PbP Gameday 2: 4-14 My Enemy's Enemy Tier 3-7 (Inactive)

Game Master Kobash

==MAP==


201 to 250 of 352 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>

Ylandria shakes her head at Gerard. "I don't, but maybe the kapteos do. I think they have tired of these cousins and are looking for a way to evict them from our territory. Maybe we can help each other on this one. You know, ‘my enemy’s enemy’ and all that?"

Sovereign Court

Usable/Active:
Rage 35/35, Boots 10/10, Remove Fatigue 2/2, Reroll 1/1
HP 173(213)| DR 7/- | AC 22 | T 14 | FF 18 | CMD 33 | Fort +22 | Ref +16 | Will +13 | Init +5 | Perc +19
Situational Buffs:
+9 saves vs Spells/Sla's while Raging, +4 damage vs Spellcasters

"Well lets get moving.."

Grand Lodge

| Witch 11| AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 79/79 (16 temp HP)| F+10R+9W+12 | Init +3 | Perc +17 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

"I agree with Roary. Let's get moving, and hopefully we can further cement our temporary alliance. If your cousins are that crazed, we must stop them immediately."

Silver Crusade

Male Dhampir (Ru-shi) PFS 15998-8 Fighter (Lore Warden) 3 / Witch - 1 | AC 17 T 13 FF 14 | HP 26/26 | F +5 R +5 W +4 | Init +3 | Perc +3

"Indeed... if you please, mademoiselle, take us to your leader."

The Exchange

Init +4(+6)|AC19/Touch15/Flatfoot14/CMD 18||HP 21/[28]| Fort:+4 ;Ref:+7 ;Wil+4|Percept +7/Sense Motive +2 Keleshite Human Male Gunslinger (Musket Master) /3 (Favoured Class)

Badr snorts at the last phrase but falls in.


I've always wanted to say that!

Dark Archive

F Human (Chelaxian) Witch 8 - HP 50/50 [7 Temp] - AC 19*/T: 14/FF: 17* - Perception +8 - Fort: +7, Ref: +8, Will +9 (+1 vs. Curses, +1 vs. Acid or Earth) - CMB +4, CMD 17 (+1 vs. Grapple) - Speed 30 - Init. +9

Rowanna follows along, watching her step on the way.


Accompanying the two Sczarni, you soon come to a small collection of shanties, painted wagons, and tents built on the grounds of an ancient temple now reduced to a collapsed ruin. The Twincandles’ headquarters Two-Lights gets its name from two torch-like beacons erected in the center of camp and lit nightly. Two-Lights lies in a lightly populated section of Ordellia continually plagued by minor flooding—and in recent months, excessive flooding. Ylandria leads you through the hubbub to the central tent occupied by the gang’s kapteos.

The scent of incense suffuses this ramshackle camp, not quite overpowering the pervasive odor of mildew. Gnats swarm between lean-tos, shanties, and tents, the best of which are assembled on foundations of scrap wood, and the worst of which rest directly on the soggy ground. Soot-smeared children play near cook-fires tended by old women, while tannery workers eat from bowls held in their stained fingers.

At the center of the cacophony of color and smells is the base of the two tall wooden masts upon which Two-Lights’s nightly beacons burn. The masts form the central support for a festively ornamented and irregularly shaped tent, clearly occupied by the camp’s most important residents.

A bare-chested Shoanti stands outside the tent, his eyes keenly scanning the shadows. As you approach, the formidable guard bares his teeth, preparing to expel intruders from the area. However, a short exchange with Ylandria placates him. Ylandria then leads you into the unusual dwelling, which houses a sumptuously appointed den draped in heavy curtains and furnished with piles of pillows. Leaving briefly, Ylandria returns, introducing the two regal people who enter with her: “Pathfinders, meet kapteos Olivia and Jacek Giatano.”

The two Varisians have such similar features that it’s obvious they’re siblings. Similarly attired in ornately edged trousers and voluminous silk blouses, the only obvious means of telling the two apart is the thin, tweedy mustache Jacek wears.

Olivia Giatano speaks in a crisp, formal tone. “Ylandria has informed us as to your business in Ordellia, and it’s fortunate for all of us that the goals of the Twincandles and the goals of the Pathfinders are as alike as two petals from the same bloom. We can tell you how to find the ones you seek—the scoundrels who attempt to debase your honor.”

Olivia pauses long enough for Jacek to speak—his grating patois creating a jarring transition from his sister’s measured tones. “Oye, truth!" He says. "They worn out any welcome they had here, and we want ‘em gone. We tell you what you want to know, you lot agrees to listen.”

Olivia takes over again. "One of Magnimar’s smallest Sczarni “families,” recently went on a recruiting drive to help solidify their tenuous position in Magnimar’s underworld, and perhaps enable a move into the lucrative narcotics trade."

Then Jacek jumps back in, “We was contacted by a swain who claimed to be our cousin, a man named Titus Terliss. He told us that his gang was on the hunt for a perch in Magnimar to hide out for a season, and one of his fellows was a savvy alchemist, could help us cut in on the trade.”

The conversation continues back and forth between the two kapteos, who admit they never met the alchemist, but have been informed he is a fearsome and feral individual. Continuing with their bandying exposition, the Twins explain that the “cousins” moved into a crypt beneath Two-Lights, where they set up an elaborate alchemical laboratory. Although they originally worked hard to produce product for the Twincandles’ new endeavor, they had other priorities. They began conscripting Twincandles members for jobs that were not authorized by the Giatanos, and carrying out bolder and more violent robberies.

Olivia says, “They are indiscreet and coarse. If you eject them, you can help yourself to whatever spoils they’ve accumulated. Our excursion into the soporific trade has not been profitable, and we wish it ended.”

Grand Lodge

| Witch 11| AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 79/79 (16 temp HP)| F+10R+9W+12 | Init +3 | Perc +17 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

"You show us where they are and we will take care of your family problem for you. None of you should be in the narcotics trade, you know," Tess clucks disapprovingly.

Dark Archive

F Human (Chelaxian) Witch 8 - HP 50/50 [7 Temp] - AC 19*/T: 14/FF: 17* - Perception +8 - Fort: +7, Ref: +8, Will +9 (+1 vs. Curses, +1 vs. Acid or Earth) - CMB +4, CMD 17 (+1 vs. Grapple) - Speed 30 - Init. +9

"Yes, we appreciate your candor. It will be taken care of." Rowanna adds, appearing slightly uncomfortable by the current situation for whatever reason.

The Exchange

Init +4(+6)|AC19/Touch15/Flatfoot14/CMD 18||HP 21/[28]| Fort:+4 ;Ref:+7 ;Wil+4|Percept +7/Sense Motive +2 Keleshite Human Male Gunslinger (Musket Master) /3 (Favoured Class)

Badr merely nods.

He thinks over what he knows about the local politics of the Scarnzi.

Know: Local 1d20 + 6 ⇒ (17) + 6 = 23

Silver Crusade

Male Dhampir (Ru-shi) PFS 15998-8 Fighter (Lore Warden) 3 / Witch - 1 | AC 17 T 13 FF 14 | HP 26/26 | F +5 R +5 W +4 | Init +3 | Perc +3

Gerard listens quietly. I wonder how much of zee truth zey have hidden from us? Sense Motive: 1d20 + 2 ⇒ (18) + 2 = 20

Gerard thinks of what he knows about the area and any catacombs or tombs in the vicinity.
Knowledge (dungeoneering): 1d20 + 7 ⇒ (15) + 7 = 22
Knowledge (local): 1d20 + 6 ⇒ (1) + 6 = 7
Knowledge (history): 1d20 + 6 ⇒ (15) + 6 = 21

"Tertius, it seems we will be heading underground," Gerard murmurs to the goat. "Will you accompany me, or do you wish to remain on zee surface?" He hasn't been underground since... but then, neither have I...

Grand Lodge

Acrobat 7

Haris had been lying low, drawing up his scarf in a similar manners as the desert clad Badr. The Scarzni family has about as many children as the Hawk had unknowingly fathered. Once feeling safe that the Twin-Candles are only a raggedly pathetic band of incestuous nomads, Haris finally chimes in with the cant, ”Would thse cousins have a name?”, he readies with the secret handshake.

Diplomacy, any Szcarni bonus?: 1d20 + 2 ⇒ (17) + 2 = 19


"They called themselves Sczarni and claimed no other name." Replies Olivia with a slight shrug.

No knowledge checks are applicable yet.

With your meeting concluded the kapteos direct Ylandria to lead you to a corner of Two-Lights where part of the ancient temple’s foundation is still accessible.

Buttresses jut crookedly from the ground, between piles of shrub-covered stone. A narrow gap in one of the standing stone columns—just wide enough for a person to pass through—leads to a small, cylindrical chamber within. A sturdy block and tackle is mounted above a five-foot-wide pit, leading into the darkness below.

Stone handholds have been carved into the walls of the pit from above, allowing an easily climb down into a dank chamber 20 feet below. Ylandria leads the group down the shaft with a lit torch to light the way.

Below is a 15-foot-by-20-foot chamber with a low ceiling supported by an array of recently installed wooden spars. The room’s only point of interest is at the easternmost end, where a 6-foot stone stele, seemingly part of the chamber wall, stands. It’s etched with an eroded relief of a humanoid figure, positioned above a slightly less eroded inscription.

Ylandria gestures to the stele. “There’s a doorway here. When the Twincandles took over this camp, this door was open, and point a’ fact, we couldn’t figure how to move it at all. When the cousins came, that Terliss spent a little while tryin’ to read this writing. After that, this door was closed whenever we came down here. We were locked out.”

DC 20 Perception:
What Ylandria says is true—the stele is actually a secret door.

DC 20 Linguistics check (anyone who speaks Varisian gains a +5 circumstance bonus on this check):
There is a message, written in an ancient Varisian dialect: “As the storm’s fury bends the strongest tree, so can the wrath of man turn aside all obstacles.”

The Exchange

Init +4(+6)|AC19/Touch15/Flatfoot14/CMD 18||HP 21/[28]| Fort:+4 ;Ref:+7 ;Wil+4|Percept +7/Sense Motive +2 Keleshite Human Male Gunslinger (Musket Master) /3 (Favoured Class)

Perception 1d20 + 7 ⇒ (20) + 7 = 27

Dark Archive

F Human (Chelaxian) Witch 8 - HP 50/50 [7 Temp] - AC 19*/T: 14/FF: 17* - Perception +8 - Fort: +7, Ref: +8, Will +9 (+1 vs. Curses, +1 vs. Acid or Earth) - CMB +4, CMD 17 (+1 vs. Grapple) - Speed 30 - Init. +9

Perception: 1d20 + 3 ⇒ (8) + 3 = 11
Linguistics: 1d20 + 7 ⇒ (2) + 7 = 9

Rowanna leaves Morrey outside as the group descends into ground.

"Hmm, I can't make any of this out. How unfortunate." Rowanna says with a bit of irritation when they reach the door.

Grand Lodge

Acrobat 7

Linguistics: 1d20 + 4 + 5 ⇒ (11) + 4 + 5 = 20

Grand Lodge

Acrobat 7

“As the storm’s fury bends the strongest tree, so can the wrath of man turn aside all obstacles", Haris reads aloud in Varisian and translates in Common, then ponders a moment, "Yep - stupid riddle"

Silver Crusade

Male Dhampir (Ru-shi) PFS 15998-8 Fighter (Lore Warden) 3 / Witch - 1 | AC 17 T 13 FF 14 | HP 26/26 | F +5 R +5 W +4 | Init +3 | Perc +3

Gerard uses the block and tackle to carry Tertius down the shaft, then studies the stele in detail.

Perception: 1d20 + 5 ⇒ (13) + 5 = 18
Linguistics: 1d20 + 7 ⇒ (3) + 7 = 10

" 'Ze wrath of man...' ", Gerard mutters to himself after hearing Haris translate. What was that potion bottle we found in the shop?

"Zere must be a way to open it... " Gerard experimentally gives the door a push. Strength check: 1d20 + 3 ⇒ (11) + 3 = 14

Grand Lodge

| Witch 11| AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 79/79 (16 temp HP)| F+10R+9W+12 | Init +3 | Perc +17 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

"Would that mean that we can turn the door through applied strength? I'm not very strong, so I don't know how much I can help."

Sovereign Court

Usable/Active:
Rage 35/35, Boots 10/10, Remove Fatigue 2/2, Reroll 1/1
HP 173(213)| DR 7/- | AC 22 | T 14 | FF 18 | CMD 33 | Fort +22 | Ref +16 | Will +13 | Init +5 | Perc +19
Situational Buffs:
+9 saves vs Spells/Sla's while Raging, +4 damage vs Spellcasters

"Why would there be a riddle for the obvious way of opening it.. Doesn't make much sense to me.. I can try the door if yall wish though.."

Grand Lodge

Acrobat 7

”Well we do have our own brute squad”, Haris waves at the barbarian, ”Roary, wanna give it a go?”.

Sovereign Court

Usable/Active:
Rage 35/35, Boots 10/10, Remove Fatigue 2/2, Reroll 1/1
HP 173(213)| DR 7/- | AC 22 | T 14 | FF 18 | CMD 33 | Fort +22 | Ref +16 | Will +13 | Init +5 | Perc +19
Situational Buffs:
+9 saves vs Spells/Sla's while Raging, +4 damage vs Spellcasters

"I can try if yall wish.. I just dont wanna waist resources on a riddle thats solved other ways.." He'll wait for everyone to give the nod before he tries it..

Dark Archive

F Human (Chelaxian) Witch 8 - HP 50/50 [7 Temp] - AC 19*/T: 14/FF: 17* - Perception +8 - Fort: +7, Ref: +8, Will +9 (+1 vs. Curses, +1 vs. Acid or Earth) - CMB +4, CMD 17 (+1 vs. Grapple) - Speed 30 - Init. +9

"Oh please feel free. You may need to beat on it." Rowanna gives her approval of Roary's plan while backing up 15 feet in case of some unforeseen trap.

Sovereign Court

Usable/Active:
Rage 35/35, Boots 10/10, Remove Fatigue 2/2, Reroll 1/1
HP 173(213)| DR 7/- | AC 22 | T 14 | FF 18 | CMD 33 | Fort +22 | Ref +16 | Will +13 | Init +5 | Perc +19
Situational Buffs:
+9 saves vs Spells/Sla's while Raging, +4 damage vs Spellcasters

"Alright.. Here goes.." Roary will rage and attempt to push open the door..

Str Check: 1d20 + 6 ⇒ (6) + 6 = 12 ...
Str Check: 1d20 + 6 ⇒ (8) + 6 = 14 still...
Str Check: 1d20 + 6 ⇒ (16) + 6 = 22 Finally a decent number.. 3 rounds of rage used depending on what happens with the first attempts..


The door opens with ease on Roary's first push. Beyond, a dark, damp stairway leads down to the south, slowly curving westward as it descends. Its walls are reinforced with wooden supports, and the western wall is set with empty alcoves, each several inches deep, suitable for displaying religious icons or similar small relics.

Ylandria opts to stay behind rather than accompany you deeper into the crypt. “Some of our gang are likely down there. If they are, they might not’ve been able to get out, with this door in the way. I’ll keep it open so you can send them up."

Marching order please. I'll try to get the map up tonight.

Sovereign Court

Usable/Active:
Rage 35/35, Boots 10/10, Remove Fatigue 2/2, Reroll 1/1
HP 173(213)| DR 7/- | AC 22 | T 14 | FF 18 | CMD 33 | Fort +22 | Ref +16 | Will +13 | Init +5 | Perc +19
Situational Buffs:
+9 saves vs Spells/Sla's while Raging, +4 damage vs Spellcasters

I dont have a prob going first, but if the rogue wants to do trap searching stuff ill go 2nd..

Dark Archive

F Human (Chelaxian) Witch 8 - HP 50/50 [7 Temp] - AC 19*/T: 14/FF: 17* - Perception +8 - Fort: +7, Ref: +8, Will +9 (+1 vs. Curses, +1 vs. Acid or Earth) - CMB +4, CMD 17 (+1 vs. Grapple) - Speed 30 - Init. +9

Rowanna takes her place somewhere in the middle or back.

Grand Lodge

| Witch 11| AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 79/79 (16 temp HP)| F+10R+9W+12 | Init +3 | Perc +17 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Tess falls in beside of Rowenna. Or behind, more likely.

Grand Lodge

Acrobat 7
DM Rah wrote:
The door opens with ease on Roary's first push.

”Okay...”, Haris looks back at the others, ”Not creepy?”. He slide out his sword and steps ahead.

checking for traps: 1d20 + 7 ⇒ (15) + 7 = 22
Stealth: 1d20 + 11 ⇒ (12) + 11 = 23


Haris sneaks forward down the stairs, alert for danger. Instead, about halfway down, just as a corridor comes into sight at the bottom, he notices something along the left-hand wall - a secret door hidden behind a wooden support beam.

Accessing the door will require moving the beam.

DC 13 Knowledge Engineering:
Many of the installed supports are
precautionary, and removing one or two will not unduly increase the risk of collapse.

NEW MAP LINKED ABOVE.

Grand Lodge

| Witch 11| AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 79/79 (16 temp HP)| F+10R+9W+12 | Init +3 | Perc +17 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Knowledge Engineering untrained 1d20 + 3 ⇒ (17) + 3 = 20

Since its untrained, I think DC 10 is the highest I can get. But if I get a couple of Aid Anothers we might be able to read the spoiler.

Silver Crusade

Male Dhampir (Ru-shi) PFS 15998-8 Fighter (Lore Warden) 3 / Witch - 1 | AC 17 T 13 FF 14 | HP 26/26 | F +5 R +5 W +4 | Init +3 | Perc +3

I'll cover the back. I will draw my bow and knock an arrow.

You can't Aid on a task you can't do yourself, alas... luckily I have engineering!

Knowledge (engineering): 1d20 + 8 ⇒ (5) + 8 = 13

Just made it!

"It looks like zee ceiling is well-supported here... we can remove zis one with no trouble at all!"

Silver Crusade

Male Dhampir (Ru-shi) PFS 15998-8 Fighter (Lore Warden) 3 / Witch - 1 | AC 17 T 13 FF 14 | HP 26/26 | F +5 R +5 W +4 | Init +3 | Perc +3

"However... perhaps we should investigate zee open corridor ahead? We will hear zis door opening if someone tries to ambush us, but we may not if zey just sneak down that corridor." Gerard pauses, looking back and forth.

"I vote we go onward, and leave zis door for later."

Grand Lodge

| Witch 11| AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 79/79 (16 temp HP)| F+10R+9W+12 | Init +3 | Perc +17 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Tess is far enough in the back of the party that she probably doesn't hear the conversation about which direction to pursue.

I'm fine with going either way.


A clarification. The secret door cannot be opened unless the beam is removed, which is not an easy task (Str check vs DC 15). And the beam can only be removed from your side.

Grand Lodge

Acrobat 7

"Agree, let me see if it's trapped before we move on"

Perception: 1d20 + 7 ⇒ (18) + 7 = 25

Sovereign Court

Usable/Active:
Rage 35/35, Boots 10/10, Remove Fatigue 2/2, Reroll 1/1
HP 173(213)| DR 7/- | AC 22 | T 14 | FF 18 | CMD 33 | Fort +22 | Ref +16 | Will +13 | Init +5 | Perc +19
Situational Buffs:
+9 saves vs Spells/Sla's while Raging, +4 damage vs Spellcasters

If its determined the secret door isn't trapped Roary will attempt to lift the beam, so they'll have easy, quick access if needed..

Str Check: 1d20 + 4 ⇒ (17) + 4 = 21


Haris declares the secret door safe from traps and Roary moves the beam out of the way.

Dark Archive

F Human (Chelaxian) Witch 8 - HP 50/50 [7 Temp] - AC 19*/T: 14/FF: 17* - Perception +8 - Fort: +7, Ref: +8, Will +9 (+1 vs. Curses, +1 vs. Acid or Earth) - CMB +4, CMD 17 (+1 vs. Grapple) - Speed 30 - Init. +9

"Perhaps we should poke our heads in, it might take us directly to whoever is responsible for this instead of having to cut down his or her minions."

Silver Crusade

Male Dhampir (Ru-shi) PFS 15998-8 Fighter (Lore Warden) 3 / Witch - 1 | AC 17 T 13 FF 14 | HP 26/26 | F +5 R +5 W +4 | Init +3 | Perc +3

"Very well, I am fine either way." Gerard continues his role of watching the group's back, with Tertius just ahead of him.

The Exchange

Init +4(+6)|AC19/Touch15/Flatfoot14/CMD 18||HP 21/[28]| Fort:+4 ;Ref:+7 ;Wil+4|Percept +7/Sense Motive +2 Keleshite Human Male Gunslinger (Musket Master) /3 (Favoured Class)

Badr keeps overwatch, his long barrelled musket at the ready.

Posting will be spotty till the weekend

Grand Lodge

| Witch 11| AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 79/79 (16 temp HP)| F+10R+9W+12 | Init +3 | Perc +17 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Id prefer to let Haris choose the direction since he is going first, and it would be his neck on the line initially.

Grand Lodge

Acrobat 7

The Undead Dragon has no fear (that he shows) and leans ahead for a look.

Stealth: 1d20 + 11 ⇒ (16) + 11 = 27


Stepping through the secret door, Haris enters a dark, 5-foot-square room.

The first thing he notices are two ancient Varisian inscriptions etched into the stone walls.

1st Inscription - DC 20 Linguistics to translate (+5 bonus for those that know modern Varisian):
“May the lightning raze the lands of my enemies, while the tempest churns his ships to flotsam.”

2nd Inscription - DC 20 Linguistics to translate (+5 bonus for those that know modern Varisian):
“May the storm spare us in our humility.”

An open passageway leads to the east, although it is blocked with piles of seemingly impassable stone rubble. Diminutive or smaller creatures might be able to pass.

To the south is a 3-foot-wide window resembling the inside of a humanoid’s mouth. Looking though the mouth, Haris sees a massive room beyond. Its most striking feature is its thirty-foot-high vaulted ceiling, decorated with faded frescoes of storm clouds. Motes of flickering light occasionally flash into being within the painted thunderheads, giving the imperfect impression of watching a distant storm.

On the room’s south side is a similarly positioned face, resembling an ancient, bearded man. From between his defiantly clenched teeth issues a trickle of murky fluid, which runs down the knotted coils of his beard to pool onto the stone floor, which has been cut to resemble a fanciful variety of coastlines and islands, each raised an inch above the rest of the stone surface.

The fluid pouring onto the floor fills the low-lying areas between these “islands,” which function as eccentrically positioned steppingstones across the center of the room. The water and islands create another illusion—that of looking out across a great reflective seascape from the peak of an incredibly high mountain.

The grandeur of the room is somewhat undone by the two makeshift worktables positioned in its center, surrounded by benches and stools. The worktables are littered with a variety of small objects, statues, bits of pottery, and assorted relics.

On the east side of the room, a split staircase leads to a wide platform ten feet above the floor, where a similarly cluttered worktable stands. Sturdy wooden doors are set into the east and west walls.

Six sallow youths dressed in Twincandles colors work silently at the two tables, using soft brushes to clean and sort the bits of ephemera placed before them. Two other men oversee the work, each dressed in a chain shirt and bearing a crossbow.

Sovereign Court

Usable/Active:
Rage 35/35, Boots 10/10, Remove Fatigue 2/2, Reroll 1/1
HP 173(213)| DR 7/- | AC 22 | T 14 | FF 18 | CMD 33 | Fort +22 | Ref +16 | Will +13 | Init +5 | Perc +19
Situational Buffs:
+9 saves vs Spells/Sla's while Raging, +4 damage vs Spellcasters

Roary whispers with a smile on his face.. "Shall we ask them to surrender?"

Grand Lodge

| Witch 11| AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 79/79 (16 temp HP)| F+10R+9W+12 | Init +3 | Perc +17 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

"Knock out the crossbowmen. The others look put upon, and might be up for a change in circumstances," Tess whispers to the group.

Sovereign Court

Usable/Active:
Rage 35/35, Boots 10/10, Remove Fatigue 2/2, Reroll 1/1
HP 173(213)| DR 7/- | AC 22 | T 14 | FF 18 | CMD 33 | Fort +22 | Ref +16 | Will +13 | Init +5 | Perc +19
Situational Buffs:
+9 saves vs Spells/Sla's while Raging, +4 damage vs Spellcasters

"Im not so good at knocking out girlie.. Im better at killing.. I can try to turn my blade if yall wish.."

Dark Archive

F Human (Chelaxian) Witch 8 - HP 50/50 [7 Temp] - AC 19*/T: 14/FF: 17* - Perception +8 - Fort: +7, Ref: +8, Will +9 (+1 vs. Curses, +1 vs. Acid or Earth) - CMB +4, CMD 17 (+1 vs. Grapple) - Speed 30 - Init. +9

Linguistics 1st inscription: 1d20 + 7 ⇒ (17) + 7 = 24
Linguistics 2nd inscription: 1d20 + 7 ⇒ (10) + 7 = 17

Rowanna pauses for a moment at the inscriptions, appearing pleased with herself when she makes one out, "The first one says 'May the lightning raze the lands of my enemies, while the tempest churns his ships to flotsam.'" She translates for the group, then opines, "Whoever built this seems quite obsessed with storms and violence."

Once the group sees into the other room, Rowanna whispers, "I can try to put at least one of the crossbow men into a trance, although it'll work better if we don't try to kill them first. Someone in the front will need to change places with me though."

Silver Crusade

Male Dhampir (Ru-shi) PFS 15998-8 Fighter (Lore Warden) 3 / Witch - 1 | AC 17 T 13 FF 14 | HP 26/26 | F +5 R +5 W +4 | Init +3 | Perc +3

Gerard shakes his head. "No, no..." he whispers. "We cannot just slay zem unprovoked! We need zem alive, both to learn who their masters are, and to 'ave zem face zee justice!"

Gerard draws a blunt arrow and knocks it to his bow, but does not yet draw the string.

Linguistics 1st inscription: 1d20 + 7 ⇒ (12) + 7 = 19
Linguistics 2nd inscription: 1d20 + 7 ⇒ (10) + 7 = 17

1 to 50 of 352 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / PbP Gameday 2: 4-14 My Enemy's Enemy All Messageboards

Want to post a reply? Sign in.