The Disappeared Table 2 (Inactive)

Game Master Baerlie

MAP

Letter
Codes
Archive Map

Prisoner Receipt


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The Exchange

Male Dwarf (Pahmet) Gunslinger (Pistolero) 4/Urban Barbarian 1
Vital Stats:
Current HP: 43/44 | AC/T/FF: 18/15/13 [+1 w/shield, +1 when adj. to 2 foes] | Fort +8 Ref +9 Will +4 | SR 10 | Perception +2 | Current Grit: 0/2 | Remaining Rage: 1/5

"And my axe!"

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

I say you can also do it untrained :D

Grand Lodge

CG Male Human (Keleshite) Alchemist 2/Bloodrager 1
Need LvlUp to 4th:
Init +2; AC 17, Touch12, FF 15, CMD 17/15; hp 24/24; Fort +6, Ref +5, Will +0; (+2 vs poison); Perception:+4; Rage: 5/5; Bombs: 5/5; Effects: none;

"No, no, no... Stealthy mission, not..." he started to think about other options, while his fingers where trying to reach and unlock vent grid.

DisDev (no tools): 1d20 + 3 - 2 ⇒ (6) + 3 - 2 = 7
DisDev (no tools): 1d20 + 3 - 2 ⇒ (3) + 3 - 2 = 4
DisDev (no tools): 1d20 + 3 - 2 ⇒ (7) + 3 - 2 = 8

After several tries, he decided that he need some magical help and drank one of his flasks. Smell of wet cat fur spread through the vent, but he looked satisfied and tried again.
Drink Dex mutagen

DisDev (no tools): 1d20 + 5 - 2 ⇒ (2) + 5 - 2 = 5
DisDev (no tools): 1d20 + 5 - 2 ⇒ (14) + 5 - 2 = 17

"Finally!", his voice was drunk, but his fingers were nimble and he done what he wanted.

Dex DC15: 1d20 + 5 ⇒ (10) + 5 = 15

He caught falling vent and quietly passed it to his friends.

"Ik! I'm going down.."

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Sothy is able to remove the vent and put it aside without alerting somebody. He enters the room. The room is filled with cabinets filled with papers, books and folders.

Map updated

Grand Lodge

CG Male Human (Keleshite) Alchemist 2/Bloodrager 1
Need LvlUp to 4th:
Init +2; AC 17, Touch12, FF 15, CMD 17/15; hp 24/24; Fort +6, Ref +5, Will +0; (+2 vs poison); Perception:+4; Rage: 5/5; Bombs: 5/5; Effects: none;

"No one is here. This is archive or something, so I need anyone, who can read", said Sothy. While friends were crawling from the vent, he took one of the folders and start reading.

The Exchange

Male Dwarf (Pahmet) Gunslinger (Pistolero) 4/Urban Barbarian 1
Vital Stats:
Current HP: 43/44 | AC/T/FF: 18/15/13 [+1 w/shield, +1 when adj. to 2 foes] | Fort +8 Ref +9 Will +4 | SR 10 | Perception +2 | Current Grit: 0/2 | Remaining Rage: 1/5

Graxzos leaps gracefully from the vent. Or he tries to, at least. Really, it's more of a tumbling thud followed by a quick string of swearing.

Picking himself up and dusting himself off, he glances around quickly. "Aroden's tight bunghole, these people like their books. Give me the heebie-jeebies. Ya want something to last, better write it down in stone, boy."

He wanders toward the center of the room. "Still...might be something useful here."

Grax will take 10 on a Perception check, for 12, to look for anything important or recently handled. He'll pull out and examine anything that fits.

The Exchange

AC 22, touch 13, ff 18, CMD 19 Fort +5, Ref +3, Will +1 (+2 vs fear) Max HP: 22, Current HP: 22

Braxton makes his way out of the vent and spends the first few minutes stretching, arching, and knuckling his back, trying to get all the kinks out.

Then he starts looking around. Take 10 on Perception for an 11, perfect for aiding another on whomever has the best Perception bonus.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Graxzos and Braxton find an archive map on the desk at the entrance. linked above

Grand Lodge

CG Male Human (Keleshite) Alchemist 2/Bloodrager 1
Need LvlUp to 4th:
Init +2; AC 17, Touch12, FF 15, CMD 17/15; hp 24/24; Fort +6, Ref +5, Will +0; (+2 vs poison); Perception:+4; Rage: 5/5; Bombs: 5/5; Effects: none;

You cannot Take10 when you aid, you need to roll

"Probably we need to check internal security personnel section" said Sothy looking at map over shoulder.

Dark Archive

M Human Level 1 Druid (Bear Shaman) HP 10; AC 14 T 10 FF 14; Fort +3, Ref +0, Will +4; Perception +6

'Descending' from the vent, Negerp strolls over to peer over Sothy's shoulder. "You want to split up, each take a section? Something in particular we are looking for?" Negerp takes a close examination as he walks around the room, looking for anything besides the map.

Perception: 1d20 + 6 ⇒ (18) + 6 = 24

Extending both front paws along the wall, bear plops out the vent and ambles to a corner where he begins to groom himself.

The Exchange

Male Dwarf (Pahmet) Gunslinger (Pistolero) 4/Urban Barbarian 1
Vital Stats:
Current HP: 43/44 | AC/T/FF: 18/15/13 [+1 w/shield, +1 when adj. to 2 foes] | Fort +8 Ref +9 Will +4 | SR 10 | Perception +2 | Current Grit: 0/2 | Remaining Rage: 1/5

"Aye," Graxzos grunts, adding to Sothy: "You look there--but Zarta weren't security personnel, I don't think. I'mma look in the 'furren ministry personnel' section."

Graxzos gives the section a quick once-over, hoping to see anything recent or with Zarta's name referenced.

Perception: 1d20 + 2 ⇒ (9) + 2 = 11

Womp. On the off-chance it helps, if he fails to find anything, Grax will go over the section again, more carefully (taking 10).

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Negerp does not find anything beside the map. Also Graxzos does not find any clue to Zarta's disappearance in the Foreign Ministry Personnel section.

If you want to search a shelf, just tell me which one and roll a perception check.

Grand Lodge

CG Male Human (Keleshite) Alchemist 2/Bloodrager 1
Need LvlUp to 4th:
Init +2; AC 17, Touch12, FF 15, CMD 17/15; hp 24/24; Fort +6, Ref +5, Will +0; (+2 vs poison); Perception:+4; Rage: 5/5; Bombs: 5/5; Effects: none;

Perception: 1d20 + 4 ⇒ (4) + 4 = 8
Sothy was deep into looking through internal security personnel section.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

I can't find the shelf 'internal security personnel' on the map. There is Internal Security Evidence, Receipts, Lists and Misc.

Dark Archive

M Human Level 1 Druid (Bear Shaman) HP 10; AC 14 T 10 FF 14; Fort +3, Ref +0, Will +4; Perception +6

Foreign Ministry Personnel

Perception: 1d20 + 6 ⇒ (16) + 6 = 22

The Exchange

Male Dwarf (Pahmet) Gunslinger (Pistolero) 4/Urban Barbarian 1
Vital Stats:
Current HP: 43/44 | AC/T/FF: 18/15/13 [+1 w/shield, +1 when adj. to 2 foes] | Fort +8 Ref +9 Will +4 | SR 10 | Perception +2 | Current Grit: 0/2 | Remaining Rage: 1/5

Graxzos smacks the side of his own head suddenly. "What a sandhead I am! We're lookin' for the wrong thing. They done erased Lady Z, right? So we ain't gonna find her. BUT..." he holds up the gibberish codes, "we might well find somethin' to help with this!"

Jogging over to the "Internal Security" section, Graxzos begins combing it over for anything that looks like it might help with codes.

Perception: 1d20 + 2 ⇒ (13) + 2 = 15

Grax starts in "Internal Security Misc." and, if he doesn't find anything, will move to "Internal Sec. Lists," "Internal Sec. Receipts," "Imperial Sec. Misc.," and "Imperial Sec. Reference, in that order. Rolls below!

Perception: 1d20 + 2 ⇒ (14) + 2 = 16
Perception: 1d20 + 2 ⇒ (12) + 2 = 14
Perception: 1d20 + 2 ⇒ (16) + 2 = 18
Perception: 1d20 + 2 ⇒ (15) + 2 = 17

Grand Lodge

CG Male Human (Keleshite) Alchemist 2/Bloodrager 1
Need LvlUp to 4th:
Init +2; AC 17, Touch12, FF 15, CMD 17/15; hp 24/24; Fort +6, Ref +5, Will +0; (+2 vs poison); Perception:+4; Rage: 5/5; Bombs: 5/5; Effects: none;

My fault: should be Internal Security Dossiers

Dark Archive

M Human Level 1 Druid (Bear Shaman) HP 10; AC 14 T 10 FF 14; Fort +3, Ref +0, Will +4; Perception +6

Negerp continues to browse the shelves, in a counter-clockwise direction, shelves against the wall.

Perception: 1d20 + 6 ⇒ (7) + 6 = 13
Perception: 1d20 + 6 ⇒ (14) + 6 = 20
Perception: 1d20 + 6 ⇒ (10) + 6 = 16
Perception: 1d20 + 6 ⇒ (17) + 6 = 23

Bear continues to 'clean' himself.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Remember, you don't have much time. About 20 minutes are left to get back to the waiting room, so decide wisely which areas to search.

Sothy and Negerp are not able to find something, but Graxzos finds a sheet with Zarta's name on it. Receipt

Just in the second Graxzos pulls the sheet out of the shelf a chair starts to move and attacks.

GM:

Ini Chair: 1d20 + 0 ⇒ (11) + 0 = 11
Ini Braxton: 1d20 + 3 ⇒ (19) + 3 = 22
Ini Graxzos: 1d20 + 3 ⇒ (3) + 3 = 6
Ini Negerp: 1d20 + 2 ⇒ (1) + 2 = 3
Ini Bear: 1d20 + 2 ⇒ (6) + 2 = 8
Ini Sothy: 1d20 + 3 ⇒ (20) + 3 = 23
Ini Wibeke: 1d20 + 1 ⇒ (2) + 1 = 3

Round 1
Sothy
Braxton
Chair
Bear
Graxzos
Negerp
Wibeke

Grand Lodge

CG Male Human (Keleshite) Alchemist 2/Bloodrager 1
Need LvlUp to 4th:
Init +2; AC 17, Touch12, FF 15, CMD 17/15; hp 24/24; Fort +6, Ref +5, Will +0; (+2 vs poison); Perception:+4; Rage: 5/5; Bombs: 5/5; Effects: none;

"Wow! Chair is moving!" still under effect of his mutagen or is it expired?, Sothy mixed another extract and drink it. After consuming potion, he held his breath as for several seconds and then loudly exhaled, closing his mouth with both hands, as he didn't want for air to come out. "Woohoo! Now I can deal with this furniture!" After drinking, he became more drunk and his hands turned into two pieces of red marble. "It won't resist good blow!", he started moving towards Graxzos to protect him from chair.

Drink extract stone fist, than move

The Exchange

AC 22, touch 13, ff 18, CMD 19 Fort +5, Ref +3, Will +1 (+2 vs fear) Max HP: 22, Current HP: 22

Braxton swings his shield into the chair, reacting more than acting.

Shield: 1d20 + 5 ⇒ (20) + 5 = 25
Shield confirm: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d4 + 4 ⇒ (1) + 4 = 5

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Sothy drinks his stone fist mutagen, the Dex mutagen is still active. Braxton swings his shield into the chair, but the wood is very hard and it takes no damage. Hardness 5

The chair tries to hit Braxton with his legs, but Braxton is fast enough to step aside.
Slam attack: 1d20 + 5 ⇒ (11) + 5 = 16

Round 1
Sothy
Braxton
Chair
Bear
Graxzos
Negerp
Wibeke

Dark Archive

Skald (Fated Champion) 1

Spurred into action by the moving chair, bear leaps from the corner, emitting a low growl. He tried to grapple the chair:

Grapple: 1d20 + 2 ⇒ (14) + 2 = 16

The Exchange

Male Dwarf (Pahmet) Gunslinger (Pistolero) 4/Urban Barbarian 1
Vital Stats:
Current HP: 43/44 | AC/T/FF: 18/15/13 [+1 w/shield, +1 when adj. to 2 foes] | Fort +8 Ref +9 Will +4 | SR 10 | Perception +2 | Current Grit: 0/2 | Remaining Rage: 1/5

Graxzos startles as the chair starts moving of its own accord. "What the...fanged Chelish booby traps!" Unsheathing his ax, he grins. "I got just the thing for you..."

"YEEEEAAAHAAARRRRGGHHH!"

Charging Attack (possibly v. Grappled): 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24
Damage: 1d10 + 2 ⇒ (1) + 2 = 3

Unfortunately, his ax doesn't even chip the mobile furniture...

The Exchange

Female Human Fighter 2 - HP 22/22 : AC 21 CMD 17 Touch 11 Flat 19 : fauchard+7; 1d10+6/18-20x2 : PA fauchard +6; 1d10+9/18-20x2 : chakram +3;1d8+4/20x2 : F +5 R +1 W +0 : INIT +1 Perc +0 CMB +6 (+8 trip)

Wibeke starts to whisper the name of her maneuver, as she always has before, but stops when she realizes that it her foe is a piece of furniture. She shrugs, and brings her polearm down hard.

Target Chair.
fauchard PA: 1d20 + 6 ⇒ (14) + 6 = 201d10 + 9 ⇒ (6) + 9 = 15

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Bear tries to grapple the chair, but the chair tries to hurt bear while he grabs the chair.
AoO vs. Grapple: 1d20 + 5 ⇒ (16) + 5 = 21 Dmg: 1d6 + 3 ⇒ (2) + 3 = 5

Bear and Chair are grappled

Graxzos and Wibeke swing their weapons at the chair and both hit.
I say an axe is strong against wood so it bypasses the hardness.

Round 1
Sothy
Braxton
Chair -13HP
Bear
Graxzos
Negerp
Wibeke

Dark Archive

M Human Level 1 Druid (Bear Shaman) HP 10; AC 14 T 10 FF 14; Fort +3, Ref +0, Will +4; Perception +6

"Bear, look out. Hang on a second. Hold it there. No over there. Stop moving. Well if you get hit it is not my fault. Stupid lump of fur."

Scimitar: 1d20 + 4 ⇒ (14) + 4 = 18

Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Dark Archive

Skald (Fated Champion) 1

"Yipppp! Grrr wrr waarrrrr mmmmm."

Bear:
I can't believe I got hit by a chair. If he doesn't kill it I am going to eat him.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Negerp is able to use the chance a chair unable to move and hits it on it's leg. He Chips a way a piece of wood.

Round 2
Sothy
Braxton
Chair -15HP
Bear
Graxzos
Negerp
Wibeke

Grand Lodge

CG Male Human (Keleshite) Alchemist 2/Bloodrager 1
Need LvlUp to 4th:
Init +2; AC 17, Touch12, FF 15, CMD 17/15; hp 24/24; Fort +6, Ref +5, Will +0; (+2 vs poison); Perception:+4; Rage: 5/5; Bombs: 5/5; Effects: none;

"Let me hit it!", drunken Sothy runs to chair and swings his marble fist.

Bam (with stone fist, +grappled): 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19 Boom: 1d6 + 1 ⇒ (6) + 1 = 7 Ignore up to 8 hardness

The Exchange

Female Human Fighter 2 - HP 22/22 : AC 21 CMD 17 Touch 11 Flat 19 : fauchard+7; 1d10+6/18-20x2 : PA fauchard +6; 1d10+9/18-20x2 : chakram +3;1d8+4/20x2 : F +5 R +1 W +0 : INIT +1 Perc +0 CMB +6 (+8 trip)

"Is this really happening?" Wibeke swings again.

fauchard PA: 1d20 + 6 ⇒ (17) + 6 = 231d10 + 9 ⇒ (7) + 9 = 16

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

I'm going to bot Braxton, he did not post since Monday

Sothy throws his fists at the chair and breaks one of his legs. Braxton tries to hit it again with his shield, but the sudden movement due to the broken leg made him miss.

Shield: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d4 + 4 ⇒ (3) + 4 = 7

The chair tries to break the grapple but is not successfull.
CM Check: 1d20 + 5 ⇒ (5) + 5 = 10

Wibeke also swings at the grappled chair and breaks a second leg.

Round 2
Sothy
Braxton
Chair -33HP
Bear
Graxzos
Negerp

Wibeke

Dark Archive

Skald (Fated Champion) 1

continues grapple: 1d20 + 2 + 5 ⇒ (8) + 2 + 5 = 15

Dark Archive

M Human Level 1 Druid (Bear Shaman) HP 10; AC 14 T 10 FF 14; Fort +3, Ref +0, Will +4; Perception +6

Scimitar: 1d20 + 4 ⇒ (17) + 4 = 21

Damage: 1d6 + 4 ⇒ (6) + 4 = 10

The Exchange

AC 22, touch 13, ff 18, CMD 19 Fort +5, Ref +3, Will +1 (+2 vs fear) Max HP: 22, Current HP: 22

Sorry, I was just waiting for the results of the other attacks. I just assumed the chair was toast. That's one nasty chair!

Braxton slams his shield again.

Shield: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d4 + 4 ⇒ (1) + 4 = 5

Again, the minimum damage is ignored by the flippant furniture.

"Hold still or we'll sit on you!!" he curses the chair.

The Exchange

Male Dwarf (Pahmet) Gunslinger (Pistolero) 4/Urban Barbarian 1
Vital Stats:
Current HP: 43/44 | AC/T/FF: 18/15/13 [+1 w/shield, +1 when adj. to 2 foes] | Fort +8 Ref +9 Will +4 | SR 10 | Perception +2 | Current Grit: 0/2 | Remaining Rage: 1/5

Graxzos lets out an angry bellow and, seizing his ax two-handed, brings it down in an overhand swing onto the chair.

Attack: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d10 + 3 ⇒ (7) + 3 = 10

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Braxton hits the chair, but not hard enough to break the wood. While Bear continues to hold the chair in place, Graxzos and Negerp chop it to pieces.

Combat over

Hint to decrypt the note:

What a man! = Vqiw i gis!

Grand Lodge

CG Male Human (Keleshite) Alchemist 2/Bloodrager 1
Need LvlUp to 4th:
Init +2; AC 17, Touch12, FF 15, CMD 17/15; hp 24/24; Fort +6, Ref +5, Will +0; (+2 vs poison); Perception:+4; Rage: 5/5; Bombs: 5/5; Effects: none;

I figured that out, but I haven't chance to roleplay my discovery. And now I need to hurry as well.

"Hey, friends, it looks like i understand", Sothy took out letter and put it on table, "watch out for angry furniture".

He started to write letters near letters on Prisoner Receipt.

Dark Archive

M Human Level 1 Druid (Bear Shaman) HP 10; AC 14 T 10 FF 14; Fort +3, Ref +0, Will +4; Perception +6

"Stupid embassy. Stupid chairs. That is the last time I sit down. Alright time is running short. There has to be a better way then just looking through random stuff. Let's break out in teams of 2, I am pretty good at finding stuff. If someone can help me out, I will work on the Internal Security Graxzos missed, then the Linguistics"

How long does it take to look in 'section'?

Negerp looks at:
Internal Security Sites 13
Internal Security Evidence 20
Imperial Security Misc 16
Linguistics Dept Translations 23

Spent 20 minutes trying to figure out the code, all I got is a=i :(

Grand Lodge

CG Male Human (Keleshite) Alchemist 2/Bloodrager 1
Need LvlUp to 4th:
Init +2; AC 17, Touch12, FF 15, CMD 17/15; hp 24/24; Fort +6, Ref +5, Will +0; (+2 vs poison); Perception:+4; Rage: 5/5; Bombs: 5/5; Effects: none;

"Ok, I'll need to take several lessons on cyphers, when we done", said Sothy. He shown to his friends a sheet of paper with lots of letters in pairs.
A = I, B = ?, C = ?, etc

"See... this words in corner, they have same number of letters.. so if we substitute, V with W and Q with H, than I with A and W with T.. we well get WHAT..."

Grand Lodge

CG Male Human (Keleshite) Alchemist 2/Bloodrager 1
Need LvlUp to 4th:
Init +2; AC 17, Touch12, FF 15, CMD 17/15; hp 24/24; Fort +6, Ref +5, Will +0; (+2 vs poison); Perception:+4; Rage: 5/5; Bombs: 5/5; Effects: none;

Than he took another piece of codes.
"Let's check.. See... in prisoner receipt, there is imperial seal: 79402910... Same number corresponds in other document: Wisfxoh Hodagaxo... " he started covering small piece of paper with other letters. "TANCRED DESIMIRE" he looked around friends, trying to find any ideas in their eyes.

Grand Lodge

CG Male Human (Keleshite) Alchemist 2/Bloodrager 1
Need LvlUp to 4th:
Init +2; AC 17, Touch12, FF 15, CMD 17/15; hp 24/24; Fort +6, Ref +5, Will +0; (+2 vs poison); Perception:+4; Rage: 5/5; Bombs: 5/5; Effects: none;

"Ok, lets check Destination... Fawihoc Kxiah.. means CITADE", he delayed a bit and concluded, "probably C means L, than we get "CITADEL VRAID". He looked again. "I never been close to any Chelaxian to know what that means"

"Duration: Ashobasawo."
Alchemist started replacing vowels first. "IshEbIsIwE"
"W means T. H means D. S means N. Total INDEbINITE"
"Oh, INDEFINITE... B means F." he noted that on separate sheet.

"That sux," he spent another moment scribing over his notes. "REMIT ON REQUEST"

"I'm almost ready", he produced last translated line. "TRAITOR. EVIDENCE"

"Ouch. Looks like Zarta was caught with something." he almost finished. "FILED LOCRER A23!"

"Negerp, please check Locker A23."

Meanwhile, he started to decipher other names from code list.

"Noravia Alnus, or there is second with same surname, Aerosus Alnus, and Imparia Ralian, Patronicus Srensane, Lurco Tanalian, Pavanna Ala-mmmm-ario, Something-rachius Ratarion", he finished list and put his notes away.

"Let's move out of here. Have you found something?"

Some letters might be out of order, but it's pretty late here and I need to go...
Limited on time as a character is, so I tried to do it as quick as possible and that took me around 20 minutes

Dark Archive

M Human Level 1 Druid (Bear Shaman) HP 10; AC 14 T 10 FF 14; Fort +3, Ref +0, Will +4; Perception +6

"Got it. Field Locrer A23 whatever the hell that is."

"Graxzos, give me a hand with that."

Perception: 1d20 + 6 ⇒ (17) + 6 = 23

"Great work Sothy!"

The Exchange

Male Dwarf (Pahmet) Gunslinger (Pistolero) 4/Urban Barbarian 1
Vital Stats:
Current HP: 43/44 | AC/T/FF: 18/15/13 [+1 w/shield, +1 when adj. to 2 foes] | Fort +8 Ref +9 Will +4 | SR 10 | Perception +2 | Current Grit: 0/2 | Remaining Rage: 1/5

"FILED. Filed in Locker A23!" Graxzos exclaims. "Yer a regular genius, lad, even if'n ya talk funny!" he crows, slapping Sothy on the back and nearly knocking him off his feet. "Let's look in Internal Security Evidence, Negerp! Probably where the locker is..."

Awesome, awesome job, Sothy. Seriously. Great work. GM, if there are any obvious lockers lying around, Grax will check there first.

Perception Aid Another: 1d20 + 2 ⇒ (1) + 2 = 3
Knowledge (Geography) for info on Citadel Vraid: 1d20 - 1 ⇒ (20) - 1 = 19
Knowledge (Whichever) for Tancred Desimire: 1d20 - 1 ⇒ (5) - 1 = 4

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Sothy translates the mumbo-jumbo on the prisoner receipt to something which makes more sense. With the information about locker A23 Negerp is able to find the locker in 'Internal Security Evidenc' within a minute.

The locker contains the evidence that Tancred used to indict Zarta. It consists of a series of letters written in a halting hand that resembles the paracountess's. Upon clo ser examination, however, the letters' writing differs significantly from the note found in Zarta's study. The forged letters are addressed to a prominent House Thrune enemy, and in them "Zarta" discusses selling privileged Chelish information supposedly meant to foment political insurrection. Zarta's pers onal travel logs, written in her natural hand, are also included. While the first entry - a trip to Absalom's Ivy District - does indeed match with the letters' indication of Zarta's supposed treasonous activities, the second entry proves the paracountess was away from Ab salom during a time the letters claim she met with her conspirators in the Petal District.

Graxzos knows, that the Citadel Vraid is located near the city of Korvosa. It's the fortress-headquarters of the Hellknight Order of the Nail. But he never heard about a man called Tancred Desimire or a Family Desimire.

You have about 10 minutes to get back to the waiting room

Dark Archive

M Human Level 1 Druid (Bear Shaman) HP 10; AC 14 T 10 FF 14; Fort +3, Ref +0, Will +4; Perception +6

"Ok, let's get out of here. I won't be happy till all these Chelish guards are looking at my backside. Anyone know where we are and how to get back?"

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

You can get all the way back you came. It takes about 10 minutes. To make it short, you make one check depending on how you want to act: Disguise, Stealth or Bluff

Dark Archive

M Human Level 1 Druid (Bear Shaman) HP 10; AC 14 T 10 FF 14; Fort +3, Ref +0, Will +4; Perception +6

Would it be possible to send Bear away? Is there a window he can escape out of?

Bluff: 1d20 ⇒ 12

The Exchange

AC 22, touch 13, ff 18, CMD 19 Fort +5, Ref +3, Will +1 (+2 vs fear) Max HP: 22, Current HP: 22

"Wait. We're done?" Braxton asks, tuning back in after the business with the codes.

Bluff: 1d20 + 1 ⇒ (14) + 1 = 15

Grand Lodge

CG Male Human (Keleshite) Alchemist 2/Bloodrager 1
Need LvlUp to 4th:
Init +2; AC 17, Touch12, FF 15, CMD 17/15; hp 24/24; Fort +6, Ref +5, Will +0; (+2 vs poison); Perception:+4; Rage: 5/5; Bombs: 5/5; Effects: none;

Since we try to make it quick, I think potion of invisibility and potion of disguise can be handy for those who haven't rolled yet or is a bear :)

Sothy mixed up several ingredients and drunk them. His breath become mixed of peppermint and garlic and he went further, trying to look like one of the heavy drinking guests.

I drink my extract of disguise self
Disguise: 1d20 + 10 ⇒ (10) + 10 = 20

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