder companions "I won't be surprised if it comes to fighting, but let's try to sneak out of here. I will scout ahead"

Moving into the shadows Garret tries to find a clear way to the exit.

Stealth take 10 for 27 and perception for 22. Trying to be at approx 60 feet in front of the rest

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

Sorry for the delay, still traveling.

Theleb will channel heal twice ...

Healing: 2d6 ⇒ (3, 1) = 4
Healing: 2d6 ⇒ (3, 6) = 9

He will follow up with his wand; please roll your own.

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 wrote:
Stealth take 10 for 27 and perception for 22. Trying to be at approx 60 feet in front of the rest

Just remembered that for stealth that is a 37 if the elixer of hiding is still active

Silver Crusade

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

Pinball breathes in relief as Theleb is able to heal the group of prisoners. "We're going to get you out of here," she says to Zefiro. "One way or another."

(If anyone of the prisoners is still down after Theleb's channels, Pinball will help with further healing with her own wand so that it's not all on Theleb.)

She looks a bit bemused at Blanmieux's words much like Garret, but will activate Blanmieux's wand for him. (Feel free to roll your own healing, Blan)

Looking over the other prisoners, she says, "We weren't expecting multiple prisoners, but I'm ill-inclined to leave anyone to Chelish justice. What's your names? Who are you?"

(Are the other prisoners the Bellflower halflings?)


Bonekeep Slides

There are one halfling and two humans. They look a little in shock, but the halfling recovers enough to tell you their names are Gerdel (halfling), Jokka and Reg. (both human) All three of them are battered, but eager to do whatever they need to do to escape.

Garret slips out of the central prison area and into the prison. He can see Galvar standing in the entry way, talking closely with three other guards. Their voices are low, but Garret overhears the words "scheme" and "escape."

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

"So what do we want to do now?"

Manius asks as he looks at the others

"Make a run for it before they notice we are breaking out their prisoners? Or sneak back without being noticed and deny ever helping these guys escape?"

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.

"Or bribing them. We have the code to a place with lot of money."

-Posted with Wayfinder

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 returns "That Galvar was standing in the entyway, talking with three other guards. I am afraid they are on to us and will try to stop us. I say we knock them out, without killing them and get back to the harbor as quickly as possible."

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

"Probably the best option we have. I am surprised our bluff has lasted this long ... So pressing our luck on that is not a good idea."

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.

clw 1d8+2: 1d8 + 2 ⇒ (1) + 2 = 3 clw 1d8+2: 1d8 + 2 ⇒ (2) + 2 = 4 clw 1d8+2: 1d8 + 2 ⇒ (8) + 2 = 10

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.

"I like that guy.. Oh well. I would have like to try to bribe or takes our little friend "hostage" but it your choice. Better rope our friend here to cover her." pointing their ally. " Do you know what are their tactics? ".

I say let's go. But I would have like an alternative.

-Posted with Wayfinder

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.

"Pin, uses the potion of eagle splendor that Tamrin gives us before we go."

-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

"I think the time for talking is probably past based on what Garret says," Pinball says with a shrug. "But I suppose I can try."

She digs out a scroll, and turns to Zefiro. "Our priority is getting you out of here. I'm going to make you invisible; it will last for about three minutes. It's not very long, but it might buy you some time, and keep you safe from the guards trying to take you down."

She looks apologetically at the other prisoners. "I'm sorry, I don't have scrolls for all of you as well."

"Let's go. But remember what we were told at our briefing: a full slaughter will just make it that much harder to get out of the city. If we can do things without killing, all the better. Zefiro, please stay behind us. The rest of you, put your hands behind your back and let's tie them loosely with rope-- pretending you're still prisoners. I can try and bluff our way out of this one more time."

(Willing to try one last bluff as we go out into the hall, but I'm pretty sure that'll be a hard sell with the prisoners obviously no longer in that contraption. We can try it, but be ready to fight, I'd say. The bluff Pinball will try is that we caught the prisoners trying to get out and were escorting them to the captain for security purposes, I suppose... unless someone has a better lie.)

(Just before we go out: casting shield on self; casting invisibility on Zefiro (3 minute duration); drinking the potion of eagle's splendor (3 minute); casting innocence on self from a scroll (1 minute) )

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

"Sounds like a good plan"


Bonekeep Slides

Zefiro is suddenly invisible, and the Bellflower trio are roped to a convincing degree.

Krima looks worried. "You should knock me out. I can claim you tricked me and my cover should be safe." Assuming you agree, you leave her unconscious on the ground, with a large lump rising on her head.

You head toward the entryway, noticing the guards around the perimeter of the prison seem to be watching you closely. Perhaps a little too closely? Sense motive!

Galvar stands in the entry way with three guards just behind him, blocking your way. "What is this?!? You're not authorized to move prisoners!"

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

Sense Motive: 1d20 + 3 ⇒ (4) + 3 = 7

Theleb's chuckles at Galvar's accusation ...
"Even prisoners caught trying to escape? Well, if you insist, I suppose we can put them back where we found them."

Silver Crusade

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

Pinball takes a deep breath and pops a snappy salute to Galvar.

"Sir! All due respect, sir, these prisoners were in the process of an escape. Somehow, the mechanism restraining them was destroyed. We found these three prisoners extricating themselves from the device, and we quickly subdued and restrained them and wanted to bring them to you for questioning, sir. I apologize if we overstepped our bounds but we didn't want to take any chances. There were only three prisoners in there; are all accounted for, sir?"

Bluff check, with the circlet, and the potion, and the innocence spell: 1d20 + 5 + 2 + 2 + 10 ⇒ (6) + 5 + 2 + 2 + 10 = 25

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

Sense Motive: 1d20 + 6 ⇒ (13) + 6 = 19

Garret tries to look non-threatening towards the guards, letting Pinball do the talking.


Bonekeep Slides

You pulled a 25 out of a 6 on the die? Slow clap. Bravo. Anyone want to aid her deception?

Garret:
You get the strange suspicion, in the way the guards are peering at you, that they believe you've been possessed in some way.

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

Aid Bluff: 1d20 - 1 ⇒ (20) - 1 = 19

"I have this headache coming on. Probably the lack of fresh air in here, I do not feel quite like my usual self..."

I roll a 20 and make it a 19 ;-)

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

Bluff (Aid): 1d20 + 1 ⇒ (8) + 1 = 9
"Didn't I just say that ....
... No one listens to the Orc yah?"
Theleb's finishes with a mutter.


Bonekeep Slides

Galvar's eyes go wide. "There's supposed to be four people in there!" He looks to the guard next to him. "Search the interrogation chamber! Find the other one!" They rush north, moving quickly.

Galvar looks hard at Garret, and mutters something under his breath. It sounds like 'retirement' and 'too old'. He pulls himself together. "Alright, take those prisoners to the Mess and guard them. Hopefully the riot will be over soon and we can get back to normal." He doesn't move from blocking the exit.

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 looks at his companions and nods once. He then approaches Galvar "Excuse me sir, do you have something against headaches?"

Suddenly his walking stick whips out and catches the head jailer against the kneecap. He then tries to kick the jailer twice, to subdue him quickly.

Flurry Trip: 1d20 + 15 ⇒ (13) + 15 = 28
Vicious Stomp: 1d20 + 9 ⇒ (8) + 9 = 17
Nonlethal damage: 1d6 + 5 ⇒ (5) + 5 = 10

Flurry: 1d20 + 9 ⇒ (3) + 9 = 12
Nonlethal damage: 1d6 + 5 ⇒ (2) + 5 = 7

I decided to start the confrontation ;-)

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.

It. Ok. I would have propose to give him something but... Blanmieux looks with a big eye the monk. He than shrug his shoulders...

"Sorry, Galvar... You do your job, we do yours"

-Posted with Wayfinder

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

I guess that trying to aid on the bluff won't do anything anymore? ;) So I'll just wait for combat to ensue

Silver Crusade

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

What do you mean, 'give him something,' Blanmieux? I mean, it's too late now, but if you had a plan in place I don't think it was clearly communicated. You mentioned something in the OOC about a 'combinaison'; I was interpreting that as 'it's time for us to attack,' and Garret may have been as well. Anyway, it's a moot point now, and I think we got the most possible out of that bluff we were going to anyway. :3

Pinball gives Garret a tiny nod when he launches two attacks, but hasn't acted yet herself since Garret probably kicked off a surprise round :P.


Bonekeep Slides

Galvar reels back from Garret's sudden flurry, but still stands!

init Manius: 1d20 + 0 ⇒ (11) + 0 = 11
init Pinball: 1d20 + 3 ⇒ (16) + 3 = 19
init, Garret: 1d20 + 7 ⇒ (16) + 7 = 23
init, Blanmieux: 1d20 + 0 ⇒ (10) + 0 = 10
init, Theleb: 1d20 + 4 ⇒ (1) + 4 = 5
init, Galvar: 1d20 + 3 ⇒ (8) + 3 = 11

Round 1:
Garret, Pinball, Manius
Galvar
Blan, Theleb

Garret, Pinball and Manius are up!

Silver Crusade

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

I took the liberty of moving myself on the map to the entryway since I'm assuming that's where we currently all are; on the map we're kind of scattered. Not seeing a token for Galvar, unless it's the last guard-helmet in the entryway? In either case:

Pinball races up beside Garret and lightly taps him. "Sorry," she murmurs. "You don't seem like an awful man. If you surrender now and let us out of here, that would result in you getting hurt the least."

Attack vs flat-footed Touch and maybe prone? AC: 1d20 + 7 ⇒ (12) + 7 = 19

(Laughing Touch; subject can take only move actions for one round, because they are laughing)

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

Flatfooted CMD above 28? Wow!

Garret lashes out at the laughing guard.

Flury: 1d20 + 9 ⇒ (11) + 9 = 20
Nonlethal damage: 1d6 + 5 ⇒ (4) + 5 = 9
Flury: 1d20 + 9 ⇒ (13) + 9 = 22
Nonlethal damage: 1d6 + 5 ⇒ (6) + 5 = 11


Bonekeep Slides

Sorry, completely missed that trip. It's been an odd week, I plead intellectual laziness!

Galvar hits the floor with a thud, as Pin whispers something obviously hilarious to him because he immediate begins to dissolve into laughter.

Garret I'll let you revise if you need to.

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

No problem GM. I edited my post


Bonekeep Slides

The laughter cuts off abruptly as Garret knocks the man out. He slumps to the ground, and you can see several guards inside peering toward you, looking concerned. You have a round before someone comes to check on Galvar; what are you doing?

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.

The exit is open let's go!

-Posted with Wayfinder

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's go!"


Bonekeep Slides

Deciding quickly, you head outside. In the distance you can see Tamrin walking toward you, with the group of Chelish prison guards. His eyes go wide, then he suddenly drops to the ground, screaming in pain. The guards turn to look at him and you take the opportunity to run!

Thus begins the chase! You start at the Bloody Nail, and can move to the next card each round. However for each challenge you perform on that card, you can delay your pursuit. You all act as a group before the pursuers get to go.

You plunge forward, into the festivities! Here a group of Asmodean priests hand out free food to attendees, reminding them from whom the meal comes: House Thrune and Asmodeus! You may Request food and toss it to the hungry (Diplomacy); Snatch food trays to disrupt everything (CMB check); or toss an alchemical item into the food pots (ranged attack to hit!)

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, turns her head back to their newly freed prisoners and the invisible Zefiro, and says, "Let's drop those ropes 'binding' your hands! Zefiro, since we can't see you, call me-- Pinball-- if you're having trouble keeping up!"

Outside in the sunlight she blinks, studying the crowd a moment and the food... and seeing an opportunity.

"Excuse me, may I please have some of that food?" she says at her clear-eyed sweetest to one of the priests. Puppy eyes have nothing on gnome eyes.

Diplomacy, circlet and eagle's splendor: 1d20 + 12 + 2 + 2 ⇒ (7) + 12 + 2 + 2 = 23

(If successful) No sooner is one of the trays of cheap bread in hand does Pinball execute a discus toss over the crowd with the food-tray-- sending chunks of bread spinning off in all directions.

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

2 - Free Meal
Theleb snatches at some food trays to throw into the path ...
CMB: 1d20 + 5 ⇒ (19) + 5 = 24
...
If party progress is slow enough to cast, he will also cast guidance to influence the next challenge.

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.

"I hope the food is good!"
cmb: 1d20 + 9 ⇒ (3) + 9 = 12

-Posted with Wayfinder

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

"Food Fight!"

Manius jumps up and hits the edge of one of the plates with both feet as he hunches down launching the contents of said tray over his head in a catapult like display

CMB: 1d20 + 10 ⇒ (7) + 10 = 17

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

CMB: 1d20 + 11 ⇒ (18) + 11 = 29

I want one of those plates!


Bonekeep Slides

Throwing food to the masses and handing off what you receive starts a mad scramble! You are able to move ahead, while your pursuit is stopped at the mob scene behind you!

You scramble onward! Directly in front of you is a festive parade, decked in garish reds and deep blacks, celebrating the House of Thrune and the glory of Asmodeus!

The runaways cross the path of a Loyalty Day parade, complete with floats, banners, and dancers. The PCs can bring the parade to a halt with ranged attacks that deal damage to the various decorations (multiple attackers can contribute to this total), a successful Acrobatics check to barge through the marching lines, or by casting any conjuration spell to create an impediment.

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

3 - Parade
Theleb takes a shot at some of the parade decorations as he continues moves away ...
Sling: 1d20 + 2 + 1 ⇒ (13) + 2 + 1 = 16 for Blunt: 1d4 + 3 ⇒ (1) + 3 = 4

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

Acrobatics: 1d20 + 15 ⇒ (19) + 15 = 34

Garret tumbles through the marching lines


Bonekeep Slides

Theleb hits the ballons, which Garret disrupts the parade, rolling through the marching lines!

You scramble onward!

You see a loaded wagon in a tight alley up ahead, topped with supplies clearly bound for a food booth or feast.

You can stall oncoming guards with a successful Handle Animal or wild empathy check to panic the draft animals, a successful Disable Device check to unhinge the wagon and send it rolling down the street, or successful Strength check to throw the supplies everywhere.

Silver Crusade

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

Pinball follows Garret with a tuck-roll of her own, but now comes up against a new set of challenges. None of which are really her strong suit...

Though H.A. is usually trained only, it can be used untrained on domestic animals: "If you have no ranks in Handle Animal, you can use a Charisma check to handle and push domestic animals, but you can’t teach, rear, or train animals." So we'll go for that! Still including the potion bonus, but if it's expired by now just subtract 2.

Handle Animal, circlet, eagle's splendor: 1d20 + 5 + 2 + 2 ⇒ (13) + 5 + 2 + 2 = 22

Pinball doesn't know much about animals. But she knows loud noises spook them! She squints forward, and the noise of a roaring lion bursts out from behind the mules!

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.

That why i miss about the original barbarian.
Blanmieux uses his force to push the carts. strength : 1d20 + 4 ⇒ (1) + 4 = 5 gm reroll: 1d20 + 6 ⇒ (15) + 6 = 21 Something gives him the way.

-Posted with Wayfinder

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 picks up a big crate and..

Strength: 1d20 + 5 ⇒ (9) + 5 = 14

..manages to toss it in front of our pursuers

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

4 - Supply Delivery
Theleb tries to panic the draft animals ...
Handle Animal: 1d20 + 2 ⇒ (16) + 2 = 18

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 looks for a way below or past the wagon, seeing none he decided to aid Manius and Blanmieux with the crates

Strength: 1d20 ⇒ 5


Bonekeep Slides

With a mighty heave and several smaller grunts, the wagon is pushed off and food flies everywhere!

You move on!

You turn the corner to nearly run face first into an Asmodean preacher speaking in a fiery rhetoric about the perils of chaos and lawlessness! He preaches from atop a mobile altar, that towers above the assembled crowd!

An Asmodean religious rite begins at a major intersection. PCs can sabotage the service with a successful Bluff or Knowledge (religion) check, a successful Climb check to disruptively scale the impromptu temple, by channeling positive energy in another deity’s name, or by casting any enchantment spell of 1st-level or higher.

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