PbP Gameday IV: GM Wolfspirit's First Steps Gameplay (Inactive)

Game Master Wolfspirit

Session 223
Tasks List


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Grand Lodge

Elf Magus 7 | HP 45/45 | AC 17 [21 shield]; Tch 13; FF 15 | F +6; R +4; W +5 | CMB+8; CMD 20 | Speed 30 ft | Init +2 | +2 Scimitar: +10 (1d6+5/18-20) | Perc +13

Kiri, her face a cold mask, nods at Jane.

"I will handle it," she says and prepares to attack anything dangerous inside the basket.

readied scimitar: 1d20 + 3 ⇒ (13) + 3 = 161d6 + 3 ⇒ (4) + 3 = 7


Absalom Initiation

Unless someone expresses that it isn't the action they wanted to make, Jane will overturn the basket with Mage Hand and whoever wants to can arrange themselves to play "whack-a-snake" with readied actions.

To participate in whack-a-snake, roll your Readied Attack / Damage. This afternoon I'll update us to combat if need be ;)

Dark Archive

Female N Gnome Occultist (Tome Eater) 1 | HP: 10/10 | AC: 13 (9 Tch, 13 Fl) | CMB: +0, CMD: 7 | F: +3, R: -3, W: +3 | Init: -2 | Perc: +3, SM: +1 | Speed 20ft. | Mental Focus: Conjuration 1/2, Enchantment 2/3 | Spells: 0: Stabilize, Daze; 1st (1/2): Cure Light Wounds, Forbid Action | Active conditions: Enchantment Res. Power, +1 Cha Checks.

"Umm! I appreciate both of your, well, enthusiasm, but perhaps we should wait and see what's in the chest Illuthion's opening! Somehow, I doubt the entire reason for the wicker basket being here is so that we can kill some poor snake inside."

Daraquax looks at Mekhu, as if for reassurance.

"From what I gathered, Mekhu, these trials are mostly based around problem solving, not outright combat, right?"

Scarab Sages

Male N Human (Garundi) Investigator (Empiricist) 4 | HP: 35/35 | AC: 15 (11 Tch, 14 Fl) (+1 vs traps) | CMB: +6, CMD: 17 | F: + 4, R: +6 (+1 vs traps), W: +6 (+2 vs illusions) | Init: +5 | Perc: +11+d6 (+2 vs traps), SM: +6 | Speed 30ft | Inspiration: 6/6 | Extracts: 1st - shield, heightened awareness, ???, ???; 2nd - bull's strength | Active conditions:None

Mekhu steps back from the basket, keen to avoid whatever might come out of it.

"Generally, yes. But it's not uncommon for there to be some sort of dangerous creature somewhere in the test, if only to keep those taking the test on their toes," he replies to Daraquax, drawing his sword just in case.

Dark Archive

Female CG elf investigator (empiricist) 1 | HP: 7/7| AC: 14 (T: 12, F: 12) | CMB: +1, CMD: 13 | F: -1, R: +4, W: +4 | Init: +2 | Perc: +8, SM: +6 | Speed 20ft | Inspiration: 4/4 | Extracts: 1st-2/2 | Active conditions: None.

"We do have two locked chests and two other containers. It is possible that there is a second key in that basket with the snake." Anelara also draws her sword and prepares to ward off the snake if it makes it past Kiri.

Grand Lodge

Male CG Half-Elf (Spireborn) Occultist 8 | HP: 75/75| AC: 24 (12 Tch, 22 Fl) | CMB: +9 CMD: 22 | F: +9, R: +5, W: +7 | Init: +4 | Perc: +16, SM: +11 | Speed 20ft | Mental Focus(Pool=15): Conj:2/2, Transm: 6/6 Divin:6/6 Evoc:1/1 | Spells: 1st (6/6), 2nd (5/5), 3rd (3/3) | Active conditions: None

Illuthion raises an eyebrow at the nonchalant way a few seem to accept the way they are treated, but shrugs as he makes his way to the steel box, key in hand. It fits in the lock smoothly, and Illuthion goes to turn it. Suddenly, there is a grinding sound and the key shatters, leaving shards of metal and dust in his hand. Blinking, he brings his hand up for inspection, before shaking away vigorously the remains. "OK, that sucked, but yeah, not entirely surprszing. Master Salhar must really want to give us a highlights tour of what it's like to be in an Osiriani tomb."

He motions at the basket. "I guess you guys can carve away. I've got it from here."

Illuthion will ready to cast Telekinetic Projectile using shards from the key.


Absalom Initiation

The wicker basket is pulled down by a Mage Hand and a very surprised and rather irate viper slithers out from some of the cloth there was at the bottom of the basket. Kiri's scimitar goes wide, and Anelara and Illuthion make their attacks!
Anelara Attack: 1d20 + 1 ⇒ (16) + 1 = 17
Illuthion Attack: 1d20 + 1 ⇒ (5) + 1 = 6
Anelara Damage: 1d8 + 1 ⇒ (3) + 1 = 4

Anelara's sword slices down and makes quick work of the viper before it has a chance to bite anyone.

Surveying the rest of the contents of the Wicker basket, you find a key that has runes that match those on the red lacquered chest.


Absalom Initiation

If you use the Runed Key with the Steel Chest:

The key does not appear to fit

If you use the Runed Key with the Red Chest:

Anelara Perception: 1d20 + 8 ⇒ (2) + 8 = 10
Daraquax Perception: 1d20 + 3 ⇒ (8) + 3 = 11
Illuthion Perception: 1d20 + 2 ⇒ (12) + 2 = 14
Jane Perception: 1d20 + 2 ⇒ (8) + 2 = 10
Kiri Perception: 1d20 ⇒ 20
Mekhu Perception: 1d20 + 5 ⇒ (16) + 5 = 21

You find a key built into the end of a jeweled scepter.

Mekhu and Kiri also hear a click and notice that a golden key now dangles from the ceiling, 14.5 feet above them.

Dark Archive

Female CG elf investigator (empiricist) 1 | HP: 7/7| AC: 14 (T: 12, F: 12) | CMB: +1, CMD: 13 | F: -1, R: +4, W: +4 | Init: +2 | Perc: +8, SM: +6 | Speed 20ft | Inspiration: 4/4 | Extracts: 1st-2/2 | Active conditions: None.

Anelara cleans off her sword, then picks up the new key. Its design matches the Red Lacquered Chest, so she starts there first. The key fits the lock and with a twist the chest opens. Inside is a jeweled scepter with a key on the end.

"I wonder if this one will work in the steel banded chest?"

Grand Lodge

Elf Magus 7 | HP 45/45 | AC 17 [21 shield]; Tch 13; FF 15 | F +6; R +4; W +5 | CMB+8; CMD 20 | Speed 30 ft | Init +2 | +2 Scimitar: +10 (1d6+5/18-20) | Perc +13

"Try it," Kiri suggests. Go ahead with steel

Scarab Sages

Male N Human (Garundi) Investigator (Empiricist) 4 | HP: 35/35 | AC: 15 (11 Tch, 14 Fl) (+1 vs traps) | CMB: +6, CMD: 17 | F: + 4, R: +6 (+1 vs traps), W: +6 (+2 vs illusions) | Init: +5 | Perc: +11+d6 (+2 vs traps), SM: +6 | Speed 30ft | Inspiration: 6/6 | Extracts: 1st - shield, heightened awareness, ???, ???; 2nd - bull's strength | Active conditions:None

Mekhu hears a quiet click as the red chest is unlocked, and looks upwards.

"Hold on Fin," Mekhu says, pointing up at a small golden key on the end of a thin thread suspended from the vault ceiling. "Maybe this is the correct key. It may be challenging to retrieve though." He looks around at the group. "Does anyone have any ideas as to how we might acquire the key?"

Dark Archive

Female N Gnome Occultist (Tome Eater) 1 | HP: 10/10 | AC: 13 (9 Tch, 13 Fl) | CMB: +0, CMD: 7 | F: +3, R: -3, W: +3 | Init: -2 | Perc: +3, SM: +1 | Speed 20ft. | Mental Focus: Conjuration 1/2, Enchantment 2/3 | Spells: 0: Stabilize, Daze; 1st (1/2): Cure Light Wounds, Forbid Action | Active conditions: Enchantment Res. Power, +1 Cha Checks.

"Hmm, well, if any of you are strongly telekinetic you could just yank it down. Otherwise, if someone has a flame spell, we could burn the rope it's hanging from! If I really need to, I could also try to call Oksoko again and have him fly up to it, though he'd probably be a little insulted."


Absalom Initiation

As you survey the Scepter Key, it does not appear to be a fit for the Steel Chest.

Keys: Jeweled Key, Scepter Key (Doesn't fit Steel Chest) Gold key (Dangling 14.5 feet above you.)

Steel Chest: Locked. Has a Magical trap. Trap Disarmed
Exit Door: Locked

Copper Banded Chest: Illusion.
Glass Jar: Not locked. No longer filled with acid.
Wicker: Not locked. Snake dispatched.
Red Chest: Locked. Not trapped.

Grand Lodge

Male CG Half-Elf (Spireborn) Occultist 8 | HP: 75/75| AC: 24 (12 Tch, 22 Fl) | CMB: +9 CMD: 22 | F: +9, R: +5, W: +7 | Init: +4 | Perc: +16, SM: +11 | Speed 20ft | Mental Focus(Pool=15): Conj:2/2, Transm: 6/6 Divin:6/6 Evoc:1/1 | Spells: 1st (6/6), 2nd (5/5), 3rd (3/3) | Active conditions: None

"Maybe I can tug it down. Hang on." Illuthion concentrates and reaches for the key with his hand.

Attempting to mage hand the key down.


Absalom Initiation

The key appears to be attached to a hook, allowing Mage Hand to slip it off!

If you use the gold key on the Steel Chest:
The chest pops open, revealing a frayed map depicting the location of Salahar's Vault and a wand inside of it!

Silver Crusade

"Oooh!" Jane grabs the wand, trying to determine what it is.

Spellcraft: 1d20 + 10 ⇒ (19) + 10 = 29

It seems we have one key left, and just the lock on the door out." She tries the sceptered key in the door handle.


Absalom Initiation

The wand is identified as a Wand of Knock (CL 3rd, 11 charges). However, the Scepter Key successfully opens the door, and you are free! Well, as free as you can be, still having two Tasks left to complete!

After you leave the Chest room, the servant that lead you there in the first place exclaims seems to be waiting for you and exclaims, "A thousand apologies, but the Sapphire Sage was called on business. He did ask for me to relay to you give me the map and keys you might have, should you be successful. Which, it would be appearing you are, yes? In that case, you have certainly proven up to the task of representing Master Salahar in his own matters... at a later date, of course" he beams.

"Your trials must have been exhausting, mentally if not physically. You are welcome to the hospitality of this House if you wish a refreshment. If not, I bid you good fortune on your journeys."

Scarab Sages

Male N Human (Garundi) Investigator (Empiricist) 4 | HP: 35/35 | AC: 15 (11 Tch, 14 Fl) (+1 vs traps) | CMB: +6, CMD: 17 | F: + 4, R: +6 (+1 vs traps), W: +6 (+2 vs illusions) | Init: +5 | Perc: +11+d6 (+2 vs traps), SM: +6 | Speed 30ft | Inspiration: 6/6 | Extracts: 1st - shield, heightened awareness, ???, ???; 2nd - bull's strength | Active conditions:None

"I for one would appreciate a few minutes to rest, perhaps with a small glass of beer if you would be so kind?" Mekhu replies to the servant as they leave the vault. He looks around at the group. "We should then be moving on to out next task I suspect. Does anyone know which of the remaining two is nearest?"

Dark Archive

Female N Gnome Occultist (Tome Eater) 1 | HP: 10/10 | AC: 13 (9 Tch, 13 Fl) | CMB: +0, CMD: 7 | F: +3, R: -3, W: +3 | Init: -2 | Perc: +3, SM: +1 | Speed 20ft. | Mental Focus: Conjuration 1/2, Enchantment 2/3 | Spells: 0: Stabilize, Daze; 1st (1/2): Cure Light Wounds, Forbid Action | Active conditions: Enchantment Res. Power, +1 Cha Checks.

Not feeling particularly tired, but also never one to turn down hospitality, Daraquax pipes up, "Oh, a nice glass of juice with ice cubes in it would be lovely, if you have that!"

"Job well done everyone, that went by faster than I thought, and without any problems! We seem to be getting used to each other, you know, teamwork and all."

Daraquax smiles as she takes a short break from standing on her feet, and nearly vanishes as she sinks into the cushions of a nearby chair.

"What a nice house, if I do say so myself! Anyway Mekhu, we should probably head next to the Temple of the Shining Star and see Ms. Zadrian. Ascendant Court isn't exactly close, but it's sure closer than the docks! Besides, knowing that we'll make a delivery to an orphanage, it's more likely we'll end up in the Foreign Quarter, The Coins, or maybe even The Puddles. Then we'll only be a gnome's throw away from our last task!"

Dark Archive

Female CG elf investigator (empiricist) 1 | HP: 7/7| AC: 14 (T: 12, F: 12) | CMB: +1, CMD: 13 | F: -1, R: +4, W: +4 | Init: +2 | Perc: +8, SM: +6 | Speed 20ft | Inspiration: 4/4 | Extracts: 1st-2/2 | Active conditions: None.

Anelara replies to the servant, "Are small glass of wine if you would be so kind."

As she waits for the servant to return with their refreshments, Anelara sits and thinks. "I think Dara may be correct in our expected course of action. Once we have rested a bit, we should go see the priestess."


Absalom Initiation

Feel free to have refreshments or RP, but moving things along :)
After taking advantage of of the Houses hospitality, you go forth to your next task!

Arriving at the Temple of the Shining Star, you are immediately directed to Ollysta Zadrian. This paladin of Sarenrae is young in her years, but holds herself with the poise of a queen and warrior simultaneously as she studies a map stretched across a table that depicts the spread of the Worldwound and the array of Demonic and Mendevian forces.

As she notices your arrival, she leaves the map behind and strides forward, addressing the group in a strong voice. “Thank the light of Sarenrae you have arrived! I knew Ambrus would come through for us in the Silver Crusade. I desperately need you to bring medicine to an orphanage and let me know if the headmistress, Gilga Baltwin, is deserving of our charity. Since our quest began, the needy have clamored for our aid, and I suspect some are abusing our generosity. It may sound cruel, but there are plenty of dishonest people out in the world eager for easy gold."

She pauses for a momment, then inquires, “Do you know of the Silver Crusade and our mission?”

Grand Lodge

Male CG Half-Elf (Spireborn) Occultist 8 | HP: 75/75| AC: 24 (12 Tch, 22 Fl) | CMB: +9 CMD: 22 | F: +9, R: +5, W: +7 | Init: +4 | Perc: +16, SM: +11 | Speed 20ft | Mental Focus(Pool=15): Conj:2/2, Transm: 6/6 Divin:6/6 Evoc:1/1 | Spells: 1st (6/6), 2nd (5/5), 3rd (3/3) | Active conditions: None

Illuthion looks about the temple appreciatively, munching on one of a dozen apples he took from the Salhar estate. "Little bit" he replies nonchalantly. "You guys are do gooders from what I've heard, taking advantage of the society's connections to find and help those that need it. That must bring you into all sorts of conflicts with the Ten; and believe it or not, I can respect that." He pauses, inspecting his apple before concluding and taking another bite: "If I'm wrong though, go ahead and correct me."

Grand Lodge

Elf Magus 7 | HP 45/45 | AC 17 [21 shield]; Tch 13; FF 15 | F +6; R +4; W +5 | CMB+8; CMD 20 | Speed 30 ft | Init +2 | +2 Scimitar: +10 (1d6+5/18-20) | Perc +13

Kiri walks with the others, but does not speak with them. When they arrive for their next task, she remains cold and distant.

She finally ventures to speak with the paladin giving them their mission. "We can deliver the supplies. But how are we supposed to determine if this Headmistress Baldwin is deserving of the charity?"


Absalom Initiation

She cocks her head at Illuthion's words. "We do try to avoid conflicts with the rest of the society. 'Cooperate' is one of the key tenants of the Pathfinder Society for a reason. But we do work to proliferate the cause of charity and kindness using the Society's resources. As it is said, ‘The Dawn brings new light’ and I’ve made it my life’s work to use our recent darkness to bring a new light to the world and to the Pathfinder Society."

She pauses for a moment. "I suppose we have strayed from the matter at hand." She turns to Kiri. "I have no evidence that Headmistress Baltwin is involved in any wrongdoing, but hope that during the course of your delivery you can confirm whether the orphanage is a worthy recipient for our efforts. I merely ask that you report back what, if anything, you might discover."

Scarab Sages

Male N Human (Garundi) Investigator (Empiricist) 4 | HP: 35/35 | AC: 15 (11 Tch, 14 Fl) (+1 vs traps) | CMB: +6, CMD: 17 | F: + 4, R: +6 (+1 vs traps), W: +6 (+2 vs illusions) | Init: +5 | Perc: +11+d6 (+2 vs traps), SM: +6 | Speed 30ft | Inspiration: 6/6 | Extracts: 1st - shield, heightened awareness, ???, ???; 2nd - bull's strength | Active conditions:None

"So you wish us to review the orphanage and the headmistress to determine if they are worthy of your scarce resources? Assess if she is a good person and looking after the children correctly? Is that the measure of it?" Mekhu inquires.

I am not sure how this is work for a Pathfinder, but orders are orders.


Absalom Initiation
Mekhu Inebni wrote:
"So you wish us to review the orphanage and the headmistress to determine if they are worthy of your scarce resources? Assess if she is a good person and looking after the children correctly? Is that the measure of it?" Mekhu inquires.

The paladin nods. "That and bringing the parcel of medicine to Auntie Baltwin’s Home for Recovery in the Eastgate district, or course.”

If you have any questions, or wish to do anything other than go to the orphanage, we can retcon, but moving things along

Nearly swarming with cats and children, this fine upper-class home appears to be clean and in good condition considering the number and ages of its inhabitants. Three young boys shoot marbles in the dirt near the side porch, and inside strewn toys and more cats lie about on the floors. A few children take care of chores, while coughs and sneezes softly erupt from the children’s dormitories upstairs. A few moments after your arrival, an old woman that could charitably called a hag comes down the stairs, calling out, "Just a moment, just a moment." As she spies the group, she turns to one of the older children and exclaims, "Guests! Dear me, dearie, please go set a tea pot to boil, and grab a poultice! It appears one of the knife ears may have nicked themselves." Looking closer, she appears puzzled by Daraquax. "And what is this? A child in need of a home? Oh, no, a gnome!"
Sense Motive: 1d20 + 8 ⇒ (7) + 8 = 15

She continues, "Pathfinders, perhaps? With the latest shipment of medicine for my dearies from that sweet Lady Zadrian? Billy has such a sniffle and needs his next dose!"

GM rolling, nothing to see here:

Auntie Baltwin Bluff: 1d20 + 8 ⇒ (5) + 8 = 13
Anelara Sense Motive: 1d20 + 6 ⇒ (16) + 6 = 22
Daraquax Sense Motive: 1d20 + 1 ⇒ (20) + 1 = 21
Illuthion Sense Motive: 1d20 ⇒ 8
Jane Sense Motive: 1d20 ⇒ 7
Kiri Sense Motive: 1d20 ⇒ 14
Mekhu Sense Motive: 1d20 + 1 ⇒ (8) + 1 = 9

"Oh, where are my manners. I am Auntie Baltwin, would you care for some tea? Brewed fresh!" She smiles with a grin that's missing a few teeth.

Kiri:
You get the sense that something is off about her, specifically the mention of needing the shipment for Billy.

Anelara, Daraquax:
You get the feeling that she is bold face lying to you. Something about the way her eyes light up when she thinks you have the shipment has nothing to do with generosity, and you get the feeling that the part about Billy was an afterthought. She does really seem interested in having tea, though.

Dark Archive

Female N Gnome Occultist (Tome Eater) 1 | HP: 10/10 | AC: 13 (9 Tch, 13 Fl) | CMB: +0, CMD: 7 | F: +3, R: -3, W: +3 | Init: -2 | Perc: +3, SM: +1 | Speed 20ft. | Mental Focus: Conjuration 1/2, Enchantment 2/3 | Spells: 0: Stabilize, Daze; 1st (1/2): Cure Light Wounds, Forbid Action | Active conditions: Enchantment Res. Power, +1 Cha Checks.

Hmm, Eastgate, pretty decent neighborhood, good building, but Ms. Baltwin here... Whose Auntie is she, really? At least I can still pass as a child, no Bleaching has set in, good! Something is definitely wrong, though.

Daraquax steps forward, offering her hand and some warm words.

"Oh, some tea would be lovely! I'm Daraquax Bookkezstor, pleasure to meet you, and yes, you're quite perceptive, we've come with the latest shipment. There seem to be quite a few children here, and probably even more cats! You must go through these supplies so quickly, however do you manage? It was all I could do to take care of my own son back in the day, I don't know what I'd do with all these precious creatures running about!"

Daraquax attempts to influence Auntie Baltwin's attitude.

Diplomacy; Take 10: 10 + 7 = 17

Once she's inside the building, she takes a moment to look about for anything out of the ordinary...

Perception: 1d20 + 3 ⇒ (1) + 3 = 4

But a particularly loud child runs by, nearly knocking her off her feet.

"They grow up so fast, don't they? Of course, you'd know better, you must have seen whole generations of kids get sent off into the world!"


Absalom Initiation
Daraquax wrote:
"They grow up so fast, don't they? Of course, you'd know better, you must have seen whole generations of kids get sent off into the world!"

Auntie Baltwin smiles and you see that she is, in fact, missing another tooth you hadn't noticed before. "Ah, yes, you dears are in our lives for such a short time before you grow up and go into the world. And yes, we always have need for medicine, so many aches and pains and worse! I treat some of the children whose illnesses other places could not handle."

As she chats, one of the children that dashed off before returns with a hot tea kettle in their mitted hand and sets it on the table. Auntie Baltwin quickly moves over to it, and the sharp eyed notice that she tips a metal flask into her own cup before she pours the tea, then turns to the group. "Tea? Sadly, we don't have much in the way of sugar, but I do have a bit of cream."

GM Rolls:

Anelara Perception: 1d20 + 8 ⇒ (9) + 8 = 17
Daraquax Perception: 1d20 + 3 ⇒ (20) + 3 = 23
Illuthion Perception: 1d20 + 2 ⇒ (7) + 2 = 9
Jane Perception: 1d20 + 2 ⇒ (5) + 2 = 7
Kiri Perception: 1d20 ⇒ 20
Mekhu Perception: 1d20 + 5 ⇒ (14) + 5 = 19

Everyone except for Illuthion and Jane note that she splashed some whiskey into her tea cup.

Additionally, everyone can make a heal check

Heal Check DC 12:
You notice that Auntie Baltwin has broken blood vessels in the eyes and nose, shaky hands, glassy eyes, and a fine sheen of sweat, all symptoms of alcoholism.

Dark Archive

Female CG elf investigator (empiricist) 1 | HP: 7/7| AC: 14 (T: 12, F: 12) | CMB: +1, CMD: 13 | F: -1, R: +4, W: +4 | Init: +2 | Perc: +8, SM: +6 | Speed 20ft | Inspiration: 4/4 | Extracts: 1st-2/2 | Active conditions: None.

Slightly offended at the overt racist comments, Anelara hangs towards the back of the group as they enter the orphanage. She also keeps an eye out for anything amiss.

Perception: 1d20 + 8 ⇒ (12) + 8 = 20

Taking 10 on the Heal check for a 12.

"So, you look to have had a somewhat rough life. Can you tell us how long you've been running the Home here?" If only our group included a healer, we could take a look at Billy and see how he's doing.

Grand Lodge

Elf Magus 7 | HP 45/45 | AC 17 [21 shield]; Tch 13; FF 15 | F +6; R +4; W +5 | CMB+8; CMD 20 | Speed 30 ft | Init +2 | +2 Scimitar: +10 (1d6+5/18-20) | Perc +13

"Perhaps we could visit with the children?" Kiri asks coldly. "Maybe we could help Billy with some healing."

heal: 1d20 ⇒ 5


Absalom Initiation
Kiri Frostbrand wrote:
"Perhaps we could visit with the children?" Kiri asks coldly. "Maybe we could help Billy with some healing."

Auntie Baltwin wrinkles her nose. "Oh, no, the dears need their rest and I won't have them be disturbed. The medicine that you so kindly have brought will suffice, I would say."

You get the feeling that she's intentionally avoiding letting you have contact with the sick children and won't permit you really questioning the children in general unless you have a really good reason.

Scarab Sages

Male N Human (Garundi) Investigator (Empiricist) 4 | HP: 35/35 | AC: 15 (11 Tch, 14 Fl) (+1 vs traps) | CMB: +6, CMD: 17 | F: + 4, R: +6 (+1 vs traps), W: +6 (+2 vs illusions) | Init: +5 | Perc: +11+d6 (+2 vs traps), SM: +6 | Speed 30ft | Inspiration: 6/6 | Extracts: 1st - shield, heightened awareness, ???, ???; 2nd - bull's strength | Active conditions:None

"I'd like to ask you some further questions about the the children's illnesses, madam. What sort of symptoms to they have? Do their illnesses seem to be contagious? Have you taken them to an apothecary, or perhaps to a Pharasmin temple?" Mekhu enquires, somewhat suspicious of 'Auntie' Baltwin's methods and manner.

Dark Archive

Female N Gnome Occultist (Tome Eater) 1 | HP: 10/10 | AC: 13 (9 Tch, 13 Fl) | CMB: +0, CMD: 7 | F: +3, R: -3, W: +3 | Init: -2 | Perc: +3, SM: +1 | Speed 20ft. | Mental Focus: Conjuration 1/2, Enchantment 2/3 | Spells: 0: Stabilize, Daze; 1st (1/2): Cure Light Wounds, Forbid Action | Active conditions: Enchantment Res. Power, +1 Cha Checks.

Daraquax sips her tea, and watches in earnest as Auntie Baltwin gets barraged with questions by her fellow Pathfinders.

Heh, everyone's so straightforward. Either she'll crack soon, or start denying everything, which is more than enough proof either way. Either way, this is kind of fun!


Absalom Initiation

GM Rolls:

GM Roll: 1d20 + 8 ⇒ (9) + 8 = 17
Anelara Sense Motive: 1d20 + 6 ⇒ (2) + 6 = 8
Daraquax Sense Motive: 1d20 ⇒ 4
Illuthion Sense Motive: 1d20 ⇒ 17
Jane Sense Motive: 1d20 ⇒ 4
Kiri Sense Motive: 1d20 ⇒ 8
Mekhu Sense Motive: 1d20 ⇒ 3
GM Roll: 1d20 + 8 ⇒ (19) + 8 = 27

"Oh, they have a variety of non-life threatening illnesses, which the temples have no time for. Also, they charge more than I can afford."

For Illuthion:
You're pretty sure that she's lying. She does, however, seem to catch how pointed your questions are getting.

"What is this about? Is it my drinking? Sometimes it seems the only thing that can help me make it through the day, but please, don't take my sins out on the children in need! I'll turn myself into the church for guidance" she pleads

GM Rolls:

GM Roll: 1d20 + 8 ⇒ (11) + 8 = 19
Anelara Sense Motive: 1d20 + 6 ⇒ (18) + 6 = 24
Daraquax Sense Motive: 1d20 ⇒ 6
Illuthion Sense Motive: 1d20 ⇒ 3
Jane Sense Motive: 1d20 ⇒ 5
Kiri Sense Motive: 1d20 ⇒ 3
Mekhu Sense Motive: 1d20 ⇒ 4

For Anelara:
She's not fooling you. She's clearly just trying to get you off your track of questioning the children's illness and hoping that offering up her alcoholism will distract you.

Grand Lodge

Male CG Half-Elf (Spireborn) Occultist 8 | HP: 75/75| AC: 24 (12 Tch, 22 Fl) | CMB: +9 CMD: 22 | F: +9, R: +5, W: +7 | Init: +4 | Perc: +16, SM: +11 | Speed 20ft | Mental Focus(Pool=15): Conj:2/2, Transm: 6/6 Divin:6/6 Evoc:1/1 | Spells: 1st (6/6), 2nd (5/5), 3rd (3/3) | Active conditions: None

Illuthion stays quiet as the woman blabs on about the children.. He remains quiet as she starts getting defensive. And it is with the same quiet that he walks out of the room, looking around the orphanage nonchalantly.

Talk all you want granny, I'm going to go check out these sick children.


Absalom Initiation

"Wait! Where are you going? she cries out to Illuthion, but isn't able to put up too much of a fuss as she's already been caught in a couple lies.

Upstairs, you see ten beds, four of which currently have apparently bed-ridden children in them. You could make a heal check if you wanted too. There are also a pair of kids playing marbles on the floor. After an initial glance, no one looks at you very long.

Grand Lodge

Male CG Half-Elf (Spireborn) Occultist 8 | HP: 75/75| AC: 24 (12 Tch, 22 Fl) | CMB: +9 CMD: 22 | F: +9, R: +5, W: +7 | Init: +4 | Perc: +16, SM: +11 | Speed 20ft | Mental Focus(Pool=15): Conj:2/2, Transm: 6/6 Divin:6/6 Evoc:1/1 | Spells: 1st (6/6), 2nd (5/5), 3rd (3/3) | Active conditions: None

Heal check: 1d20 + 1 ⇒ (4) + 1 = 5

Illuthion looks over the sick children, but out of a desire not to expose himself to whatever they've contracted does get close enough to get a good idea as to what has made them sick.

Turning his gaze back to the ones playing marbles, he hunkers down on his hunches and says: "Hey kids! Wanna see a neat trick I know?" He concentrates and slowly, a marble moves on it's own to collide with another.

If possible, Illuthion is going to make use of his knacks to build a positive rapport with the children before he starts asking questions.

Scarab Sages

Male N Human (Garundi) Investigator (Empiricist) 4 | HP: 35/35 | AC: 15 (11 Tch, 14 Fl) (+1 vs traps) | CMB: +6, CMD: 17 | F: + 4, R: +6 (+1 vs traps), W: +6 (+2 vs illusions) | Init: +5 | Perc: +11+d6 (+2 vs traps), SM: +6 | Speed 30ft | Inspiration: 6/6 | Extracts: 1st - shield, heightened awareness, ???, ???; 2nd - bull's strength | Active conditions:None

"Madam, please calm yourself. We just need to take a look around. The medicine we have is very important, and we wish to ensure that it is being used properly, where it can do the most good. We mean no harm."

Mekhu will try to placate Auntie Baltwin, possibly with a bit of Diplomacy, while Illuthion talks to the children, and hopefully keep her away from the children so that she can't intimidate them into lying for her.


Absalom Initiation

With Mekhu side-lining the headmistress, Illuthion gets a bit of time to speak to the children. One says, "Aunt Bertie says we aren't supposed to talk to strangers..." but he clearly is fascinated by the moving marble trick.

You can make a diplomacy check

Scarab Sages

Male N Human (Garundi) Investigator (Empiricist) 4 | HP: 35/35 | AC: 15 (11 Tch, 14 Fl) (+1 vs traps) | CMB: +6, CMD: 17 | F: + 4, R: +6 (+1 vs traps), W: +6 (+2 vs illusions) | Init: +5 | Perc: +11+d6 (+2 vs traps), SM: +6 | Speed 30ft | Inspiration: 6/6 | Extracts: 1st - shield, heightened awareness, ???, ???; 2nd - bull's strength | Active conditions:None

"Tell me madam, how many children do you have here? It must be hard looking after so many on your own. Even the best behaved children can be a challenge at times," says Mekhu, trying to build a rapport with the woman.

Diplomacy: 1d20 + 4 ⇒ (3) + 4 = 7

Grand Lodge

Male CG Half-Elf (Spireborn) Occultist 8 | HP: 75/75| AC: 24 (12 Tch, 22 Fl) | CMB: +9 CMD: 22 | F: +9, R: +5, W: +7 | Init: +4 | Perc: +16, SM: +11 | Speed 20ft | Mental Focus(Pool=15): Conj:2/2, Transm: 6/6 Divin:6/6 Evoc:1/1 | Spells: 1st (6/6), 2nd (5/5), 3rd (3/3) | Active conditions: None

"She's a wise woman, that Aunt Bertie, isn't she! What else does she tell you?" he says with a wink, as he makes two marbles orbit a shooter, a larger marble used to shoot smaller marbles.

Diplomacy: 1d20 + 4 ⇒ (13) + 4 = 17


Absalom Initiation

"Ohhh. Well, keep our hands clean and our beds made... That kinds of stuff." It seems like there might be more, but if there is, they're being close-lipped about it.

Grand Lodge

Male CG Half-Elf (Spireborn) Occultist 8 | HP: 75/75| AC: 24 (12 Tch, 22 Fl) | CMB: +9 CMD: 22 | F: +9, R: +5, W: +7 | Init: +4 | Perc: +16, SM: +11 | Speed 20ft | Mental Focus(Pool=15): Conj:2/2, Transm: 6/6 Divin:6/6 Evoc:1/1 | Spells: 1st (6/6), 2nd (5/5), 3rd (3/3) | Active conditions: None

Illuthion smiles and says "Are you suuuure????" as he starts making an even more elaborate show for the benefit of the children.


Absalom Initiation

You can retry the Diplomacy check, or try to get some assists. The kids really are resisting your attempt to pry though

Dark Archive

Female CG elf investigator (empiricist) 1 | HP: 7/7| AC: 14 (T: 12, F: 12) | CMB: +1, CMD: 13 | F: -1, R: +4, W: +4 | Init: +2 | Perc: +8, SM: +6 | Speed 20ft | Inspiration: 4/4 | Extracts: 1st-2/2 | Active conditions: None.

As Mekhu and Kiri continue to as questions of "Auntie" Baltwin, Anelara stands up, "Pardon me, I'll go get some more tea."
Bluff: 1d20 ⇒ 3

She wanders off and tries to engage some of the children working on chores. "It's always good to have a clean home. She kneels down to assist in washing a floor. "Do you like it here? Better than living on the street, isn't it?"

Diplomacy (gather information): 1d20 + 5 ⇒ (19) + 5 = 24


Absalom Initiation

The children seem a bit hesitant, but one chimes in, "Auntie Baltwin can be a bit mean, but she cooks good and tells funny stories at bedtime! She even has us play games at other families houses like, "who can scrub the floor the fastest" or "Empty the cinder buckets!" That last one is especially fun, because she covers us in sparkly bubbles to clean off the soot!"

You can make another Diplomacy check for more info

Dark Archive

Female CG elf investigator (empiricist) 1 | HP: 7/7| AC: 14 (T: 12, F: 12) | CMB: +1, CMD: 13 | F: -1, R: +4, W: +4 | Init: +2 | Perc: +8, SM: +6 | Speed 20ft | Inspiration: 4/4 | Extracts: 1st-2/2 | Active conditions: None.

"Sparkly bubbles you say? That sounds wonderful. Can you tell me more?"

Diplomacy (gather information): 1d20 + 5 ⇒ (17) + 5 = 22


Absalom Initiation

Another older child that had been quiet chimes in, "During the day, most of us that have been here a while, the ones that ain't sick in bed, go out into the city an' play games an' chores. Auntie says it helps pay the rent. None of us mind nothin' though."

You get the impression that Auntie Baltwin has some or most of her charges perform child labor. That's probably not illegal, but probably is immoral and definitely not something the Silver Crusade would support if they knew about it


Absalom Initiation

Currently, you have suspicion (but not proof) that Auntie Baltwin is lying about something in how she uses her medicine. You have uncovered her alcoholism and child labor. That's probably enough for the Silver Crusade to stop supporting her. You can keep investigating or move on, your choice)

Scarab Sages

Male N Human (Garundi) Investigator (Empiricist) 4 | HP: 35/35 | AC: 15 (11 Tch, 14 Fl) (+1 vs traps) | CMB: +6, CMD: 17 | F: + 4, R: +6 (+1 vs traps), W: +6 (+2 vs illusions) | Init: +5 | Perc: +11+d6 (+2 vs traps), SM: +6 | Speed 30ft | Inspiration: 6/6 | Extracts: 1st - shield, heightened awareness, ???, ???; 2nd - bull's strength | Active conditions:None

Is there any response from Auntie Baltwin to my questioning? I'll admit it wasn't the best roll though.

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