The Devil We Know Series (Part IV: The Rules of the Swift) (Inactive)

Game Master Baerlie

Map

Parchments

City of Cassomir


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The Exchange

HP 44/44

Borrobol holds his breath and charges into the refinery, "Pah! Does your dust move on its own then!?" The dwarf moves around the worker and tries to plow his spiked epaulets into Buri-Ban.
Fort save: 1d20 + 6 ⇒ (20) + 6 = 26
Perception: 1d20 + 1 ⇒ (8) + 1 = 9
Attack: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 1d6 + 5 ⇒ (3) + 5 = 8
Confirm: 1d20 + 6 ⇒ (14) + 6 = 20
Extra Damage if Confirmed: 1d6 + 5 ⇒ (5) + 5 = 10
Miss Chance (High Hits): 1d100 ⇒ 86
Poor Buri-Ban

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso mops his forehead and looks around.
perception: 1d20 + 5 ⇒ (8) + 5 = 13
fortitude: 1d20 + 7 ⇒ (12) + 7 = 19

Iso stands in the doorway, ignoring the small workers around him.

Scanning the room he snarls. "He must be here somewhere..."

Delays incase anyone else points him out.

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

Perception: 1d20 + 2 ⇒ (2) + 2 = 4

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

Perception: 1d20 + 2 ⇒ (13) + 2 = 15
"Stop that, can't you understand we are trying to protect you. That man has a cursed statue he is bringing in here. Do you really want it to be activated in here?"

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

The refiners look at each other and one of them gets closer to the door. Borrobol uses his chance and swings at the area where he thinks Buri-Ban is at the moment. Lucky enough he hits the invisible man directly on his head. He gets visible again and hits the ground, not moving any more. The refiners of course stop their efforts to get you out of the refinery. They look surprised and move back.

combat over

Loot Buri-Ban:
bracers of armor +1, sapphire rings worth 50gp each (2), 50 gp, copper cat statue (2 inches tall and weighs about 8 ounces, it resembles a common house cat in the seated position)

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

"You have good eyes Borrobol." admits Iso.

The bgi barbarians shows no shame in going over the mans possessions and openly removing the statue, which he adds to his growing collection.

He props up the unconscious man against the wall before leaving.

"We have one more to get. This is easier than I thought. Iso is suspcious."

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

"And what do we do with the body? Take him with you, we don't want him here!" one of the refiners says. "Why can't you do your things outside? Now we have the problems with the authority."

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso shrugs and takes the unconscious Buri-ban.

He does stop for a moment to check the man still breathes.

"Maybe you hit him too hard? Tippy, can you help him?"

Assuing he still breathes, Iso finds a local tavern, buys several drinks, has one himself, pours another over Buri-ban and then leaves him propped in a corner to recover in his own time.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Buri-Ban is still breathing.

actually he has -2 HP
Stabilize Buri-Ban: 1d20 + 1 ⇒ (8) + 1 = 9

Iso takes the injured man to a tavern just around the Corner. It's called the Drunk Donkey. The keeper looks at the bleeding man, but does not ask questions.

Stabilize Buri-Ban: 1d20 + 1 ⇒ (10) + 1 = 11
While leaning in a corner Buri-Ban's bleeding stops.

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso looks at the barman, and pays across several silvers from Buri-Bans purse.

"Ale and steak for my tired friend. He should come to some time today."

He leans closer. "Got caught by his mistresses husband." Iso laughs. Picking another few gold coins out of the mans purse he hands them to the bartender. "If he doesn't wake up by lunch time, find a leech for him. I'll be back this evening to check on him. And On You."

bluff: 1d20 - 1 ⇒ (8) - 1 = 7

Duty done, Iso then leaves the Drunk Donkey.

"Buri rests in good company"

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

Celentrai smiles at Iso.
"Nicely done, nicely done. Shall we find the last statue?"

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy is quite happy to leave the dusty place with the cranky people.

"I'd bet almost anything that if we asked this man, we'd learn he bought his statue from Torch. What is he playing at?"

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

"Being Drunk." answers Iso, a serious expression on his face.

Maybe where Iso comes from being drunk is a serious activity.

"Iso wants to also play at being drunk, but must get statue first."

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

"I meant Torch!" Tippy snaps, more tiredly than angrily. "I know what he's playing at!" he adds, nodding at the unconscious man.

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso looks suprised. "Oh yes. He appears in so many places. Iso wonders how Torch gets around."

Then with a shrug. "Come Tippy, we have last statue to reclaim."

And so he exits the tavern, stage left, in search of the 'secure' corner of the market and the last statue.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

The Secure Market is designed for people who don’t like surprises. Situated in the foundation of an ancient tower and surrounded by walls with no windows, it is accessible by one heavily-guarded, narrow entrance from the Central Market to the north. Visitors may not bring weapons into the Secure Market, though the merchants, their personal guards, and the Secure Market guards can. The market is under an anti-magic field (CL 11th) — no magical charming, pecuniary prestidigitation, or counterfeit conjuring can happen in this place. It’s a popular place to do business for those who take security to the level of fetish, and who can afford the stall license. Each license has to be visible on the stall whenever it is doing business, and even one license, transferable as they are, is worth a small fortune. The entrance is guarded by four guards.

"Visitors or Merchants?" one of the guards asks.

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Before approaching the guards Iso asks "Be easier to wait until man comes out of market. But maybe he leave statue behind?"

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

"I believe he is going in to sell it. If he does that we will never find it."

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso nods and hurries up to the guards.

"Visitor." somewhat regretfully he hands over his great axe.

After a long stare from the guard he shrugs and also hands over the almost as large great mace that was on his back.

The dagger (in his belt) and sling he conveniently forgets about.

sleight of hand: 1d20 + 6 ⇒ (12) + 6 = 18 <- to keep dagger out of guards eyesight. +2 dex, +2 clothing and +2 for it being a dagger

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

There are no stats for the market guards in the scenario script, I'll use the same stats as for Marafi's bodyguard.

GM:
Perception: 1d20 + 2 ⇒ (3) + 2 = 5
Perception: 1d20 + 2 ⇒ (11) + 2 = 13
Perception: 1d20 + 2 ⇒ (13) + 2 = 15
Perception: 1d20 + 2 ⇒ (8) + 2 = 10

"Please put your weapons into this container. You may pick them up when you leave the market. Here is your receipt. We wish a successfull day." Iso hides the dagger and the sling in his belt. The receipt is a small sheet of paper with a number on it.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy puts his visible daggers into the bin, but hides the rest.

Sleight of Hand: 1d20 + 9 + 1 - 1 + 2 + 2 ⇒ (8) + 9 + 1 - 1 + 2 + 2 = 21

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

celentrai places her only dagger in the tray and walks calmly in.

The Exchange

HP 44/44

Borrobol puts his hammers into the the tray. "Armor is ok, no?"

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso saunters in, just glad to be out of the sun again.

Within the shade the heat is still oppressive though, and the big man looks like he is ready to wilt.

"How do people live here?" he moans.

"Let us find little man and convince him to return statue for his good health."

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

You enter the Secure Market. Saldin Marafi’s stall is at the back of a narrow notch in the edge of the Secure Market. You can see Marafi and two bodyguards protecting him. Once you approach Marafi he hails you in a friendly manner and asks what he can help you with.

Perception DC20:

You spot the statue hidden at the bottom of one of the deeper spice trays.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

"Tell him Torch needs him to return the statue, or he'll cause him lots of trouble. Payment will arrive by sunset," Tippy suggests before they approach.

Perception: 1d20 + 8 ⇒ (6) + 8 = 14

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso looks at Saldin with a big smile and gives the man a warm hug in greeting.

"Today is Your Lucky Day" he booms in too loud a voice.
perception: 1d20 + 5 ⇒ (16) + 5 = 21

He points to the statue.

"Statue is cursed, and Iso is here to see it returned to its place of righfulness."

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

"What do you think is the right place for this statue?" Saldin asks.

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso shrugs. "Where they may be studied and their hidden lore discovered."

Truthful answer

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

"It's yours for 2000 gp, Sir"

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso rolls his eyes.

"Why Everyone Want 2000gp from Iso? Iso poor northern lad. Spend all money on Ale and Women. No need to waste on Statues."

He looks hard at Saldin.

"Statue is cursed. Statue is also stolen. Bad for your reputation with authority to be seen with stolen statue."

He looks to Tippy for help with words.

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

"We are truly concerned about your reputation. What would people think if they learned that you are selling cursed items. Let us not forget that the item was taken from the pathfinders. Do you really want to be know as someone who illegally takes things from the pathfinders? I would hope not!"
Diplo: 1d20 + 3 ⇒ (13) + 3 = 16

help would be appreciated

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

"I'm afraid the man you bought it from...the scarred man...has set you up. Nevertheless, my friends speak truth, and the statue is cursed. One statue turned into several monsters and attacked a market earlier today. Is say you're lucky to be under the effects of the null magic, but eventually you will have to take the statue out of here. The scarred man may have even intended for you to sell the statue, and then be błamed for the carnage it created when your customer left the null magic."

Diplomacy Aid: 1d20 - 1 ⇒ (8) - 1 = 7 I guess his dislike for Torch must come through a bit too strongly.

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso does his best to look helpful and nod while Celentrai speaks.

dip aid: 1d20 - 2 ⇒ (1) - 2 = -1

He grins at the guards and shows sharp teeth and then farts loudly.

"Ahh much better. Better than odd smells in here too. You need more fresh air."

He looks around. "It must be the funny food you lot all eat down here. Makes Iso's gut Gassy." He looks around for his flint and steel.

"Iso can light Butt Air!" he adds, as if this is quite the notable feat amongst his people.

Oh yes, Iso the fine diplomat showing all his skills.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Spoiler:

Tippy is a thief, right? His hands are tiny and fast, right? The statue is still in the spice tray. Just a hint, because I always hear Rogue players moaning that they have no chance to steal something ;)

"Can you proof that it was taken from the Pathfinders? The man who sold it to me, who did not have any scars btw, said that it was found in ancient ruins."

The Exchange

HP 44/44

Borrobol shakes his head and laughes, "Quite the feat Iso, but I'm not sure the merchant here finds it as appealing as you do." He gives Iso and appreciative elbow in the ribs while trying to provide a little cover for Tippy.
Bluff: 1d20 - 1 ⇒ (17) - 1 = 16

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

"No, truely. Get me a torch and I cna show you." says the easily distracted barbarian.

Iso starts unlacing his trousers.

sleight of hand, aid another: 1d20 + 1 ⇒ (3) + 1 = 4

I'm glad my incombat rolling has not been this bad.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Spoiler:
That was my thought, until Iso made it clear why they were there. Now the guy's going to look at the statue the second they leave, giving them no lead time. If Diplomacy fails, he'll have to try it.

Tippy starts to describe the blond guy that seems to be Torch's agent, but as Iso prepares to unsheath his earthbreaker right in the store, he backs up in shock and revulsion, right against the counter with the spice drawer.

Once the merchant is no longer paying attention to his wares, Tippy's hand darts out.

Sleight of Hand: 1d20 + 9 ⇒ (13) + 9 = 22

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Saldin and his two guards are istracted by a farting barbarian and are covering their eyes or looking away from Iso. Perception penalty -2

Perception Saldin: 1d20 + 4 - 2 ⇒ (5) + 4 - 2 = 7
Perception Guard 1: 1d20 + 2 - 2 ⇒ (20) + 2 - 2 = 20
Perception Guard 2: 1d20 + 2 - 2 ⇒ (7) + 2 - 2 = 7

Neither the guards nor Saldin spot Tippy stealing the statue.

The Exchange

HP 44/44

Borrobol slaps Iso on the back and suggests, "Iso, I think we can save that for our scarred friend. Let's get out of here." The dwarf starts to lead the way to the exit, stepping between Marafi, his bodyguards and Tippy to give the halfling a chance to secret the statue.

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso looks disappointed.

"But..."

Light dawns.

"You are trying to Teach Iso Manners again! Why? Do not these people like the sound of Iso's Earthbreaker?"

He tags along behind the dwarf, acting a bit like a child denied sweets.

"You think Torch will like sound? Iso can be Very Impressive. Maybe Torch give us money to buy statue from nice man. We then break wind in celebration of deal?"

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

Celentrai follows along, at a slight distance to avoid the smell.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy starts coughing and waving his hand in front of his face as he makes for the open air.

As I understand it, this place is just a stall in the market, not an actual shop with a door?

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Yes, it's some kind of an open tent with a table and crates and baskets filled with a lot of stuff.

"Come back as soon as you have the money! I'm looking forward to it! And please keep the cabbage away from your friend."

You leave the Secure Market and pick up your weapons and other belongings at the gate. A few minutes after you left the Secure Market a liveried messenger approaches you. He delivers an invitation from Grandmaster Torch to dine with him at his inn.

Where do you want to go?

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

"They have cabbage here. Iso Loves cabbage."

As the messenger arrives he adds

"Iso thinks invitation is not really a request. We dine, and then leave. Long way back to Absalom and cooler places."

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

"We should take the statues where they need to go first," Tippy says. "I'm not walking up to Torch with them in pocket. He might try to acquire them so he can sell them again."

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso nods.

" Let us take them back to pretty lady. "

Presumably he means Yasmin Kal’al

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

Celentrai looks at the others.
"Nice job!"

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

You return the statues to Venture-Captain Yasmin Kal’al. "That was fast. Thank you very much! You did a very good and important job for the Society." Kal´al says after you handed over the statues. She puts the statues in a box and locks it. "Just to make sure nothing happens." She hands each of you a pouch with 446 gp. "Take this for your efforts and tell Venture-Captain Hestram I'm very satisfied with the group of agents he sent. You are free to go now, thank you very much again and I hope to meet you again one day." Kal´al finishes.

The Exchange

HP 44/44

Borrobol returns the thanks with a little bow and smile, "Thank you Venture-Captain Kal’al. It was an eventful day."

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